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Latest work

Peripheral vision

A consumer electronics giant becomes a climate-era leader.

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Case study
Case Studies
Breakthrough Products
Technology

IDEO’s partnership with Logitech is a case study in bringing together the power of imagination and the rigor of business.

As much as we love to lead with creativity, it’s difficult to develop a business plan off ideas alone. So when Logitech asked the IDEO team to investigate a broad array of possible futures and report back, we brought our findings to life by inventing a board game. Instead of a dry presentation on circular solutions, our designers created a story about a mouse that turned into a webcam.

That imagination mattered. It fueled an exploration into expertise we collected from researching with people already living in futures destined to expand. And our rigor helped us hold more possibilities, and identify intersectionalities. Combined, they redefined what it means for ideas to be viable in business; they focused us on long-term sustainability; and they pushed us past immediate technical feasibility to ask if new ideas would be feasible for entire systems.

Our partnership with Logitech revealed that imaginative dreaming and business rigor aren’t opposing forces, but rather complementary tools in opening up new directions into a future demanding bold decisions.

As of 2019, e-waste was the fastest-growing waste stream globally, and only 20% of the 48.5+ million tonnes is disposed of properly.

Global emissions must be cut in half by 2030 to avert the worst impacts of climate change.

By 2030

Logitech has committed to becoming climate positive and removing more carbon than they create
Logitech is famous for designing and making great things: digital peripherals such as mice and webcams, software, gaming, and more. To look to the future in more expansive ways, Logitech’s leadership reached out to IDEO to surface emergent trends and systems that could shape the company’s path forward. The work resulted in a bold set of strategic choices that will benefit people, the business, and the planet—a triple win.
To shape its strategy and climate commitments, Logitech started with an imaginative leap into the future.
How consumer electronics gets climate positive.
Logitech
Logitech
Peripheral vision, computer mouse, ergonomic design, Logitech, technology innovation, digital products, digital transformation, digital experience, digital product design, UX design, creative leadership, leadership development, systems thinking, systems design, service ecosystem, climate strategy, sustainable design, circular economy, future strategy, strategic futures, designing for the future, understanding user needs, how to design a digital product, how to make business more sustainable, innovation, strategy, product design, transformation, leadership, creativity, sustainability, climate change, future of business

The whole package

A global fashion brand pairs sustainability and growth.

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Case study
Case Studies
Strategic Futures
Creative Capabilities
Climate
Consumer Products & Retail

Fast fashion keeps getting faster. But if the industry is to meet its climate commitments, its use of plastics has to slow down.

H&M chief executive Helena Helmersson set ambitious sustainability goals when she stepped into her role. She wanted to reduce the fashion giant’s impact on the environment and enable meaningful growth. But change is tough for any company, let alone one with eight brands operating across 74 markets. Together IDEO and the H&M Group created new plastic-free packaging, rallying around a more sustainable packaging solution that’s easily customizable.

By applying a design-led approach that went far beyond hiring a sustainability consultant, the H&M Group managed to reduce its use of plastic. But it didn’t stop there. A small team called Design Studio took what it learned and grew into an established strategic capability that pioneers new ways of working in the organization, tackling complex challenges in circularity, inclusion, supply chain, and customer experience. Sustainability isn’t a passing trend for H&M. It’s moving fashion forward.

Packaging accounts for 26% of plastics produced globally every year.

Fashion e-commerce is estimated to grow by 10% annually through 2024, requiring even more packaging.

100M

plastic-free packages shipped in 2022

2,000 tons

of plastic eliminated from H&M operations
The fashion industry exploded over the past two decades. Garment production has doubled since 2000, and plastics use has multiplied along with it. H&M, one of the largest apparel manufacturers in the world, wanted to grow more sustainably. One of its goals: eliminate plastic from its packaging. Together we developed a new paper packaging system that’s cutting thousands of tons of plastic from H&M’s operations, helping the company and its customers meet their sustainability goals.
How tangible designs weave together sustainability and growth.
How tangible designs weave together sustainability and growth.
H&M
H&M
The whole package, H&M, climate innovation, sustainability, consumer products, retail, consumer experience, retail innovation, brand strategy, brand design, brand identity, brand experience, packaging design, product packaging, packaging innovation, growth strategy, business growth, scaling innovation, systems thinking, systems design, service ecosystem, climate strategy, sustainable design, circular economy, retail experience, store of the future, how to build a brand, how to make business more sustainable, innovation, strategy, customer experience

The everywhere chair

In Japan, a mother works to build an inclusive child seat that closes the gap between children with and without disabilities.

