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Human life on earth - marketing strategy

Cyril in the pose of Da Vinci's Vitruvian Man

Human Life on Earth

Marketing Strategy

Detail

Client name

The Supreme Being (and associated creation team)

Industry / sector

Existential Experience | Consciousness | Meaning-Making

Strategy date

June 2026 (brief live since approximately 300,000 BCE)

Review date

Heat death of the universe (TBC)

KGM lead

Kirsty Goddard

Status

Draft v1.1

SECTION 1 - BUSINESS OBJECTIVES

Aspirational goal

To make human life on Earth so compelling, meaningful and worthwhile that every participant - regardless of entry conditions - finds something that makes the whole experience feel unmistakably worth it. The overarching ambition is not happiness (too transient, too low a bar) but something richer: a life consciously engaged with, full of connection, wonder, and at least occasional transcendence. The brief is also to ensure that enough people have a good enough time that they tell others. Word of mouth is, and has always been, the primary channel.

Technical goals

  1. Achieve meaningful uptake of the core product - consciousness - by ensuring the majority of users discover that paying attention is not just possible but transformative
  2. Reduce the proportion of participants who spend 80+ years on Earth without once asking the really interesting questions
  3. Grow the community of people actively choosing connection over disconnection, meaning over numbness, curiosity over certainty
  4. Establish love - in its various configurations - as the primary return on investment for participation
  5. Ensure the beauty and strangeness of the physical world remains the single most underrated feature, surfaced more frequently

Timeline milestones

Birth

Initial onboarding. Confusing, loud, cold. Emotional impact: immediate and permanent. The product is live.

Childhood

The wonder years. Highest density of awe per day. Critical window - establish curiosity before certainty sets in.

Adolescence

Identity formation. Painful, essential, wildly underappreciated in retrospect. The market is most volatile here.

Early adulthood

First major choices. Career, love, geography, values. Highest risk of following someone else's map by mistake.

Midlife

Reassessment phase. Often misread as crisis. Actually the product's deepest feature unlocking.

Later life

Perspective at scale. The accumulation of lived experience produces something no younger participant can access: genuine wisdom.

Death

The exit. Currently non-negotiable and poorly marketed. KGM recommends reframing as the feature that gives every other feature its weight.

SECTION 2 - BRAND STORY

The product launched approximately 4.5 billion years ago on a medium-sized rock orbiting an unremarkable star. Early reviews were mixed - largely due to the absence of reviewers. When reviewers eventually arrived, around 300,000 years ago, they were immediately preoccupied with survival, which somewhat delayed their appreciation of the subtler features.

What the client has produced is, objectively, extraordinary: a planet of almost incomprehensible variety, seeded with creatures capable of love, language, music, mathematics, grief, laughter, bread, and the ability to look at a night sky and feel something. The product is consciousness having an experience of itself. There is genuinely nothing else like it on the market.

The challenge has always been positioning. Human life has a perception problem. It arrives without instructions. It requires assembly. It does not come with a guarantee. A significant number of participants spend considerable time searching for meaning without anyone telling them that the search itself is the point - and that other people, in all their maddening complexity, are where most of the best bits live.

The brand story is, at its core, this: you did not choose to be here, but you are here, and it is strange and brief and occasionally terrible and intermittently gorgeous and worth paying attention to. That is the story. It has been told in every language by every culture in every century, and it still works.

Do not lead with the suffering. It is real and it matters, and the strategy addresses it - but it is not the headline. The headline is that this is the only life of its kind you will ever have, and there is more available to you than you have yet discovered.

