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Transforming a historic music college into a collaborative learning platform

A new campus concept and student experience for Tokyo College of Music.

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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.

Between two campus buildings is Music Lane, a path playfully designed to look like piano keys. It connects Daikanyama and Nakameguro, two neighborhoods known as sources of culture and fashion.

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.

The common spaces, used by students and faculty members, help develop cross-disciplinary communities.

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.

A new campus concept and student experience for Tokyo College of Music positions the college as a platform that would encourage the spontaneous creation of communities within and outside the school.
A new campus concept and student experience for Tokyo College of Music.
Tokyo College of Music
Tokyo College of Music
Transforming a historic music college into a collaborative learning platform, music education, campus experience, school cafeteria, school food system, Tokyo College of Music, education innovation, learning experience, future of work, digital transformation, digital experience, digital product design, UX design, business transformation, organizational transformation, culture change, student experience, future of education, understanding user needs, how to design a digital product, innovation, product design, research, transformation, education, learning

Designing a modern digital platform for the constituents of Georgia

Building a more efficient, trustworthy service for Georgia's residents.

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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.

The DSGA looked to IDEO to create a brand and design strategy integrating the collaborative, optimistic spirit of the state’s diverse population with a cohesive user experience and a charming, uniquely Georgian voice.

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.

With a color palette inspired by the landscape of Georgia, all of the state's individual agencies now exist under a unified 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.

The state's logo appears boldly across Georgia's 80+ state agency websites, building trust amongst residents. The logo and branding can also be used on everything from tote bags to signage to business cards.

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.

Digital Services Georgia
Digital Services Georgia
Designing a modern digital platform for the constituents of Georgia, Digital Services Georgia, technology innovation, digital products, public sector innovation, government services, civic innovation, digital transformation, digital experience, digital product design, UX design, how to design a digital product, innovation, strategy, design strategy, user experience, product design, research, transformation, leadership

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.

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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.

Personalized plans including exercise and nutrition were tailored to the users with the support of one-on-one guidance from a certified diabetes educator.

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 gave those with diabetes access to the right information at the right time and could get their questions answered anytime through chat with their own certified diabetes educator.

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.

A comprehensive kit that introduced users to new, healthy habits in sleep, mood, and more was delivered directly to their door.
Ascensia Diabetes Care
Ascensia Diabetes Care
A holistic, human-centered approach to managing diabetes care, diabetes care, diabetes management, sleep health, sleep analytics, mental health, family mental health, Ascensia Diabetes Care, healthcare, health innovation, patient experience, technology innovation, digital products, digital transformation, digital experience, digital product design, UX design, human centered design, design thinking, customer centricity, systems thinking, systems design, service ecosystem, healthcare design, digital health, patient-centered care, how to design a digital product, innovation, product design, transformation, education, how do we innovate

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.

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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.

The Verizon Explorer Lab is equipped with dozens of screens and tablets displaying Hollywood-quality video and special effects, and the educational content is both scientist and teacher-approved.

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.

Using their own tablet, students iterate on their rover design to help it collect as many samples from Mars’ surface as possible. The team consulted a Martian scientist to ensure every game element—from the rover wheels to the types of sediment on Mars—was accurate.

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.

Iterating on their rover’s features teaches students the engineering design loop. With over 200 possible rover designs, students can learn from each other’s creations and collaborate to collectively gather as much data as possible.

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.

Verizon
Verizon
Creating an out-of-this-world STEM learning experience, Verizon, education innovation, learning experience, future of work, public sector innovation, government services, civic innovation, student experience, future of education, innovation, research, prototyping, transformation, education, learning, government

Meet the YouTube Pop Star who Teaches at MIT

The designer and artist Sputniko! may sound like she's from outer space, and that's not far from the truth.

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The daughter of British and Japanese mathematicians, Sputniko! has become both a fashion icon and feminist spokesperson in Japan for speculative designs like the Menstruation Machine (which imagines a future without menstruation, in which people simulate having periods as a nostalgia exercise) and The Red Silk Of Fate (in which genetically-engineered silkworms produce a thread impregnated with the love hormone oxytocin—the perfect material to weave into a seductive outfit). We wanted to know more about why she chose speculative design as a medium, so we caught up with her to ask a few questions.

COMMUNICATING IDEAS THROUGH POP VIDEOS IS A BOLD MOVE. WHAT LED YOU THERE?

I started as a pop musician. I was writing songs when I was at Imperial College in London, before going on to the Royal College of Art. So I was already making music videos. They seemed like a good way to challenge the "high art" culture. I liked pop art, like Jeff Koons, Takashi Murakami, and Andy Warhol. Plus, at the time I was graduating in 2010, YouTube was becoming more significant. So I wanted to tap into that. Nowadays, the internet is so important for this kind of work. I thought that there needed to be more new speculative design work that was intentionally aligning with internet culture and viral culture.

