Places and systems
Clothes and materials
Brains and behavior
Power and production
100

This human-dominated geological era.

Anthropocene

100

A formal word for “a piece of clothing.”

Garment

100

The appeal of “newness” that can trigger impulse buying.

Novelty

100

The end-to-end route from raw materials to retail.

Supply chain

200

A distinct period in history or geology.

Epoch

200

The stitched line joining two pieces of fabric.

Seam

200

To become used to something so it feels normal.

Habituate

200

The machine of ads, PR, and channels pushing a brand message.

Marketing apparatus

300

A site where people's waste is buried.

Landfill

300

Adjective for fabric that “cannot be passed through.”

Impenetrable

300

Acronym for the “fear” that pushes last-minute purchases.

FOMO

300

The person responsible for a harmful or illegal act.

Perpetrator

400

A condition of limited supply that shapes choices and prices.

Scarcity

400

The quality of lasting a long time without breaking.

Durability

400

Money already spent and irrecoverable—yet still influencing your decision.

Sunk cost

400

A person showing little empathy or remorse in decision-making.

Sociopath

500

An economy designed to remove resources and externalize environmental costs.

Extractive system

500

Completely worn out or beaten up after hard use.

Thrashed

500

A brain mechanism that reinforces purchases with a hit of pleasure.

Dopaminergic (reward)

500

In this model, products are designed for durability, repair and reuse to minimize waste.

Circular economy