Cutting through corporate English: Clearer alternatives to business jargon

Two women in a pottery room talking over a laptop
Reading time: 4 minutes

The corporate world can often feel like an echo chamber of confusing phrases. Terms like "blue-sky thinking" and "tiger teams" might dominate conversation in boardrooms and email chains, but what do they actually mean in practice and are they the best way to communicate?

This blog post simplifies workplace English by offering straightforward business English alternatives to common corporate jargon. These replacements will resonate with fluent English language speakers and ease communication with non-fluent English speakers who are vital contributors to the workplace. Plus, a clearer form of communication can help foster inclusivity, improve understanding and ultimately enhance productivity.

What is corporate jargon?

Corporate jargon refers to the very specialized vocabulary and language used within the business world, often characterized by buzzwords, acronyms, jargon and phrases that are usually unknown to outsiders.

Why should we avoid professional jargon?

Jargon often acts as a barrier to clear communication, creating an environment where messages are misunderstood or misinterpreted. This misunderstanding can lead to inefficiencies, errors and frustrations among team members, particularly those who may not be fluent English speakers or are new to the corporate environment.

Furthermore, overusing complex language can unintentionally exclude or push away parts of the workforce, undermining efforts to build an inclusive and collaborative team culture. In essence, simplifying language and avoiding unnecessary jargon can make available information more accessible to a wider audience and ensure that all team members have the necessary information to contribute effectively to their roles.

For example, let's look at "think outside the box." It means to think in new ways, but it's said so much that it doesn't really grab attention anymore. A better way to say this might be "think creatively" or "come up with new ideas." Also, the word "synergize" really just means to work well together for better results. Saying "work together effectively" is much clearer and easier for everyone to understand, no matter if they're used to business terms or not. Using simple words helps everyone get the idea faster, making the workplace more welcoming and efficient.

The difference between English jargon and slang

Jargon functions as a shorthand among professionals, representing complex concepts among those in the know. Slang is less formal than jargon, often coming from cultural or societal trends and used more in casual conversations.

An example of jargon vs slang

An example of jargon and slang could be comparing "low-hanging fruit" to "no-brainer." "Low-hanging fruit" is a piece of jargon that refers to tasks, projects or targets that are easily achievable and do not require much effort.

On the other hand, "no-brainer" is slang that implies something is an obvious or easy decision, often used in more informal settings. While both terms convey the idea of simplicity and ease, "low-hanging fruit" is more likely to be used in strategic meetings or project planning sessions, whereas "no-brainer" might be used in informal discussions or brainstorming sessions.

Examples of jargon and their plain English alternatives

Blue-sky thinking

Avoid saying, "We need some blue-sky thinking." Instead, use,"Approach this problem with unlimited creativity."

Helicopter view

Avoid saying,"Give me a helicopter view of the situation." Instead, use,"Provide a broad overview of the situation."

Get all your ducks in a row

Avoid saying, "Before the busy season, get all your ducks in a row." Instead, use,"Ensure you're well-organized before the busy period begins."

Thinking outside the box

Avoid saying, "This client expects us to think outside the box." Instead, use,"The client expects unique and unconventional ideas from us."

IGUs (Income Generating Units)

Avoid saying,"Our goal is to increase our IGUs this quarter." Instead, use,"Our goal is to increase our student enrolments this quarter."

Run it up the flagpole

Avoid saying,"That's a great idea. Run it up the flagpole." Instead, use,"That's a great idea. Share it with the team for their input."

Swim lanes

Avoid saying, "To understand your tasks, refer to the swim lanes." Instead, use,"Refer to the job responsibility diagram to understand your tasks."

Bleeding edge

Avoid saying, "This new software is bleeding edge." Instead, use,"This new software represents the latest in research and technological innovation."

Tiger team

Avoid saying,"We'll need a tiger team to tackle this project." Instead, use,"We'll assemble a specialized task force for this project."

While some professionals may use jargon to appear more knowledgeable, the truth is that simplicity is key. Clear and straightforward language not only levels the playing field for everyone but also cuts through possible misunderstandings.

The case for plain business English

In today's global business environment, where interactions occur across diverse linguistic backgrounds and languages, it's paramount to ensure that our words are as clear and simple as possible. By favoring plain English vocabulary over opaque jargon, we promote an inclusive and efficient workplace where every member, fluent or not, understands and contributes to their fullest potential.

