

Transforming a historic music college into a collaborative learning platform
A new campus concept and student experience for Tokyo College of Music.
Since its founding over a century ago, Tokyo College of Music (TCM) has trained countless world-class musicians. Despite its well-established reputation, however, the school was feeling a pressing need to reconsider its role in order to remain relevant in a changing world.
The college had plans to build a second campus in Daikanyama, a prominent area of Tokyo known for being a hotbed for new global trends. Taking advantage of this opportunity, TCM leaders asked IDEO to help them develop a new concept for the school, and to redesign the learning experience while preserving a focus on classical music.
To kick off the research phases of the project, IDEO designers interviewed TCM students, and traveled to London, New York, and Boston visiting educational institutions, music schools, and arts facilities.
The team observed that students at music colleges outside of Japan were giving serious consideration to their career plans at an early stage in their studies, acquiring a variety of skills and mindsets through a well-rounded education. By contrast, TCM students were focused on learning and performing classical music, but tended not to have a clear image of future career opportunities.
IDEO proposed four specific directions for TCM’s new campus, based on an overarching theme of “culture, fields, and people collaborating across boundaries.” The first aim was to foster a business mindset and entrepreneurial spirit among the students that surpassed their classical music training. Next was to increase opportunities for actual performances, collaborations with professionals outside the school, and joint projects. The third aim was to position the college as a platform that would encourage the spontaneous creation of communities within and outside the school. The final aim was to develop students who were digitally savvy and fluent in new technologies, enabling them to continue evolving in response to developments in the real world. These goals are reflected in the various spaces of the school, as well as in the design of the experiences that occur in those spaces.

The most symbolic of these spaces is the Creative Lab. Originally intended as a library, the space now functions as a platform where people from within and outside the school community can collaborate and generate innovative ideas. The open layout, which encloses a cafeteria for students and faculty, can be altered depending on programming needs. The Creative Lab provides a venue not only for live performances in which the students can polish their improvisational skills, but for holding workshops and other events on topics such as cultural exchange, business, and new technologies.
New furniture and objects were carefully selected to inspire spontaneous encounters and conversation between students from different departments and staff, creating a flow of activity.

Even the landings on the staircases, which tend to be dead space, were designed with this concept in mind. One student commented that the space facilitates meeting new people and creates “opportunities for deeper interaction with students from other departments.” This intentional, open design has transformed the space into a hub within the school and the local community.
Through the new environment and educational opportunities at TCM's Daikanyama campus, students now have stronger opportunities to apply their creative talents in numerous fields worldwide, creating impact informed by the various perspectives, skills, and relationships they have developed at TCM.


Designing a modern digital platform for the constituents of Georgia
Building a more efficient, trustworthy service for Georgia's residents.
Georgia is among the most populous states in the American South. It’s a place with a storied past and promising future—on the rise economically, and continuing its powerful cultural impact on music, TV, cuisine, and tourism. Over 10.4 million people call Georgia home, and nearly all of these people will at some point navigate the state’s websites for securing everyday services. Ideally, this online platform would provide unifying and accessible government resources for everyone, whether they’re renewing their vehicle registration, seeking a fishing license, or looking up tax law updates.

Georgia’s Office of Digital Services (DSGA), part of the Georgia Technology Authority, was challenged with designing a platform to modernize the collective and individual online presence of 80+ state agencies, many of which used visually disconnected formats and color palettes that could leave the public feeling confused. DSGA recognized that they could provide more efficient and higher quality service to the public if they simplified the language, designed the site from the user's point of view, and created a more cohesive look and feel across agencies.
IDEO worked with the DSGA to identify the priorities of Georgia residents who use the various agency websites. On a road trip from Savannah to Atlanta, with stops in Macon and Dublin, the IDEO team immersed themselves in the rich culture of Georgia, connecting with social workers, low-income residents, state agency leadership and civic organizations to learn how Georgia’s digital properties could better address their disparate needs.
The design research underscored that there isn’t just one Georgia—it’s a tapestry of people, geographies and political orientations. Yet several common themes emerged, including:
Georgians want their government to “give it to them straight.” On the redesigned Georgia.gov platform, the people of Georgia can easily search popular topics to get the information they need. This includes learning how to apply for food stamps, renewing a business license, or simply finding out the location of a local office in their area. If a user has remaining questions, they can connect directly with a real human for further assistance, balancing direct information with warmth and a personal touch. User feedback on the site provides the opportunity for continuous design improvement.
Georgians want to take pride in the legacy and the future of their state. IDEO developed an entirely new design system with new navigational elements, fonts, and a color palette inspired by Georgia’s landscapes, all of which can be modified for individual agencies while remaining consistent with the state brand.

