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Arming a 19th-century company with a 21st-century digital venture

Swell enabled values-driven consumers to make informed investment decisions.

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Financial Services

For the socially-conscious, investing can be a tricky proposition. The same people who wish to vote with their wallets may find that their options for investment funds and 401K plans are rife with companies that violate causes they believe in. So far, there have been few options in the marketplace that give consumers the opportunity to put their money in financial products that not only cut out environmental and social offenders, but actually contribute to the well-being of the environment and society.

Dave Fanger, a financial professional, was determined to design a solution. He approached IDEO to help create a startup venture for socially-conscious investors. Pacific Life, a Fortune 500 financial services company and Fanger’s employer at the time, offered the resources to develop and launch the idea. The online impact investment platform gave consumers the opportunity to invest in high-growth industries that are addressing global, environmental, and social challenges. Swell rigorously screened companies for both impact and performance, so consumers could be confident that their investments were in line with their values.

A holistic approach

Embedded as core team members, IDEO designers worked alongside Swell’s founder to shape the company. In just one year, they went from an initial concept and prototype to an SEC-registered investment adviser with a fully developed business model, a digital platform with initial investors, and well-defined branding that set the look and feel of the values-driven company. The IDEO team helped to hire the initial team of employees, working to ensure that the fintech startup would have the creative talent it needed to operate post-launch, as well as a defined culture that would help it grow.

A new investment platform

From the outset, it was important for the team to build an innovative, digitally-fluent, and customer-centered platform to make it easy for investors to back causes they care about. Working in close collaboration with software development partner Carbon Five, Swell and IDEO committed to act nimbly, take risks, move fast, and ditch decks for prototypes. Understanding the motivations of the investor—their values and what drives their investment decisions—was key, so the team leveraged IDEO’s network to form a consumer council, which helped to quickly iterate and refine prototypes throughout the duration of the product development process. Having that core group involved every step of the way made it easy for the team to keep consumers at the center of the design and validate key decisions quickly.

Swell offered consumers portfolios of companies that work to solve some of today's biggest challenges. The six impact portfolios offered were: green tech, renewable energy, zero waste, clean water, healthy living, and disease eradication.

As of June 2019, Swell had attracted over 15,000 investors⁠—more than half under the age of 34⁠—and $35 million AUM. Nearly 40 percent of investors were making investments on a recurring basis.

Swell
Swell
Arming a 19th-century company with a 21st-century digital venture, voting experience, voting machine, accessible voting, Swell, financial services, fintech, financial innovation, digital transformation, digital experience, digital product design, UX design, venture design, new business creation, business model innovation, financial services innovation, banking experience, financial inclusion, how to launch a new business, how to design a digital product, innovation, product design, prototyping, product development, startup, transformation, new revenue streams

For kids, a new tactile way to learn coding

Helping Google design a set of blocks that can be arranged to code almost anything.

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AI & Emerging Tech

Learning to code isn’t just about knowing symbols and syntax—it can help unlock kids’ imagination by inspiring them to build new things and interact with everyday objects through discovery and play.

With that in mind, Google Creative Lab came to IDEO to help with user experience and product design on their new coding tool for children. The result of the collaboration, Project Bloks, is a simple and interactive experience that teaches kids how to code using physical blocks. This establishes a new paradigm for learning computer science: it takes a language typically only understood through screens and keyboards, and makes it tangible.

Project Bloks was also designed as an open hardware platform, enabling developers and educators to build tangible programming applications that are innovative, educational and fun.

Kid-centered design

From the very beginning, how kids physically play and learn were at the center of the project. Designers quickly iterated using sketches, foam core, paper, Play-Doh, and 3D-printed models to see how slight changes informed children’s experiences. Understanding what deepened kids’ engagement, increased their curiosity and changed their behaviors drove the language, taxonomy, architecture, and physical form of Bloks.

Because play and physical building is an important way in which many kids develop skills, designers began with a set of blocks and sought to help them discover coding through tangible objects. Each block was given a specific function and shape, guiding kids to arrange, combine, and rearrange the blocks to create commands and control things like robots or speakers in the real world. Children could also create block patterns together by physically building on each other’s ideas.

An inside look at the design process. Video by Google.

Designing for early learners also forced the team to rethink how a new language could be taught. An early version of the blocks was based on how programmers typically code, from top to bottom. However, the team quickly realized that the orientation had to be driven by the child’s natural instincts. Given young children are just learning to read from left to right, designers observed that the switch in directions was too confusing and changed the arrangement of Bloks commands to go left-right in addition to top-bottom.

