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Connecting the underserved to the digital economy

Designing inclusive digital financial services for the last mile.

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Case study
Case Studies
Strategic Futures
Financial Services
Public Sector

Money works differently in communities traditionally excluded from formal banking, which makes designing products that really serve their needs a very different kind of challenge. People who live in the last mile often prefer cash because it’s physical. They can see it, touch it, and access it at any time.

While digital money offers many benefits, such as securely sending money over long distances and accessing new forms of credit, many don’t trust it because the places where they can access digital currency have often been too far away.

In 2017, over 500 million adults lived more than three miles from a financial access point in eight emerging markets studied by the Gates Foundation. This may not sound like much of a barrier, but for those living in the last mile, it means having to close their shops, lose a day of earnings, arrange family care, and pay for travel, which can be time-consuming and difficult, especially during rainy seasons. For low-income people, the inaccessibility of financial services has been a deal-breaker for adopting digital money. On the flip side, banks, telecoms, and other companies struggled to reach these customers because their products were not inclusively designed for them, and their distribution models failed to scale in rural areas.

Amid these myriad challenges, IDEO and the Gates Foundation saw an opportunity to introduce innovative ways to provide access to digital financial services even in the most remote areas of the world. And to make bold new bets: Could we design new digital experiences centered around the financial needs of people in the last mile? What would happen if we mobilized hundreds of actors to develop new ways to address financial access at the last mile? What if we took the most exciting financial innovations that worked in East Africa and piloted them in South Asia—and vice versa?

Working with more than 70 partners, including local startups, corporations, including Google, Unilever, Telenor, Standard Chartered, and BNI, as well as IDEO.org’s Women & Money program, LMM adopted a collaborative, ecosystem approach to drive and scale new digital financial products and systems.

A few of the life-changing innovations launched by LMM and its partners include:

  • Finja’s intuitive small-business app that helps micro-merchants in Pakistan access flexible, interest-avoiding Islamic credit  to order products from fast-moving consumer goods companies like Unilever. Finja now serves 45,000 merchants and reaches 10.2 million customers.
  • Accessing government benefits can be a challenge, especially when it’s through a mobile phone, so IDEO helped Indian startup Haqdarshak develop a robust digital experience for its 52,000 community agents to facilitate access for low-income people. The agent network—70 percent of whom are women—now serves more than 7.6 million families and has unlocked $2.2 billion in social benefits for those who need it most.
  • Making micro-credit nearly instantaneous was a solution that startup Kuunda offered to financial agents in Tanzania. IDEO helped adapt the product to deliver working capital for merchants in Pakistan. Today, Kuunda continues to grow across markets in Africa, totaling 6.1 million active users and distributing $1.1 billion in loans globally.   

While the LMM program officially concluded in 2024, lessons, tools, and case studies from the program are accessible on IDEO’s Financial Futures website. Those looking to catalyze equity and inclusion in digital financial services for the last mile can consult LMM’s Financial Confidence Playbook, the open-source Digital Confidence Toolkit (created in collaboration with Google), or the Gender Evaluation Framework, among other helpful resources.

Over 1.3 billion people worldwide in poor and rural areas are excluded from formal financial services, including savings accounts, credit lines, and insurance, making it harder for them to move out of poverty.

34M

underserved users reached by 100+ new financial products, pilots, and prototypes

70+ LMM partners

including Google, Unilever, Grab, Standard Chartered, Cargill, Airtel, Celo Foundation, and BNI

Today, 1 in 10 people live in extreme poverty, or on less than $3 per day. Many of them don't have a bank account. They rely on cash, physical assets such as jewelry or livestock, and money lenders to meet their financial needs. Though easily accessible, these informal tools can be insecure, expensive, and difficult to use. And if an emergency occurs, they often fail completely, with devastating results. The Gates Foundation believes that connecting the underserved rural poor in emerging markets to the modern digital economy is key to helping people lift themselves out of poverty. That’s why from 2019 to 2024, Gates partnered with IDEO on Last Mile Money (LMM). Working together with 70-plus global partners and high-growth local startups, the comprehensive innovation program launched more than 100 inclusive digital financial services in un(der)banked communities around the world, positively impacting 34 million lives—and counting.
With Last Mile Money, the Gates Foundation and IDEO bring the promise of modern financial services closer to remote rural communities worldwide.
Last Mile Money takes a systemic approach to designing inclusive financial futures in the hardest-to
Gates Foundation
Gates Foundation
Connecting the underserved to the digital economy, telecommunications, telecom innovation, Gates Foundation, financial services, fintech, financial innovation, public sector innovation, government services, civic innovation, digital transformation, digital experience, digital product design, UX design, growth strategy, business growth, scaling innovation, inclusive design, accessible design, equitable design, financial services innovation, banking experience, financial inclusion, innovation strategy, business innovation, design innovation, how to innovate, how to design a digital product, innovation, strategy, product design, startup, transformation, government, how do we innovate

Disrupting the beauty goliaths

How a new Peruvian brand overcame the odds—by design.

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

Multinational CPGs excel at creating popular, mass-market products for large countries. When they enter smaller countries like Peru, they often parachute their brands onto store shelves and skip consumer product testing altogether, largely relying on brand recognition to drive sales. This oversight presented Alicorp and IDEO with an opportunity: flip the script and invite young Peruvian women to work together with them to create a new hair care brand from scratch. Over the course of a four-year transformational journey, IDEO worked closely with Alicorp, adopting a “learn by doing” approach to foster a culture of innovation, launch a new brand, and drive growth for the company through consumer-centric design.

The collaboration began with an inspirational trip 10,000 miles away to Seoul, South Korea, the epicenter of global beauty trends. To expand their thinking, the Alicorp/IDEO team received K-Pop glow-ups and explored other cutting-edge beauty experiences. They were inspired by the Korean market’s unwavering focus on meeting the particular hair care and skin needs of Korean women.