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Case study
Case Studies
Strategic Futures
Breakthrough Products
Consumer Products & Retail
Health

For children with physical disabilities and their families, mobility is freedom. But in Japan, there are barriers to that freedom of movement.

In raising a child with cerebral palsy, Yuri Matsumoto found that her son was separated from other kids during everyday activities. In Japan, children’s products are divided into two categories: those for children with disabilities and those for children without. Matsumoto aspired to close this gap with a product that would allow children of all abilities to use the same chair and be included in the same activities. To realize her idea, Matsumoto needed a strategic design company to refine the chair design, create a compelling visual identity, and arrive at a product road map to help set the business up for long-term success.

Designers working on a prototype of the IKOU chair

The result: a breakthrough product and supporting business that provides access for all kids, both for at-home activities like studying and eating, and also for family outings to restaurants, to the park, and to play with friends. Around the world, there are people like Matsumoto who see the need for better products in a very personal way. IDEO’s role is to help them realize their vision for a more inclusive future.

The Japanese health ministry categorizes 9.6 million people as disabled.

In Japan, children with disabilities are largely excluded from mainstream classrooms. Government subsidized support chairs are designed for posture and stability. Their bulk and rigidity make venturing out with them challenging.

Japanese children have fewer opportunities to learn about what it’s like to live with a disability than in the US.

Launched

officially in April 2022

5

restaurants and cafés in Tokyo are currently piloting the chair
Globally, some 240 million children live with a disability. Yet it’s a cohort that doesn’t always get the design attention it deserves. Yuri Matsumoto, a Japanese mother of a young boy with cerebral palsy, wanted to design a supportive child seat for children with physical challenges, one that would allow them access and ease in everyday activities at school, on the playground, and during family outings. IDEO worked on the development of an innovative chair design, a bold visual identity, and business strategies that propelled Matsumoto to start her own business.
A design process focuses on children with physical disabilities to produce a portable chair that works better for all families.
Focusing on kids with disabilities to make a chair that works for all families.
IKOU
North America
IKOU
The everywhere chair, IKOU, consumer products, retail, consumer experience, retail innovation, healthcare, health innovation, patient experience, brand strategy, brand design, brand identity, brand experience, inclusive design, accessible design, equitable design, healthcare design, digital health, patient-centered care, education innovation, student experience, future of education, civic design, government innovation, citizen experience, design for children, family experience, youth experience, how to build a brand, innovation, strategy, design strategy, prototyping, mobility, education, government

Serving families first

One organization transforms health care, education, finance, retail, and itself to meet the expectations of the people it serves.

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Case study
Case Studies
Creative Capabilities
Breakthrough Products
Consumer Products & Retail
Learning & Work

There can be no growth for business if peoples’ basic needs aren’t met.

Carlos Rodríguez-Pastor, CEO of Intercorp, came to IDEO with an audacious goal: to address the most fundamental needs of his country’s people and grow his business at the same time. He’d been introduced to IDEO while attending business school in the U.S. and explained that he waited until he had a challenge that felt big enough to knock on our door. Together we built a high-quality school system that would cost just $100 per month—affordable for the middle class. That project convinced Rodríguez-Pastor and his colleagues of the power of human-centered design. Our blended teams launched an innovation hub to introduce new ways of working with the conglomerate’s 90,000 employees. And as we collaborated with Intercorp’s businesses in finance, retail, health care, and education, we learned more about how to serve the everyday needs of Peruvian families. Somewhere along the way, the ultimate design project became the organization itself.

And while Rodríguez-Pastor’s company has grown dramatically, he’s not one to rest on laurels. Instead, the company is becoming more ambitious: upskilling the country’s workforce through an online platform, and fulfilling its climate strategy by investing in Peru’s green economy. (The coastal nation is the world’s third most vulnerable to the effects of climate change.) While the pandemic dealt a blow to Peru’s economy, Intercorp remains steadfast in its commitment to supporting businesses that help the middle class thrive.

Peru’s PISA score of educational quality has grown by 10% in the past decade but still ranks in the bottom 10 worldwide.