The final outcome of Project Bloks was an interactive coding kit comprised of three key parts - pucks, baseboards and a brainboard. The puck is a critical component that controls a command, whether it’s an on/off switch or the ability to move in a particular direction. It’s the piece that enables children to move from words to the world of graphics and play. The puck is easy to produce and can take an unlimited range of forms and functions, enabling the Bloks system to scale.

The baseboard reads the puck’s instruction and is activated when a puck is placed on top. The brainboard provides the power and connectivity. When hooked up to a baseboard or a chain of baseboards, the brainboard sends the instructions—turn left, jump, get louder—to a connected object, like a rocket or a speaker.

The boards can be rearranged, sequenced, and packaged however kids like, opening up a vast realm of possibilities. Children can code anything from a toy robot drawing a shape on a piece of paper, to a sensor turning on a fan when the temperature gets too high.

Designing and engineering Bloks from scratch.

Enabling innovation for education

Beyond a tangible coding kit, what makes Bloks unique is that it’s an open platform. Educators, developers, and designers can build on it to accelerate new ways of teaching and exploring tangible programming. The platform can fit into various curriculums around the world. The pucks can take on different shapes and graphics. The material used can be fabricated by 3D printing.

The Bloks platform is a new vernacular that allows kids to interact with the language of code in a way that’s less prescriptive and more open-form, like a sandbox. And the more kids play with Bloks, the more opportunities they discover for what they can create with a little bit of code.

Google Creative Lab, London
Google Creative Lab, London
For kids, a new tactile way to learn coding, robotics, human robot interaction, Google Creative Lab, London, technology innovation, digital products, education innovation, learning experience, future of work, AI, artificial intelligence, emerging technology, design for children, family experience, youth experience, innovation, user experience, product design, education, learning

Helping students navigate college and beyond

Creating a digital experience to support first-generation college students.

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For students who are the first in their families to pursue higher education, navigating college can often feel like navigating a foreign country. Challenges like not having enough money or poor access to support services can make graduating an insurmountable hurdle. In fact, only 55% of these students in the United States end up completing their degrees.

To help change this statistic, IDEO partnered with Beyond 12, an organization that provides personalized, virtual coaching to first-generation college students to help them learn how to register for classes, apply for financial aid, and much more. The challenge was to scale Beyond 12’s successful coaching model using technology in order to benefit as many students as possible.

In 2014, IDEO designed the MyCoach app, with the goal of helping students take ownership of their education and feel in control of their future. After the early version of the app was named as a finalist in the prestigious Robin Hood Foundation College Success Prize, Beyond 12 piloted the product with 3,500 college students across the US. Following the pilot, Beyond 12 and IDEO went back to work, using the resulting insights and data to design the next evolution of MyCoach.

First and foremost, IDEO sought to develop a more flexible model for Beyond 12 to enable scalability of the offering. As some students need more support than others, a blended business model was envisioned to recognize the spectrum of students’ needs. Engaging in-app content forms a supportive layer that helps students get organized, stay on track, and learn the skills they need to stay in college, while students who need more hands-on assistance can connect directly with coaches. An invisible data layer works behind the scenes to assess student risk and dynamically tailor student support throughout the school year.

Once the app’s model was solidified, creating a user experience that compels students to use it became essential to its efficacy. Growing up with technology has reshaped how many students engage with the world, and tools like Snapchat have set a new dynamic for participation. Youth today are the masters of their own digital worlds, fluidly jumping between conversations, engaging with stimulating content and contributing their own perspectives. As a result, MyCoach needed to speak students’ language and to create content that was authentically youthful and effective in order to be effective. By drawing inspiration from popular social sites, digital experiences and games, the team designed a user experience that keeps pace with a digitally native state of mind.

IDEO Designer, Isabela Sá explains the approach that led to MyCoach’s design and content strategy, “We created an app that makes no distinction between content and utility. We borrowed the content-first approach of social apps like Snapchat and Instagram and used it to teach students the skills and strategies they need to graduate. With that, the digital experience became more human. The intricate system that we had designed to power the whole thing was hidden below the surface. For students, the app was just the means to learn how to help themselves and get in touch with a coach when they needed one.”

Development is underway for the next version of MyCoach, which will allow Beyond 12 to scale its offering to reach exponentially more students in need.

