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Latest work

Smarter, safer, data-driven driving

Designing an AI-powered dash cam system.

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Case study
Case Studies
Strategic Futures
Mobility
AI & Emerging Tech

Nauto, a startup in the automotive industry that’s building a system to help make driving safer and smarter, approached IDEO to collaborate on the design of their latest device. It includes a proprietary dual-camera system that can be directly installed in just about any vehicle to enable safety features. Through real-time data analysis, high-definition recording, and LTE connectivity, Nauto’s device records and analyzes activity inside and outside the car, and automatically uploads information to a smart cloud.

The device can detect if drivers are distracted based on their eye and head movements, risky maneuvers such as tailgating or swerving, and dangerous environmental conditions such as unexpected obstacles. In these scenarios, the product alerts the driver through audio feedback inside the vehicle.

Over time, the data collected by Nauto reveals bigger insights and trends in driving behavior, ranging from causes of collisions to patterns in driver distraction. These insights are stored in a secure cloud platform and made accessible to both drivers and fleet managers. Drivers can benefit from Nauto’s VERA score—personalized feedback based on their driving performance—and fleet managers can gain access to a complete picture of how each of their drivers are performing across locations. Through these data-driven insights, Nauto gives drivers and fleet managers the tools to stay safe on the road.

To help launch Nauto’s device, IDEO prototyped several iterations of the product’s housing, cabling, and ergonomics, resulting in a clean aesthetic and an easy installation process for users. The engineering team also prioritized materials that would protect against extreme temperatures and sunlight exposure. Most importantly, IDEO helped design a camera device that can be seamlessly integrated into almost any model of any vehicle, greatly expanding its potential in the market.

Nauto’s latest system began rolling out to commercial fleets and strategic OEM and Insurance partners in late 2016.

Nauto’s device is designed to peek over the rearview mirror.

Photos by Nauto.

Nauto
Nauto
Smarter, safer, data-driven driving, dash cam, driver safety, AI driving, Nauto, mobility, transportation innovation, AI, artificial intelligence, emerging technology, AI strategy, AI product design, responsible AI, designing with AI, systems thinking, systems design, service ecosystem, mobility design, future of mobility, data strategy, data driven design, data visualization, innovation, strategy, product design, prototyping, startup, transportation

Designing the future vision for HBO

Navigating an uncharted media landscape.

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Case study
Case Studies
Breakthrough Products
Media & Entertainment

Most people are used to watching their favorite shows whenever and wherever they want these days. But 10 years ago, that wasn’t the case. Far ahead of the curve, HBO realized the potential for carving out its own audience, and created one of the first original on-demand offerings that allowed viewers to cut the cord from cable and satellite providers. HBO came to IDEO for help in navigating the future of its audience experience that would be distinguished from cable, and would put full control in the hands of the viewer.

With special emphasis on HBO’s Video On Demand offering, IDEO began early-phase research to explore people’s experience with the media brand and found that it centered largely on the viewing of HBO shows, the most critical part of the media experience. But other important media-related activities—learning about new shows, planning to watch new shows, creating the right viewing environment, saving and sharing viewing experiences—were either underserved or controlled by HBO’s cable and satellite partners. IDEO concluded that HBO’s challenge would be to develop a media service that holistically addressed the media consumer’s entire journey and allowed subscribers to experience HBO wherever and whenever they wanted.

To demonstrate the value of the entire media consumption journey, IDEO created a comprehensive product development and user experience vision. This vision was delivered in the form of an immersive environment, built on-site at HBO, which conveyed key customer values and behaviors and presented a roadmap for building the appropriate products and services. Included in this roadmap were future scenarios and tools that invited prototyping and exploration.

A gallery walk invited HBO teams to better understand the new user experience and features viewers would find most compelling.

"The collaboration was foundational for us, serving as our guidepost for creating more personalized on-demand and online viewer experiences. This early work influenced what would become our streaming presence—from categorization to how the products rolled out—and ultimately led us to design the next generation of user-inspired products for a more highly engaged audience," said Bernadette Aulestia, Executive Vice President of Global Distribution at HBO.

In the 10 years since the original collaboration with IDEO, HBO has pioneered the path forward for media brands by setting the standard for a world-class array of content and accompanying viewer experience model.

HBO
HBO
Designing the future vision for HBO, HBO, media innovation, entertainment, digital media, future strategy, strategic futures, designing for the future, innovation, strategy, user experience, research, prototyping, product development, learning

Sleek tools for everyday use

Designing a new family of multi-tools that fits every lifestyle.

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Case study
Case Studies
Strategic Futures
Consumer Products & Retail

While the designs of most cutting tools have evolved significantly over the years, multi-tools have remained largely the same. Recognizing this gap, SOG, an established leader in the specialty knife industry, collaborated with IDEO to identify new opportunities for innovation in the multi-tool space. The teams specifically aimed to expand SOG’s offerings into a more general lifestyle category and position them as adaptable tools for people’s everyday needs.

IDEO's research and industrial design work resulted in a family of four new multi-tools known as Baton. A sleek, black, minimal design ties together the complete set of tools, whose features vary to include bottle-openers, flashlights, scissors, pens, and pliers.

Each multi-tool’s range of capabilities, combined with its slim, compact structure that looks like a pen, makes it a travel-friendly companion for the office or the great outdoors. And its intuitive design makes it easy to use for anyone, regardless of their experience with multi-tools.

SOG’s new family of multi-tools launched in January 2017.

