

Designing the first all-in-one, wearable breast pump
Collaborating with the startup team at Willow that reimagined the breast pumping experience.
All moms want to give their babies the best start in life, and for many, that means nourishing their babies with breastmilk. However, breast pumping is often inconvenient and uncomfortable. Tethered to the wall, undressed, and surrounded by cords and dangling bottles, most mothers who pump are interacting with technology that hasn’t fundamentally changed in more than 25 years.
Passionate about solving this challenge, the startup Willow set out to completely re-imagine the breast pumping experience. The team at Willow envisioned a “dream pump” that would deliver what moms want most: mobility and discretion.
The Willow team approached IDEO to be a close partner in bringing their product to life. As a cross-disciplinary team of researchers, industrial designers, and mechanical engineers, IDEO, Willow, and Function Engineering worked together seamlessly to identify mothers’ unmet needs and resolve engineering complexities with a simple and elegant design.
The resulting product, Willow, is the first all-in-one, wearable breast pump that cuts the cords, ditches the mess of bottles, and fits easily inside a bra. Mobile, discreet, and hands-free, Willow allows women to achieve their breastfeeding goals without pressing pause on their own lives.

The final design of Willow was informed by research and in-person interviews with dozens of mothers, ranging from first-time to experienced pumpers. Insights about their personal routines, challenges, and workarounds guided the design team as they built more than 60 physical prototypes to understand how Willow could best fit into mothers’ lives. Learnings from those prototypes helped the team to define the size, shape, color, and materials of Willow, as well as each step in the pumping process.
One key design element that emerged from this iterative process was the simplicity of Willow’s architecture, which makes the pump easy to use, assemble, and clean. The pump contains just a few basic parts that snap together, and only two parts that need to be cleaned (both are dishwasher-safe).
Considering how personal the breast pumping experience is, the team aimed to help the pump feel less like a stark, mechanical device and more like a considered, modern, and personal accessory—a goal ultimately achieved through the pump’s colors, texture, and finish.
Because of Willow, mothers no longer need to plan their lives around pumping—it can happen anywhere, at anytime. Willow gives moms back their time and freedom and gives them choice; now moms can play with an older child, work, or enjoy precious relaxation time at home. With Willow, pumping breastmilk finally fits seamlessly into women’s active everyday lives.



Improving quality of life for young adults with schizophrenia
Designing a digital platform that continually motivates and engages patients.
More than 50 million people worldwide suffer from schizophrenia, yet only half receive psychiatric treatment. When they do, it usually involves medication and one-on-one therapy to treat the most visible symptoms, including hallucinations and paranoia. But the disease can also cause debilitating symptoms that medication can’t easily treat, such as social anxiety and isolation, lack of motivation, and memory deficits.
For people living with these symptoms, what might seem like simple activities—socializing, spending time outdoors, exercising—can sometimes feel overwhelming. And if patients aren’t given effective care, they can become even more isolated, and their physical health and quality of life suffer. They’re far more likely to let the rest of their treatment regimen slip, skipping medication or therapy sessions.
To help address these challenges, a digital health research group at the University of California, San Francisco (UCSF) approached IDEO with an idea to supplement the longstanding medication-and-therapy model with a tool to alleviate hard-to-treat symptoms, and more importantly, improve patients’ quality of life. It would require identifying unmet needs among patients and determining which kinds of interactions could have the greatest impact on young people with mental illness.
The outcome of that collaboration is PRIME, or Personalized Real-time Intervention for Motivational Enhancement, a digital platform that empowers young people with schizophrenia with the tools, motivation, and community of support they need to achieve their goals.
The simplicity of PRIME belies its deep functionality. The easy-to-use mobile app helps patients stay motivated to stick with behaviors that boost their health, social skills, and productivity, and it provides motivational coaching from trusted professionals and social connections with other patients.

