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Latest work

Introducing China’s first sink dishwasher

Fotile, the country’s top kitchen brand, unlocks a new category.

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Case study
Case Studies
Breakthrough Products
Industrial & Manufacturing

IDEO and Fotile have had a relationship since 2009, working together on projects including a unified design language for product offerings, retail environments, and IoT strategy. For the dishwasher, IDEO and the Fotile research team came together for design research, shadowing Chinese families in different cities as they prepared meals from start to finish. Together they discovered that unlike in Western cooking, where several kinds of cookware are used for different dishes, Chinese cooks tend to use the same cookware to prepare all of their dishes.

That meant that the cookware needed to be cleaned several times during a single meal preparation, rather than once at the end. In this context, the sink serves different purposes over the course of cooking—it’s a place to wash and store prepped ingredients, rinse the cookware, and deep clean the dishes used in food prep and during the meal.

Based on this insight, IDEO made a list of product design recommendations that became Fotile’s Sink Dishwasher—a counter-level, multi-purpose appliance that specifically suits Chinese cooking habits. IDEO’s design guidance gave Fotile the confidence it needed to launch its product into the market, and served as a blueprint for the future iteration of Fotile’s Sink Dishwasher.

On March 25, 2015, six months after the project ended, Fotile launched the world's first sink dishwasher designed for Chinese families. Eight months later, its market share exceeded 30 percent, setting off a wave of innovation in the Chinese dishwasher category.

In 2016, Fotile introduced a three-slot dishwasher with an added compartment for cleaning fruit and vegetables—a direct response to a research finding that Chinese families are concerned about food safety. When this new model hit the market, Fotile’s dishwasher market share jumped to 41.1%. In China, Fotile is now synonymous with “sink dishwasher,” and the company has a widespread reputation among consumers as a symbol of a safe and healthy Chinese family kitchen.

Since its founding in 1994, Fotile’s Chairman, Mao Zhongqun, has made it his goal to “do nothing but build a high-end Chinese family brand.”

30%

Fotile Sink Dishwasher’s share of the market in China, just eight months after launch

41%

Fotile’s dishwasher market share after it launched a three-slot version in 2016

#1 selling brand

in the mainstream price segment of the Chinese dishwasher market as of August 2023
Despite the success of China’s technology industry in recent years, the country’s manufacturing companies are still working their way up in the value chain. Fotile is one of the few that has broken through. Fotile’s commitment to research and development enabled the company to break into the premium category—traditionally dominated by foreign brands—with a range hood optimized for Chinese cooking. But in its quest to become a primary brand, Fotile needed to evolve beyond one revolutionary product and create a suite of products that respond to China’s specific consumer demands. Next up? A dishwasher, which was fairly uncommon in Chinese households. In 2014, Fotile had a working prototype of a dishwasher that could fit in a kitchen sink, but manufacturers around them had failed to bring similar products to market. Fotile came to IDEO for help figuring out whether the device was something Chinese families would actually pay for.
Fotile locks its primary brand status with a second kitchen appliance.
Fotile builds on its primary brand status with an in-sink dishwasher.
Fotile
China
Fotile
Introducing China’s first sink dishwasher, Fotile, manufacturing innovation, industrial design, brand strategy, brand design, brand identity, brand experience, product design, new product development, prototyping, rapid prototyping, design sprint, user research, customer research, consumer insights, understanding user needs, how to build a brand, innovation, strategy, research, product development, retail, what do customers want

Growing a brand for modern Chinese parents

China’s BoAo Group expands from an auto industry manufacturer to a lifestyle brand for modern families.

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

BoAo Group’s idea to design a new baby car seat was fueled by a newly revised minor protection law, which made using child safety seats mandatory beginning June 1st, 2021. As ZUOWE and IDEO looked around China’s emerging car seat market, the team noticed a singular focus on safety and safety features across most international and domestic brands. There was a clear opportunity for a new product that could meaningfully differentiate itself by not only providing safety features but also meeting the needs of modern Chinese parents.

To kick off the project, the IDEO team needed to answer two questions: What matters to the new generation of parents in China? And how will their style and approach to parenting affect their expectations for baby car seats? Taking into account the potentially different consumer needs in different geographies, the IDEO team headed to Shanghai, a city with more than 25 million people, and the city of Taizhou in Zhejiang province, which has a population of 2 million. They conducted in-depth home visits to local families, visited many brick-and-mortar mom-and-baby shops, and interviewed people like specialized nurses, parenting experts, and child psychologists. 