A distillation of the original Georgia seal adds authority, and new icons anchor the site’s menus and bring more clarity to the search function. The platform was designed to be Section 508 and WCAG 2.0 AA compliant, providing clear and accessible page content that adheres to federal laws and international web standards. To instill trust in Georgia’s online presence, each page also has a header that indicates it’s an official Georgia State website and outlines the uniform features constituents can use to identify this.

With improved navigation and easy-to-access prioritized content, Georgia.gov is a much more efficient platform for addressing requests from citizens. The site projects a happy-to-help, citizen-centered approach that aims to empower all Georgians so that they feel confident, informed, and prepared.


A holistic, human-centered approach to managing diabetes care
A digital-first diabetes management system that helped patients get the support they needed when they needed it.
According to the Centers for Disease Control and Prevention, nearly 30 million Americans have diabetes, almost 10% of the population. The vast majority of these diagnoses are type 2, which is commonly treated through a combination of medicine, diet, and exercise. Today, one of the major barriers to better outcomes is access to trusted information. As little as 15 percent of people with diabetes receive adequate education from their healthcare providers on managing their disease and making recommended lifestyle changes.
Ascensia Diabetes Care, a global healthcare company, has been a leader in diabetes treatment for over 70 years, known primarily for producing blood glucose meters. IDEO has worked with Ascensia for more than a decade, helping develop and design their CONTOUR NEXT ONE meter in 2016. In 2017, Ascensia engaged IDEO with a new goal of moving the company beyond physical devices. Ascensia envisioned a first-of-its-kind approach to educating and monitoring diabetes patients. In partnership with IDEO, they wanted to build a comprehensive solution—one that would not simply take glucose readings and document food intake, but would consider all factors that impact a person's health.
Through deep collaboration, Ascensia and IDEO built a powerful app-based service. The project began with a strategic vision for the experience and ended with the delivery of an all-encompassing health offering, including training of providers, packaging, app design, content creation, and visual design.

The patient experience married data and tracking, real-life mentorship, and personalized content. When a patient signed up, they were paired with a Certified Diabetes Educator (CDE) who created a tailored program based on their needs and linked them to relevant articles on topics like cooking, mental wellbeing, and sexual health. The IDEO team led the charge in hiring and training guides, crafting the educational content, and even designing the content management hub.
The data engine behind the app is another one of the program's stand-out qualities. The app pulled data from multiple data sources—exercise bands and glucose meters—to provide constant feedback, track progress, and continually refine the experience. To generate empathy, as well as build the app's initial data set, IDEO's data scientists tested the product on themselves. One designer wore a wrist full of exercise monitors around the office and tracked her blood sugar after every meal.

The app-based service was tested with 60 people and demonstrated remarkable early results. Only two participants failed to complete the study—a stunning success rate when adherence to therapy for chronic illnesses in developed countries averages around 50%. Additionally, participants reported drastic improvements in both physical and mental health. One recently widowed 70-year-old woman emerged from depression, returned to swimming, and started having regular blood sugar readings.
The project required Ascensia to embrace new ways of working internally, adopt a broader view of their offering, and ultimately expand the way they serve people with diabetes.



Creating an out-of-this-world STEM learning experience
Aboard the Verizon Explorer Lab, students can travel to Mars and learn engineering basics along the way.
When Mr. Gordon told his fifth grade students they were taking a field trip on a bus, many of them envisioned the city bus that they ride each day to school. But when they saw the Verizon Explorer Lab pull into the school parking lot, they realized a unique experience awaited them. Painted in bright colors, this bus promised something very different from their daily commute.
“Climb aboard, explorers!” says the Lead Explorer. The students walk through the bus’ sliding doors and inside, where instead of rows of seats, they find a sleek research lab. Suddenly, the lights dim. The bus makes a rumbling noise as though it’s about to lift off. And on a large screen, a vision of Earth from space appears. The students listen and point as the video narrator briefs them on NASA’s ongoing search for life in space.
Science education isn’t always this fun. Some kids have a chance to learn through interactive games, immersive experiences, or engaging field trips; but many lack access to rich educational experiences in science, technology, engineering, and math (STEM). As a result, they can be less likely to pursue careers in STEM, though many future jobs will demand mastery of these subjects. This not only impacts a student’s potential and future, but reduces the diversity and number of qualified STEM job applicants.
In under-resourced schools, students are often limited to the scarce tools available for STEM learning in their classrooms. Many kids rarely have a chance to leave their neighborhoods. For these kids, mobile learning experiences that come to their school offer unparalleled exposure to cutting-edge, technologically advanced, and—most importantly—inspiring gateways into these critical academic subjects.
As part of its focus on digital inclusion, Verizon partnered with IDEO to share the excitement of STEM learning with middle schoolers. To facilitate access and discovery of STEM, the team designed a learning experience that takes place on a coach bus and can be scaled to reach kids across the nation.
The team set out to transform the bus into the Verizon Explorer Lab: a futuristic research lab that transports kids to new environments, from outer space to under the sea. As part of the larger Verizon Innovative Learning program, the Verizon Explorer Lab offers delightful and rigorous content that meets national science standards.
A multidisciplinary team comprised of designers across interaction, communication, environments, games, and software partnered with Verizon to bring the Verizon Explorer Lab to life.