How It Works
The PRIME app lets users set daily goals based on their particular needs. There are more than 500 small challenges to try—from inviting a friend to play basketball to spending time with a family member—and users can see their progress tracked through incremental successes over time.
Whenever users need help, trained motivational coaches are on hand to provide cognitive behavioral therapy coaching, encourage patients to achieve their goals (and to push beyond their comfort zones), and support their interactions with other users.
Tapping into its vibrant social network to help patients feel less isolated, PRIME prompts users to snap photos of happy moments, highlight important events in their lives, and share challenges they’re proud to have accomplished. Unlike Facebook, which can be overwhelming for some patients with schizophrenia, PRIME is a closed community where users can talk freely about their challenges with others who are just like them.
Click above to hear our audio story, or listen on SoundCloud.
To measure the efficacy of PRIME, UCSF and IDEO combined traditional metrics, such as Patient Health Questionnaire scores and time spent in the app, with new metrics evaluating patients’ quality of life. For example, they studied the pictures of things that made users happy before and while using the app, and measured the frequency, depth, and quality of patients’ social interactions in the app based on word choice and punctuation.
Learnings from these human-centered metrics helped the team iterate further on PRIME’s design, so that the platform would generate even higher levels of engagement and stronger improvements in patients’ motivation and social functioning. In this 2016 peer-reviewed, clinical study, 80 percent of patients with schizophrenia achieved their daily goals, and users logged into the app an average of 4.5 times a week, far more than the expected rate of once a week.
PRIME has also made an impact on patients and their families on a personal level. The mother of one research participant was thrilled with the results. She told IDEO, “I wish you could have witnessed my daughter’s first response to seeing the faces and profiles on her phone. She looked at me, smiled, and said, ‘Everyone looks normal. Everyone looks like people you see every day.’ It was as if she looked into a mirror that reflected possibility and hope.”
Human-Centered Design
The PRIME platform is an example of how the human-centered design process can lead to first-of-its-kind innovations in the field of mental health care. PRIME designers conducted comprehensive interviews that led to a deep understanding of patients as whole people, not just conditions or sets of symptoms.
For Dr. Danielle Schlosser, lead researcher on the PRIME project at UCSF, collaborating with IDEO and applying design thinking to her research on mental health was illuminating. "[It] showed us that in order to engage our users, we needed to provide a safe and supportive community that directly catered to their needs. The insights we gained enabled us to create an experience that inspires patients to improve their quality of life by emphasizing their strengths. Working with IDEO helped us make powerful, creative leaps in our process, and build a digital health platform that’s already deeply impacting patients’ lives.”

The success of PRIME in treating schizophrenia has led to additional federal research funding, and the platform is now being expanded to treat a wider range of mental health conditions.
For example, in this recent, peer-reviewed study, PRIME helped patients with moderately severe depression experience a 50 percent reduction in symptoms, with a noticeable difference in just two weeks—far faster than the average of four to six weeks it takes for traditional medication and therapy to yield improvements. By the end of the depression study, 90 percent of participants said they had achieved their treatment goals, such as to “become happier” or to “feel less lonely.”
Numerous patients with schizophrenia and depression have already benefitted from PRIME’s unique offering, and the team is exploring ways to commercialize and scale PRIME to reach more people with mental health conditions.


Preparing New Yorkers for future flooding
Helping homeowners understand how to protect their future amid shifting flood zone policy and climate change.
New Yorkers are a tough lot, but damaging coastal storms will continue to test their resilience. More than 400,000 people live within the city’s floodplain and are at physical and economic risk. In the face of both natural and manmade challenges—from superstorms to confusing insurance regulations—many New Yorkers are not aware of their flood risk, or even that they should be thinking about it at all.
The Center for NYC Neighborhoods‚ a nonprofit that champions affordable homeownership for middle- and working-class families and communities, engaged IDEO to create a resource that could help New Yorkers keep their homes and finances safe. Launched in September 2016 with funding from New York State's Governor's Office of Storm Recovery, FloodHelpNY is an expansive platform that dismantles the complexity surrounding flood insurance and gives homeowners clear and simple guidance for assessing their flood risk and taking action toward resiliency.

Facing the complexities of insurance policy, shifting flood regulations, climate change, and citizen engagement, the design team began by engaging two vastly different groups of New Yorkers—those who had been battered by past storms and those not yet affected. Homeowners in the first camp were angry and frustrated by a system that had let them down after Superstorm Sandy. Homeowners in the second camp were simply unaware of their risk and had little idea of what might happen. The right design solution needed to encourage both groups to take action and learn about flood risk and insurance regulations, while also addressing divergent levels of need and preparedness.
To co-design solutions with homeowners, IDEO set up pop-up stations at neighborhood meetings in Canarsie, Red Hook, and Gerritsen Beach, and had flood-affected residents create paper prototypes of the resources they wanted in place the next time a storm hit. The team learned how residents contextualized their individual risk, which information they prioritized, and how their frustration could inform a better outcome. In Lower Manhattan, where residents are less aware of flood risk, the team set up a pop-up station with virtual reality viewers that simulated water rushing into the surrounding streets, a visceral wake up call that got them talking about flood recovery.