Beyond 12
Beyond 12
Helping students navigate college and beyond, Beyond 12, digital transformation, digital experience, digital product design, UX design, education innovation, student experience, future of education, how to design a digital product, innovation, strategy, user experience, product design, transformation, education

Redesigning how Coca-Cola works, plays, and profits

Designing for Coca-Cola’s 2020 vision strategy.

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Learning & Work
Consumer Products & Retail

Coca-Cola is one of the world's most iconic brands. More than 5,000 people work at its global headquarters in Atlanta.

Back in 2010, Coca-Cola found itself at a major crossroads. As the company grew, it became clear that in order to stay competitive, any kind of campus renovation would have to take into account a vision of the future of how people work at Coca-Cola. Before the company hired architects, they came to IDEO to help design this important part of their 2020 vision strategy; ultimately the redesign would change the way the company works, plays, and profits.

Imagery courtesy of Coca-Cola, Gensler, and IDEO

The Coca-Cola Company
The Coca-Cola Company
Redesigning how Coca-Cola works, plays, and profits, The Coca-Cola Company, education innovation, learning experience, future of work, consumer products, retail, consumer experience, retail innovation, innovation, strategy, education, learning

5 Ways to Supercharge Your iPhone for Creativity

Is the iPhone the greatest tool for creativity ever invented, or its worst enemy?

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Articles

1. Choose your creativity apps wisely

Try as many as possible, then edit them down to the few you use regularly and that can fit on your home screen.

If you're a writer, there are many notes apps that offer distraction-free writing (IA Writer, Daedalus). Day One is a great choice for people who use journaling as a creative practice. For photographers, there are a wealth of tools (pro-quality editing apps like VSCO, exotic image-modifiers like Prisma). My personal favorite is Over, which allows you to add text your photos via a simple, fluid interface.

For those running brainstorms in the non-digital world, 3M's Post-It app is a surprisingly effective way to capture a wall full of notes, then reorganize and export them to others apps. For doodlers, Procreate is the gold standard. (You might prefer to use this app on an iPad, unless you have eerily-thin fingers).

2. Curate inspiration feeds

Aside from tools, you’ll want apps that supply a steady stream of inspiration. Some obvious ones: the Kindle app for reading, Audible for audiobooks, and a well-designed podcast player (we recommend Overcast). Other good sources of waiting room material are the various read-it-later apps, such as Instapaper or Pocket, and if you’re still reading this post, the Longform app. One note of caution here: don’t overwhelm yourself with a pile of material that feels like work to get through. Delete regularly.

3. Audit your distraction

Ok, time to get real. How are you really using your phone? Are there certain apps or websites that you check repeatedly every day? Do you have habits that are vaporizing your time (We're looking at you, Facebook, Snapchat, Instagram, YouTube, Reddit).

If so, engineer some limits on usage. One simple approach is to put all the apps that distract you on a separate screen, or even to hide them away inside a folder—putting a bit of friction between you and your addiction. Use that brief moment of additional swiping as a reminder to ask yourself whether you *really* want to go down the rabbit hole. Might there be something better to do with your time?

4. Support your focus

When you do decide to commit to a creative task, there are a number of apps that can help support you. Many swear by the Pomodoro technique, which involves a commitment to focus for 25min chunks, with 5min breaks in between. There are many Pomodoro timers in the app store, though Apple's stock clock app works just fine, too.

If you’re easily distracted, try a white noise app. Rain Rain provides a vast array of variations on the sound of raindrops falling from the sky, alongside airliner and washing machine soundscapes.

For a slightly less boring selection of background sounds, fire up Spotify and search “ambient playlists”. Brian Eno's Music For Airports is an excellent writing companion.

5. Change your morning ritual

With all your apps organized on your phone, you should be all set for a more creative relationship with your device. You only need one more thing: discipline. One trick is to think about your "first apps.” When you grab your phone in the morning or after getting on the bus, what are the first apps that you open? Do you have a set pattern? Are those really the apps that you want to be opening or are you a slave to habit? Try opening a creativity enhancer first and see how that changes your perspective for the day.

And sure, we know you're not going to write a novel while waiting in line for an ATM. But instead of losing yourself in a Facebook fugue state, maybe you could take a minute to construct a groove in Figure, or play around with a photo in Prisma. There. Didn't that feel good?

Illustrations by Felicia Chiao.