To keep the student at the center of the experience, the team designed alongside kids. Their gravitation toward play, interaction, and technology inspired the digital game that students play onboard the bus. When developing the game’s narrative, the designers turned to popular kids’ books and movies. What began as a card game prototype eventually became a 360-degree video and virtual reality expedition to Mars—complete with a custom musical score—that introduces middle schoolers to engineering basics.
After stepping through the bus doors and taking a tour of the solar system, Mr. Gordon’s students receive an emergency call from NASA: They must rescue the missing Curiosity rover, which is dedicated to collecting evidence of life on Mars. Eager to save Curiosity, the students become immersed in the adventure at hand. And through the adventure, they become immersed in science.
Students use tablets to design their own Mars rover. Each rover appears on a large screen and traverses the planet’s extreme terrain. The goal is to collect data that suggests life on Mars, including ice deposits, photos, and more. Students iterate on their rover’s design—wheels, power sources, and sensors—to test if it can stand up against dust storms and craters. The team consulted a NASA planetary scientist to ensure accuracy, as well as educators to establish cohesion with classroom curricula.

During the game, students are encouraged to compare designs and learn from each other: One rover may be able to travel long distances and take various photos, while another can carry large quantities of ice and sediment samples but can’t go far because of its size. At the end of the mission, the group finds Curiosity and sends all of the evidence they’ve collectively gathered back to NASA to aid the search for life beyond Earth. Before departing the bus, students watch an animated video that explains various jobs in STEM and encourages kids to pursue one of these careers.

The Verizon Explorer Lab teaches students the engineering design loop, the value of collaboration and teamwork, and what a career in STEM might look like. The mission to Mars game is just one of many potential STEM learning opportunities for students and integrated, customizable learning modules for teachers.
Since launch, the Verizon Explorer Lab has traveled to various parts of the United States and reached thousands of kids. It continues to be managed by Learning Undefeated, Verizon’s nonprofit partner. By designing for and with students, it’s possible to create educational experiences that facilitate meaningful learning and genuine fun. The Verizon Explorer Lab represents progress towards a more inclusive future for employers and the STEM field.


Why Joy is the Best Protest
Inspiration came from an unlikely place. A defiant nun.

Eltono coincidently was on our inspiration mood board so we knew we must connect. At the same time our studio was revisiting work by an artist-nun named Corita Kent. We found her work and process deeply inspiring to our culture.
There's a backstory worthy of telling here: In 1971, Boston Gas Company commissioned Kent to paint a mural on a gas tank in her new hometown of Boston.
The work, known as Rainbow Swash, is a simple commentary on the nature of painting and minimalist joy, a six-color combover on the bald head of a stout roadside tank.
Kent was an unlikely candidate. For nearly two decades, as a nun in the Sisters of the Immaculate Heart in Los Angeles, she had pushed the edges of acceptability as an artist, teacher, and activist.
Her work, now recognized in the Pop canon alongside Andy Warhol and Roy Lichtenstein, challenged cultural norms by reappropriating common packaging and advertising slogans and setting them alongside passages from the Bible, pop music, and classic literature.

As counterculture gained momentum, and Kent used her art to advocate for justice and peace, her profile grew and her messages sharpened. Eventually her protest was too much for the Church to handle, and they mutually separated, leading Kent to make a move to Boston and continue her art.
But something changed in 1970. While her activism persisted, a new body of work arrived, with simple brushstrokes and appeals to love each other.