Despite the differences between the two cities, IDEO discovered commonalities during consumer conversations. Young Chinese parents were experiencing a perceived identity gap. As individuals, they felt they had distinct personalities and a clear sense of self. They actively expressed themselves through their clothes and belongings. But when they became parents, this sense of self weakened or disappeared completely.  Their identities shifted to being someone’s mom or dad overnight. This new generation was eager to show their unique approach to parenthood as they used to express their sense of self. But many products were designed for children, with little regard for parents. 

This core finding helped set the direction for the new baby car seat design and brand Maple&Co. However, there were still two significant challenges to overcome. One, IDEO needed to design a product with stringent technical regulations and standards on a tight timeline—ZUOWE wanted to launch the new car seat at an important industry trade show within the year. And two, the team had to help the organization transform its thinking and ways of working to be more consumer-centric.

BoAo’s strength lies in its 20 years of experience developing and manufacturing car seats for major domestic and international automotive brands. This gave the company an edge in overcoming technical barriers and driving mass production. But its engineering and manufacturing mindset had become a barrier to transforming into a D2C brand. With such ingrained ways of working, pivoting to a more creative process can be hard. 

To address this hurdle, IDEO set up co-creation workshops, bringing together ZUOWE’s newly formed baby car seat team and manufacturing experts from their factories to discuss design direction and details early on. The benefits of the collaboration were clear: It was easy to share feedback in a timely manner and make product design decisions very quickly. When IDEO presented a design that emphasized natural textures during a workshop on brand positioning, a member from Bo Ao’s manufacturing team said, “This feels very different. This could become a major selling point,” and that they had “never seen” anything like it done by other baby car seat brands.

Early sketches exploring the real user scenarios of baby car seats

A year after working together, ZUOWE Technology launched Maple&Co and the new Maple baby car seat across its main e-commerce channels. Modern and minimalist in soft natural colors and wooden veneers, Maple appeals to the aesthetics of young parents in China. Despite a series of micro COVID outbreaks in China, within three months, Maple had already achieved better-than-predicted sales and received favorable comments about the look and quality of the car seat from parents. Fast forward two years, additional collaborations with IDEO have enabled the young startup to grow its child travel portfolio from a signature car seat into a more holistic offering that includes highly functional, fashionable, and adaptable car booster seats and strollers that thoughtfully address the needs of modern Chinese families across various life stages at home—and on the go.

China's minor protection law mandated the use of child safety seats beginning June 1, 2021.

Despite incoming regulations fueling a surge in purchases, car seats on the market rightly prioritized safety but did not consider the emotional needs and lifestyle preferences of a new generation of Chinese parents.

1 year

after the project ended, a new, differentiated baby seat product and brand, Maple&Co, launched

Top 6

during the 2023 “Double 11” shopping festival, Maple&CO secured the 6th spot on Tmall's new brand pre-sale list

As a business-to-business (B2B) company, BoAo Group has been developing and manufacturing car seats for decades. But the organization wanted to see if it could use its core manufacturing capabilities to expand into a direct-to-consumer (D2C) business and unlock a new growth stage. After the successful collaboration with IDEO and the launch of ZUOWE, the home office chair brand, in 2021, BoAo decided to leverage its new operational knowledge and continue applying its core capabilities to create more consumer products. It registered a new company focused on building new D2C product categories, ZUOWE Technology, and approached IDEO to design a new baby car seat for the modern generation of Chinese parents. In 2022, ZUOWE Technology launched the minimalist baby seat and a fresh, contemporary brand, Maple&Co, to much consumer acclaim. Building on these successes, Maple&Co and IDEO continued working together to grow the young startup’s D2C line of functional and fashionable travel products, including baby strollers and toddler booster seats.
BoAo Group breaks out of the automotive seat category to create products for a new generation.
BoAo Group breaks out of the automotive seat category to create products for a new generation.
BoAo Group
China
BoAo Group
Growing a brand for modern Chinese parents, BoAo Group, consumer products, retail, consumer experience, retail innovation, brand strategy, brand design, brand identity, brand experience, product design, industrial design, new product development, venture design, new business creation, business model innovation, growth strategy, business growth, scaling innovation, mobility design, future of mobility, employee experience, workplace design, team collaboration, design for children, family experience, youth experience, understanding user needs, how to launch a new business, how to build a brand, innovation, strategy, customer needs, product development, startup, transformation, mobility

How a $4000 vet bill sparked innovation at American Express

American Express and IDEO teamed up to design features that offer Card Members more payment control and flexibility.

