

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.


Creating a Customized VR Experience
Our experiments with lights, heart rate sensors, and the uncanny

My main objective is to influence a user’s mood through automatic customization of virtual worlds—a tool that could, for example, help improve existing VR treatments for problems like phobias and anxiety disorders by automatizing the intensity of the experience. If the system were able to gauge an emotional reaction, it could ease participants into facing their fears. The same capability could be used to test different environments for mindfulness exercises, or even as a design tool, to help determine which designs elicit desired reactions.

So far, most of the innovation we’ve seen in this space has come via proprietary systems like the HTC Vive controllers. But those kind of systems are very standardized and don’t allow users to experiment much with sensors. With that in mind, I built a platform with Unity and Arduino that would enable me to explore new interactions within VR environments, and allow other makers to test their ideas, too. I’m a big believer that as hardware and other tools become more accessible, makers will dig in and uncover even more immersive VR experiences.

Using Unity and open source development hardware, I created an atmospheric space that can change depending on the user’s biosignals, as well as the amount of pressure they apply to sensors. To build it, I used Arduino and the eHealth platform, which can process the signal from a user’s heart rate, electrodermal activity, or breathing. In this case, I used the ECG sensor reader and developed a little piece of code that would translate the voltage signals into beats per minute, which were then sent directly to Unity via Serial. In Unity, I wrote a script based on Dyadica’s open code that constantly reads the input from the sensors and updates the scenario in each frame. For example, when the heartbeat goes up, the light in the virtual reality world changes to a more soothing blue; when it goes down, the illumination flashes and changes to red. The idea behind this particular interaction is to test whether changing color or lighting patterns will affect the user’s mood, either calming him down, or further agitating him.

The results from these experiments were not completely satisfactory. Our users did acknowledge that changing the colors in the virtual world influenced their state of mind, but the changes in their biorhythms were small. One of the limitations of the system is the fact that heart rate is not an ideal indicator for mild changes in physiological activity. Electrodermal activity could provide a more accurate measure of comfort or distress, and we may turn to that in in future iterations.

In another set of experiments, we used light and pressure sensors to change environments. In one virtual environment set on the coast, the light changes based on the light detected by a sensor set in the real world. Meanwhile, the size of the virtual space changes depending on the amount of pressure a participant applies to a sensor that is set in the same place on a wall in both the real and virtual worlds. The harder the user presses the wall, the smaller and more claustrophobic the virtual space will become.

We’ve also been playing around with creating uncanny experiences. I started by 3D-scanning Rich Cahill, our newest interaction designer, then placed his 3D persona inside a virtual world. We then used a Leap Motion attached to the Vive headset to increase the immersive experience by allowing users to see their own hands in the virtual world. Then, we had Rich stand in the same place as his 3D model. When Rich raised his hand to touch his (virtual) face, he felt the warmth of his (real) skin under his fingers. Every single person who agreed to do the experiment found it unsettling. It was also really fun to make, and I learned a lot about how to replicate real objects and people in the virtual environment.
Right now, these enhanced interactions are just small steps towards a richer, and more immersive virtual experience. But I’m hoping this platform can be a template for other people to build their own interactive VR experiences. As more and more people dig into the technology, I'm sure we’ll see an explosion of creativity mixing the real and the virtual worlds—and maybe even creating new valuable hardware and platforms. Soon, instead of being passive characters in a prescribed world, we will be able to change our virtual environments to fit the state of mind that we would like to be in, and help ourselves relax, or even find inspiration. That’s when things will really start to become mind-blowing.
As a designer, I am fascinated by exploring new ways to interact with virtual reality. Technology is able to trick our senses like never before, and we’re starting to see VR hardware like HoloLens and the HTC Vive really push things forward by allowing meaningful interaction between the real and the virtual worlds. One possibility I’ve been experimenting with is how we can create environments that can adapt to our emotional and psychological state.


15 Podcasts that Inspire Creativity
We asked IDEO designers to nominate the podcasts that they find most inspiring

1. Myths & Legends
“This podcast tells original stories that have become myths, in cultures ranging from the Romans and Greeks through to Disney princesses. Understanding how common themes have turned up in stories through the ages helps me think about fundamental human needs and behaviors that stay unchanged over time.” Listen here.
2. On Being
“This podcast considers the ‘big questions of life’ through interviews with creatives like Yo-Yo Ma, Paulo Coelho, and Sarah Kay. It reminds me that our human condition is so much more vast than we could ever fathom, and that the answers to the secrets of our existence are mere approximations, at best.” Listen here.
3. a16z
“This is an in-house podcast from the venture capital firm Andreessen Horowitz, which is famous for the phrase ‘software is eating the world.’ It’s not a ‘creative’ podcast per se, but it covers bleeding edge technology and indicates emerging fields and mediums for creative expression, new experiences, and potential effects on society at large.” Listen here.