In 2020, approximately 68% of the total employed population was in some form of informal employment—jobs that offered no protection and in which workers paid no taxes. Although that percentage decreased over the previous decade, Peru has one of the highest levels of informal employment in Latin America.

55,000

students enrolled across 68 locations in Peru, Mexico, and Colombia

2.5x

increase in revenue from $2.9 billion in 2011 to $8.5 billion in revenue in 2021
Helping to uplift a country’s middle class may not seem like an immediate business priority. But for one Latin American CEO, it became clear that if families couldn’t thrive, there would be no future for business. That insight kicked off a decade of partnership with Intercorp, one of Peru’s largest conglomerates. Together, Intercorp and IDEO launched a new school system, a family-focused health care clinic, and digital-first financial services and retail experiences. These efforts required the formation of a new innovation team, adopting a customer-centered mindset across the organization's businesses and a deep digital transformation to better serve families as the pandemic forced remote transactions. Our sights are now set on the future of Latin America: online upskilling for 21st-century jobs, becoming a more diverse and equitable organization and society, and seizing opportunities to lead in an era of climate change. All with one purpose, to make Peru the best place in Latin America to raise a family.
A ten-year commitment to human-centered design reveals the ripple effects of pursuing growth where people need it most.
One organization transforms health care, education, finance, retail, and itself.
Intercorp
North America
Intercorp
Serving families first, Intercorp, consumer products, retail, consumer experience, retail innovation, education innovation, learning experience, future of work, digital transformation, digital experience, digital product design, UX design, business transformation, organizational transformation, culture change, user research, customer research, consumer insights, systems thinking, systems design, service ecosystem, climate strategy, sustainable design, circular economy, healthcare design, digital health, patient-centered care, student experience, future of education, retail experience, store of the future, innovation, strategy, product design, human centered design, research, transformation, sustainability, climate change

Mondays, Redesigned

A collaboration with WNYC's Studio 360

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Article
Articles

At least that's what the listeners of Studio 360 said when host Kurt Andersen asked them to suggest places or experiences that could use more joy as part of the WNYC radio program’s Redesigns series. Inspired by IDEO Design Director Ingrid Fetell’s Aesthetics of Joy blog, our New York team did an extreme Monday makeover—in three weeks.

But first, the team interviewed the founder of a pet-therapy program and explored the physical and emotional benefits of chuckling with a laughter yoga teacher. A teammate’s 5-year-old daughter, quickly dubbed the “giggler-in-residence,” upped the joy quotient, as only a small child can do.

The result is MonYay!, a collection of objects and digital concepts designed to make Mondays fundays.

Listen to the Studio 360 episodes and check out our microsite to get a behind-the-scenes peek into the design process.


The shrill beep of an alarm clock. The rush-hour commute. A calendar that looks like a failed game of Tetris. Of all the weekdays, Monday looks most like a problem in search of a solution.

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mondays redesigned, team collaboration

How We Did It: Prototyping in Virtual Reality

"We just might need a few decades to figure out how to make it work best."

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Article
Articles

Part of Project Literacy, a campaign founded and convened by Pearson, the installation is intended for large, influential gatherings like the General Assembly of the United Nations, the World Economic Forum annual meeting in Davos, and the Social Good Summit, so the concept needed to scale to different physical contexts. But because the goal was to reach a much wider audience, there had to be a way to distribute the work easily through digital channels.

IDEO had just eight weeks to research the topic, develop ideas, test them with users, and build both physical and digital prototypes. Along with Toronto-based content studio Secret Location, who executed the concept, IDEO and Pearson launched a stunning virtual reality installation at Davos in January. In conversation with Ed White, designers Martin Brown, Kate Burn, and Jure Martinec reveal the backstory of prototyping with the new technology, including software and storytelling tips for others beginning to work in the medium.

What inspired you to use VR?

Jure: It was clear that we would have to find an engaging way of stepping into the shoes of those challenged by illiteracy. It wasn’t just about showing some confusing scrambled text on a website, which is forgettable in seconds. The problem is often marginalized, so we had to do more than just show it. We had to make people really feel it. VR seemed like a natural choice.