It was this moment that, 15 years later, culminated in her iconic USPS Love stamp, and also led to the commission from the Boston Gas Company.
Today’s headlines are a 1960s deja vu: culture wars, social injustice, sexual harassment, mass shootings, covert ops, media corruption, political failure. It’s easy to draw parallels to Kent’s day, and to find artistic expressions in response (Shepard Fairey comes to mind). But I’ve personally wondered how Kent made the shift to rainbows and love, and I mean that with no irony.
Maybe it comes down to this simple truth: Love wins. While Kent was popular in her time at Immaculate Heart, even landng on the cover of Newsweek, she didn’t achieve true household status until her 1980s USPS Love stamp. It’s the message we all needed, and it’s still the message we want today.

Eltono has done installations in more than 90 cities around the globe; each unique, but connected by a calculated joy. His work is made from randomly placed forms inspired by the architectural elements of the site. Though we had yet to meet, his work felt right—a cosmic alignment of our values. And once we did share ideas, we were stoked, except about one thing—color.
Eltono’s choices were exuberant and bright. Colors inspired by Mediterranean sun, French countrysides, and European sensibilities. They are radical for hidebound New England, an area known for its pilgrim stoicism, and not native to a region that is white and gray for five months of the year. We quietly fretted about what to do, how to discuss the issue with him. Then I was reminded of Kent. Of her joy in the face of adversity—love and rainbows. We didn’t change a thing.
In fact, we wore the colors—in the form of paint splatters on our faces—with pride! Eltono invited help not only from other muralists, but also from IDEO families and neighborhood kids. His colors greet each passerby’s smile with their own. Each defies the gray sky of the coming winter and the equally gray social climate.

When Boston Gas sold to Keyspan in 1992, the original tank was torn down. But, due to its popularity, Kent’s mural was immediately repainted on a accompanying tank.
Eltono’s art continues making the case for defiant joy, standing in solidarity just a few miles from Kent’s Rainbow Swash. In this season of anxiety and division, there is no greater protest than to stand proud and bright with joy and love.


*Deepest gratitude to the many that helped us make this possible: Geoff Hargadon and Gary Strack at Central Walls; Michael Monestine from the Central Square Business Association; Amanda Hill, Pedro Soto and Al Wilson from Beyond Walls; Jason Weeks from the City of Cambridge; our artist assistants Lena McCarthy, Brian Denahy, Laura Menucci, Meghana Srinivasan, and Julia Roth; the many at IDEO that helped coordinate, paint and photograph, especially Christina Abele, Tiffany Knight, and Dirk Ahlgrim; and the architecture and interiors teams at Hacin + Associates.
Earlier this year, we moved our Cambridge-based studio into a building in Central Square. We wanted to personalize our new home with some public art, but were uncertain about what final expression it should take, so we got started by slapping on a new coat of paint—transforming it from an oppressive gray brutalism to a welcoming white canvas. Then, a local connection, who shared our desire for more street art in Cambridge, suggested we look up Eltono.


A Day in the Life of an Interaction Designer
No biggie, just creating the experiences of tomorrow
So, in addition to designing the thing, I spend 50 percent of my time crafting the story of the thing—showing people how the interaction will influence new behaviors, new futures, new ways to live. The story has to be good enough for the user to picture the experience for themselves. Here’s a sneak peek at a typical day:
6:00 AM: Warming up at SoulCycle

It's not always easy rolling out of bed this early, but sweating my heart out on a stationary bike is my favorite way to start the day. To me, design is like a sport—you have to be intentional about the routines that you do everyday to help you be at your best mentally and physically. Spinning gets my brain revved up for the eight hours of creativity that lie ahead.
9:00 AM: 👋 Project Space!