Back in Peru, the team conducted multiple rounds of in-depth interviews with young women, teenagers, beauty influencers, and experts across the country. They learned about their beauty goals, personal care routines, and “mixto” hair texture. They heard about women’s struggles with regional weather—the Andean region’s extreme dryness versus Lima’s humidity and the city’s hard water. The research revealed that Peruvian women wanted natural products that worked hard, wouldn’t harm their hair, and celebrated what made them unique. They wanted a brand that spoke to them honestly and authentically. That represented and empowered them. That didn’t overpromise, underdeliver, or hold up European and American beauty ideals that didn't resonate with Latin American women like the multinationals did.

Initial IDEO packaging design and branding prototypes

Armed with these insights, the Alicorp/IDEO team developed tangible brand prototypes for women to respond to during successive rounds of user research, including in a beauty pop-up store in Lima. The team shared various bottle types, ingredient mixtures, and brand positioning options. Should the new brand’s personality be an outspoken feminist or a gal pal? Au naturel or sophisticated? The iterative feedback cycles informed everything from brand strategy and ingredient recommendations to product line-up, brand and product naming, launch strategy, and digital activations.

The final design, Amarás (“you will love”), is a personal care line that centers the needs and aspirations of Peruvian women. Hitting shelves in 2022, its shampoos and conditioners feature local, bio-diverse ingredients, including mangoes, macadamia nuts, and goldenberries, that help address the specific hair texture needs of women in LATAM and the climate realities of the Andean region. The brand’s launch campaign included TV and print ads featuring Peruvian models from every region as well as commissioned murals celebrating local beauty by artists across Peru. Most notably, the unapologetically authentic Peruvian hair care brand became a TikTok sensation, garnering over seven million organic views and more than 300 viral videos from enthusiastic new fans.

Initial IDEO advertising prototypes for the new Amarás brand

Three months after its launch, Amarás seized a 7.5 percent share of the personal care aisle—a remarkable goal it had set for year three.Since then, Alicorp has continued to expand its creative capabilities, designing personal care products tailored to the cultural and beauty needs of Latin American consumers.

Alicorp launched numerous successful brand extensions across its food and home care categories, but was unable to crack the $340M USD hair care product market in its home country of Peru.

7.5%

Amarás’ share of the Peruvian hair care market 3 months after launch—a goal Alicorp had set for year 3

7M+ organic views and 300+ organic fan videos

created on TikTok during Amarás’  launch campaign
Personal care is one of the most profitable markets in Peru. Projected to reach $1.7 to $1.8 billion in revenue in 2026, it has one of the largest growth rates in the consumer packaged goods (CPG) industry. Until now, the country’s hair care category has been dominated by multinational beauty brand goliaths such as P&G, Unilever, and L’Oréal. Alicorp is one of the largest CPGs in Latin America (LATAM). But despite a track record of success in its food and home care categories, Alicorp had struggled and failed twice to break into the highly competitive—and lucrative—personal care market. After a transformational multi-year collaboration with IDEO, however, Alicorp went up against the giants again. This time, it won.
Alicorp embarks on a four-year journey with IDEO to transform its culture, build a best-selling personal care brand, and spur lasting growth through human-centered innovation.
Introducing Amarás, a bold new brand celebrating authentic Latin American beauty.
Alicorp
Alicorp
Disrupting the beauty goliaths, Alicorp, consumer products, retail, consumer experience, retail innovation, brand strategy, brand design, brand identity, brand experience, packaging design, product packaging, packaging innovation, product design, industrial design, new product development, growth strategy, business growth, scaling innovation, business transformation, organizational transformation, culture change, retail experience, store of the future, food experience, food systems, future of food, understanding user needs, how to build a brand, innovation, strategy, research, user research, prototyping, product development, transformation

Enhancing garment worker well-being with AI

Introducing Aitu, “Smart Machines, Uplifting People.”

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Case study
Case Studies
Strategic Futures
Industrial & Manufacturing
AI & Emerging Tech

Thirty years ago, China-based Jack Technology started as a home sewing machine manufacturer. A decade ago, the innovative global leader began investing in robotics and exploring AI, a decision that positioned it well to address today’s urgent need for smarter manufacturing solutions.

Believing that a new, strategically positioned sub-brand could draw in larger, more premium global manufacturing customers, Jack Technology and IDEO set out to understand their needs. IDEO began by visiting more than a dozen garment factories across China, Vietnam, and Bangladesh, conducting in-depth interviews with factory managers, industrial engineers, pattern-making leaders, and frontline workers. It soon became clear: the apparel manufacturing industry is at a critical juncture. The way apparel manufacturers navigate the promises of intelligent technology—while addressing deep-rooted structural issues like labor shortages and working conditions—will shape the industry's development for years to come.

For premium clothing brands, garment factory compliance and worker well-being are priorities when selecting production partners, so many owners proudly showcased their improvement efforts. They discussed investing in quieter machines and air conditioning, enhancing lighting, adding greenery, and implementing no-overtime policies. Amid rows of identical sewing stations, the IDEO team noticed small human gestures, such as a small vase of flowers. As one operator said, “I just want to uplift myself during work.”

The research helped IDEO identify a core opportunity for differentiation. Create human-centered products and services that further enhance working conditions in large apparel factories, strengthen their ability to attract and retain talent, and drive the industry toward a more sustainable future. Through multiple rounds of co-creation with the Jack Technology team and key apparel-sector stakeholders, a clear brand direction for Aitu began to take shape: “Smart Machines, Uplifting People.”

Guided by this human-centered ethos, IDEO helped build a comprehensive brand system for Aitu. The idea of “uplifting people” and showcasing garment workers’ professionalism and skill is expressed throughout all brand communications, the industrial design of its smart sewing machines, and the interaction and industrial design of a humanoid sewing robot.