Is the iPhone the greatest tool for creativity ever invented, or its worst enemy? The answer is... both. On the one hand, the smartphone is the Swiss Army Knife of writing, research, photography, and planning tools. On the other, it is an attention-sucking black hole, consuming all of your free time in a gaming and social media vortex. Here are a few ways to make that computer in your pocket best serve your creative goals.

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5 ways to supercharge your iphone for creativity, creativity, game design, photography, visual design, social media, digital experience, storytelling, mobile design, digital product design

What We Talk About When We Talk About Death

A preview of the inaugural Let's Re:Imagine End of Life event

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That's starting to change. With 76 million Baby Boomers gazing down that long, winding road, aid-in-dying laws gaining ground (California's passed in June of this year), and an epic list of recent bestselling books on the topic, many written by doctors, death is having a moment.

Which led us to ask: How can design play a role?

To find out, we teamed up with local hospital network Sutter Health, the Helix Centre in London, and the Ungerleider Palliative Care Education Fund to launch OpenIDEO’s End of Life Challenge. Thousands of people around the world participated, submitting ideas for tools, services, and platforms that might improve the way we prepare for and navigate the end of life.

Some incredible ideas came across the transom. Imagine the relief of a soundscape that cancels out the maddening noise of bleeping machines in hospitals, or a digital platform that provides respite vouchers for family caregivers who desperately need a break.

Struck by the volume of ideas the challenge generated, we wanted to make sure the momentum didn't end there. A team formed to send out a call to a loose network of healthcare professionals, designers, artists, storytellers, organizations, and individuals to see if it made sense to join forces and build a public event.

Re:Imagine End of Life kicks off Monday evening, October 24th, 2016, and runs through the week in San Francisco. With multiple events every night in San Francisco and the East Bay, there are plenty of opportunities to join the conversation.

Tonight (10/24), at Grace Cathedral, Dr. BJ Miller, Dana Cho, and I will lead a workshop on how design can play a role in the way we die. OpenIDEO Challenge participants Brad Wolfe, Ken Rosenfeld, and Yoko K will share the ideas they are developing.

Other highlights include:

Want to know more? The event's organizers can be reached at hello@letsreimagine.org.

No one knows when it will happen. Could be 30 years. Could be next week. What we do know is that we are all dying. And that how we die—perhaps the most important event human beings share—is something we never talk about.

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what we talk about when we talk about death

What Designers Can Learn from the Dutch Masters

A conversation with Paul Bennett about Rijks: Masters of the Golden Age

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Featuring commentary from leading thinkers in art, philosophy, business, and design, the publication draws out the modern day relevance of the period’s most iconic paintings. Paul's essay reflects on Pieter de Hooch’s work, "A Mother Delousing Her Child’s Hair", also known as “A Mother’s Duty.” I asked him to tell us more about the book, and why it should be on every designer's wish list.

The unique arts edition of Rijks, Masters of the Golden Age, a Marcel Wanders publication.

How did you get involved in the book?

Marcel was an artist-in-residence at our San Francisco office. He’s a world-class designer and we learned a lot from him. Later, his team approached me about this project. They sent me a list of paintings and asked if any of them sparked anything for me. The de Hooch was the first piece I saw and I picked it straight away. At IDEO, we often take shocking or not-beautiful things and make them poetic. So a girl having her head deloused immediately struck me as a great human truth. I love that de Hooch has made it beautiful and celebrated it and used all this classic technique around it.

A Mother Delousing Her Child’s Hair” by Pieter de Hooch.

You say design acts as a witness to our smallest moments of triumph and tragedy. How do we witness increasingly broad challenges, like poverty and citizenship?

Tackling a big problem doesn’t mean you have to look for the big solution. It’s always the tiniest thing that begins the catalytic chain that unlocks things. I firmly believe that looking for the tiniest moment at the center of the human experience is the place to start. So you toggle back and forth and try to look for things that are both human and universal, and personal and individual.

I was in Kansas City the other day talking about the plight of the citizen, and at the same time we were telling very specific stories of people that we knew or had met that day. We were able to talk about citizenship at one scale, and still refer back to individuals. Nobody reacts to a segmentation study or a bar chart or a number, everybody reacts to a story. You have to find the meta in the micro.

Art does this, too. De Hooch does a fantastic job of telling a story in which I can recognize myself. I remember sitting there and the feel of my mother’s hand in my hair. I think design is about asking people to feel it in their own skin, remember their own experience. Good art makes you see yourself in the frame, and that is our work these days, too—to help join together small and big and to help people see themselves inside the big system.