“Fudgyolk” is my project team's code name (we always keep the client confidential), but it is also a fun identity. The name was inspired by a blended sous vide soft poached egg sauce we had at our first team dinner (here)—yum! Shoutout to my talented teammate Brooke Thyng who designed our team identity!
10:00 AM: Post-Synthesis Cleanup
Our project just completed the "synthesis" phase. What does that mean? About a week ago, we were in a room full of Post-Its with 10 more of these boards, moving ideas around, interpreting what they meant, and sharing our initial hypotheses as a team.
Synthesis helps us discover important themes and patterns that point to opportunities for design, and a story to share with our clients about the needs we uncovered. This process typically takes about a week and it's mind-bending work as you try to make sense of lots of data!
To celebrate a successful completion of this phase (and finally clean up our project space) we challenge each other to a race for who can strip their board the fastest. We try to design some fun into everything, even our chores! We're especially excited because post-synthesis we move into pixels—the interaction designers dream world.
11:00 AM: Analogous Inspiration
My team rocks out to our "Hair" after we've all had an indulgent blowout. Though seemingly unrelated to our health and wellness project, Dry Bar's ability to make people feel confident and at their best inspired us to integrate some of that experience into our own project's design solution.
Analogous inspiration is one of my favorite moments in a project. It allows you to design in a less cognitive, more intuitive and experiential way.
12:00 PM: Interaction Design Kraftwerks
Every Friday, the interaction design community gathers over lunch to build on our craft, and inspire one another. We call it Kraftwerks. Today, led by our Design Director, Tobias Toft, we're geeking out on making autonomous toothbrush-headed robots.
Interaction design is a very diverse community made up of visual designers, systems designers, motion designers, and software designers and these craft sessions give us a chance to teach each other new skills and evolve our digital fluency as a community.
1:00 PM: Gathering Inspiration for the Final Experience
Collaboration is so important across every phase of the design process. I like using Pinterest to engage everyone on the team to collectively gather inspiration and create alignment on a visual direction before we start making.
Here, we're collecting images for an exhibit we plan to build to display the key moments of our final app.

2:00 PM: Designing the Final App and Story
When it's time to design, I use two screens: One running Sketch to design the screens of our app, and one showing a Google Doc that provides a work-in-progress narrative. (Use your imagination—this work is confidential!)
We write user narratives that act as a framework for us to share the signature moments of the app. This produces a to-do list of screens we need to design. When we present the final app to the client, the story makes it feel less like a screen walkthrough and more like a compelling story that portrays how the app benefits the user's life.
3:00 PM: Photoshoot
When we're designing new experiences, stock image/video sites don't cut it, so we create them from scratch. Here's our B-roll where we're planning who will be playing the role of the user in our narrative, and sketches of what the scene will look like. We included confetti in one of our photos ;)

6:00 PM: Caltrain
I catch up on my jamz on my ride home from Palo Alto to San Francisco. Currently streaming SZA's Love Galore.

Finally home and ready for an interaction with my couch. Thanks for spending the day with me!
When people ask me what I do for a living, I say, “I design things that make the invisible, visible.” Sounds super vague. Let me explain: While the role of an interaction designer is usually associated with building apps, websites, and VR environments, my role at IDEO also includes thinking about how to bring digital-physical interactions that have never before existed to life.


5 Design Research Lessons I Learned From My Mom
Hint: Look for the unexpected, in unexpected places.
My mom and I have a lot in common. We think problem solving is fun. We love people watching. We both only wear black. But our most striking similarity is that we both ask questions for living. I am a design researcher, focused on helping organizations build innovation capabilities and evolve their culture, and my mom is a political journalist in Turkey. The influence of her profession on my personality has been enormous, and so much of the way that I work comes from watching her. Here are five design lessons she’s taught me.

1. Plan the research through role playing.
My mom's favorite way of understanding the truth and planning her story is to put herself in others' shoes and go through the experience herself. For instance, when covering a policy change affecting a local community, she wouldn't just interview people from her desk, she would spend days embedded in the neighborhood, waiting in the same lines, sitting in the same overcrowded offices, eating at the same spots. That immersion helped her connect the dots of how the policy was actually playing out on the ground, and allowed her to focus on the details that mattered most to the people living through it.
Walking in someone else's shoes before you even meet them can also inform how you plan your research. On a recent project, we needed to understand what physicians experience when they do rounds in clinical contexts, so we went speed dating. We captured the pain points of quickly talking to a lot of people at once and trying to remember the essence of the conversation. This experience helped us to focus on asking the right questions during our interviews with physicians.

2. Lean-in the right moment.
She was great at tracking the questions politicians refused to answer, keeping a running list of what they sidestepped, deflected, or went silent on. She always said you learn more from what politicians decide not to say than from what they actually do.
As designers, we prioritize empathy in our interviews, but my mom’s approach always inspired me to keep going to discover better insights. Finding eloquent (and ethical) ways of asking more about an uncomfortable topic might require a bit of pre-work—creating the right environment to make a person feel at ease, or sharing a bit about yourself. I once worked on a project about bathroom hygiene— one of the most intimate topics a stranger can talk to you about—and instead of asking people about their own behaviors, I talked to them about their roommates or friends. Turns out, people are way more comfortable talking about someone else's bathroom ritual.