In the eyes of factory workers, this is the new work experience Aitu brings to life. Compared with traditional bulky industrial machinery, the clean lines and soft edges of Aitu’s new AI-powered sewing machines feel more like the professional office tools found in bright, organized workplaces. Concave surfaces and soft materials diffuse glare from overhead lighting, reducing eye strain, while clear interaction logic and icon-based visuals accommodate operators with varying levels of skill and education. AI technology, seamlessly embedded in the machine’s core functions, automatically adjusts parameters for different fabrics and tasks, allowing operators to achieve high-precision results with less effort. A soft halo-like light glows whenever the AI-assisted function is active, fostering users’ trust in both the technology and the AI-powered sewing machine as a whole. When hundreds or thousands of Aitu machines are arranged together in a factory, the overall effect is a modern, professional, and high-end work environment.

Working closely with Aitu’s robotics team, IDEO’s final design challenge was to bring a human-machine collaboration to life through a full-scale AI robot, AI10. The robot has an elegant, biomimetic silhouette. Its fabric-like outer finish features design elements commonly found in garment making, such as cutting and stitching lines, giving the robot the approachable look and the feel of a skilled tailor companion who can assist with simple, repetitive tasks. When AI10 is in operation, a circular light ring gently pulses at the sides of the robot’s ears as well as on the paired sewing machine’s display screen, clearly signaling the robot’s activity to its human co-workers.

In September 2025, Jack Technology debuted its new Aitu brand, along with its first AI sewing machine and a humanoid robot prototype, at a launch event at Shanghai Tower and at the China International Sewing Machine & Accessories Show. IFA Berlin, Europe’s largest trade show for consumer electronics, honored Aitu with a Gold Award for AI Product Innovation for seamlessly integrating AI technology and industrial design. Jack Technology’s humanoid robot is expected to go into full-scale production in 2026.

Before AI, the apparel manufacturing industry had experienced little fundamental change since the invention of the lockstitch sewing machine nearly two centuries ago.

2025 Gold Award for AI Product Innovation

from IFA, the world’s largest home and consumer tech event
Global garment manufacturing is at a crossroads. Skilled operators are retiring, and too few young people are interested in replacing them, resulting in crippling labor shortages. At the same time, trend cycles and rising demand for innovative textiles are increasing the complexity of apparel production. All of this is compounded by increased scrutiny of working conditions by global apparel brands, putting pressure on owners to improve the day-to-day experience on factory floors. Amid these myriad challenges, Jack Technology, the worldwide leader in industrial sewing machine sales, identified a strategic opportunity: Redefine the future of sewing by launching a new premium AI-enabled equipment brand, Aitu. IDEO’s role? Strategically position the brand and bring it to life to appeal to the world’s leading clothing makers.
Jack Technology and IDEO create Aitu, a new high-end brand of AI-enabled industrial sewing equipment that helps large-scale apparel manufacturers enhance operations while building a more human-centered workplace for the future.
Aitu envisions the future of human-machine interaction in global apparel manufacturing.
Jack Technology
Jack Technology
Enhancing garment worker well-being with AI, robotics, human robot interaction, garment workers, worker well-being, smart manufacturing, Jack Technology, manufacturing innovation, industrial design, AI, artificial intelligence, emerging technology, AI strategy, AI product design, responsible AI, designing with AI, brand strategy, brand design, brand identity, brand experience, venture design, new business creation, business model innovation, creative leadership, leadership development, human centered design, design thinking, customer centricity, employee experience, workplace design, team collaboration, future strategy, how to use AI, innovation, strategy, product design, research, prototyping, leadership, creativity

Helping Peru’s top hot sauce find US success

Introducing Tari, a flavorful new kick for everyday American foods.

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Case study
Case Studies
Breakthrough Products
Strategic Futures
Food

Alicorp has direct operations in Peru, Bolivia, Ecuador, and Chile, manages export operations in more than 30 countries, and oversees over 150 brands. While its AlaCena sauces are ubiquitous in South America, the brand’s North American market primarily consisted of purchases made via Amazon by Peruvians living abroad. To help the CPG giant expand meaningfully and sustainably onto US grocery shelves—and achieve its ambitious $50 million retail sales goal in five years—Alicorp and IDEO collaborated on multiple projects over a two-year period. The partnership began in early 2020 with consumer research and product strategy, ultimately leading to the development of initial product branding, positioning for launch, and an in-market pilot in late 2021.

Initial IDEO Tari packaging design prototypes

Through a combination of large-scale digital surveys and in-depth, in-person and remote research interviews, IDEO discovered that AlaCena’s Tari and Uchucuta’s hot sauce recipes resonated the most with US consumers. Made from native Aji Amarillo and Rocoto chili peppers ground using a traditional Andean “batán” technique, consumers appreciated their complex flavors and enjoyed how they enhanced, not overpowered, everyday foods like burgers and fries. The sauces’ authentic Peruvian culinary roots were also a key differentiator. In addition to consumers, IDEO consulted with industry experts—including executives from large-scale grocery chains and chief merchants of leading big-box stores—to explore retail and marketing trends and identify potential innovation partners for Alicorp in the US.

Initial IDEO ad prototypes for Tari

Based on the research, IDEO recommended a few changes to ensure a successful launch: Lead with the Tari brand, which was the most memorable and easiest to pronounce, and position it as an “everything sauce.” Change the packaging from a large plastic pouch to a smaller squeeze bottle to better align with consumers’ expectations and stand out on the inside of refrigerator doors. Adjust the product formulation to appeal to mainstream consumers looking for cleaner labels. And visually celebrate Tari’s Peruvian roots through bright colors, traditional textiles, and a llama, an animal closely associated with the Andes Mountains. In addition to these recommendations, IDEO provided a comprehensive go-to-market retail strategy that included potential US regions for launch, retail brokers, distributors, manufacturers, and R&D and pilot retail lab partners, as well as job descriptions for a new North American-based sales team.

