

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.


Mondays, Redesigned
A collaboration with WNYC's Studio 360
At least that's what the listeners of Studio 360 said when host Kurt Andersen asked them to suggest places or experiences that could use more joy as part of the WNYC radio program’s Redesigns series. Inspired by IDEO Design Director Ingrid Fetell’s Aesthetics of Joy blog, our New York team did an extreme Monday makeover—in three weeks.
But first, the team interviewed the founder of a pet-therapy program and explored the physical and emotional benefits of chuckling with a laughter yoga teacher. A teammate’s 5-year-old daughter, quickly dubbed the “giggler-in-residence,” upped the joy quotient, as only a small child can do.
The result is MonYay!, a collection of objects and digital concepts designed to make Mondays fundays.
Listen to the Studio 360 episodes and check out our microsite to get a behind-the-scenes peek into the design process.
The shrill beep of an alarm clock. The rush-hour commute. A calendar that looks like a failed game of Tetris. Of all the weekdays, Monday looks most like a problem in search of a solution.


How We Did It: Prototyping in Virtual Reality
"We just might need a few decades to figure out how to make it work best."
Part of Project Literacy, a campaign founded and convened by Pearson, the installation is intended for large, influential gatherings like the General Assembly of the United Nations, the World Economic Forum annual meeting in Davos, and the Social Good Summit, so the concept needed to scale to different physical contexts. But because the goal was to reach a much wider audience, there had to be a way to distribute the work easily through digital channels.
IDEO had just eight weeks to research the topic, develop ideas, test them with users, and build both physical and digital prototypes. Along with Toronto-based content studio Secret Location, who executed the concept, IDEO and Pearson launched a stunning virtual reality installation at Davos in January. In conversation with Ed White, designers Martin Brown, Kate Burn, and Jure Martinec reveal the backstory of prototyping with the new technology, including software and storytelling tips for others beginning to work in the medium.
What inspired you to use VR?
Jure: It was clear that we would have to find an engaging way of stepping into the shoes of those challenged by illiteracy. It wasn’t just about showing some confusing scrambled text on a website, which is forgettable in seconds. The problem is often marginalized, so we had to do more than just show it. We had to make people really feel it. VR seemed like a natural choice.
Martin: Chris Milk and Spike Jonze have done some great stuff with their VR platform Vrse, particularly “Clouds Over Sidra,” which is the story of a girl living her life in a Syrian refugee camp. The feeling that you’re actually, physically there in the camp with her is intense. Chris Milk calls VR “the ultimate empathy machine,” and he’s right. No amount of statistics or explaining can substitute for the visceral empathy that VR is capable of creating. Though the medium is still very much in the experimental phase—a bit like the early days of film—we felt there was a very compelling opportunity to use it to create empathy for a situation like illiteracy, which many people find impossible to imagine.
What other avenues did you explore to express this story?
Martin: We looked at a lot of different possibilities. We really wanted people to experience illiteracy from the inside, so we thought about immersive theatre, in the vein of Punchdrunk’s Sleep No More, or You Me Bum Bum Train, or even physically immersive games or puzzles that the audience would need to solve, similar to Hinthunt. We really felt that we needed a physical aspect to the experience, because no matter how good a digital-only solution might be, the age of truly viral content seems to be over, and without a huge marketing push, it would be incredibly hard to cut through all the cat videos on the Internet.
Why was VR a good choice for the presentation and distribution needs of this project?
Martin: Because VR is so new, it really suits an exhibition context where users can experience it for the first time in a guided and controlled setting. At the same time, the availability of Google VR, Samsung Gear VR and even YouTube VR meant that it was also something that could spread beyond the initial exhibition and be experienced anywhere.

What was your process for prototyping in VR?
Jure: We tried many different experiences, from simple gimmicky Cardboard apps to quite strong Gear VR narratives and cutting-edge Oculus Rift examples, also using extensions such as Leap Motion. I spent a lot of time tripping over things and waving my hands around the office. Once we had a somewhat good understanding of the dos and don’ts of the medium, we made the first script, recorded some sound on a laptop, and played it over Google StreetView’s VR view to see what a first person, in-the-scene narrative feels like and got some quick feedback. Then we tested interactions to find out how the story would feel if we broke linearity. We took a basic Cardboard example in Unity and tweaked it to show a static scene with interactive hotspots. This let us finalize the script as well as define the assets we needed for final production.
Kate: We invited a few of the people we'd met during our research interviews to help us test, iterate, and develop the prototype. This was potentially very nerve-wracking! We were very conscious of how easy it might be to misrepresent, patronize, or trivialize the issues surrounding illiteracy, and we sought feedback from pre-literate people and our expert adult literacy teachers at a midpoint in the design to ensure we were communicating people's experiences accurately and respectfully.

What hardware, software, and coding languages did you use, and why?
Jure: The scene had two major requirements: It needed to feel realistic and the hotspots had to be in optimal positions. So although live-action video would have been great, it would be hard to iterate on it quickly. Instead, we went for a fully custom photorealistic 3D render to set the direction for the feeling and interactions of the story. We hit a bit of a wall with Unity, but luckily there was an Android developer floating around. Since at that point it was clear what we needed to make, we wrote a pretty dirty Cardboard/GearVR app directly in Java. Just to put it in context, I think it took us around a week and a half for all of this.
What were the technical challenges that came with designing in VR?
Jure: The medium is fairly new, so unlike when you design apps or websites, there are few approachable tools that help you prototype and learn quickly. None of us had really worked with VR before, but that was just another excuse to go for it. Luckily there is a lot of talk online about how to design for the medium, and pioneering companies like Google are sharing tools like Cardboard Design Lab. Their Cardboard SDK is also quite accessible, so it was easy to get started. If you’re familiar with game engines like Unity, you can quickly create advanced experiences for many different platforms, including the Oculus Rift. As WebVR is being pushed, frameworks are starting to pop up and many web developers are suddenly in the VR world as well.