HOW DO THE SCIENTISTS AT MIT FEEL ABOUT HAVING THEIR WORK PORTRAYED IN THIS WAY?

I work hard to be close to the scientists, and discuss with them how to best show their work. So far their reaction has been very positive. Some of the genetic engineers I've worked with have been getting more interest from investors because of the media interest. I think that a lot of scientists secretly want to be passionate and tell stories about their work. But they can't, because they need to be very precise. With us, and these stories, they can detach from that precision in a good way.

Crowbot Jenny by Sputniko!

WHERE DO YOUR IDEAS COME FROM?

I read a lot of science news blogs—I'm an information addict. I'll go through the news about AI, genetic engineering, and so on. What designers can do is imagine a consequence of these new technologies. If any of these imagined narratives ring a bell for me, then I'll do further research, in order to make the idea more concrete.

WHAT TECHNOLOGY IS CAPTURING YOUR ATTENTION RIGHT NOW?

AI and self-driving cars. And of course genetic engineering. But right now, my hottest interest is blockchain. This new system for handling money and identity is increasingly being adopted. Many people are thinking about it in terms of security. But creatives can think of other consequent narratives that could come from Blockchain. For example, how could it change lifestyles?

YOU'VE BEEN AT THE MEDIA LAB SINCE 2013. HOW DID YOU END UP THERE?

I first came to the Media Lab as a TV reporter when I was 27. I had my own TV show in Japan about design, and I came to interview Nicholas Negroponte. I told him how interesting I found the Media Lab, and he responding by telling me that they were looking for a new assistant professor in the arts category, and that I should apply. I was like, what? Me? I don't have a PhD! But I applied, they liked my work, and they invited me to start a new group.

Red String of Fate by Sputniko!

WHAT'S THE ACADEMIC EXPERIENCE LIKE FOR YOU?

I love being in this environment. The only thing that is a challenge is that academia is very paper-based. I don't publish papers, nor do my students. We are more about exhibitions and storytelling. It's not so much in the academic format.

WHY ARE YOU CALLED SPUTNIKO!?

It was my high school nickname. I attended an American school in Japan. I was tall and pale and I liked science and space. So the other students thought I must be half-Russian rather than half-British, and they started calling me Sputnik. Japanese girls' names often end in "ko", so Sputnik became Sputniko. Then, when I started doing music gigs as a student in London, I added the exclamation mark, because I liked the German band Neu!. It was completely not serious—just a band name. I never expected to be making and showing work, let alone teaching at MIT with this name. In Japan, when I go to symposiums and conferences, government ministers call me Sputniko-san. It's so surreal. My name reminds me of my weird career path.

Adachi Hip Hop Project. Sputniko! and rappers from Adachi, a Tokyo neighborhood with high rates of poverty, collaborated and organized a concert tour to energize the art and culture scene in Adachi.

YOUR WORK IS VERY CROSS-CULTURAL. WAS THAT A PRODUCT OF YOUR UPBRINGING?

Partly it was having a British mother and a Japanese father. And also growing up in Tokyo, where western culture and eastern culture are present at the same time. I grew up in Shinjuku. It's where all the skyscrapers are, but also yakuza bars and the red light district. My parents are both mathematicians, so I was surrounded by math. But I also liked art and music. For example, take the way I read books. I usually read about ten books at once, on a kindle. I usually just read five pages at a time. And then I move to the next book. The way I consume information is very parallel. For me, associations and connections are the seeds of my creativity.

DO YOU OVER WORRY ABOUT BEING OVERLOADED WITH INFORMATION?

Overload is not so much a problem for me. For example, I get my eyelash extensions done every three weeks. While that happens, I have to close my eyes for an hour. Which means that I can't look at my smartphone. I used to hate doing eyelash extensions so much. But then I found an eyelash specialist who was a beauty technology expert. She's like a Google for me. When I close my eyes I always ask her, what's a new technology that you've found? That's an example of how information-addicted I am.

The designer and artist Sputniko! may sound like she's from outer space, and that's not far from the truth. An associate Professor at the MIT Media Lab, her work feels like a Large Hadron collision of design, fashion, technology, and pop music—all filtered through the multiple personas she presents on YouTube.

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meet the youtube pop star who teaches at mit, fashion

Thoughtless Acts: Skate the Streets

Thoughtless Acts: Skate the Streets. The intuitive ways we adapt and react to things in our environments

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A few years ago, I traveled to Amsterdam in the wintertime. Amsterdam is famous for having rivers flow through its streets, but this winter, the rivers were frozen and they became new roads. Simultaneously, people took advantage of the sudden change and switched to an alternative form of transportation (ice skating!). One person’s thoughtless act can attract other people and become a sort of movement when other people start to join.