Martin: Chris Milk and Spike Jonze have done some great stuff with their VR platform Vrse, particularly “Clouds Over Sidra,” which is the story of a girl living her life in a Syrian refugee camp. The feeling that you’re actually, physically there in the camp with her is intense. Chris Milk calls VR “the ultimate empathy machine,” and he’s right. No amount of statistics or explaining can substitute for the visceral empathy that VR is capable of creating. Though the medium is still very much in the experimental phase—a bit like the early days of film—we felt there was a very compelling opportunity to use it to create empathy for a situation like illiteracy, which many people find impossible to imagine.

What other avenues did you explore to express this story?

Martin: We looked at a lot of different possibilities. We really wanted people to experience illiteracy from the inside, so we thought about immersive theatre, in the vein of Punchdrunk’s Sleep No More, or You Me Bum Bum Train, or even physically immersive games or puzzles that the audience would need to solve, similar to Hinthunt. We really felt that we needed a physical aspect to the experience, because no matter how good a digital-only solution might be, the age of truly viral content seems to be over, and without a huge marketing push, it would be incredibly hard to cut through all the cat videos on the Internet.

Why was VR a good choice for the presentation and distribution needs of this project?

Martin: Because VR is so new, it really suits an exhibition context where users can experience it for the first time in a guided and controlled setting. At the same time, the availability of Google VR, Samsung Gear VR and even YouTube VR meant that it was also something that could spread beyond the initial exhibition and be experienced anywhere.

What was your process for prototyping in VR?

Jure: We tried many different experiences, from simple gimmicky Cardboard apps to quite strong Gear VR narratives and cutting-edge Oculus Rift examples, also using extensions such as Leap Motion. I spent a lot of time tripping over things and waving my hands around the office. Once we had a somewhat good understanding of the dos and don’ts of the medium, we made the first script, recorded some sound on a laptop, and played it over Google StreetView’s VR view to see what a first person, in-the-scene narrative feels like and got some quick feedback. Then we tested interactions to find out how the story would feel if we broke linearity. We took a basic Cardboard example in Unity and tweaked it to show a static scene with interactive hotspots. This let us finalize the script as well as define the assets we needed for final production.

Kate: We invited a few of the people we'd met during our research interviews to help us test, iterate, and develop the prototype. This was potentially very nerve-wracking! We were very conscious of how easy it might be to misrepresent, patronize, or trivialize the issues surrounding illiteracy, and we sought feedback from pre-literate people and our expert adult literacy teachers at a midpoint in the design to ensure we were communicating people's experiences accurately and respectfully.

What hardware, software, and coding languages did you use, and why?

Jure: The scene had two major requirements: It needed to feel realistic and the hotspots had to be in optimal positions. So although live-action video would have been great, it would be hard to iterate on it quickly. Instead, we went for a fully custom photorealistic 3D render to set the direction for the feeling and interactions of the story. We hit a bit of a wall with Unity, but luckily there was an Android developer floating around. Since at that point it was clear what we needed to make, we wrote a pretty dirty Cardboard/GearVR app directly in Java. Just to put it in context, I think it took us around a week and a half for all of this.

What were the technical challenges that came with designing in VR?

Jure: The medium is fairly new, so unlike when you design apps or websites, there are few approachable tools that help you prototype and learn quickly. None of us had really worked with VR before, but that was just another excuse to go for it. Luckily there is a lot of talk online about how to design for the medium, and pioneering companies like Google are sharing tools like Cardboard Design Lab. Their Cardboard SDK is also quite accessible, so it was easy to get started. If you’re familiar with game engines like Unity, you can quickly create advanced experiences for many different platforms, including the Oculus Rift. As WebVR is being pushed, frameworks are starting to pop up and many web developers are suddenly in the VR world as well.

What were the storytelling considerations you faced in VR?

Martin: Everything is so new that there is no rulebook. Google, among others, is starting to codify what the language of VR filmmaking should be, but no one really knows. For example, who or what is the viewpoint you’re looking from? Is it invisible, like in film? Possibly, but that somehow feels weird, like you’re a voyeur. We intuitively felt like you had to be experiencing the scene from the first person.

What are your technical tips for coders prototyping in VR?

Jure: Be smart and inventive. Yes, you can make very complex things, but it's really fun to think about how you can learn with smart interactions and storytelling. Also, be mindful of the platform you're designing for. A Google Cardboard app will be much less immersive than an Oculus Rift app, but on the other hand, it will be much more accessible to people. Think of who you're designing for and why.

What about filmmaking tips for budding VR directors and videographers?