SECTION 3 - SERVICES / PRODUCTS BREAKDOWN

The core product: A human life

  1. Duration: variable, average 72 years globally (non-negotiable, non-refundable)
  2. Specification: one body, one consciousness, full sensory package, emotional range from despair to ecstasy
  3. Customisation: limited at point of entry; considerable opportunity for development over time
  4. Format: continuous lived experience, no pause function, no rewind

Key features

  1. Love - available in multiple configurations, universally underestimated until encountered
  2. Friendship - the most durable return on investment available
  3. Nature - free, perpetually available, chronically underused
  4. Creativity - capacity to make things that did not exist before; intrinsically rewarding
  5. Curiosity - the feature that makes every other feature better
  6. Sleep - deeply underrated; reset function; occasional access to the unconscious mind
  7. Food - sensory pleasure bundled with community ritual; available in extraordinary variety
  8. Humour - the body's own painkiller and connective tissue; included as standard

Premium add-ons (optional, effort-required)

  1. Deep relationships - high maintenance, extremely high yield
  2. Mastery of a craft or discipline - long path, extraordinary destination
  3. Spiritual or contemplative practice - quiet, countercultural, genuinely life-changing
  4. Parenthood - radical vulnerability package; not for everyone; those who choose it rarely regret it
  5. Service to others - the one activity reliably shown to produce lasting satisfaction

Known bugs

  1. Suffering - cannot be removed; can be navigated; appears to be integral to the meaning-making architecture
  2. Death anxiety - unresolved in most users; partial workarounds available (philosophy, community, legacy, acceptance)
  3. Comparison function - persistently unhelpful; no patch currently available; workaround: gratitude practice
  4. Time perception - distorts under both boredom and joy; feature or bug depending on context

SECTION 4 - VALUE PROPOSITION

  1. The only experience of sentient consciousness currently available in this solar system
  2. Finite duration creates genuine urgency - and therefore meaning - that an infinite product could never replicate
  3. Full sensory immersion, no subscription required
  4. Relational depth: capacity for love, empathy and connection that generates compounding returns over a lifetime
  5. Built-in narrative arc - the fact that it ends makes every part of it matter more
  6. Unlimited creative potential; participants can and do change the world
  7. The experience includes other people - messy, surprising, irreplaceable

Value proposition options - for client review

Option 1 - Lead with the experience

You are a conscious being on a living planet, with the capacity to love and be loved, to make things, to notice beauty, to change your mind, to be changed by others. Nothing about that is ordinary. Everything about it is available to you. The question is not whether your life is worth living. The question is how much of it you are actually showing up for.

Option 2 - Lead with the scarcity

There are approximately eight billion versions of this experience currently running. Yours is the only one that will ever be exactly this. It arrives once, without a preview. It does not come with a map. What it does come with - if you look - is more wonder, more connection, and more meaning than you have yet had time to find.

Option 3 - Lead with the other people

It turns out the whole thing is mostly about other people. The joy, the grief, the frustration, the belonging - it all comes from them. Human life on Earth is, at its best, a long and improbable love story between people who did not choose to be here but chose, over and over, to stay for each other.

SECTION 5 - COMPETITOR ANALYSIS

Known competitors

Distraction

Everywhere

Primary competitor. Infinite scroll, noise, busyness. Does not deliver meaning but extremely effective at preventing its pursuit. Market share: enormous.

Numbness

Internal

A coping response that becomes a default. Keeps participants safe from pain but also from joy. Often mistaken for peace.

Other people's scripts

Family / culture / social media

Compelling because pre-written. Significant risk: participant reaches midlife having lived someone else's priorities.

Certainty

Ideology / tribalism

Offers comfort but at the cost of curiosity. Closes off the most interesting parts of the product.

Nihilism

Philosophy departments / 2am

Argues the product has no value. Technically unfalsifiable. Tends to be held by people who have not yet found the right people - or the right question.

Competitive opportunity summary

  1. Distraction is defeatable by presence. Any moment of genuine attention is a win.
  2. Numbness is defeatable by connection. One real conversation outperforms years of avoidance.
  3. Other people's scripts are defeatable by self-knowledge. The question 'what do I actually want?' is underused and extraordinarily powerful.
  4. The market for meaning is large, underserved and growing. Post-pandemic appetite for depth and real connection is a significant tailwind.