Human-centered design requires us to observe human behavior with beginner's eyes, so that we can spot the innate ways people interact with the world around them. We call these intuitive and unconscious reactions Thoughtless Acts, and IDEO designers collect photos of them to inspire their work.

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thoughtless acts skate the streets, thoughtless acts, skate the streets, human centered design, design thinking, photography, visual design

6 Reasons to Play More

A playful look into what makes city life so charming.

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Snow in NYC!

I decided to frame my questions into City Play Project—100 days to observe, create, and capture playful moments in the city. Sometimes I found playfulness in the street cats of Istanbul, or a serendipitous moment of two strangers dancing in the West Village, or even a painted mural in East London.

Once I started my 100-day project, lots of friends—even friends of friends—started making and sending me images of playful interventions from all over the world—Florence, Istanbul, Paris, London, New York, Tokyo, and San Francisco. The most wonderful part about it was seeing how each person defined playfulness. Comparing all the differences helped me find some universal truths. Here are six things I learned from the project.

1. Playing in the city makes you notice things in a completely different way

Once you start looking for playfulness, you see things differently. It’s almost like adopting a traveler’s mindset. A type of pavement or a trash can suddenly look more interesting. You realize that you can be more playful with everything—even your own shadow.

2. It’s contagious

When you play in streets, others play with you. One moment can inspire a movement—just like the sticky notes in the New York subway. Sometimes, you just need to find a way to give others permission to join you in changing the city around you.

Taking over the subway with post-it notes!

3. Playing alone is harder than playing with others

People are terrified by empty spaces, public humiliation, and interacting with strangers in the street. Being silly alone is hard, and being silly with strangers is even harder. Often, we need encouragement from friends to start playing. The person who goes first makes it easier for the rest to be more playful.

4. It brings intimacy, trust, and love

Playfulness brings people closer. If you are brave enough to play with strangers, you can build trust in an instant, unspoken way. People who have never met before can play together. It helps you see the child in others and initiate creative collisions. It creates intimacy, and all that magic leads—or might lead—to love.

Play with city signs and spread the love.

5. Playfulness builds confidence

Allowing yourself to be more playful when you are walking down the street brings more confidence. You become more comfortable with your surroundings, and in how you interact with people, even—strangers. You stop asking for permission to do things, you just do them. A playful mindset allows you to try things, step up, express your thoughts in a physical way without being shy about it.

6. A framework can help encourage it

Constraints may seem like the last thing we should think about when we play, but they can actually spark playfulness. Constraints aren’t always restrictive—especially at an urban scale. The limitations of a cul-de-sac or the weather can push people to unique ways of playing. Sometimes it’s the boundaries that makes us embrace playfulness.

Want to join me in observing playfulness in cities? I challenge you to do the same! Tag your photos with @cityplayproject.

I’ve always been intrigued by what makes city life so charming. Having spent most of my life as an urbanite, I’ve come to realize that what captivates me most is the playfulness I see around me. Just as we can find inspiration by writing or reading about what interests us, I decided to find inspiration through observation. I wondered “How does play affect how we behave in cities? What are the social and physical effects of play in urban design? If we played more in cities, would we be happier? Fall in love more often?”

Play
Public Sector
6 reasons to play more, play, urban design, public spaces, community engagement, creativity, creative confidence

Could AI Replace Design Researchers?

Our look at the future of communication with London’s Design Museum

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Spirit is a simulated AI, a provocation created by IDEO’s London Studio in response to a commission from the Design Museum. It asked designers and their teams—including Yves Behar of fuseproject and furniture designer Konstantin Grcic—to contribute to a project on the future of aging as a sequel to an exhibit of the same topic that they hosted 30 years earlier. The museum asked IDEO to explore what community might look like in the year 2047.

For our project, we aimed to start a dialogue about the role emerging technologies might play in the way people connect as a community. In the future, we may no longer need to drive our children to school, speak with anybody to go grocery shopping, or visit a human doctor. Technology often makes us more independent, and less reliant on human contact and support. To counter the social isolation that may arise, we developed the concept of a free and open-source social AI, a system built to foster strong and healthy communities by strengthening social bonds and keeping people active and mentally stimulated.

Creating the Exhibit

We designed the interactive part of the exhibition for three reasons: We wanted to give visitors a glimpse of what it would be like to interact with an artificial entity; we wanted to see how people would feel about the interaction; and, obviously, we like playful experimentation and prototyping.

Current AI technology is in its infancy when it comes to having a real dialogue with a human being. But just as autonomous cars learn with every mile they drive, these technologies will learn the more they interact with people. Current popular AI products (Siri, Alexa, etc.) listen to user commands and respond. We found it interesting to reverse that by having our Spirit actively ask visitors questions, and rather intimate ones, including: What makes you happiest? What would you be scared of forgetting? Would you trust an artificial intelligence to choose your friends? If you lived to 120, how many partners would you want to have?