Martin: Prototype and test everything. Traditional filmmaking took decades to figure out the basic tropes. I think that as VR filmmaking evolves, things will become standardized, but it’s the Wild West at the moment. For now, simplicity wins. The audience is so wowed just to be there, inside a movie, that you don’t need to resort to a lot of tricks to keep people entertained.

What do you see as the most exciting potential for the technology moving forward?

Jure: VR is becoming big. Technical standards are being established, making development and prototyping tools more powerful and accessible for developers. As platforms like Google Cardboard and Oculus grow, their distribution channels are lowering the barrier of adoption for developers and viewers. The medium is maturing, so the content is becoming much more engaging, with rich storytelling, which almost forces big production companies to move into the field. Things are definitely happening soon.

Martin: There’s that story about the Lumière brothers in 1895, screening a film of a train arriving at a station. People in the theatre, who had never seen moving pictures before, ran away because they thought they’d get hit. That’s where we’re at with VR. It’s raw and unsophisticated but still incredibly visceral, and because of that, it’s powerful. I think it has the capacity to be the dominant art form of the 21st century—like film was for the 20th. I really think it will be that big. We just might need a few decades to figure out how to make it work best.

If you’re reading this now, chances are you have no idea what it’s like to navigate the world without full literacy. In May 2015, Pearson asked IDEO to design an experience that would inspire empathy for the struggles of people with illiteracy.

Technology
AI & Emerging Tech
how we did it prototyping in virtual reality, prototyping in virtual reality, technology, digital innovation, ai, emerging technology, prototyping, rapid prototyping, testing new ideas, empathy

The Little Book of Design Research Ethics

For human-centered designers, there is nothing more valuable than discovering what matters to people—what triggers frustration and what provides ease, what brings grief and what sparks joy.

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Article
Articles

For human-centered designers, there is nothing more valuable than discovering what matters to people—what triggers frustration and what provides ease, what brings grief and what sparks joy. That’s why IDEO studies subtle and often unspoken details of daily life: habits, circumstances, thoughts, feelings, and reactions. We rely upon access to people’s unguarded selves. Their trust is precious, and comes with responsibility. How do we seek and share insights about people’s lives in an ethical way?

Three timeless principles guide all our work: respect, honesty, and responsibility. While the concepts are well known, they’re abstractions that resist concrete definition, and applying them to the ambiguities, complexities, and messy scenarios of real life is no simple task. The Little Book of Design Research Ethics provides a practical guideline, along with tools and examples from IDEO's work in the field. It integrates more than a quarter century of IDEO experience with advice and recommendations from ethicists, as well as codes of conduct in related professions, from journalism to market research. Though it was originally created for IDEO designers, the book offers applicable guidance to a wide range of situations in which it’s crucial to build relationships of trust. It’s the first of its kind, and we hope it will facilitate ongoing conversation and reflection about what it means to work with empathy and cultural sensitivity and ensure that interactions are safe, fair, enjoyable, and mutually beneficial.

Download the book here.

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the little book of design research ethics, human centered design, design thinking, user research, research

Why You Should Make Your Own Font

Handwriting is our best defense against anonymity

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Article
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Downloaded more than 3,000 times online, Masi’s flowing font has got into the hands of quantified-self posterboy Nicholas Felton, photographer Todd Selby, and our very own David Kelley (founder of IDEO). We sat down to talk about her inspiration for Masi Font, her policeman-calligrapher grandfather, and why she thinks handwriting is one of the last modes of self-expression.

Enrica Masi at 7 was already obsessed with writing by hand.

Where did your love of typography come from?

It started in elementary school. Learning to write was an obsession. I thought it was drawing beautiful things, rather than learning how to write words. If I made even a tiny mistake I would tear the page apart and start all over again. I would fill up pages with just one letter, repeated over and over again. Sometimes I would do other kids’ homework so that I had more to write.

Masi's grandfather, Amedeo Masi, made his own house sign in a handwritten font.

Do you come from a family of artists?

My grandpa, Amedeo Masi, was a Carabiniere (a member of the Italian national police force) and a calligrapher. I know, such a random combo, and he made his own house sign (above). Calligraphy used to be a subject in school in Italy. Having a beautiful handwriting was really important at the time—it meant you'd had a good education.

Masi was influenced by Bruno Munari's children's books with their giant letterforms.

Who inspires you, and why?