3. If you can’t ask, experiment.
As a journalist in Turkey in the 1980s, my mom covered many presidential elections and other world-changing events. Though occasionally her young age was to her advantage, from time to time, she had to come up with her own hacks to get the information she needed. One of her favorite tricks was to ask herself: how would a completely different journalist cover this story? She'd pick someone with an opposite beat — a sports writer, a foreign correspondent, a food critic — and imagine their approach. Even if she didn't follow their approach, it forced her out of the obvious angle and almost always pointed her toward the story she actually needed to tell.
My colleagues Sean Hewens and Mat Chow did something equally creative. To understand the influential layers in a major international law firm, they created what they call The Blue Hat experiment. They picked a blue hat and brought it to the leaders of the law firm and asked, “What would you do to convince everyone in your organization to wear this blue hat?” Some said a raise. Others said a friendly competition. And some said, get the “cool” lawyers to do it first, then the others will follow. These answers helped the team figure out how influence actually happens at the firm, and shaped how they thought about rolling out a new change initiative.

4. Look outside the mainstream.
My mom would always push me to think in extremes. She always says, “To avoid ready-made answers, don’t talk to expected people. Talk to the extremes. Gather witnesses from all walks of life and listen to stories that others didn’t cover.”
At IDEO one of our biggest source of inspiration in design research is talking to extreme users, or what we sometimes call “super users.” Those who are at the edge of the bell curve of the challenge help us capture workarounds and interesting behaviors. For instance, when we are designing for change inside an organization, we don’t just talk to people in the C-suite; we also focus on people who recently joined or quit the organization, who might have a fresher take or more honest feedback.

5. Don’t just research the people, research the system.
One of the most important parts of being a journalist is understanding the ecosystem you’re reporting in. Otherwise, you can’t make sense of what you find. For my mom, that meant making sure she understood who all the power players were, and how the system worked before she started crafting her stories. This is also true in our design process.
At IDEO, we believe that if you want to create the conditions that change behavior, you have to have a deep understanding of the landscape you are in. When my colleague Divya Viswanathan and her team took on a project to help unify a massive, 20,000-employee generic medicine manufacturer with operations in 27 countries, they didn’t just focus on talking to executives; they talked to everyone. When they chatted with a worker on the shop floor of one of their factories, he read them a poem he had written for the founder of the company. This conversation helped the team realize how much people care about the company’s purpose, and it changed the course and outcome of their project.
When I was a kid, my mom made up what she called “The Journalism Game” to keep me entertained while we were grocery shopping. She would give me a hypothetical scenario and ask me to think like a journalist, to tell her who I would talk to first to create the story.


Why Drawing Matters, Even When Your Hands Shake
How I learned to draw—again
Before that happened, I spent a lot of time doodling my favorite characters—almost exclusively The Looney Tunes. My classmates and teachers liked my sketches. Some kids even paid me for them. I was good at it. But when the tremors started suddenly, after a series of unexplained episodes where I lost consciousness, I couldn’t make my simple lines simple anymore. Coloring was so hard and messy that pencil gray became my favorite color.
I dropped the pencil for more than a decade, did some clay work, played sports, and even started teaching Spanish. But when I got into the design school, I had to face up to challenge again. I ended up learning how to work with other media like 3-D modeling and animation to express my ideas. It was effective, but I still missed using the pen.


For me, nothing can really replace sketching. I learned during these years that drawing is not just a media; it is a way of thinking. So I embraced the shaking in my hands by thinking of every sketch I was doing as an idea, not a product. Just as every idea can be refined, so can every drawing. That was freeing. It meant that no matter how bad it was, over time, it could become something decent that expressed something. I start with my shaky sketch, and if I like it, I start adding shadows and details that are still shaky, but once it’s finished, it’s a single sketch; it is an idea.

One of the things I like to do when I’m traveling is to take the time to sketch the city I’m in. It’s an exercise for getting my tremor down; it helps me breathe slowly and focus on contemplating the moment, the people, the water, the sky, the birds, the glass. My shaky hands help me to draw silly lines in a fast enough way that I can capture the general picture. Then, it’s just a matter of letting my tremors go free until they become part of the landscape.


My hands shake. They literally shake. I’ve had a slight tremor since I was 12 years old, and it hasn’t been easy to adjust. For a while it was just too hard, and I stopped drawing altogether.


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


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
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.


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.
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.


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.
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.
Building a personal AI for the messiness of life: Sida Li
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.
Designing GenAI for the emotional side of money: Johannes Seemann
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.
The curious leader's edge in uncertainty: Scott Shigeoka
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.
How constraints make us more creative: David Epstein
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.
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