What were the storytelling considerations you faced in VR?
Martin: Everything is so new that there is no rulebook. Google, among others, is starting to codify what the language of VR filmmaking should be, but no one really knows. For example, who or what is the viewpoint you’re looking from? Is it invisible, like in film? Possibly, but that somehow feels weird, like you’re a voyeur. We intuitively felt like you had to be experiencing the scene from the first person.
What are your technical tips for coders prototyping in VR?
Jure: Be smart and inventive. Yes, you can make very complex things, but it's really fun to think about how you can learn with smart interactions and storytelling. Also, be mindful of the platform you're designing for. A Google Cardboard app will be much less immersive than an Oculus Rift app, but on the other hand, it will be much more accessible to people. Think of who you're designing for and why.
What about filmmaking tips for budding VR directors and videographers?
Martin: Prototype and test everything. Traditional filmmaking took decades to figure out the basic tropes. I think that as VR filmmaking evolves, things will become standardized, but it’s the Wild West at the moment. For now, simplicity wins. The audience is so wowed just to be there, inside a movie, that you don’t need to resort to a lot of tricks to keep people entertained.
What do you see as the most exciting potential for the technology moving forward?
Jure: VR is becoming big. Technical standards are being established, making development and prototyping tools more powerful and accessible for developers. As platforms like Google Cardboard and Oculus grow, their distribution channels are lowering the barrier of adoption for developers and viewers. The medium is maturing, so the content is becoming much more engaging, with rich storytelling, which almost forces big production companies to move into the field. Things are definitely happening soon.
Martin: There’s that story about the Lumière brothers in 1895, screening a film of a train arriving at a station. People in the theatre, who had never seen moving pictures before, ran away because they thought they’d get hit. That’s where we’re at with VR. It’s raw and unsophisticated but still incredibly visceral, and because of that, it’s powerful. I think it has the capacity to be the dominant art form of the 21st century—like film was for the 20th. I really think it will be that big. We just might need a few decades to figure out how to make it work best.
If you’re reading this now, chances are you have no idea what it’s like to navigate the world without full literacy. In May 2015, Pearson asked IDEO to design an experience that would inspire empathy for the struggles of people with illiteracy.


The Little Book of Design Research Ethics
For human-centered designers, there is nothing more valuable than discovering what matters to people—what triggers frustration and what provides ease, what brings grief and what sparks joy.
For human-centered designers, there is nothing more valuable than discovering what matters to people—what triggers frustration and what provides ease, what brings grief and what sparks joy. That’s why IDEO studies subtle and often unspoken details of daily life: habits, circumstances, thoughts, feelings, and reactions. We rely upon access to people’s unguarded selves. Their trust is precious, and comes with responsibility. How do we seek and share insights about people’s lives in an ethical way?
Three timeless principles guide all our work: respect, honesty, and responsibility. While the concepts are well known, they’re abstractions that resist concrete definition, and applying them to the ambiguities, complexities, and messy scenarios of real life is no simple task. The Little Book of Design Research Ethics provides a practical guideline, along with tools and examples from IDEO's work in the field. It integrates more than a quarter century of IDEO experience with advice and recommendations from ethicists, as well as codes of conduct in related professions, from journalism to market research. Though it was originally created for IDEO designers, the book offers applicable guidance to a wide range of situations in which it’s crucial to build relationships of trust. It’s the first of its kind, and we hope it will facilitate ongoing conversation and reflection about what it means to work with empathy and cultural sensitivity and ensure that interactions are safe, fair, enjoyable, and mutually beneficial.
Download the book here.



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

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

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

Who inspires you, and why?
Growing up in Italy, I was exposed to so many incredible logos and identities that haven’t changed. Everything stays 60s classic.
When I started my design studies in Rome, Vignelli (who made the original New York subway identity) was my main inspiration. I loved the way he used Helvetica with simple and effective graphics. Bob Noorda, was another great inspiration. When I worked for In Area (the Pentagram of Italy), I refreshed the design of the Milan Underground, and I loved how we made Helvetica cool in Italy.
Munari, was another great inspiration. His friendly and simple style really resonated with me. His kids’ books are so clean but so playful at the same time. His style brings magic to everything, and that’s what I want to do too.
Once I moved to the Netherlands, Experimental Jetset and Wim Crowel also inspired me so much. I loved how they used typography in spaces, books, and museums.

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

You've talked about how important it is to have your own font. Why?
In this fucking digital world, no one writes by hand anymore. So, having a font is the truest visual expression of your mind and craft. No iPhone can take your handwriting away from you!

How did you develop the Masi font?
I never thought about creating my own font, but people really liked the way I wrote, and they kept asking me to "Masify" things. I realized I could just create a font that everybody could use, but I was overwhelmed by the technicalities of creating one.
Luckily my boyfriend, Alan, showed me this website where you can just download a form, print it, and fill in the blocks. Rescan the form, and—voila—I created my first Masi font. It’s not exactly the same fidelity as the handwritten font, which I hated for a long time, but after a while I liked the fact that the only original Masi font still comes from me.
What does the font say about you?
That I’ve stayed a kid forever, that I don’t want to grow up. Peter Pan, you know. That even if it looks consistent, each letter is different, every time.

Any Easter Eggs buried within?
If you type certain letters you’ll see "tits" (Ö) and "lemons" (]) LOL.

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


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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