4. Meet the Composer
“I find this podcast incredibly inspiring because it asks the listener to really engage with contemporary classical music. It's both exploration and art criticism, a prompt to get out there and listen more deeply, and a glimpse into a small and vibrant world that really only exists in New York and LA.” Listen here.
5. The Moment with Brian Koppelman
“Koppelman talks to creative folks about their creative process, how they do what they do, and the ‘moment’ that changed things for them. He's able to be very vulnerable, so his guests open up as well. This podcast always makes me feel more sane. Or at least like I belong to some really awesome club of weirdos.” Listen here.
6. Radiolab
“I’m inspired by the fascinating science and the polished stories, but most of all by the sound design. The way the show experiments with sound to tell better stories inspires me to think about how to make the experiences I create more engaging.” Listen here.

7. The Allusionist
“Linguistic adventures with the very funny Helen Zaltzman. This show reminds me that language is so mutable and fungible. And that when we humans talk with each other, it is a miracle that we know what the other person is saying.” Listen here.
8. Death, Sex and Money
“This is a podcast about the big questions in life. It reminds me of how to talk to people about sensitive topics and get deep insights from individual stories that speak to both the commonality and the variety of the human experience.” Listen here.
9. Magic Lessons
“Elizabeth Gilbert's creativity podcast features her interviewing people about how they overcome the fears that are inherent in the creative process, and calling up famous creatives to get their input. I like the fact that she actually provides advice to her guests, and acknowledges the challenges we all face in being creative.” Listen here.

10. Song Exploder
“Musicians and artists break down a track and talk about their process. A lovely parallel to any designer’s process. We hosted the creator of the podcast at IDEO earlier this year and he talked about his background as a graphic designer and how that’s influenced his approach to the show.” Listen here.
11. Becoming SuperHuman
“This show interviews people who have achieved ‘superhuman’ performance in their field in order to understand their strategies. The podcast provides insights into the lives of people who live at extremes, which provides inspiration for designing ways to meet more conventional human needs.” Listen here.
12. Imaginary Worlds
“This a is podcast about science fiction and fantasy worlds, both about how they are created and why audiences are able to suspend their disbelief. Of all forms of creativity, I figure that creating a fictional universe is the most expansive, and get inspired by such a broad-brush imaginative exercise.” Listen here.

13. 99 Percent Invisible
“This podcast reminds me that pretty much everything in the world has been designed, and that there are so many opportunities to improve things. I also love to hear the backstories behind things that have been designed and are now part of our everyday existence. It reminds me that so many things could easily have turned out differently.” Listen here.
14. Sampler
“Like the name suggests, this show features samples of other podcasts. I love it because it introduces me to other podcasts that I would never have known about or thought to try. And it's the unexpected or different stuff that turns out to be most inspiring.” Listen here.
15. TED Radio Hour
“This podcast repackages TED Talks into an accessible radio format. The way the show focuses on shared human themes, such as ‘growing up’ and ‘becoming wise,’ helps me zoom out my perspective and realize how the things I look at in life and in my work can be connected.” Listen here.
Honorable mentions: Surprisingly Awesome, The Memory Palace, Invisibilia, The Moth, WTF, Theory Of Everything, Planet Money, This American Life.
Check out the Creative Confidence podcast by IDEO U, our school to empower creative problem solving, here.
Thanks to Chris, Magen, Andrea, Grace, Maggie, Geoff, Jayant, Deirdre, Piper and everyone else who suggested podcasts.
Header illustration by Jane Ha.
We're living in a golden age of audio. Whatever your interest, passion, or taste, there's a podcast out there that will cater to it, available free of charge. These podcasts don't just provide entertainment while commuting or walking the dog, they also provide fuel for creativity, by opening doors into unfamiliar cultures or scenarios. We asked IDEO designers to nominate the podcasts that they find most inspiring.


How To Tackle Obesity In Your Spare Time
What one Xbox-loving interaction designer did to lose weight
Alex was a self-described gaming addict in his college days, but hadn’t touched his console in years. He knew his old habit would be the strongest incentive for working out. At the same time, he recognized that a simple post-workout reward wasn't gonna cut it, not to mention the temptation to skip the workout altogether with a perfectly functioning Xbox so close at hand.
Time to wield his ninja hacking skills.