SECTION 6 - ORGANISATIONAL CULTURE

Culture words (aspirational)

Curious | Open | Generous | Imperfect | Resilient | Wondering | Connected | Alive

Culture in practice

  1. Accepts all participants regardless of entry conditions, background or starting position
  2. Rewards effort, attention and kindness more reliably than talent, status or wealth
  3. Tolerates - and arguably requires - failure as part of the development process
  4. Does not come with a performance review, but responds well to honesty
  5. Community is the operating system; individuals are the apps
  6. The culture is not fixed. It is made, unmade and remade by participants. This is both the biggest risk and the best feature.

SECTION 7 - AUDIENCE ANALYSIS

Audience 1: The Seekers - people actively looking for more

Demographic

Motivators / Psychographic

Age: any, but typically sharpest in 20s, early 40s, and 60s+

Feel that something is missing. Restless in good and productive ways. Intuit that there is more available. Likely already doing some of the work.

Barriers to entry:

  1. Don't know where to start. Fear that the search will be destabilising. Lack of permission to prioritise depth over productivity.

Audience 2: The Comfortable - people not yet unhappy enough to change

Demographic

Motivators / Psychographic

Age: primarily 30s–50s

Life is fine. Busy. The mortgage, the commute, the weekend routine. Not unhappy exactly. Not quite awake either. The product's deepest features are untouched.

Barriers to entry:

  1. Comfort is the enemy of growth. Low pain means low urgency. The question 'is this it?' has not yet arrived with sufficient force.

Audience 3: The Suffering - people for whom the product currently hurts

Demographic

Motivators / Psychographic

Age: all ages

Grief, illness, loss, isolation, injustice, depression. The hard parts of the product dominating the experience. Not unreasonable. The hard parts are real.

Barriers to entry:

  1. Pain is not a perception problem - it is real. Marketing cannot resolve suffering. The strategy here is connection: other people, other stories, the knowledge that this has been survived before.

Audience 4: The Young - first-time users

Demographic

Motivators / Psychographic

Age: 0-25 (peak receptivity window)

High awe capacity. Low cynicism. Still building their framework for what life is and what it is for. Enormously influenced by what they are shown.

Barriers to entry:

  1. Over-scheduled, over-screened, under-bored. Boredom is where the interesting internal life develops. Currently in short supply.

SECTION 8 - SWOT ANALYSIS

STRENGTHS

  • Genuinely unique product - no comparable offer exists
  • Love: the highest-yield feature in the portfolio
  • Beauty, wonder and awe available at zero cost
  • Consciousness: the ability to reflect on and change the experience
  • Community: other people are both the challenge and the prize
  • Mortality: gives everything else its weight and urgency

WEAKNESSES

  • Arrives without instructions
  • Entry conditions wildly unequal - significant fairness problem
  • Suffering is non-optional and unevenly distributed
  • Death anxiety: a known usability issue with no full resolution
  • Time perception: distorts, speeds up, rarely feels like enough
  • Comparison function: persistently unhelpful and extremely sticky

OPPORTUNITIES

  • Growing global appetite for meaning over consumption
  • Mental health conversation now mainstream - permission to go deeper
  • Nature connection: massively underutilised and freely available
  • Community renaissance post-pandemic
  • AI creating new urgency around what is distinctively human
  • Philosophy and inner life becoming less stigmatised

THREATS

  • Distraction economy - engineered attention capture at scale
  • Inequality: entry conditions make the product harder to access for billions
  • Climate change: the physical product itself under threat
  • Loneliness epidemic: the primary delivery mechanism in short supply
  • Short-termism: the product rewards long thinking; culture rewards the opposite

Strategic commentary

The product's greatest strength - consciousness - is also what makes it most vulnerable to its greatest threat: distraction. A being capable of extraordinary depth is being relentlessly nudged towards the surface. The strategic imperative is to make the depth more accessible, more visible, and more compelling than the noise competing for attention.