Less than a month after launch, FEMA began promoting FloodHelpNY as a key resource for building flood resilience. The platform helps all New Yorkers learn what flood zone they’re in, or will be in, how that affects their insurance rates, and what steps they can take to mitigate their risk. It features a first-of-its-kind flood insurance rate calculator that can help homeowners get a rough idea of the costs they could face as insurance prices go up. It is also the main conduit to apply for the Home Resiliency Audit, a New York State-funded program that equips at-risk homeowners with vital documentation valued at over $800 that confirms their actual elevation and insurance costs—all with the personalized assistance of an engineer and housing counselor team. In the coming months, FloodHelpNY will expand further to offer homeowners free backflow valves that reduce the chance of sewers backing up during flooding, as well as access to more existing benefits for resiliency.
The New York City floodplain, which is expected to grow as tides continue to rise, threatens neighborhoods that are among New York’s oldest and most historic. The people who live there make the city work: teachers, police officers, subway operators. Many of these homeowners will watch their flood insurance premiums surge, year over year. It’s a troubling future, but one that FloodHelpNY is designed to help New Yorkers face, by guiding them toward greater resilience and assuring them that they aren’t alone.


A game-changing approach to sleep for athletes
Helping Rise Science, a sleep analytics startup, optimize its customer experience and scale the business.
Athletes looking to score big on game day could hit the gym, but they’d probably be better off hitting the sheets instead, according to Rise Science, a sleep analytics startup. Harnessing the latest sleep science, Rise helps players significantly improve reaction time and decrease false starts, lapses, and injuries, among other benefits.
While attending Northwestern University, the co-founders of Rise Science created a simple sleep app and light-touch coaching service, which they prototyped on the school’s Big Ten football team with positive results. They came to IDEO to optimize their customer experience and scale the business, and joined IDEO’s Startup in Residence program.

While observing coaches and players using Rise, IDEO saw the opportunity to better integrate the digital and hardware experiences and design a more robust, intuitive, and service-heavy on-boarding experience during the first few weeks using the system, when breaking old habits and incorporating new ones are most challenging.

At the end of the residence program, Rise left IDEO with a rebranded and optimized sleep training system. Here’s how it works: Players and coaches receive a short, in-person introduction to sleep coaching by a Rise employee. Players who opt in to the service receive a sleep-training kit that includes the Rise Coaching App; adaptive sleep plans tailored to their chronotype, age, game schedule, and training load; a part-human, part-machine sleep coach that continuously supports each player, monitors progress, and gives timely feedback; in-context education that provides daily and weekly sleep insights; and products like UV glasses, sleep mask, and bed sensor. In just a week of using Rise’s full sleep program, 97 percent of players report getting 54 more restorative minutes of sleep per night.
Recently, Rise Science added the Chicago Bulls, Miami Dolphins, and the University of West Virginia to their sleep-training roster, enhancing their performance, one good night’s sleep at a time.
“Coming into IDEO, we knew our service was letting customers down. When we left, we had the blueprint for the next version of Rise. We were able to solve and optimize sleep at a much larger scale,” said Jeff Kahn, co-founder and CEO of Rise Science.




The bright side of design constraints: 3 tips for leveraging limitations
Three insights for turning design constraints into better client relationships and more effective prototypes
Some of the best lessons I learned on the topic come from my time working at IDEO.org, our non-profit arm, which focuses on improving the lives of people living in poverty.
Here are some key lessons that can strengthen your approach, no matter where you’re designing.

1. Lead with empathy
While at IDEO.org, I worked on Health XO–a team focused on designing better access to birth control. Translation? We went into urban and rural communities throughout East Africa and talked to teens about their sex lives. These conversations are very personal for anyone, but for many of the teens we spoke to, having a sex life before marriage is stigmatized and risky. In this situation, having empathy meant considering all aspects of the topic: the individual experience, cultural taboos, and the larger community.
Because the stakes were high, I found myself paying particular attention to how I conducted research. Was the setting private enough for the young women to feel safe? Was a group interview among friends a better way to structure it? Would the girl feel more comfortable if we met a few times before launching into the more personal topics?
This experience made me realize how important it is to take a moment before every interview to make sure my attitude is collaborative, not extractive—even in for-profit design work. This makes all the difference in protecting and honoring the people you’re researching.
Ask yourself: What can I do to make this experience beneficial for my research subject? How might I approach their situation with empathy, and without the end-game in mind?