The book features period appropriate hand-calligraphy by Brody Neuenschwander and Massimo Polello.

What was your first impression of the book?

It’s beautiful. I think beauty is very important. Having beautiful things around you makes you feel alive. In the age of digital—which these days has become almost synonymous with disposable—it’s really nice to stop the train for a minute and put something in your hands that has heft, and is an extremely lavish, unapologetically gilded object. To me it’s like holding a piece of jewelry or going to the symphony. The sensorialist in me is awakened by this book and I’m very proud to have been included in it.

Paul Bennett has always had an appreciation of the Dutch Masters: “I love the craft of them, actually, the feeling of the pictures.” So, IDEO'S Chief Creative Officer jumped at the chance to contribute to designer Marcel Wanders' latest project, Rijks, Masters of the Golden Age, a lavishly gilded coffee table book that pays homage to the 17th-century masterpieces hanging in the Rijksmuseum’s Gallery of Honour.

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what designers can learn from the dutch masters, museums, arts and culture, craft, creativity, prototyping, experience design

6 Hard-Learned Lessons from an Aspiring Comic Artist

What Ina Xi learned while making graphic novels

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That was 10 years ago. I was in high school in China, where a comic dork looked like this:

That ego-crushing was followed by a lot of self-loathing and Cheetos. But over time, the taste of Cheetos grew flat, and my hands started itching to doodle in physics class again. I decided to follow the method the editor suggested:

Before long, I was running my first monthly series in a halfway reputable magazine. That helped me edge up in the high school popularity rankings, and I got a few messages of encouragement from reader forums. Above all, though, the method helped me get into a state of comic flow; nothing else mattered when I was drawing. Even when I was failing in life and full of self-doubt, I could always fall back on my sketchbook.

Which brings me to Lesson #1:

But even when you’re following a proven method and trusting the process, there are a few dangers to watch out for when embarking on graphic novel projects. The Pain/Gain index, for example:

If the difficulty index K is too high, terminate! There are four levels of challenge in a graphic novel project:

Creating anything that requires more cognitive load than watching Game of Thrones after a full workday is challenging to begin with, which leads to Lesson #2:

For me, it’s about rewarding myself with things I’m fond of drawing: intricate landscape, fashion, and action scenes. Since I suck at writing dialogue, I’ve kept it to a minimum, and substituted in symbols and visual cues.

Here are four other things I learned while making graphic novels, so you don’t have to go through the same pain:

I’m at work on #6 at the moment, which is the most fun.

Coloring under progress

It’s the last step in a graphic novel I’ve been working on about living in a dystopian San Francisco of the future, where the scarcity of organic food leads its residents to fight to the death at grocery stores. The story is a dramatized observation of the on-going identity battles most San Franciscans face today. It’s a place where one feels simultaneously insider and outsider. You can be both a picky eater and burrito consumer, the root cause and the victim of jacked-up rental prices, and equal parts poseur and satirist of hipsterdom.

“San Franciscocoa” depicts a mundane but impossible feat of grocery shopping—buying a bag of cocoa powder that’s going into extinction.

“Sorry, but it’s simply not up to the publishable standard.”

The editor handed me back my work, which took hundreds of hours to create. There was a long pause.

“You should try more live sketching,” she said, lowering her voice to soften the blow. “Build a strong foundation before finding your personal style.”

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6 hard-learned lessons from an aspiring comic artist

Lindsey Turner

I’m passionate about building brands, products, and experiences that help organizations show up with meaning and momentum.

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Leader
Leaders

I help organizations cut through complexity by shaping how they show up, through brand strategy, identity, and storytelling.

Working at the intersection of brand and business, I bring an editorial eye and a bias toward making—turning ideas into tangible experiences that people can understand, trust, and believe in.

My work spans government, healthcare, financial services, media, and consumer goods, from launching Gen Z-focused ventures to building innovation labs and reimagining legacy brands. I relish moments of ambiguity and enjoy translating across teams, perspectives, and priorities to move ideas forward.

I started my career in editorial and digital design, shaping cross-platform experiences and identity systems in publishing and agency environments. That foundation still shapes how I work today: I’m detail-oriented, collaborative, and overreliant on the Oxford comma. I hold a BFA in Visual Communication from the School of the Art Institute of Chicago.