Inequality of entry conditions is the single most significant ethical challenge in the product's history and remains unresolved. Any marketing campaign that does not acknowledge this is incomplete.

SECTION 9 - BRAND BELIEF / PURPOSE

To make the brief, improbable, remarkable fact of being alive feel worth showing up for - every single day, in every single life.

The Supreme Being's belief is that consciousness is not a mistake. That being alive - even briefly, even painfully, even confusingly - is a privilege of the most extraordinary kind. That every life contains, somewhere within it, enough beauty, connection and meaning to justify itself. And that the task of the campaign is simply to help more people find it.

SECTION 10 - BRAND VALUES

  1. Love - not sentiment; the active, muscular decision to care about someone other than yourself
  2. Curiosity - the posture that keeps the product interesting for a whole lifetime
  3. Courage - required at every significant juncture; the brand does not function without it
  4. Honesty - to self first; the foundation of every relationship that works
  5. Connection - the reason the product exists; nothing meaningful happens in isolation

What these values have in common

All five are chosen, not given. They are not entry conditions - they are what participants make of the conditions they receive. This is the whole point.

SECTION 11 - BRAND PERSONALITY

Personality attributes

Warm | Strange | Serious when it needs to be | Funny | Ancient | Urgent | Tender | Honest | Occasionally overwhelming | Worth it

How this shows up

  1. Never falsely cheerful - the difficult parts are acknowledged, not papered over
  2. Holds grief and joy in the same hand - because life does
  3. Speaks to everyone at once and somehow also to each person individually
  4. Does not pretend to have all the answers; asks the best questions instead

What it definitely is NOT

  1. Toxic positivity - the brand does not say everything happens for a reason
  2. Passive - the brand insists on participation
  3. Exclusive - every life is in scope; no exceptions

SECTION 12 - POSITIONING STATEMENT

For every person alive, in every circumstance, Human Life on Earth is the only conscious experience of its kind you will ever have. It is finite, imperfect, and often painful - and it contains, if you are willing to look, more beauty, connection and meaning than you have yet found. It does not come with instructions. It comes with other people. That turns out to be enough.

KGM to refine and finalise with client approval.

SECTION 13 - FEELINGS TO INSPIRE

  1. Awake - as if seeing something familiar for the first time
  2. Connected - reminded that other people are the point, not the problem
  3. Grateful - not in a forced way; in the way that happens when you actually notice something
  4. Curious - about what happens next; about who that person is; about what this is
  5. Permission - to take their own life seriously; to want more from it; to change
  6. Wonder - the feeling that this is stranger and richer and more worth it than the noise suggested

SECTION 14 - CUSTOMER ATTITUDE AND BEHAVIOUR CHANGE

Audience 1: The Seekers

NOW/ TARGET

Think

Something is missing and I don't know exactly what.

I know what I'm looking for and I know where to find it.

Feel

Restless, slightly guilty about the restlessness.

Purposeful. The restlessness was a compass, not a flaw.

Do

Browse, read, scroll - looking for the thing in the wrong places.

Go outside. Call the person. Make the thing. Ask the question.

Audience 2: The Comfortable

NOW/ TARGET

Think

Life is fine. Busy but fine.

There is more available. Fine was never the ambition.

Feel

Vaguely flat. Not unhappy. Just... flat.

Quietly lit up. As if something has been switched back on.

Do

Continue the routine. Defer the interesting question.

Ask the interesting question. Accept the disruption.

Audience 3: The Suffering

NOW/ TARGET

Think

I am alone in this. It will not change.

Others have been here. This is survivable. Something is still possible.

Feel

Isolated, exhausted, without horizon.

Less alone. Not fixed - but accompanied.

Do

Endure in isolation. Avoid asking for help.

Accept help. Receive it. Offer it eventually, when possible.

