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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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Creative Capabilities
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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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Technology
Learning & Work
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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Strategic Futures
Breakthrough Products
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

Can an Interaction Designer Survive Without a Smartphone?

What I learned during a month unplugged

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Article
Articles

First came the jolt of panic, followed by furious digging through my bag, and slapping my pockets, the whole time chanting, “Please say I didn’t forget my phone!” There I was, standing just past the airport security checkpoint on my way to catch my connecting flight home from Japan, totally empty-handed. Bye, phone.

Once I stopped hyperventilating, I had a few hours strapped to an airplane seat to consider the following: What would it feel like to live without a smartphone?

Since I was already stuck without one, I decided to turn my predicament into a personal experiment: one month, no smart devices of any kind. Here’s what those 30 days taught me—and how the experiment made me rethink the way I approach design.

Less might be more

My first observation was that I was suddenly fully engaged with everything—my surroundings, the people around me, even that TV show that I thought I liked, but really just glanced at between text messages. I was pleased to find that conversations suddenly became much more meaningful. When I had my phone in hand, I was always subconsciously waiting for a buzz, and partially disengaged from the people in front of me. And when the buzz happened, I stopped listening to them completely. Without the added distraction, interactions became much more fulfilling.

As an interaction designer, I spend a lot of time creating user-friendly interfaces, but this experience made me wonder exactly how accessible things should be. Now I ask myself, are there elements that are competing with instead of enhancing an experience? Would a user benefit from something just a little less sticky?

Lose the escape hatch

Some of you may remember a time when you couldn’t just text your friend to say that you’re running late or *cough*cough* aren’t feeling well and can’t make it. We’re all guilty of it. The beauty of not having a phone was that it forced me and my flaky friends and family to pre-plan and be on time*. By removing the option to be late or back out, there’s much less to think about besides showing up and enjoying each other’s company.

When we’re designing technology, do we always need a back or undo button? How does that affect outcome and behavior, and can we use it to our advantage? For instance, with questionnaires, how do answers vary if there’s no way to change them?

*side note: Do look up where you are going ahead of time, because no phone = no maps.

It really, truly can wait

At the beginning of the experiment, I had a few phantom limb moments where I went to grab my phone to check tomorrow’s weather, or look up the definition of apocryphal, or text that random gif to a friend. In most situations, my first instinct was to whip out my phone. Not having access to everything forced me to slow my pace, and made my world feel a whole lot smaller, and, in some ways, less overwhelming.

In an era where you can shop for a pair of pants online and have it delivered to you within the hour, are there moments that can be enhanced by building in pause? What can a little friendly friction do to help slow things down to enhance and experience?

Automation isn't always rewarding

There’s no question that the smartphone affords us many conveniences—I’ve undoubtedly plundered every mobile subscription, delivery, and transaction possible. But streamlining every aspect of my life left me longing for those small moments of accomplishment that I used to get from figuring it out on my own. For instance, without access to ridesharing services, I found myself walking or taking public transit everywhere. Great for my lungs, the environment, and my wallet. The same goes for social sharing: Much of the reason we share online, is for the reactions we get in return. And by moving from an asynchronous share to a synchronous share, you’re rewarded by actually seeing someone laugh instead of an emoji reply posted 34 minutes later. Mic drop.

Just because we can automate, doesn’t always mean we should. The unpredictability of human behaviors is what makes the mundane more interesting, after all. How can we integrate these real life moments into the designs we create?

Since the big experiment, I’ve rejoined the flock and am now wielding a shiny, new phone with a notch in it. But I haven’t forgotten the lessons I learned—or how important it is for designers to get out of their comfort zone. And next time I need a little inspiration, I may just leave it at home.

As an interaction designer, I have a love-hate relationship with my phone. On one hand, my job requires instant access to apps, prototypes, Slack... the list goes on. On the other, tech addiction is real. Even if I might try to ignore the invisible handcuffs that tie me to my phone, I was always reaching for it.

Until, of course, I lost it.

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Thoughtless Acts: Driving in Style

Thoughtless Acts: Driving in Style. The intuitive ways we adapt and react to things in our environments

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Articles

Moving trucks aren’t always built for convenience. After all, they’re meant for hauling cargo, not a luxurious drive. But they are chock full of packing tape. When I hopped in the front of our mover’s truck to pick up some furniture at the storage unit, I smiled to see this ingenious workaround. A cup holder for your soda pop using a roll of packing tape, secured with—what else—packing tape.

Human-centered design requires us to observe human behavior with beginner's eyes, so that we can spot the innate ways people interact with the world around them. We call these intuitive and unconscious reactions Thoughtless Acts, and IDEO designers collect photos of them to inspire their work.