My tween twins teach me more about technology and gen-alpha than the last decade of trend reports.
Making things that matter
Consumer Products & Retail
Media & Entertainment
AI & Emerging Tech

Rachel Young

My work helps organizations see who their products aren't working for—and build the will and the tools to do something about it

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Leader
Leaders
For 25 years, I've asked the same question: Who does this design exclude—and what are we going to do about it?

My work spans human-centered strategy, inclusive design, and qualitative research, with clients ranging from Microsoft, Google, and Verizon to the National Science Foundation, and San Francisco Unified School District.

Before IDEO, I taught elementary school in East Palo Alto and spent a decade doing design work with social service organizations—where I learned firsthand what it costs people when systems are built without them in mind.

I am currently writing User Error, a nonfiction book about digital access and the design decisions behind it. I live in Oakland, California.

The greatest project to which I’ve ever contributed is raising my two daughters with my husband.
Uncovering unmet needs
Consumer Products & Retail
Learning & Work
Media & Entertainment
Play
Public Sector

Brian Pelsoh

I lead with craft, ensuring our work is creatively excellent: rooted in deep human insight and imagination, while also grounded in the realities of business and technology.

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Leader
Leaders

My expertise spans brand, communication, and product design across tech, education, the arts, and social impact.

I believe great work demands both high-level vision and obsessive attention to detail, and only happens through collaboration.

I bring an inclusive, hands-on approach and a deep understanding of business, which enables me to consistently deliver excellence while always asking why.

Before joining IDEO, I worked at the brand firms Pentagram and VSA Partners. I began my career as a designer, leading teams at the School of the Art Institute of Chicago and the Milwaukee Art Museum. I hold an MFA in graphic design from Maryland Institute College of Art and a BFA in communication design from the Milwaukee Institute of Art & Design, and have taught at some of the best design schools in the US.

I love a good crit.
An inclusive, hands-on approach
Health
Learning & Work
Media & Entertainment
Public Sector
AI & Emerging Tech

Tony Wong

I am responsible for IDEO’s long-term success in China and working with clients to use design as a tool to enable growth.

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Leader
Leaders

I am responsible for IDEO’s long-term success in China and working with clients to use design as a tool to enable growth. Specifically, I have helped Chinese companies design holistic brand solutions through the development of their products, communication, services, and innovation teams, and I have helped multinationals expand their presence and influence in China.

I advise global leaders on developing China-led innovation and capabilities.

In over 15 years in IDEO Shanghai, I have worked on projects that use design to elevate the quality of the experience of healthcare products and services, streamline processes that increase productivity, create spaces and programs that promote and enable inclusive communities, and build next generation mobility solutions that are planet-positive.

Before joining IDEO, I worked at Philips Electronics and the Electrolux Group in Italy, the Netherlands, and Singapore on a number of breakthrough commercial products. I am a member of the Young President Organization in Shanghai.

I have a thing for antique maps.
Developing China-led innovation and capabilities'
Consumer Products & Retail
Food
Learning & Work
Industrial & Manufacturing
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Building a personal AI for the messiness of life: Sida Li

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Most AI products today are built for work—a space with clear problems and established systems. One founder noticed a gap: personal life is messier, harder to systematize, and mostly left behind by the AI boom. So she built Cue, a personal AI that lives inside iMessage and group chats, to go where the other tools haven't.

In this episode, Becca Carroll, IDEO's Chief Strategy Officer, talks with Sida Li, co-founder and CEO of Shared Context Lab, about staying anchored to a human need while the technology around her keeps changing shape, why she treats her business model with the same rigor she'd bring to a product, and what it feels like to build a company at this particular, disorienting moment in AI.

The conversation also gets into how Sida makes design decisions: the language Cue uses to describe itself, the tradeoffs behind building inside iMessage instead of a new app, and a real story about a business idea that didn’t pan out.

This is the second in a two-part series profiling founders from IDEO's Startups-in-Residence program. The first conversation is with Johannes Seemann, founder of Sooner, on designing GenAI for the emotional side of money.

Health
AI & Emerging Tech
Technology
Learning & Work
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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.

Health
AI & Emerging Tech
Technology
Financial Services
Learning & Work
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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.

Learning & Work
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How constraints make us more creative: David Epstein

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Podcast
Podcasts

Mina Seetharaman talks with David Epstein, author of Inside the Box and Range, about why total freedom often produces average work, how leaders can design useful limits on purpose, and what organizations such as General Magic and Pixar reveal about the relationship between boundaries and creativity.

Learning & Work
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