SECTION 15 - THE COMMUNICATIONS CHALLENGE

Challenge

The product launches without briefing. Participants arrive confused and crying into a world that largely fails to explain what it is for. The competition (distraction, numbness, other people's scripts) is everywhere and extremely well-funded. The brand's core messages - love, connection, curiosity, presence - are available for free but require effort to access, which puts them at a persistent disadvantage to easier alternatives.

Objectives

1. Make the depth of the product more visible and accessible.

2. Destigmatise the big questions.

3. Position other people as the primary source of value.

4. Encourage action before crisis: the brand's best features should not require a breakdown to unlock.

5. Acknowledge suffering honestly without allowing it to define the proposition.

Initiative

An always-on, always-human campaign built around the proposition that attention is the most valuable thing a person can give - to their own life, and to each other. Tag line options: 'Pay attention. It's worth it.' / 'This is the one.' / 'Show up.'

SECTION 16 - KEY MESSAGES

General messages

  1. You are conscious on a living planet. That is extraordinary and it is worth your full attention.
  2. The best things in your life will almost certainly involve other people. Invest accordingly.
  3. The difficult parts are real. They are also not the whole story.
  4. Meaning is not found. It is made - through attention, relationship, and the willingness to ask the good questions.
  5. There is more available to you than you have yet had time to find.

Audience 1 messages: The Seekers

  1. The restlessness is information. It is pointing at something real.
  2. The question you are afraid to ask is usually the most important one.

Audience 2 messages: The Comfortable

  1. Fine is not the destination. You know this. You have always known this.
  2. The most interesting version of your life is still available. It requires one decision.

Audience 3 messages: The Suffering

  1. You are not the first person to be here. You will not be the last. Others have found a way through.
  2. You do not have to be okay. You do have to let someone in.

Audience 4 messages: The Young

  1. Be bored more often. Something important lives there.
  2. The people around you are stranger and more interesting than your phone.

SECTION 17 - RECOMMENDED CHANNELS

  1. Other people - the primary and most powerful channel. Has been running continuously for 300,000 years. Highest trust, highest conversion. Word of mouth remains the mechanism by which most participants come to understand that life is worth living.
  2. Nature - free, always available, clinically proven to restore perspective. Chronically underused. Works on every device without battery.
  3. Art, music and literature - the channel through which humans have always transmitted the inexpressible. Operates across time zones and centuries. The only medium in which 'I thought I was the only one who felt that' becomes 'we all feel that.'
  4. Silence and solitude - counterintuitive in a noisy world; essential for processing, integration and self-knowledge. Currently the most countercultural channel available.
  5. Community and ritual - shared experience as a delivery mechanism for belonging. Includes but is not limited to: religion, sport, meals, grief, celebration.
  6. Story - how the brand has always communicated. A human telling another human how they got through the hard part is still the most effective campaign ever run.

Channels to deprioritise

  1. Comparison - consistently high reach, consistently negative outcomes
  2. Busyness as a proxy for meaning - confuses activity with substance; does not convert
  3. Acquisition of status objects - short-term satisfaction spike, rapid return to baseline; poor lifetime value

SECTION 18 - PILLARS OF CONTENT

Pillar 1: Attention

What it covers: The act of noticing - your own life, other people, the physical world. What happens when you actually look. The practice of presence. Why it is harder than it sounds and more rewarding than anything else.

Why it matters: Distraction is the primary competitor. Attention is the antidote. Every other pillar flows from this one.

Pillar 2: Connection

What it covers: Other people. Friendship, love, family, community, strangers. The evidence that connection is the single greatest predictor of a good life. What gets in the way and how to get past it.

Why it matters: The loneliness epidemic is real, serious, and solvable. This pillar is the highest-yield investment in the campaign.

Pillar 3: The difficult parts

What it covers: Grief, failure, suffering, disappointment, death. Honest, non-platitudinous engagement with the hard stuff. Stories of how people have been here and found a way through.

Why it matters: A campaign that ignores suffering is not believable. A campaign that addresses it honestly builds extraordinary trust.