While Alicorp worked on reformulation and packaging strategies, IDEO refined Tari’s initial branding strategy. Steeped in Peruvian aesthetics, the brand’s new look and feel featured a vibrant color palette, geometric patterns, and—of course—a friendly llama icon, which could also be found on all in-store point-of-sale items IDEO designed for Tari's pilot launch in late 2021.

The successful 12-week in-market pilot in Tom Thumb grocery stores gave Alicorp the confidence to have its in-house design team make the brand even bolder and more eye catching, and to launch two flavors, Amarillo Pepper and Rocoto Pepper, on Amazon and in over 50 retail stores in late 2024.

Since then, the popular sauces consistently rank among the top 50 percent of the fastest-selling products on US shelves, with 80 percent of sales revenue representing new business. In 2025, Tari expanded its offerings with three additional flavors: Zesty Verde, Tropical Kick, and Smoky Heat. Today, Tari is in transit to 3,000 major grocery stores, including Wegmans, Meijer, Central Market, and The Fresh Market, as well as available for purchase on Amazon.

Alicorp had a vision to expand its beloved and delicious hot sauces to the US market, but needed help fine-tuning the brand and product for an American audience.

3,000

major US grocers, including Wegmans and Meijer, have signed on to sell Tari hot sauces

80%

of Tari’s sales revenue represents new business, a significant expansion of the overall category

Ranked in the top 50%

of the fastest-selling products on US grocery shelves
The global hot sauce market is booming. The category is projected to grow from $3.54 billion in 2025 to $5.98 billion in 2032, with North America accounting for a market share of more than 44 percent, driven in part by increasing consumer demand for bold flavors from Asia and Latin America. Peru’s largest consumer goods company, Alicorp, knows what it’s like to dominate the category. Its iconic AlaCena chili sauces have been top sellers in Peru for more than 25 years. Spotting an opportunity to expand its reach and bring its signature recipes north to the US, Alicorp asked IDEO to help reimagine the brand, fine-tune the product, and craft a go-to-market strategy that would entice adventurous American eaters to add an AlaCena sauce or two to their refrigerators—and turn the Peruvian upstart into a mainstream must-have in the process.
Alicorp and IDEO bring Peru’s favorite hot sauce to eager US eaters looking to spice up daily meals with regional South American flavors.
Finding US market fit for one of Peru’s most popular chili sauces.
Alicorp
Alicorp
Helping Peru’s top hot sauce find US success, Alicorp, food innovation, food and beverage, brand strategy, brand design, brand identity, brand experience, product design, industrial design, new product development, innovation strategy, business innovation, design innovation, how to innovate, understanding user needs, how to build a brand, innovation, strategy, product strategy, research, customer research, prototyping, product development, sustainability

Save the City, Stop the Muenster

To celebrate the discovery of the double-helix, IDEO & Genentech bring genetics to life with an iPad game inviting the curious to save SF from mutant cheese

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Article
Articles

Sixty years later, amidst technological advances that have spurred massive innovation and changed the face of science, we decided it was time to re-inspire today’s generation. James Musick, a digital communications lead at Genentech, came to us for help in creating an immersive iPad experience that would celebrate Watson and Crick’s seminal discovery, as well as engage the science-curious. But with three months to complete the project, we needed to hit the ground running.

Ralph and The Cheesy Mess

The idea of using a game or puzzle as a way to bring users into a world filled with genetics became an early favorite in the ideation stage. Puzzle-based gameplay was a great analogy to reflect the scientific process: from trial-and-error learning stages, to information synthesis, all the way through solving the puzzle and answering the question. A game hinging on a real-life genetic mechanic would be novel and stood to introduce the science to a new audience. If designed well, with engaging play and a compelling story, we would be able to integrate the science, narrative, and gameplay into a beautiful app.

Screenshot from Osmos, a popular science game steeped in physics, mechanics, and strong narrative.

We started off diving deep into the world of video games. We indulged in playing some of our tried-and-true favorites, as well as newer games such as Osmos and Eufloria to understand how they bridged science and storytelling. At the same time, we were learning about cutting-edge research in genetics through conversations with Jason Long and other Genentech scientists, listening to podcasts, and a hefty amount of reading.

Throughout this inspiration phase, we kept coming back to a wildly intriguing area of research called epigenetics, which focuses on how environments affect genetic expression. In short, epigenetics is the area of genetics that, given a fixed DNA makeup, tells the DNA which parts of the code should express themselves and how they should express themselves as determined by external factors like weather, stress, diet, etc. So while we may have a fixed genetic makeup, the environment still plays a large modulating factor in our genetic expression.

Our fascination with the content—combined with a teamwide love of comic books and mutant-origin stories—evolved into an epigenetic-inspired noir-puzzle game based on Ralph, an artisanal cheese-maker, and his cheese company Ralph's Killer Muenster.

The mechanisms of genetics

Early on in the ideation phase, Evan Shapiro, who would become a core team member and help prototype game logic, introduced us to phylogenetic trees and maximum parsimony theory. You’ve probably encountered phylogenetic trees in biology class, where they serve to illustrate evolutionary relationships among species. Maximum parsimony, on the other hand, is more obscure. It serves as a computational forensic tool to help us understand the evolution of genetic traits along the phylogenetic tree, as well as help us infer species evolution. With maximum parsimony, the “preferred phylogenetic tree is the tree that supposes the least evolutionary change to explain observed data.” After mulling that over for a bit, we decided creating and solving a phylogenetic puzzle by employing maximum parsimony as a scoring criteria was a great jumping-off point and a compelling challenge.

An example of a phylogenetic tree documenting the evolution of a species.