Growing up in Italy, I was exposed to so many incredible logos and identities that haven’t changed. Everything stays 60s classic.

When I started my design studies in Rome, Vignelli (who made the original New York subway identity) was my main inspiration. I loved the way he used Helvetica with simple and effective graphics. Bob Noorda, was another great inspiration. When I worked for In Area (the Pentagram of Italy), I refreshed the design of the Milan Underground, and I loved how we made Helvetica cool in Italy.

Munari, was another great inspiration. His friendly and simple style really resonated with me. His kids’ books are so clean but so playful at the same time. His style brings magic to everything, and that’s what I want to do too.

Once I moved to the Netherlands, Experimental Jetset and Wim Crowel also inspired me so much. I loved how they used typography in spaces, books, and museums.

Masi's library includes examples of Swiss, Dutch, and Italian fontography.

What was the first font you created?

I created my first font, Cerchio Futuro, at university. It was a really rounded/modular font based on one unit (that’s the constraint they gave us). I hated it, but I got the highest mark in the class and was featured in a book Metodologia Progettuale Del Graphic Design (below).

Masi’s first font, Cerchio Futuro.

You've talked about how important it is to have your own font. Why?

In this fucking digital world, no one writes by hand anymore. So, having a font is the truest visual expression of your mind and craft. No iPhone can take your handwriting away from you!

Masi's tool of choice.

How did you develop the Masi font?

I never thought about creating my own font, but people really liked the way I wrote, and they kept asking me to "Masify" things. I realized I could just create a font that everybody could use, but I was overwhelmed by the technicalities of creating one.

Luckily my boyfriend, Alan, showed me this website where you can just download a form, print it, and fill in the blocks. Rescan the form, and—voila—I created my first Masi font. It’s not exactly the same fidelity as the handwritten font, which I hated for a long time, but after a while I liked the fact that the only original Masi font still comes from me.

What does the font say about you?

That I’ve stayed a kid forever, that I don’t want to grow up. Peter Pan, you know. That even if it looks consistent, each letter is different, every time.

Any Easter Eggs buried within?

If you type certain letters you’ll see "tits" (Ö) and "lemons" (]) LOL.

Download the Masi Font here.


Look across the London studio’s stationery boxes, pet projects, and the odd client deliverable, and you can’t miss the handwritten flourish of Enrica Masi. Despite being an interaction designer, Masi is a firm believer in the physicality and imperfection of penmanship. It's a manifestation of personality, she says, which spurred her to lead the London studio in an exercise to create their very own font.

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why you should make your own font, user experience, typography, font design, type design, graphic design

Lindsey Turner

I’m passionate about building brands, products, and experiences that help organizations show up with meaning and momentum.

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Leader
Leaders

I help organizations cut through complexity by shaping how they show up, through brand strategy, identity, and storytelling.

Working at the intersection of brand and business, I bring an editorial eye and a bias toward making—turning ideas into tangible experiences that people can understand, trust, and believe in.

My work spans government, healthcare, financial services, media, and consumer goods, from launching Gen Z-focused ventures to building innovation labs and reimagining legacy brands. I relish moments of ambiguity and enjoy translating across teams, perspectives, and priorities to move ideas forward.

I started my career in editorial and digital design, shaping cross-platform experiences and identity systems in publishing and agency environments. That foundation still shapes how I work today: I’m detail-oriented, collaborative, and overreliant on the Oxford comma. I hold a BFA in Visual Communication from the School of the Art Institute of Chicago.

My tween twins teach me more about technology and gen-alpha than the last decade of trend reports.
Making things that matter
Consumer Products & Retail
Media & Entertainment
AI & Emerging Tech

Rachel Young

My work helps organizations see who their products aren't working for—and build the will and the tools to do something about it

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Leader
Leaders
For 25 years, I've asked the same question: Who does this design exclude—and what are we going to do about it?

My work spans human-centered strategy, inclusive design, and qualitative research, with clients ranging from Microsoft, Google, and Verizon to the National Science Foundation, and San Francisco Unified School District.

Before IDEO, I taught elementary school in East Palo Alto and spent a decade doing design work with social service organizations—where I learned firsthand what it costs people when systems are built without them in mind.

I am currently writing User Error, a nonfiction book about digital access and the design decisions behind it. I live in Oakland, California.