2. Find out what happens when no one is watching
Maybe you’re designing something you know a bit about. Or maybe you just have an idea about what would be cool to make, and prototyping seems like a waste of time. When we’re designing in our own backyards, it’s easy to ignore prototyping. But as I began designing in less and less familiar contexts, I found the value of prototyping increased significantly. The prototypes had to speak for themselves.
When our team worked with a local organization in the Kibera neighborhood of Nairobi, we were tasked with finding more effective ways to engage men and boys in reporting instances of gender-based violence. In order to understand the contexts where people felt most comfortable making reports, we worked with local metalworkers to build boxes where anyone could anonymously drop a written report about incidents. We installed them throughout the neighborhood: in bars, public toilets, on the street, and in barbershops. Within a few days, we began to see patterns in where reports were—or weren’t—submitted. This informed our strategy going forward.
Prototyping is especially important if you want to observe behaviors that can be difficult to suss out through interviews alone.
Ask yourself: How might we build a stand-alone prototype that more effectively gauges how people might behave when nobody’s watching?

3. Help your clients build their own design skills
Deliverables matter. But without client ownership, even the most thoughtful design can gather dust. This is true no matter who your client is. But when you factor in a separation of 9,586 miles between you and your client, skill-building suddenly feels much more important.
One of the largest scale projects I worked on with IDEO.org was with Marie Stopes International. Our goal was to design avenues for teen access to birth control information and services, across all of Kenya. We worked side-by-side with the health workers who go from town to town as traveling medics. Not only were we learning from them, but we were also able to share how they could use design thinking methods to improve their current model.
Making sure that all team members have the tools they need starts with understanding the value that you—and your clients—bring. Our partners on the ground offered incredible expertise in the local landscape, regulations, and healthcare needs. We offered tools and a way of thinking that enabled these healthcare providers to try new ways of working, based on human-centered insights and a shared vision.
Ask yourself: What are the superpowers that my client has? How can I harness this knowledge in our designs, and include them in the creative process?
See what I mean about constraints? The next time you’re approaching a design project, take a moment to consider how you approach your work. Chances are, a step back from your day-to-day perspective will help improve your process, and your output.
Constraints are a designer’s best friend. When you have a small budget or a tight timeframe, constraints help you focus, force tough decisions, and require you to take a very exact approach. The more I design, the more I have come to value constraints. When you’re working on low budgets in emerging economies, with a language barrier, or in rural conditions, embracing the design process is key.

Why I made a GIF every day (and you should, too!)
How tiny projects can make you a better designer
So last summer, in search of some sort of spark, I decided to take on a personal project: I would make one animated GIF per day, every day, until I felt like stopping.
It may sound silly. GIFs often are. But it turns out, making GIFs is a great design exercise.
For one thing, they’re extraordinarily simple by design. Steve Wilhite, a computer scientist working at Compuserve, the first big online service company in the U.S., created the GIF in 1987. He had been asked to make a simple graphics format that works on all kinds of computers and could display sharp images even over slow internet connections. (Yes, in the late 80s the image quality of a GIF was considered “sharp.”) One of the first animated GIFs is this famous airplane.
What he wasn't asked to do was create a platform for animation. In fact, the spec sheet for the then-new file format clearly states that though GIFs could be used for very limited animation, that isn’t what they were made for.
But that’s largely what we use them for these days, which means we end up working under a lot of constraints. And creativity thrives under constraints! You have to experiment to leverage limitations and quirks and make them work to your advantage. When you make a GIF, you’re working with a limited color palette (less than 256 colors). Your animation has to be very short and simple or else your file size will be so big that the GIF is no longer easy to share / quick to load. The small file size might frustrate you, but it also might force you to think more abstractly about the most concise way to communicate something complicated.
Another defining constraint: GIFs generally loop. And since those loops are short, you’ll usually see this a GIF in its entirety a couple of times. The best GIFs take advantage of this constraint and make it a central component of their design.
One last incredible thing about animated GIFs: They’re not precious. People aren’t afraid to mess with them. So many animated GIFs are the result of people adding to or altering or juxtaposing existing media, which is sort of like a weird form of collaboration if you look at it from the right angle.
With all those things in mind, I started the challenge.
Since each of these were so small and self-contained (I worked on them once for a limited amount of time and then never returned to them), I felt free to make some that were purely formal or technological explorations, which is not typically my jam. I played around with the tools and applications to see the unexpected things I could do with them. Stakes were low, possibilities endless.
This project revived my passion for making things. Because of the medium’s limitations and my self-imposed one-GIF-per-day requirement, I couldn’t let what I made get too complex. The GIFs were quick, self-contained, and ultimately really joyful to create. I had to to embrace experimentation and overcome the fear of sharing "bad" design that plagues so many designers. If you force yourself to make and share something new every single day, guess what? Some of that stuff probably isn't going to be your best work, and that's all right. This is an attitude and approach that I've carried with me since starting my GIF project, and I think it's made me a much bolder and better designer.
Eventually, a cross-country move and a new job meant I was both more regularly inspired through my work and a whole lot busier, so I stopped making daily GIFs. But I have decided to keep up with weekly GIFs—and a lot of my colleagues in Chicago are now doing it with me. It sounds like a small project, but for us, it has made it easier to share half-baked ideas, inspire each other, and keep on making.
Need a little help getting started? I learned by converting from video to GIF with Photoshop, and this guide can explain how. And for those who are less technologically inclined or don’t have access to Photoshop, Giphy’s GIF Maker is a great tool.
In a previous job, I was really struggling to feel inspired or challenged. That’s not ideal when your job is to be creative and make things, so I was a bit desperate to find something that could help me rediscover the joy in making—after all, that was what had drawn me to becoming a designer in the first place.