To test this, our first prototype was a paper prototype where we started with a sample origin genetic trait. We sketched out several generations by mutating one trait at a time, and created our own phylogenetic tree. Given the final generation of traits and no tree structure, the goal was to see if we could work backwards to recreate the tree structure and uncover the origin trait. Basically, reverse evolution. After a lot of finessing we came up with a rule set that actually reflected natural evolutionary rules and allowed us to solve the tree and find the origin species.

Our first gameplay prototype puzzle that kept us busy for the weekend.

With this excitement, we spent a weekend programming a single prototype puzzle using mechanics that would become the main gameplay: players reverse engineer evolution by mutating a given set of species traits backwards to a common ancestor in the fewest moves possible. This was maximum parsimony made tangible. In order for the puzzles to be solvable, we had to use real evolutionary rules describing how the species’ traits can change. By the end of the weekend, we had puzzles and a game mechanic that were keeping us up late into the night trying to one-up each other’s scores, which, to us, meant we had hit the nail on the head.

From a design perspective, one of the significant balancing acts of the project involved weighing the desire to impart specific scientific knowledge against the value of experiential learning. When we used maximum parsimony it became clear that this was a perfect mechanic to give people an experiential interaction with real genetics.

Prototyping and puzzle design

From day one, Ralph’s Killer Muenster was an intensive prototyping project. The first bare-bones prototype of the puzzle was written in Qt because we wanted a framework in which we could rapidly prototype the GUI and could reuse game logic for the production app. Qt, although not extensively used, has great functionality and plays natively with Javascript and C++. It was a well-suited framework for prototyping the core puzzle experience, which included coding the evolutionary logic, adding and testing interactions, modifying visual communication, and testing informational displays.

Our daily workflow started with an early morning meeting so we could all share progress from the previous day. We spent the rest of the day implementing and testing new visuals and interactions on paper and integrating them into the Qt prototype architecture. Lastly, we tested them with people around IDEO to see how they reacted to specific design and gameplay decisions.

An early interactive visual prototype to test user comprehension of traits.

We used Unity for the production app in the development environment for many of the same reasons that we chose Qt. But Unity has the added benefit of working with native OpenGL, along with the capability to compile to iOS. As time-constrained as this project was, we still wanted to impart as much narrative and visual interest as possible, and Unity proved an excellent match for this challenge.

Nivi Ramesh, our interaction designer and art director, worked to create an amazing game landscape with analogies to microscopy and slide specimens. Working closely with developers at Substantial, we created layered and animated textures paired with OpenGL shaders to achieve the tone we wanted. We had parallel work streams throughout the prototyping phase, with one team working on developing the logic and overarching architecture of the production app while the prototyping team refined interaction elements, game mechanics, and informational displays in the prototype testbed.

What makes a good puzzle?

Before diving any further, we took a step back to make sure we got the puzzles right. Good puzzle games tend to adhere to some basic principles: They are purely cognitive challenges with a few simple rules, nearly infinite outcomes, difficulty that increases with mastery, and some clear goals. Plus, they're easy to learn.

Another prototype testing menu layouts and trait visuals with early signs of the microscope background aesthetic.

In building the game, one of our most critical challenges was creating visual representations of the genetic traits that people would be using to solve the puzzles. People had to quickly grasp how they could manipulate and evolve the traits given the genetic logic. If we couldn't get people to make this mental leap, the game wasn't going to succeed.

Testing trait sequences with fellow IDEO-ers.
One example configuration of possible traits and their sequences that were tested.

A real genetic trait is made up of a snippet of DNA and is a long, winding series of genetic code (or, a lot of AGTC). To make the game approachable, we chose to abstract and simplify the cheese trait representations as visual identifiers that had a bit of mystery and were themselves a puzzle to decode. We tested many different ways of visually representing the traits, the majority of which people could not directly connect to an increasing or decreasing series. The simplest visuals turned out to be the most effective: shapes, dots, and lines.

Final in-game traits.

With simple geometric shapes, people could see that moving from a triangle to a square to a hexagon involved moving through a progression of increasing the numbers of sides. Similarly, lines and dots worked well for understanding how the traits could be mutated. They were easily accessible by players in planning a strategy for mutation.

Less is more

After the weekend of playing the prototype level, we needed a way to determine the optimal solution to these puzzles so that we could give user feedback and help players improve in the game. With Ralph's Killer Muenster, an optimal solution for any puzzle involves making the “most parsimonious” decisions, i.e. using the least number of moves or fewest mutations. We needed to find a way to reward people for doing less, contrary to typical game design where users are rewarded for doing more. Without a clear and appropriate qualitative feedback mechanism, we found that people were finishing puzzles without any sense for how much better they could perform.

Mesquite—the computational biology environment we used to analytically solve the puzzles we had created.

Scavenging the Internet for a tool to analyze phylogenetic trees uncovered Mesquite, a software package built specifically for computational biology and evolutionary analysis. After learning from tutorials produced by Harvard University, we could solve the initial species sets and puzzles we had created, and arrive at the most efficient tree structure and trait mutations.

We used the statistical language R to generate thousands of possible levels, export files for Mesquite to crunch, and output the moves required for each level into a custom level file that we could use to test in our prototype game.

Levels testing and design progressed in parallel with refining the scoring display and making hundreds of other visual and UX enhancements. With our trait visualizations, levels design and scoring mechanism solved, we felt we had achieved something that was both subtle and significant: People who grasped the underlying puzzle dynamics were quite literally using their brains in a way that mimics a core methodology of genetic science. This seemed to hit at the essence of experiential learning.

Muenster launches, Bill Nye approves

Ralph's food truck delivered grilled cheese sandwiches throughout the streets of San Francisco.

The Ralph's Killer Muenster iPad game launched at the 2013 GET (Genomics, Environments and Traits) conference, coinciding with the anniversary of Watson and Crick's seminal paper describing the structure of DNA. At the conference, Bill Nye the Science Guy, a long-time advocate of a science literate society, played the game, and loved it. This made our day. The app also caught Apple's attention, and was listed as a new and noteworthy Education app in the App Store.