Pillar 4: Wonder

What it covers: The strangeness and beauty of existence - nature, science, art, the fact that any of this is here at all. The case that the universe is more interesting than the algorithm.

Why it matters: Awe is the most undermarketed feature of the product. It is available everywhere. Almost nobody is making the most of it.

Pillar 5: Agency

What it covers: The things within your control. The choices available at every point. The difference between the life you have inherited and the life you are choosing. How to tell them apart.

Why it matters: Participants frequently underestimate their own agency. This pillar corrects the misperception and issues a direct invitation to choose differently.

SECTION 19 - MARKETING PLAN OUTLINE

Phase 1 - Childhood (Years 0–12)

  1. Immerse in wonder - nature, story, play, discovery - before cynicism has a chance to set in
  2. Prioritise belonging and security; attachment is the foundation for everything that follows
  3. Do not over-schedule; boredom is a developmental feature, not a problem
  4. Read aloud, often; this is how the brand's content library is transmitted

Phase 2 - Adolescence and young adulthood (Years 12–30)

  1. Identity formation is the primary task; support it rather than rushing past it
  2. Introduce the big questions - not to answer them but to take them seriously
  3. Find the people who are doing it interestingly; they are the most important channel
  4. Choose depth over breadth wherever possible; a few real things beat many surface things

Phase 3 - Middle life (Years 30–60)

  1. Reassessment is not crisis; the midlife question is one of the product's best features
  2. Maintain the relationships; they compound over time in a way nothing else does
  3. Resist the comfort trap; the product's deepest features require continued engagement
  4. Service - to family, community, craft, others - delivers the highest sustained satisfaction available

Phase 4 - Later life (Years 60+)

  1. Perspective is now available that was not accessible earlier; use it generously
  2. Legacy: what you have done for others, what you have made, who you have become
  3. Continue learning; the feature remains active for as long as the participant does
  4. Make peace with the exit; participants who do report significantly higher satisfaction in the final phase

SECTION 20 - FAQs / KEY SEARCH TERMS

Anticipated FAQs

  1. What is the point? - The point is the experience itself, consciously engaged with. The search for a fixed external answer is the wrong search.
  2. Does it get better? - Yes, reliably, for participants who invest in connection, curiosity and honesty. Less reliably for those who don't.
  3. Why is there suffering? - KGM does not have a complete answer. The client has not provided one either. What can be said: the difficult parts appear to be integral to the depth of the experience, not a design flaw.
  4. Is there a god? - Outside scope of this document. KGM recommends remaining genuinely open to the question, whatever conclusion you reach.
  5. What happens when it ends? - Unknown. The uncertainty is uncomfortable and also, arguably, what makes the finite experience feel precious.
  6. Am I doing it right? - If you are asking this question with genuine interest rather than anxiety, you are almost certainly doing better than you think.
  7. What if I miss it? - Pay attention. That is the whole instruction.

Key search terms

  1. What is the point of being alive
  2. How to feel less alone
  3. How to live a meaningful life
  4. Why does life feel empty
  5. How to be happy
  6. Is it too late to change
  7. What should I do with my life
  8. How to deal with loss
  9. How to be more present
  10. What matters most

NOTES & WORKING THOUGHTS

Client has not yet approved positioning statement - review with Supreme Being before finalising.

The inequality problem (Section 8, Weaknesses; Section 7, Audience 3) requires structural response beyond the scope of a marketing strategy. KGM recommends treating this as a product development issue, not solely a communications one.

Death: KGM recommends leaning into the mortality message further in Phase 2 of the campaign. The finite nature of the product is its most compelling differentiator and currently the most avoided message. Significant whitespace available.

VERSION HISTORY

Version

Date

Changes

Approved by

v1 Draft

June 2026

Initial draft. All sections completed from first principles - no discovery session notes available; client unreachable for comment.

KGM

v2

KGM review and edits

v3 Client

Shared with client

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