Continue to seek clarity in your communications. Remember that the true mark of expertise is not using complex language but making complex concepts understandable for everyone. Keep challenging yourself to simplify your language without diluting the meaning of your message. Remember, whether you're a seasoned professional or a new recruit, clear communication will always be your strongest asset.

If you or your team are looking to improve their business English skills, check out our business English courses and blog posts for up-to-date tips.

More blogs from ɫèAV

  • A girl sat at a laptop with headphones on in a library

    5 myths about online language learning

    By Steffanie Zazulak
    Reading time: 3 minutes

    Technology has radically changed the way people are able to access information and learn. As a result, there are a great number of tools to facilitate online language learning – an area that’s been the subject of many myths. Here we highlight (and debunk) some of the bigger ones…

    Myth #1: You will learn more quickly

    Although online learning tools are designed to provide ways to teach and support the learner, they won’t provide you with a shortcut to proficiency or bypass any of the key stages of learning.Although you may well be absorbing lots of vocabulary and grammar rules while studying in isolation, this isn’t a replacement for an environment in which you can immerse yourself in the language with English speakers. Such settings help you improve your speaking and listening skills and increase precision, because the key is to find opportunities to practise both – widening your use of the language rather than simply building up your knowledge of it.

    Myth #2: It replaces learning in the classroom

    With big data and AI increasingly providing a more accurate idea of their level, as well as a quantifiable idea of how much they need to learn to advance to the next level of proficiency, classroom learning is vital for supplementing classroom learning. And with the Global Scale of English providing an accurate measurement of progress, students can personalise their learning and decide how they’re going to divide their time between classroom learning and private study.

    Myth #3: It can’t be incorporated into classroom learning

    There are a huge number of ways that students and teachers can use the Internet in the classroom. Meanwhile, ɫèAV’s online courses and apps have a positive, measurable impact on your learning outcomes.

    Myth #4:You can't learn in the workplace

    Online language learning is ideally suited to the workplace and we must create the need to use the language and opportunities to practise it. A job offers one of the most effective learning environments: where communication is key and you’re frequently exposed to specialized vocabulary. Online language learning tools can flexibly support your busy schedule.

    Myth #5: Online language learning is impersonal and isolating

    A common misconception is that online language learning is a solitary journey, lacking the personal connection and support found in traditional classrooms. In reality, today’s digital platforms are designed to foster community and real interaction. With features like live virtual classrooms, discussion forums and instant feedback, learners can connect with peers and educators around the world, building skills together.

  • Two teenagers sat at a desk in a classroom working together in front of a laptop

    My lifelong learning journey: Why learning English never stops

    By Zarela Cruz
    Reading time: 4 minutes

    My journey with English began in the unlikeliest of places: a mining camp in southern Peru. As a child, I was fascinated by American culture – the movies, the music, the seemingly limitless world that English opened up. For me, the language was a gateway leading to a deeper understanding and feeling of belonging, making me part of their culture.

  • A classroom scene with a teacher and diverse students engaged in learning, using laptops on desks, in a brightly lit room.

    Is game-based learning technology a waste of time?

    By
    Reading time: 4 minutes

    We feel that game-based learning (GBL) is a waste of time… if not properly understood. Even then, one could argue that "wasting time" is a vital part of learning and perhaps we need to stop insisting that every second counts.

    Game-based learning vs. Gamification: Understanding the difference

    Let’s begin by first addressing the term "game-based learning" and how it compares to its doppelgänger, gamification. Gamification is the application of game mechanics and dynamics to non-game contexts to solve problems, engage users and promote desired behaviours. For example, rewarding acheivements with points, awards or badges for achievement, levelling up, using avatars, quests and collaboration are all gamification features, which elevate games above the mundane activities of normal life.

    The principles of gamification have been applied to the retail and services sectors for years: think of airlines' frequent flyers programs, pubs and bars running "happy hours" promotions, WeightWatchers' points-counting, Foursquare's badges for visiting new places. There are hundreds of examples of where game dynamics have been introduced into non-game contexts to influence behaviour and bring about a desired result.