To further raise awareness around the game, we created a Ralph's Killer Muenster brand, including a visual identity, packaging, website, Twitter, game trailer, and food truck—all mobilized by Ralph to push the only tool that could save the city (and his reputation) and allow him to lift the health code violations that kept him from producing and distributing cheese. Ralph’s food truck, sent throughout San Francisco, distributed grilled muenster cheese sandwiches.

What we learned

After the launch festivities, our team took a step back to consider what we had learned. Here's the take-away:

  • Set constraints to help make a hard problem more approachable. Our self-imposed constraint that the game needed to rely on a scientific mechanism helped us narrow in on phylogenetic trees and maximum parsimony as our core concepts.
  • A good story goes a long way. We spent significant time concocting Ralph's story, and getting the tone and art direction down in order to engage people. We want them to stick around for the more mentally taxing interactions later down the line.
  • Find the right tool for the right job. We used a variety of prototyping and user testing methods and environments, rather than trying to find or force an all-in-one. Each tool elicited learnings unique to them.

1953 was a good year for science and technology. The polio vaccine was developed, the first open heart surgery performed, and color TVs hit the store shelves. It was also the year Watson and Crick revealed one of the most important discoveries of the 20th century: the double-helix structure of DNA.

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save the city stop the muenster, urban design, public spaces, community engagement

Creative Confidence

David Kelley, IDEO founder and Stanford d.school creator, and his brother Tom Kelley, IDEO partner and the author of the best-selling The Art of Innovation, have written a powerful and compelling book on unleashing the creativity that lies within each and every one of us.

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David Kelley, IDEO founder and Stanford d.school creator, and his brother Tom Kelley, IDEO partner and the author of the best-selling The Art of Innovation, have written a powerful and compelling book on unleashing the creativity that lies within each and every one of us.

WATCH: David Kelley's TED Talk: How to build your creative confidence.

Too often, companies and individuals assume that creativity and innovation are the domain of the “creative types.” But two of the leading experts in innovation, design, and creativity on the planet, David and Tom Kelley, show us that everyone is creative.

In an incredibly entertaining and inspiring narrative that draws on countless stories from their work at IDEO and with many of the world’s top companies, David and Tom Kelley identify the principles and strategies that will allow us to tap into our creative potential in our work and personal lives, and innovatively approach and solve problems. It is a book that will help each of us be more productive and successful in our lives and in our careers.

Learn more at CreativeConfidence.com.

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Know someone who might love this book? Here are some options for purchasing Creative Confidence (Crown Business, 2013):

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The Mix Master 2000: How to build an automated shandy machine

Creating the perfect beer-lemonade ratio—on your own terms.

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When we were asked to whip up a special brew this July for a big Creative Confidence book-preview event featuring David Kelley, one of IDEO’s founders, and his brother, best-selling author Tom Kelley, we knew we had to kick things up a notch.

Challenge #1: Two guests of honor called for not one brew, but two! We heard Tom enjoys light, Japanese-style beers and that David doesn’t really drink, so we decided to make a Belgian-style wit for Tom and sparkling organic lemonade for David and then mix them together to create a shandy, a refreshing summer drink.

Challenge #2: Now that we had two beverages, we needed to come up with a unique way to dispense them. Luckily, we like tough build challenges with tight deadlines even more than we like beer. A few shop hours here and there between projects, and before we knew it, we said “cheers” to the Mix Master 2000 Shandy Machine!

Introducing the Mix Master 2000

How it works

The Mix Master 2000 Shandy Machine’s look was inspired by the retro-futuristic steampunk movement.

The machine sits on top of a standard, top-loading freezer replumbed to hold two kegs (one containing wit, the other sparkling organic lemonade).

Thirsty partygoers begin by turning the large hand crank on the front to select their preferred beer-to-lemonade ratio (from 0–100%). When the analog meter on top points to the desired proportions, they flip a missile switch to open the valves. The two glass vessels on either side of the machine fill with beer and lemonade, respectively, then send the home-brewed concoctions into their waiting pint via a dispensing tube.

Beer recipe

We wanted to brew a beer that would pair well with lemonade, so we decided on a nice, light, citrus-wheat ale. The goal: around 5% ABV, or alcohol by volume. We used 2-row pale as our main grain along with wheat and wheat malt with a bit of coriander, chamomile, and orange peel. You can find the complete recipe on Brewtoad.

Lemonade recipe

Making homemade lemonade is pretty straightforward. It only has three ingredients: lemon juice, sugar, and water. Batch-processing 10 gallons of the stuff, however, is a bit trickier, especially when you don’t have an electric juicer. In our case, we landed on a ratio of 1:1:8 (1 part lemon juice, 1 part sugar, 8 parts water), and ended up using 160 lemons, 2.5 gallons of simple syrup, and several man-hours of squeezing time. Yikes.

Early testing

After we figured out what we wanted our shandy machine to do, we found some glass vessels lying around the shop.

They looked straight out of a science lab, which was cool, but we thought we’d have some foaming issues because of their small openings. We hooked up a hose from the tap in our kegerator and tried filling them with beer. Sure enough, the beer started foaming immediately and it took several minutes to drain using gravity. Not good if you want a proper pour...

We needed to do something about the foaming issue in order to make this thing usable more than once. We did some experimenting and learned several things:

  • There couldn’t be any kinks in the tubing.
  • A colder vessel worked best.
  • The first pour was really foamy, but subsequent pours were better.
  • Filling the glass from the bottom via a tube prevented overflow and allowed any foam that did bubble up to dissipate quickly.
  • Adding some back pressure to the vessel made the biggest difference in preventing foam. (To give you an idea of the really rough type of prototyping we love, we used the finger of a rubber glove to make a makeshift balloon on top of the vessel.)

