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Qpass Revival: in The Cards
A wild and crazy card game helps a software company relaunch its brand to employees. 

by Terry Lee Stone
December/January 2006

Card case
To heighten the collectible aspect of the brand trading cards, Methodologie selected a keepsake steel box to house them. The card game became a credenza piece that employees wanted to hold on to and enjoy.
Not everyone thinks of branding as a game, but it turned out to be a perfect solution for Qpass, a high-tech company that provides infrastructure software for global mobile telephone companies. When Qpass shifted its business focus from consumers to business-to-business, an important objective was to relaunch its brand internally with employees. Qpass called on Seattle-based brand firm Methodologie for a solution that would capture the interest of associates so they’d know the company was changing focus and understand the new context in which they would be working. In this way, each employee could become a “brand steward” for the newly transformed organization.

No brand manual, please
“Our client was looking for an innovative repositioning solution that would capture the exuberance of this digital company’s culture and educate employees about changes in their business structure,” says Methodologie creative director Dale Hart. “Qpass knew they didn’t want a manual, and they were willing to explore some fun and interesting alternatives.” The company wanted to get their employees excited about changes in business offerings as well. To meet this brief, Methodologie developed an unorthodox campaign that centered on a unique card game supported by promotional items and a temporary redesign of Qpass’ employee intranet site.

The spirit of the game and its wild ‘n’ crazy graphics was tuned for the break-the-rules culture of the young company. According to Hart, “Our best and most successful work comes from clients who are risk takers. It’s rare, but great when it happens. In the case of Qpass, [the question] was how far can we push it?”

Each of the 29 game cards represents a brand element (mission, promise, etc.), company fact (year founded, company folklore), or company association (primary market information, corporate icon). The entire staff became involved in playing the game over the course of what was, in effect, a month-long special event.


The unique solution to the Qpass brand relaunch was to create a card game, with employees competing for prizes. Methodologie designed both game and brand cards to fit with the client’s youthful, irreverent culture. The graphic execution of this concept was as varied as possible. The designers leveraged a range of fun company and pop culture references to create the card backs. Some images are cryptic, inviting further examination; others are evergreen pop references.

Collecting for employee interaction
The point of the game was to learn more about the company and brand by trading and collecting “brand cards.” Each employee received a metal keepsake box and 10 random cards. Employees traded with each other to collect “suits” of like cards, which allowed them to win prizes.

The Methodologie project team had a few tricks up their sleeves: In some instances, senior managers held certain key cards, which caused staff members to have to come to them and respond to a quiz question; with the correct answer, the employee would be rewarded with the prized card. Other cards were hidden around the company’s headquarters to be spotted by sharp-eyed employees.

The game created a frenzy of interaction and trading activity almost immediately. “We noticed that within days of the game’s launch, Qpass cards were being traded at a premium on eBay! This branding exercise really inspired a fun competitiveness within the company,” notes Methodologie marketing manager John Carroll.

As “uncorporate” as possible
Designing the cards was a treat for Methodologie, an opportunity to be wildly creative with icons, imagery, and graphics that were playful, varied, and as satirical as possible, all in keeping with the attitude of Qpass. All the designers on Methodologie’s staff were involved; they pursued a variety of stylistic interpretations, mostly with a pop-culture spin.

Images of clowns, children’s books, woodworking tools, the game Twister, the color blindness test, the moon walk photo … even Elvis made it into the deck. The game has a Joker card; just for fun the Qpass marketing director (Methodologie’s client contact) was the featured image.

All these cards, rendered in a variety of illustrative styles, work together in a crazy quilt of brand expression. Dale Hart summarizes the design approach: “The whole system is really a carnival of color, no two cards being the same. We did this to make the game feel as ‘uncorporate’ as possible to appeal to the young, high-tech staff.”

In addition to the cards, Methodologie created icons to represent aspects of the Qpass brand statement that were then put on T-shirts in a spectrum of brand colors. And to further enhance the game, five different “skins,” randomly rotating, were developed for Qnet, the employee intranet site; each time employees logged on during the campaign, they saw a variety of colorful patterns that promoted the brand game. A release party kicked off the campaign, which was concluded after a month with the awarding of prizes.

The Qpass card game put a human touch and a sense of play into branding, an engaging way to get a complex set of information into the minds of corporate staff. Who says branding can’t be fun?

SIDEBAR: Playing the Qpass Game

Simple to play, the game developed by Methodologie spurred a tremendous amount of interaction as employees acquired brand knowledge while competing to win prizes.

Setup:
Each player received 10 cards to begin. The object was to collect a full deck (29 cards), which was divided into eight suits of varying numbers of cards, plus one Joker. Prizes and additional cards were awarded for collecting a full suit, three of a kind, and instant winners. Platinum cards were the holder’s ticket to winning the grand prize.

Ways to collect cards:
• Network: Trade with another player.
• Knowledge is power: Correctly answer questions relating to the cards when asked by senior management.
• Get lucky: Find cards located in mysterious places.

Rules:
• The game’s duration was one month.
• To redeem a full suit, employees were asked questions relating to the information on the cards. Cards by themselves could not be used to redeem prizes.
• The Joker card was “wild” and could be used to complete a suit.

Complete sets of rules were posted on the company’s intranet site and throughout the company headquarters.

About the author
Terry Stone is a design management consultant and educator. She is the strategy director for AdamsMorioka Inc. and co-author of Logo Design Workbook (2004, Rockport Publishers) with Sean Adams and Noreen Morioka.
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