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Case study
Case Studies
Strategic Futures
Breakthrough Products
Financial Services

“Over a year ago, I had to take my cat to the vet for an unexpected and expensive surgery,” says one Card Member. “To be honest, I still don’t know if I’ve paid the bill off.”

Many crave the flexibility to pay for large purchases over time, but also want to avoid the pitfalls of debt. Others rely on debit or cash for small items—no one wants to accumulate interest on a cup of coffee, lunch with a friend, or box of Kleenex—but then miss out on valuable rewards.

American Express worked with IDEO to help them attract new customers by understanding what financially stable young adults wanted in a credit card. The team began by interviewing more than 120 millennials to understand their payment behaviors around debit and credit, and how they think about borrowing and spending.

One person described the monthly panic of receiving his bill—described as “statement shock”—and his habit of making multiple payments before his billing cycle closed to ease this anxiety. Others were wary of credit because of a large veterinarian bill or financial mistakes made in their 20s, and relied on debit because it felt safer than accruing a balance to pay off. Overall, the team learned that many consumers experience anxiety about paying their bills. And while financial products that offer more flexibility and control have been needed for years, they are especially valuable in times of economic uncertainty like today.

Based on this research, IDEO prototyped, iterated, and refined two concepts, with frequent feedback from users and the client. Called Pay It Plan It, this feature offers financially responsible consumers more transparency, confidence, and control.

Pay It allows Card Members to quickly pay for small purchase amounts under $100 with a few taps in the American Express mobile app. When that purchase shows up on their account, they can choose “Pay It” and still earn rewards on the purchase. This ensures Card Members can take advantage of rewards while lowering their monthly bill by paying for smaller items throughout the month.

With Plan It, Card Members can split up larger purchases of $100 or more—like an emergency trip to the vet or a new sofa—into equal monthly payments, with a fixed fee and no interest. When the purchase appears in their account, they can select “Plan It,” and will be offered up to three monthly payment plans, ranging from three to 24 months. Each plan comes with a fixed monthly fee and no interest. Card Members know exactly how much they have to pay each month, so there are no surprises. And if they pay the purchase off early, they no longer have to pay any future plan fees.

The design of Pay It Plan It did not come without challenges: Bill pay is critical, complex, and highly regulated. Pay It Plan It required a significant internal financial and technical investment, which was achieved after IDEO shared many of the emotional, compelling stories from credit card users with leaders at American Express.

The team worked closely with the American Express regulatory and digital teams to ensure compliance and seamless integration into the mobile app and website’s user experiences and interfaces. To heighten the sense of competence, control, and transparency for users, the designers focused on small interactions like status animations, proactive suggestions, and straightforward language. These interactions help Card Members anticipate upcoming payments and clearly understand Pay It Plan It.

Plan It was designed with transparency, control, and accessibility in mind: The payment plan fee is displayed in dollars to give the customer certainty over their total costs.

Initially, the team set out to create a new credit card with the needs of young adults in mind. But IDEO and American Express realized that Pay It Plan It could be scaled across existing credit card products to ultimately benefit and attract more Card Members. Now, almost all U.S. American Express Consumer Card Members have access to Pay It Plan It through credit cards, co-branded cards, and the well-known Green, Gold, and Platinum Cards. Since launching in 2017, Card Members have created nearly 5 million Plans, totaling nearly $4 billion in purchases, with an average Plan size of $789. Millennial and Generation Z Card Members have created approximately 44 percent of these Plans.

The flexibility and control offered through Pay It Plan have earned American Express positive press, including a call-out in The New York Times for being among solutions that “make it easier for their customers to borrow money, and to manage their monthly cash flow.”

At first glance, design-led innovation may seem difficult to achieve in large, established organizations like American Express, operating in a highly regulated and deeply rational industry. But the IDEO and American Express team successfully found ways to introduce new behaviors like rapid prototyping, cross-discipline collaboration, and leading with emotional customer stories within the existing organizational culture and structure. American Express has since established a permanent Pay It Plan It team dedicated to evolving the feature. Made up of employees across departments, this points to a new and collaborative team structure for the company.

By seeking to understand the human behind the Card Member, American Express has transformed credit and financial services for the better, helping both to be defined by empathy, utility, and transparency.