Learn the basics of coding with a needle and thread
How a hands-on craft project builds digital know-how
I kept going over books, blogs, and videos, hoping for a moment where it all clicked and suddenly I became a chip whisperer. But it just wasn’t happening.
Then things changed. I bashed my fingers into my keyboard for days, failing over and over again until finally—it worked. I had a project idea that tickled my brain in just the right way. It was weird, and it was mine. I made something work, something I liked and that was just for me. I’ve been chasing that high ever since.
Looking back, I can see now that what really changed my relationship to code was letting my creative process lead. I was trying to make “useful” stuff, and that's not always necessary when you’re learning. Let the weird in! We worry about how the computer thinks when we’re learning to code, assuming that it’s smarter. It’s not. It’s a dumb box with lots of opinions. When I started worrying less about how it thought and more about what I was trying to achieve, I was able to find little toeholds in the translation process. I was able to work backwards from an idea, and break it down into tiny little steps. These steps are what every code project is made of.
I wanted to help my colleagues glimpse this feeling of creativity and control over programming—without having them touch a computer. I’m a lover of generative art and have long been inspired by the work of Sol LeWitt. His works are sets of instructions that can be interpreted and performed by anyone. This is also how a computer works. You give it instructions and it interprets them to perform some kind of function. (Literally, the part of the computer that reads code is called an “interpreter.”)
Our studio has a bi-weekly tradition called Make(Believe)Time. At each session, a member of the studio comes up with a creative activity to get us out of our heads and thinking more playfully. It might be to invent a new game, design advertisements for a future Earth invaded by aliens, or exploring our senses through making something strange. Ben Swire runs Make(Believe)Time and helped me craft a session that made this translation of code come to life with needle and thread. Each person received sewing supplies and a blank manila card (made to look like an old Fortran punch card). Everyone was asked to write simple instructions for a stitch on the card. Here are a few:

Ben and I shuffled and distributed the cards into groups. We explained that each card is a statement, a simple bit of instructions to be interpreted by the individual sewer. When each person was done with their statement card, they were to pass it to their neighbor until the group had shuffled through all of the statements. Each group of sewers would be acting like a programming function, performing a collection of simple directives.
When a group was done performing their “function,” their data (aka, the cards) was passed to another group. Much like in a computer, data was passed from one function (output) to another where it was added to (input). We were a human computer!

We were delighted to see the wild differences between each group's interpretation. That balance between constrained instruction and broad interpretation touched an interesting space between active and passive creativity. It was fun and inspiring to see the wide range of outputs that came from such simple instructions.

We’d love to hear how you explain complex processes through tangible experience. Send us your story!
Despite what I was led to believe, learning to code was excruciating. Throughout the process, I was convinced that I was dumb and should just get really, really good at Excel because that’s as close as I’d ever get to making a computer do anything by typing at it.