Architecture

The basic plumbing layout of the system is pretty simple. We have three-way ball valves that direct flow from the keg to the vessel, from the vessel to the dispenser tube, or block flow entirely.

To control the valves, we 3D-printed some gears to fit onto the lever controls. To drive the valves, we fitted stepper motors with smaller, 3D-printed gears.

Inputs

For the main shandy mixture-control system, we settled on a large hand crank.

We machined a shaft and attached an encoder to the end. We added some detents to the wheel to make sure the crank had a nice hand-feel and gave solid feedback so people could precisely dial in their desired mixture ratio (the detent mechanism is equivalent to putting a baseball card in the spokes of a bike tire).

We used a 3D-printed gear and flexible plastic leaf to engage the gear. We had to play around with some adhesive foam in order to damp the vibrations and get just the right sound and feel we were looking for. We added a covered, mission control-style toggle switch to start the cycle and a cancel button to round out the inputs.

Feedback

The main source of feedback on the machine is the large analog meter on the top of the machine. We searched online in vain for a large meter that would fit our steampunk style, have an appropriate measuring range, and could be controlled by Arduino. In the end, we found an old automotive meter that measured voltage from 0-16v.

We replaced the scale with one designed by our colleague Joe Graceffa and added a custom housing around it.

When we were testing the Mix Master 2000, we found ourselves staring at the Arduino serial output a lot to figure out where the machine was in its cycle. To make this easier, we added a small OLED display with an onboard SD card slot. Simple serial commands trigger bitmap images that signal Startup, Ready State, Beer Filling, Lemonade Filling, Pouring, and Error State.

Electrical layout

An Arduino Mega controls the shandy machine. This diagram shows how all of the components are connected:

To drive the meter, we needed to boost the 0-5v PWM output of the Arduino Mega to 0-16v. We built a simple, non-inverting amplifier circuit to increase the voltage. A fine-adjustment potentiometer allowed us to fine-tune the maximum voltage and made the meter read full scale.

Code

When the Mix Master 2000 is first powered on, we can’t be sure that the valves are in the correct position. Each motor is stalled against the valve hard stop to establish a home position (the valve hard stop is in the dispense position so there’s no risk of keg leakage). Once the machine’s ready, the crank encoder state is polled and the meter PWM is updated to reflect changes in the shandy-mixture percentage. As soon as the start switch is thrown, the pour cycle begins. During our early testing, we figured out how long it would take to fill a glass with each liquid (the times turned out to be different because of varying carbonation levels). The parameters for beer and lemonade fill times are used to calculate the on times for both valves using the selected shandy ratio.

The cycle sequence starts by opening the beer valve and filling the beer vessel for a predetermined amount of time. When the beer valve closes, the lemonade valve opens for a predetermined amount of time. Finally, both valves move to the dispense position to allow liquid to flow from the two vessels and into the person’s glass. A built-in wait time prevents the start of another cycle, ensuring all the liquid is dispensed.

If necessary, a cancel button throws an interrupt, immediately moving both valves to the safe home position and halting program execution until the Arduino reset button is pressed.

The final touches: steampunking & aging

We’re big fans of steampunk, so from the beginning, we knew we wanted the Mix Master 2000 to look quasi-Victorian. First, we used as much copper and brass as possible, then, drawing on John’s background as a Hollywood set designer, we “antiqued” it using various scenic techniques.

We started by stripping everything off the main body of the machine and painting it all silver. After that dried, we sprayed it again with black paint. While that was drying, we took Scotchbrite pads and scratched the corners, edges, and anywhere else we thought needed a little character. After the black paint layer dried completely, we started to reattach all the other pieces. We painted them copper or brass and scratched them up here and there to add wear and tear.

Once the whole machine was reassembled, we decided it should look a bit dirtier. To do this, we mixed different brown-toned acrylic paints with denatured alcohol. We brushed this onto key places like the corners of the motors so it looked like dirt had accumulated and it was streaked with rain (we wiped off the paint before it dried so the effect didn’t look too heavy handed). For sanitation purposes, we didn’t paint the drain tray or the stainless tubes that dispense the shandy.

What’s next

We think the Mix Master 2000’s pretty cool as-is, but there’s always room for improvement. One issue we’d like to address is foaming. The balloon we added on top of the beer vessel helped, but pouring a lot of shandies in succession caused major foam build up. Increasing the amount of back pressure in the vessel could improve this situation, so we’re experimenting with adjustable pressure-relief valves. Coupled with the relief valve, a low-pressure aquarium pump could help to push out the foam more quickly, avoiding a buildup.

While we’re using the Mix Master 2000 for shandies at the moment, it really could be used for any number of two-part drinks: Black & Tans, mixed drinks, or custom non-alcoholic concoctions are all ideas we’re toying around with. As beer geeks, we’re particularly keen to brew two similar beers, one with a bland base and another that has a lot of hops so we can all dial up the perfect hoppy pour.

Parts List

  • Main housing — ?” ABS
  • Ball valves — McMaster # 4757K52
  • Valve gears — FDM
  • Valve housing — FDM
  • Crank — McMaster #6020K35
  • Stepper motors — Lulzbot #817752011303
  • Stepper drivers — Sparkfun #ROB-11699
  • Arduino Mega
  • Display — 4D systems 128x128 Sparkfun #LCD-11377
  • Power supply — 12V 5A, 5V 12A
  • Meter — salvaged autometer 16v range
  • Glass vessels — found in shop
  • Glass holders — FDM
  • Meter housing — Laser cut acrylic
  • Start switch — Sparkfun #COM-11310

We couldn’t have made the Mix Master 2000 without the help of Joe Graceffa’s graphic design skills, Aaron Ferber’s awesome lemonade-making abilities, and Momo Miyazaki's amazing video. This post was co-written with John Grimley.

The creators of the Mix Master 2000, Chris Gold and John Grimley.