The exhibit had two states: An idle state where visitors were encouraged to talk to Spirit and it displayed selected quotes from previous visitors and visualized the data it gathered through a generative visual design, and an interactive state.

The interactive dialogue state took place inside an audio booth. The system greeted visitors with an audiovisual message and a stylized speech-bubble that mediated the conversation. The system then asked different questions, engaging in deeper conversation over time. For example, Spirit might ask, "What makes you happiest," and the answers could vary from "rich relationships" to "when it stops raining," "playing football," or "creating new things and solving problems." Each answer created a new pebble in the visualization, the color, size, and shape of which were determined by an analysis of the length and the emotion of the response. When the visitor finished answering, the pebble merged into a sea of pebbles representing all of the interactions collected so far.

Visual interface design and data visualization by Studio Waltz Binaire

Building Spirit

The technical challenge of the exhibit was to have the system running for five weeks, seven days a week, eight hours per day. There were a lot of pieces talking to each other, and we needed to be able to track the feedback from thousands of visitors.

Spirit used a bespoke script to follow the conversations, and when the answers veered too far from what it had anticipated, it would send the answer to a chatbot API to find an appropriate answer. Unfortunately, the voice to text turned out to be not very reliable in the museum environment, so we focused on the scripted questions.

The technical setup consisted of two components: the audio booth and the large display facing it. To let Spirit know when somebody was present in the booth, we installed an Arduino with an ultrasonic sensor that communicated with an iPhone 6 via Bluetooth. The iPhone was connected to a directional microphone and a speaker.

Here is where the magic happened. On the phone, we ran a custom app. The app turned the voice into text using the Apple Speech Framework, and then analyzed the emotions in the answer using IBM Watson, an iconic AI developed by IBM, while also checking if the answer is in the pre-written script. If it wasn’t, it used another API to get an answer from the chatbot. The information about the answer and emotions was stored and sent to a custom program written in vvvv that communicated with the iPhone app via OSC.

Ambient noise was our biggest worry. It could have prevented the system from understanding visitors’ answers. Also, the position of the microphone was fixed, so reaching different visitor heights and voice volumes was a challenge. This actually proved to be a problem, as there were several interactions in which the voice was unintelligible.

The Data

One good perk of the interactive system is that we had real-time access to the data, so we could follow how well the installation and exhibition were performing, and what the audience was saying. After the exhibition ended, we found a bit more time to use Python and Pandas in the analysis, and Excel to plot the results.

We had a total of 8996 individual sessions with Spirit during the exhibition, about 10 percent of the visitors to the Design Museum.

The emotion recognition system that we used, IBM Watson, is not yet totally reliable (as an example, “yes” was considered a 100% J=joyful answer). But with the amount of data we gathered, the system was still able to give some hints about visitor moods. And the variations in mood could be correlated to external events. For example, we saw a peak in feelings of joy on the 24th, when London hit its highest temperature after a cold January.

When we looked at the answers, we discovered that they seemed more spontaneous and playful than others given via written questionnaires. They were also more honest, suggesting that for some people, sharing intimately with an AI might be less intimidating than talking to a human interviewer. Others, though, were critical and disconcerted. It became clear that it is important to start a dialogue about how we want to interact with AI in our daily lives.

Though the experiment obviously didn’t culminate in a fully-formed product to help the elderly, the interaction model helped us create the kind of AI we would need to build community and increase social interaction, and allowed us to test people’s reactions to emotional and intimate questions from an AI. The experiment also directly related to the work we do with design research. We frequently send design researchers out into the field to talk to people to learn more about their needs and habits, and how we can design solutions to fit their lives. Our work with Spirit begs the question—could even a design researcher be replaced by an artificial researcher at some point? For now, we don’t have a lot of answers, but this experiment helped us push our understanding forward, and we’re excited about the AI-driven insights that will come in the future.

In the top floor of London’s Design Museum, as dozens of visitors walk by and the rain hits the windows, a woman speaks with an AI bot called Spirit. It asks her how many partners she would like to have if she can live until she is 150. She giggles and answers. “Just one—and that is because my husband is next to me.” According to Spirit’s analytics, her answer is 33% sad and 12% joyful.

Technology
AI & Emerging Tech
could ai replace design researchers, technology, digital innovation, ai, emerging technology, artificial intelligence, ai strategy, user research, research, museums, arts and culture, experience 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
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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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Podcast
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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.

Health
AI & Emerging Tech
Technology
Learning & Work
Episode image

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.

Health
AI & Emerging Tech
Technology
Financial Services
Learning & Work
Episode image

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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