Whether it's a replacement laptop, outdoor patio furniture, or faulty car transmission, many people need or want to make larger credit card purchases they can't pay off at the end of the month and end up accruing interest.
American Express and IDEO teamed up to design features that offer Card Members more payment control and flexibility.
More payment control and flexibility for American Express members.
American Express
American Express
How a $4000 vet bill sparked innovation at American Express, American Express, financial services, fintech, financial innovation, financial services innovation, banking experience, financial inclusion, mobility design, future of mobility, innovation strategy, business innovation, design innovation, how to innovate, innovation, strategy, research, prototyping, rapid prototyping, transformation, organizational culture, mobility

The bold publishing strategy that turned a traditional newspaper Into a digital leader

How bucking the trend of round-the-clock digital publishing led to an enormous payoff for The Times and The Sunday Times

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Case study
Case Studies
Breakthrough Products
Creative Capabilities
Media & Entertainment
Technology

For more than two centuries, The Times held a strong reputation as a storied British newspaper. Then came the digital deluge. Publication after publication began adopting a relentless online publishing schedule aimed at capturing eyeballs and subscribers, and guarding against waning advertising sales and print readership. But The Times and its sister publication The Sunday Times thought there might be a different way forward.

As Editor John Witherow explains, “the power of an edition” had long endured at The Times, but began to erode amid a round-the-clock breaking news cycle. Witherow didn’t want to do away with editions, but rather to update the model for the digital age. Times owner News UK approached IDEO in 2014 to explore exactly that: what the edition of the future might look like and how its design could drive revenue and subscribers.

IDEO’s research and design phase included interviews with readers, journalists, editors, and marketers at News UK. The team found that people’s reading modes vary—some reflecting new digital behaviors and others adhering more closely to paper-reading styles.

Readers, the team learned, chose The Times for its editorial opinion: a perspective that cuts through the overwhelming flood of information. They viewed the daily Times and weekend Sunday Times as one paper, despite the organizational distinction. And they were proud of their choice, valuing the papers’ consistency, trustworthiness, balance, and authoritativeness. Readers wanted these qualities distilled in a digital edition, whether on a smartphone, tablet, or on the web.

Those insights led to strategic recommendations spanning digital products, editorial, advertising integration, online membership offers, and social sharing. But the boldest among those was a publishing strategy that seemed to run counter to media trends: abandoning a real-time approach in favor of publishing separate digital editions.

The Times in March 2016 introduced an editions-based publishing schedule, with new editions available across all platforms four times each weekday: overnight, 9am, noon and 5pm; the weekend schedule shrank to three editions. A year in, they had broken that schedule fewer than a dozen times—making exceptions for major moments like the terror attack in central London and David Bowie’s death—but even in those cases, The Times refrained from incessant updates, instead resuming its regular pacing.

“The way we’re publishing now, taking our time over news...taking a more considered view of the world, it’s helped us offer something different from everything else,” digital news head Alan Hunter told Digiday in 2018. Readers demonstrated that this different approach was something they’d been wanting.

In the first half of 2016, new paying-subscriber sales were up 200% as compared to the same period in 2015. At the end of June 2016, there were 413,600 subscribers to The Times and The Sunday Times, up 3.4% from a year prior. Of those, 182,500 were digital-only subscriptions—a 6% rise and a notable figure given how much online news can be obtained for free.

Through collaboration with IDEO, News UK's own digital teams capabilities grew, enabling them to implement and evolve their new digital strategy. The capabilities of the newsroom grew, too: “The decision to move to four editions a day has freed up tremendous resources to focus on big stories,” says Emma Tucker, Editor of The Sunday Times—the kind of stories that "supercharge engagement." The approach is working: By August 2019 digital subscriptions had increased 19% year-on-year to 300,000, showing the progress the legacy publisher has made in attracting readers to its online proposition. Total subscribers for the two titles' print and digital products now stand at 539,000, and their websites total five million registered users.

More than 230 years after its first edition was published, the new Times has established solid footing in the digital age and designed its own future—one based not on the habits of its competitors but on its legacy and the reading behaviors of its audience.

How bucking the trend of round-the-clock digital publishing led to an enormous payoff for The Times and The Sunday Times.
Bucking the trend of round-the-clock digital publishing.
News UK
North America
News UK
The bold publishing strategy that turned a traditional newspaper Into a digital leader, digital publishing, news media, news experience, news consumption, News UK, media innovation, entertainment, digital media, technology innovation, digital products, digital transformation, digital experience, digital product design, UX design, creative leadership, leadership development, how to design a digital product, innovation, strategy, product design, research, transformation, leadership, creativity

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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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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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

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