Here at IDEO Chicago, we like beer. A lot. And we don’t just love drinking the stuff, we like brewing it, too. Our ChIDEO Brew Crew started about two years ago and since that time, we’ve made more than 60 gallons, mostly for studio events like Rocktoberfest or St. Paddy’s Day, but sometimes just because it’s Tuesday and we feel like it. We even have a customized kegerator in our kitchen to showcase our drafts.

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the mix master 2000 how to build an automated shandy machine, the mix master 2000, experience design, customer experience

Tribute to Bill Moggridge: GRiD Laptop For Sharing Stories

Remembering Bill Moggridge through reanimating one of his iconic designs

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Perhaps one of the most iconic objects Bill designed was the GRiD Compass, the world's first laptop computer. Bill's design was the original clamshell design that all current laptops have descended from. We wondered if we could use a GRiD as a way to collect stories about Bill from around the office.

The result is this GRiD Laptop that has been modified to house a Galaxy Tab. It renders everything in orange and black similar to the original GRiD, boasts a working keyboard, and can be plugged in to charge at the base behind the original door that housed the ports.

We are using this laptop as a way to add content to billmoggridge.com which has been created to honor him by sharing our favorite moments, Moggridge-isms, photos, videos, songs, and more.

I hope this puts a smile on your face, just as Bill has done for so many others during his lifetime.

As per usual, I tried to document and share all the details of the build process for others to learn from. Click through for the full details of what went into this build:

Parts:

  • Broken GRiD 1720 from Ebay
  • Refurbished Samsung Galaxy Tab 8.9 w/ dock and keyboard

Before we start taking things apart, look at this! Things may not have changed as much as we think...

Taking apart the GRiD:

The Display

I wanted to have the charger on the base of the computer and not in the screen. For that we would need to make an extension cable that will work like the original cable that connected the screen. Luckily I have the dock and the keyboard dock to hack. I end up using both.

Here is the dock taken apart:

All we need is this part. This will connect to the bottom of the tablet:

This is the part inside the keyboard dock. I use this as the port to glue into the base of the laptop:

First I de-soldered the connector that originally would have plugged into the tablet. Then I connected the dock part to this keyboard part. Now I can use the multimeter in conductivity mode to probe the connections to learn which pad on the keyboard part will need to go to which pad on the dock part:

Then I (very carefully) soldered everything up with an ample length of cable to make my extension cable:

Once I verify the connections are sound, I blob on some 5 minute epoxy to lock everything up so it won't break later.

I couldn't have asked for better luck on fitting this in there! This is the bottom of the connector touching the base of the screen housing:

Lastly, there was no way to wake up the tablet once I put it in the housing, so I put a bolt in the lathe and turned a button that sits in the casing and allows you to press the button from the outside:

Lastly, I had to cut a hole in the display window so you can touch the screen of the tablet. I tried doing this with an x-acto and failed miserably. Luckily, our model-maker extraordinaire, John Grimley, came to the rescue and laser-cut / backpainted a replacement bezel. Thanks!

The Keyboard

Now on to the keyboard. I used a bluetooth keyboard from Motorola. The Samsung one that came with the tablet was too small. I was pretty lucky to find one with almost the exact size of the original GRiD keyboard:

I took all the keys off the GRiD and sanded them down so I could glue them flush to the bluetooth keyboard:

I used hot glue, a steady hand, and a lot of patience:

Now we have a proper keyboard, we need to wire it up. I wired the pairing button to the original power button of the GRiD because you have to press the pair button every time you power on. One reason I made that cable using the keyboard dock circuit board earlier is because the board breaks out power and ground which I can wire to power the bluetooth keyboard. This way there are no batteries to replace.

The Bluetooth Board:

Wired onto the keyboard dock:

Now everything is wired together, so I just place the connector in the original slot for the parallel port:

The Software:

This was actually the most difficult part to figure out. I wanted to have the display be yellow-orange on black like the original GRiD. I started poking around on the Android XDA-developers forum to dig up information. I won't go through all the steps in detail, but after trying versions of Android Ice Cream Sandwich, Jelly Bean, Cyanogen Mod, etc. etc. I found that I had to re-install Android Honeycomb (which was on there in the first place!) and install Chainfire 3D:

This app calls itself “an intermediary OpenGL Driver“ so it sits in the middle and can mess with commands going to the GPU. This requires a rooted device. There's a guy on YouTube who does an awesome walkthrough on how to root a Galaxy Tab 8.9. If you are looking to do something similar.

Chainfire 3D has a “Night Mode“ that allows you to mess with which colors function and to what degree:

However, it still wasn't changing the color! It would change only during screen transitions when there was some sort GPU task happening. I decided to try some hacks to force the GPU to constantly be running letting Chainfire have the ability to intercept things. I had seen some other “screen tinting“ apps that on their own didn't accomplish what I wanted, but added a level of something going on so Chainfire could do it's job. The one I used is called “Screen Adjust.“

Before:

After!

The Website

While I was working on the GRiD, IDEOers Arjun Mehta and Katie Clark—along with several others including Lance Birtcil, Ben Booth, Francis Tseng, Ivy Hu, Danny Stillion, Tom Hardin and Tim Brown—were putting together the tribute website that the laptop was built to access: billmoggridge.com.

It's really beautifully done, so go check it out to see what kinds of fantastic stories have been shared.


With the passing of IDEO co-founder Bill Moggridge, we have been reflecting on the ways he has influenced our lives and made the world a better place. Bill has had an enormous impact on the field of interaction design and professed the importance of making interactions delightful.

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tribute to bill moggridge grid laptop for sharing stories, tribute to bill moggridge, grid laptop for sharing stories, user experience

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
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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
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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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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
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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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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.
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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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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'
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Building a personal AI for the messiness of life: Sida Li

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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.

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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.

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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.

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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.

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