The greatest project to which I’ve ever contributed is raising my two daughters with my husband.
Uncovering unmet needs
Consumer Products & Retail
Learning & Work
Media & Entertainment
Play
Public Sector

Brian Pelsoh

I lead with craft, ensuring our work is creatively excellent: rooted in deep human insight and imagination, while also grounded in the realities of business and technology.

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Leader
Leaders

My expertise spans brand, communication, and product design across tech, education, the arts, and social impact.

I believe great work demands both high-level vision and obsessive attention to detail, and only happens through collaboration.

I bring an inclusive, hands-on approach and a deep understanding of business, which enables me to consistently deliver excellence while always asking why.

Before joining IDEO, I worked at the brand firms Pentagram and VSA Partners. I began my career as a designer, leading teams at the School of the Art Institute of Chicago and the Milwaukee Art Museum. I hold an MFA in graphic design from Maryland Institute College of Art and a BFA in communication design from the Milwaukee Institute of Art & Design, and have taught at some of the best design schools in the US.

I love a good crit.
An inclusive, hands-on approach
Health
Learning & Work
Media & Entertainment
Public Sector
AI & Emerging Tech

Tony Wong

I am responsible for IDEO’s long-term success in China and working with clients to use design as a tool to enable growth.

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Leader
Leaders

I am responsible for IDEO’s long-term success in China and working with clients to use design as a tool to enable growth. Specifically, I have helped Chinese companies design holistic brand solutions through the development of their products, communication, services, and innovation teams, and I have helped multinationals expand their presence and influence in China.

I advise global leaders on developing China-led innovation and capabilities.

In over 15 years in IDEO Shanghai, I have worked on projects that use design to elevate the quality of the experience of healthcare products and services, streamline processes that increase productivity, create spaces and programs that promote and enable inclusive communities, and build next generation mobility solutions that are planet-positive.

Before joining IDEO, I worked at Philips Electronics and the Electrolux Group in Italy, the Netherlands, and Singapore on a number of breakthrough commercial products. I am a member of the Young President Organization in Shanghai.

I have a thing for antique maps.
Developing China-led innovation and capabilities'
Consumer Products & Retail
Food
Learning & Work
Industrial & Manufacturing
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Building a personal AI for the messiness of life: Sida Li

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Listen
Podcast
Podcasts

Most AI products today are built for work—a space with clear problems and established systems. One founder noticed a gap: personal life is messier, harder to systematize, and mostly left behind by the AI boom. So she built Cue, a personal AI that lives inside iMessage and group chats, to go where the other tools haven't.

In this episode, Becca Carroll, IDEO's Chief Strategy Officer, talks with Sida Li, co-founder and CEO of Shared Context Lab, about staying anchored to a human need while the technology around her keeps changing shape, why she treats her business model with the same rigor she'd bring to a product, and what it feels like to build a company at this particular, disorienting moment in AI.

The conversation also gets into how Sida makes design decisions: the language Cue uses to describe itself, the tradeoffs behind building inside iMessage instead of a new app, and a real story about a business idea that didn’t pan out.

This is the second in a two-part series profiling founders from IDEO's Startups-in-Residence program. The first conversation is with Johannes Seemann, founder of Sooner, on designing GenAI for the emotional side of money.

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AI & Emerging Tech
Technology
Learning & Work
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Designing GenAI for the emotional side of money: Johannes Seemann

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Most personal financial tools are built to run the numbers and optimize towards a budget. While that works for some, most people experience money as a lived relationship that does not neatly fit into a spreadsheet. Johannes Seemann and Becca Carroll discuss why money is emotional before it is mathematical, and what a human-centered approach to building a generative AI financial product looks like in practice.

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AI & Emerging Tech
Technology
Financial Services
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The curious leader's edge in uncertainty: Scott Shigeoka

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Mina Seetharaman talks with Scott Shigeoka, author of Seek and Head of Curiosity Cultivation at the Eames Institute, about what distinguishes genuinely curious leadership from performative curiosity, how power dynamics shape curiosity, and why practicing curiosity can restore energy rather than drain it.

Learning & Work
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How constraints make us more creative: David Epstein

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Mina Seetharaman talks with David Epstein, author of Inside the Box and Range, about why total freedom often produces average work, how leaders can design useful limits on purpose, and what organizations such as General Magic and Pixar reveal about the relationship between boundaries and creativity.

Learning & Work
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