Alex adjusting duration and intensity on his new (addictive) weight-loss machine.
The result is Cykill, a simple tweak that connects your gaming console’s power source to an exercise bike. The only way to start the console is by riding the bike. Fail to pedal fast enough and Cykill will cut the power using a “kill switch”—a disaster for serious gamers—which not only erases game progress, but can also corrupt the console’s hard drive. “After a big scene in the game you will see the Cykill LED meter appear," he said. It gets dangerously close to power-off, which forces you to pedal like mad in order to stabilize it. "What a silly but effective invention this is!”

Alex on the Cykill, an exercise-bike-gaming-console that interrupts your game if you stop pedaling.
After using his invention for three months to impressive results, Alex was ready to share it with the world. He made the project open source and submitted it to Hackaday. “I never intended this to be shared online. But then I realized, there are millions of Americans who are challenged with excessive gaming and weight gain—many of them kids and teens." Is Cykill is the answer to obesity for game-obsessed kids of America? "I feel it is definitely worth a shot,” he said.
Learn more about how Alex made Cykill here, at his website Fuzzy Wobble, and on his project page at Hackaday.

The Cykill dashboard.
When interaction designer Alex S. finally decided to get serious about exercise, he knew exactly what to do. He bought a cheap stationary bike on Amazon and dusted off his old Xbox.


7 Mindblowing Things We Saw at Ars
We went to Ars Electronica, Linz's annual celebration of art and tech, and here’s what we saw

1. Inferno, by Louis-Philippe Demers, Bill Vorn
How does it feel to have an exoskeleton move your arms and make you dance? Pretty weird. Inferno, one of the single most talked-about pieces at Ars, offered visitors the curious sensation of being remote-controlled by a machine.

2. RoBoHoN, by Tomotaka Takahashi with Sharp
Half robot, half smartphone, RoBoHoN runs, dances, talks, takes pictures and projects them. Plus, it’s cute. Like a mini butler. We came away asking: Will future smart devices be gadgety, or sleek and designy a la Apple?

3. Rhizome Animation, by Boris Labbé
A hypnotising story about life on earth, and a good reminder of the power of mixing handdrawn images with computer-generated visuals. Designer Boris Labbé’s short film Rhizome is worth a watch.

4. Radical Atoms Exhibition
If the MIT Media Lab has its way, we’ll control the physical world of atoms in the same way that we control the digital world of pixels. This exhibit hewed closest to the theme of the Ars festival: “Radical Atoms: the alchemists of our time,” including provocations around biology as a responsive, “second skin” interface; a physical shape display that can be manipulated from near or far; and wearable miniature robots that rove around your body. Take a trip down the rabbit hole.

5. ASSISI, by Thomas Schmickl, Professor of Zoology at University of Graz
Tiny robots, placed among a society of fish and of bees, enabled the two to communicate and influence the actions of the other. Begged the question: how might we use robots to design and evolve swarm behavior in natural ecosystems?

6. Artificial Skins and Bones, by Weißensee Kunsthochschule Berlin
We loved the variety of thinking from this group of students, who are exploring the design of artificial bodies. Ideas included everything from regaining physical ability through smart prosthetics; to enhancing an experience through haptic feedback; to the inevitable evolution toward augmentation, like color- and pattern-changing skin (above), inspired by the octopus.

7. Innovation and Creativity on a Very Large Scale, by Ivan Poupyrev, Google ATAP
Poupyrev, head of Google’s Advanced Technology and Projects group, argued that constantly introducing new gadgets does not scale. What does scale is creating technologies enabling industries that manufacture basic goods, like jeans, to transform themselves. For Project Jacquard, ATAP invented a new type of conductive thread that can be woven into clothing (like a Levi’s jean jacket—the project was a collaboration between the two companies) giving it an invisible interface. These kinds of mutations are unpredictable, Poupyrev said, and driven by serendipity, emphasising the role of the artist in technological research.
For more about Ars Electronica, or to watch all the talks and presentations mentioned, check out their website: http://www.aec.at/
Header image by Martin Hieslmair. All images sourced from the official Ars Electronica Flickr.
We went to Ars Electronica, Linz's annual celebration of art and tech, and here’s what we saw: Exoskeletons. Dancing robots. Shape-shifting materials. Swarms of fish and bees. Skin. Just your average day in the surrealverse. Here are seven projects to watch:


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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