    Game-based learning in action: More than just play

    Gamification does not refer to the straightforward use of games (whether digital or otherwise) as part of a teaching or learning interaction. A teacher using the board game Monopoly in the classroom to demonstrate the idea of rent is not gamifying the learning environment; they are involving learners in game-based learning. GBL refers to the use of games as tools: as devices for opening discussion, presenting concepts or promoting learner engagement within clearly defined learning objectives, in other words, learning through playing games. Gamification is the appropriation of those principles, mechanics and dynamics that make games work in order to promote engagement or engender a desired outcome.

    Teachers have long introduced games into the learning environment – such as Kim’s Game, Pelmanism and Guess Who? – and the uptake of GBL with digital games is particularly well demonstrated by the work being done by the Institute of Play, and the growing popularity of the likes of Minecraft and SimCity in schools. In terms of our immediate ELT context, pretty much any video game can be repurposed for language learning, in the same way a text, song or website can be. Take, for example, the indie game . Although there is no actual spoken language in the game, the platform puzzle format lends itself perfectly to practising language around predictions or conditionals ("If I pull that lever, the door will open"), recounting events ("I was chased by a giant spider!"), strategising and so on. In this post, we will be referring to existing digital games that have been appropriated into a learning context, as opposed to games that have been designed with a specific educational use in mind.

    Sharma and Barrett’s definition of blended learning provides a useful context for approaching the use of digital games in such modalities, notably the combination of “a face-to-face classroom component with an appropriate use of technology”. We’re making no assumptions about whether the games are being accessed in the classroom, on mobile or online at home. The blend isn’t defined by where a learner is, but by how their use of technology supports and enhances their contact with the teacher.

    The notion of appropriateness in Sharma and Barrett’s definition is critical as, in the case of a GBL project, it assumes a teacher has a familiarity with both the tech and content accessibility of a selected game. Acquiring that level of familiarity with a game requires a certain amount of time engaging with it to determine its fit for the needs of the learners, an activity which might easily be considered off task when compared to the other demands being made on an educator’s schedule.

    How GBL fuels engagement and deeper learning

    The benefits of GBL with digital games are potentially quite profound, however. First, studies indicate that playing video games in general can stimulate the generation of neurons and enhance connectivity between the regions of the brain responsible for memory formation, spatial orientation and strategic thinking. The right pairing of game and learning objectives could be argued to promote situated cognition, a theory that knowledge is constructed through – and inseparable from – social interactions and the context in which they take place. A learner immersed in SimCity stands a much greater chance of understanding the principles of taxation and the provision of public services through playing the role of a mayor, for example, than a learner being walked through the annual budget. As Lim et al. state: “games are effective because learning takes place within a meaningful context where what must be learned is directly related to the environment in which learning and demonstration take place”.

    Early-stage research on mirror neurons is adding a new aspect to the discussion around the immediacy of playing games. In short, mirror neurons suggest that when we observe someone performing an action, there is a brief moment in which our brain cells fire as if we are carrying out that action ourselves. The boundary between observer (player) and observed (in-game character) becomes blurred for a split second. A lot can happen in that split second.

    In addition to the benefits of an immersive, neuron-stroking experience, games demonstrably promote learner engagement by introducing the F-bomb into the mix (fun). They also have the capacity to provide an unrivalled social experience, as in the case of MMORPGs (massively multiplayer online role-playing games). As an example, consider how a leading MMORPG game, World of Warcraft, is applied in learning environments.

    Addressing concerns and embracing change

    However, there are often deep-seated cultural aversions to the use of games in an educational context that GBL initiatives are required to overcome. Critics have said that digital games are anti-social, that they rot your attention span, that they are not legitimate, validated learning resources. Although there is not yet a body of research that can empirically confirm or debunk the effectiveness of games used for learning, surely watching a learner plan, execute and evaluate a project in Minecraft with classmates suggests that those objections are based on dated assumptions. The language learning space in particular is still very much attached to a coursebook paradigm that is predicated on levels and a clearly defined syllabus. Perhaps GBL is too much at odds with an established business model that is the bedrock of too many large education organisations.

    So is GBL a waste of time? We’d argue that it is when its potential is not properly recognised and it is treated as light relief. Games are dynamic, engaging resources capable of delivering experiences and drawing connections that can really ignite a student’s learning experience. Furthermore, they bring a playful and unpredictable aspect to the learning process.