Using data science to design human connection
How we built Meaty the Meetbot, a humanoid meetball on a quest to bring people together
In the beginning, we hadn’t been assigned to client projects yet, so we found ourselves on what IDEO designers call “whitespace,” meaning we had some time on our hands while we waited for placements.
With so many newbies wandering the studio, and more joining the ranks every week, it was becoming hard to keep all the new faces straight. Our colleague Annette, one of our co-experience directors, saw an opportunity for us to revive a studio-wide program that set up any two IDEOers to go out to lunch on the studio’s dime once a month. The idea was to help establish new connections, but busy colleagues would often cancel lunch plans and the task of scheduling (and rescheduling) soon fell to one of our beloved leadership coordinators, Biz. As a result, this benefit had become severely underutilized.
Our mission: to use data science to (mostly) automate the scheduling process so that newbies and veterans alike could easily participate in the program. The tool would need to assign “optimal” groups of Chicago IDEOers, search their calendars for a mutually agreeable time, and send them an invitation to go to lunch together. Here’s how we did it:
1. Designing the perfect group
We started by asking a seemingly simple question: What makes a good group? To find out, we practiced our design research skills in some working sessions with Annette and Biz.

Annette suggested that we create groups of three, rather than two, based on social science research that finds triads are more conducive to sparking creative collaborations and community than dyads. That fact inspired us to call the program “Meet ‘n Three,” a play on the traditional Southern combo meal offering of a protein and three sides.
Together, we decided that groups should comprise three people whose paths don’t cross day-to-day, while also striking a balance of design disciplines—not all interaction designers or all data scientists. And an ideal triad would mix people who were new to the studio with those who had been around longer. With these principles ironed out, we got to building the algorithm.
2. Creating custom datasets
To build the groups, we needed some data on our coworkers. We turned to IDEO’s intranet to get a list of everyone who worked at a given IDEO location, their disciplines, and projects they’d worked on. We combined that with manually-created datasets that contained each person’s level of seniority and discipline. Using this data and the earlier criteria, we created an algorithm that randomly samples employees, generating one group at a time. Once a person is in one group, their likelihood of being chosen for another decreases; to spare their calendars, no employee can be in more than two groups.
The group is then assigned a score for its “novelty,” which includes the number of disciplines represented, the variety of seniority, and the number of projects shared between group members. The algorithm optimizes the score for an entire month’s worth of groups using a Monte Carlo approach. (In other words, we create many more groups than we actually need, and throw away all but those with the highest scores.)

3. Addressing the scheduling conflict
Once we have a group, all that’s left is to find a time for them to meet. Through the Google Calendar API, we were able to get a list of available times on people’s calendars. Since these times aren’t uniform, this data structure isn’t easy to work with. After many frustrating attempts to create a functional system, we realized that fellow data scientist (and Datascope co-founder) Mike Stringer had already solved this problem (albeit for a different reason). We used the Python library he created to perform unevenly spaced time series analysis, saved ourselves heaps of wasted time and energy, and learned a lesson: When surrounded by world-class nerds, phone a friend before trying to reinvent the wheel.

4. Putting the Meetbot to work
As designers, we knew that creating the algorithm was only half the battle—we also had to share our work to make it successful. To give the bot some personality, we created a mascot we dubbed Meaty the Meetbot, a friendly humanoid meatball on a mission to bring people together. We introduced Meaty (and his functionality) during an office-wide lunch meeting. The newly-minted Meetbot was better suited to the IDEO Chicago of 2018 than the old program: it scaled to accommodate the 45% increase in employees, and infused a little data science flavor. For the big finale, we sent out the first batch of invites all at once, so everyone received them at the same time.

Since Meaty’s initial rollout in late March, there have been 112 group lunches in Chicago (according to Google calendar), bringing together everyone from support staff to directors to designers. Word spread to other studios, and the Palo Alto and San Francisco offices are on deck to start their own group lunches. Meaty has also virtually connected IDEOers around the world, scheduling calls between design researchers in Cambridge and New York, and handling the time-zone-juggling challenge of scheduling global calls between Munich, Shanghai, and Tokyo.

Although Meaty the Meetbot was born as a silly thing to tinker with until we had “real work” to do, it’s had real impact. For us, it’s been a reminder that even in seemingly inane projects, data and algorithms can be used in service of human interactions. By letting a computer take over the grunt work, we freed up some (way more valuable) human time, making room for people to connect and create. Maybe there is such a thing as a free lunch.
Late last year, IDEO acquired data science firm Datascope, adding 18 data scientists to the Chicago studio’s roster overnight. We’re two of those data scientists.


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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