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thoughtless acts driving in style, thoughtless acts, driving in style, human centered design, design thinking, photography, visual design

Why I’m Building a TV For My Baby

I am making a TV for my future son. It’s nearly finished, though I’m still working out a few kinks in the scheduling API, and I need to solder the hardware channel switcher. It’s a side project that’s been simmering for several months now that I plan to release soon—not unlike my baby.

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Articles

The idea came to me on a Saturday in June, before I had told anyone I was pregnant. I was flopped out on a sandy couch with my niece and nephew after a day at the beach, their level of post-sun exhaustion matching my first trimester fatigue. Their mom, my sister-in-law, recognized an opportunity to steal away for a shower, and put on an early 80s episode of Mr. Rogers’ Neighborhood. Both of these kids have been raised mostly screen-free, and their mom was just starting to let them watch what she called “slow TV”: mostly nature documentaries, the occasional Aquanauts episode, and of course, Mr. Rogers.

This particular episode began with Fred Rogers trying to fix a leaky faucet with a new rubber washer. But he didn’t have the right size washer, so he goes to visit a local handyman. Rogers asks some questions about a shovel the handyman is fixing, and then is shown a wide selection of washers, and takes his time picking out one of the correct size. This takes place over the course of roughly 10 minutes, in real time. It’s a prime example of “slow.”

My niece and nephew were transfixed, mouths open. Seeing Mr. Rogers select a piece of kitchen hardware appeared to be the most incredible thing they had ever witnessed.

I want the same thing for my son.

I’m a software designer with a background in web development and computer science. I grew up loving computers and the internet. We had an Apple IIE for as long as I can remember, and my engineer dad taught me BASIC as soon as I could read. My first introduction to the internet was when our family got a CompuServe subscription in 1994. I couldn’t do a whole lot on it, but I’d jump into chat rooms and talk about the X-Files and Monty Python. Technology was always a part of my life.

But when I look back on all this, I realize how lucky it was that I got to grow up in this particular moment of technological disruption. I wasn’t plopped into a world governed by technology—the internet’s control over the world grew right along with my own.

Now, though, I keep reading articles about the ways the internet is changing our brains. Social networking is making us more isolated and risk-averse. The current generation of teens growing up, digital natives all, are the safest and the most depressed yet. And I worry about what it will mean for my child, born into a world moving at the speed of Twitter. This anxiety has become more real and intense every week of the 39 I’ve been pregnant. I assume it will let up sometime in the next three or four decades.

Lately, I’ve been thinking a lot about calm technology—a term coined by Mark Weiser and John Seely Brown of Xerox PARC in a 1995 white paper, researched further and developed into a book by Amber Case. Here are the Cliffs Notes: Calm technology should require the smallest amount of attention possible from the user; it stays at the periphery rather than being center stage; and it should “amplify the best of technology and the best of humanity.” It’s that last one that stuck with me.

I don’t have to be a luddite to protect my child—I can use my skills as a technologist, including basic hardware hacking, to moderate the world I want my child to live in. By creating this TV, I can give him the calm environment I was lucky to grow up in. While he’s small, his TV will be a 30-pound, wood-paneled monster that I found the on the street, with a dial and 12 channels he can flip between—no more, no less—all programmed by me. So far, none of the content goes above a PG-rating, and one channel is all Mr. Rogers, pleasantly chatting with his handyman neighbor, carefully choosing just the right washer.

Eventually, my son will know about Netflix and binge-watching. He will know about YouTube and those bizarre AI-generated children’s shows. He will know about games that have been designed by the best minds of our generation to be more addictive than the cigarettes I hope he’ll avoid when he’s older. He will know about so much more that I can’t begin to predict. But for a while, he’ll be blissfully unaware, able to grow and think and develop at a child’s pace.

I am making a TV for my future son. It’s nearly finished, though I’m still working out a few kinks in the scheduling API, and I need to solder the hardware channel switcher. It’s a side project that’s been simmering for several months now that I plan to release soon—not unlike my baby.

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why i'm building a tv for my baby, hardware, physical computing, prototyping, product design

Tools and Insights for Enhancing the Lives of Older Adults

The Design on Aging booklets give entrepreneurs and organizations tools for designing human-centered products and services for older adults.

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The Design on Aging booklets give entrepreneurs and organizations tools for designing human-centered products and services for older adults. The two publications, Connected Living and Independent Living, explore how design can help older adults stay socially connected and physically mobile as they age. Presented alongside 4 distinct profiles representing the behaviors and mindsets of people over 50 years old at high risk of isolation, the booklets provide practical frameworks and design exercises to help organizations generate impactful solutions.

IDEO developed the Design on Aging booklets with Project Catalyst—a pioneering research collaboration between AARP, UnitedHealthcare, Pfizer, and MedStar Health.

Download the books on Independent Living and Connected Living.

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tools and insights for enhancing the lives of older adults, business model innovation, new business ideas, building a new business, startup, entrepreneurship, aging

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
Episode image

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

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Podcast
Podcasts

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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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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