Dozens of prototypes were built to test how a range of features and capabilities could be incorporated into each multi-tool design.
SOG
SOG
Sleek tools for everyday use, SOG, consumer products, retail, consumer experience, retail innovation, innovation, research, prototyping

Reimagining career colleges for the 21st century

Redesigning for-profit career colleges into models for student success.

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Case study
Case Studies
Strategic Futures
Breakthrough Products
Learning & Work

Every year, millions of students attend career colleges with hopes of landing jobs after graduation, but many end up unemployed and in debt, evidence of a significant disconnect between the goals of the students, educators, and institutions. Administrators are tasked with getting students in the door, but not getting them to graduation and students are focused on getting a degree to secure their future employment, while employers are looking for graduates who have professional skills beyond their new degrees.

In an effort to change this failing model, the ECMC Foundation engaged IDEO to help design a radical new vision for the future of career colleges. IDEO and the ECMC Foundation sought to develop a vision that could be used as a benchmark for the sector, showcasing a student-centered educational experience with a business model that aligns students, employers, and institutions as partners in advancement.

At the heart of the student experience is extended support along the learning journey, from path-finding and job placement to ongoing career support for alumni, helping students mindfully navigate their education from matriculation through employment.

Concepts illustrating milestones in the new student journey, from career navigation to alumni experience.

A key insight on the employer side was the need to prioritize the parallel development of students’ soft skills—like collaboration and communication styles—and hard skills, ensuring graduates are not only properly trained in the unique skills of their chosen career path, but also prepared to adapt to professional environments.

Institutional accountability became a core factor in the vision, directly linking the college system’s success to the student experience: as job placement improves, so do the school’s earnings and future enrollment rates. The final result is a student-centered educational experience and business model that aligns students and schools as true partners in a better life.

Key elements of IDEO’s recommendations are being implemented as pilot projects at Zenith Education Group—a nonprofit provider of career school training, funded by the ECMC Foundation.

Many students have the motivation to pursue higher education, but are dealing with external pressures and realities that make completion challenging.

In order to design a model for genuine student success, it was essential to deeply understand the needs of the non-traditional student.
ECMC Foundation
ECMC Foundation
Reimagining career colleges for the 21st century, career education, student success, ECMC Foundation, education innovation, learning experience, future of work, growth strategy, business growth, scaling innovation, student experience, future of education, future strategy, strategic futures, designing for the future, innovation strategy, business innovation, design innovation, how to innovate, understanding user needs, innovation, strategy, education, learning, how do we innovate

Meet the YouTube Pop Star who Teaches at MIT

The designer and artist Sputniko! may sound like she's from outer space, and that's not far from the truth.

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Article
Articles

The daughter of British and Japanese mathematicians, Sputniko! has become both a fashion icon and feminist spokesperson in Japan for speculative designs like the Menstruation Machine (which imagines a future without menstruation, in which people simulate having periods as a nostalgia exercise) and The Red Silk Of Fate (in which genetically-engineered silkworms produce a thread impregnated with the love hormone oxytocin—the perfect material to weave into a seductive outfit). We wanted to know more about why she chose speculative design as a medium, so we caught up with her to ask a few questions.

COMMUNICATING IDEAS THROUGH POP VIDEOS IS A BOLD MOVE. WHAT LED YOU THERE?

I started as a pop musician. I was writing songs when I was at Imperial College in London, before going on to the Royal College of Art. So I was already making music videos. They seemed like a good way to challenge the "high art" culture. I liked pop art, like Jeff Koons, Takashi Murakami, and Andy Warhol. Plus, at the time I was graduating in 2010, YouTube was becoming more significant. So I wanted to tap into that. Nowadays, the internet is so important for this kind of work. I thought that there needed to be more new speculative design work that was intentionally aligning with internet culture and viral culture.

HOW DO THE SCIENTISTS AT MIT FEEL ABOUT HAVING THEIR WORK PORTRAYED IN THIS WAY?

I work hard to be close to the scientists, and discuss with them how to best show their work. So far their reaction has been very positive. Some of the genetic engineers I've worked with have been getting more interest from investors because of the media interest. I think that a lot of scientists secretly want to be passionate and tell stories about their work. But they can't, because they need to be very precise. With us, and these stories, they can detach from that precision in a good way.

Crowbot Jenny by Sputniko!

WHERE DO YOUR IDEAS COME FROM?

I read a lot of science news blogs—I'm an information addict. I'll go through the news about AI, genetic engineering, and so on. What designers can do is imagine a consequence of these new technologies. If any of these imagined narratives ring a bell for me, then I'll do further research, in order to make the idea more concrete.

WHAT TECHNOLOGY IS CAPTURING YOUR ATTENTION RIGHT NOW?

AI and self-driving cars. And of course genetic engineering. But right now, my hottest interest is blockchain. This new system for handling money and identity is increasingly being adopted. Many people are thinking about it in terms of security. But creatives can think of other consequent narratives that could come from Blockchain. For example, how could it change lifestyles?

YOU'VE BEEN AT THE MEDIA LAB SINCE 2013. HOW DID YOU END UP THERE?

I first came to the Media Lab as a TV reporter when I was 27. I had my own TV show in Japan about design, and I came to interview Nicholas Negroponte. I told him how interesting I found the Media Lab, and he responding by telling me that they were looking for a new assistant professor in the arts category, and that I should apply. I was like, what? Me? I don't have a PhD! But I applied, they liked my work, and they invited me to start a new group.

Red String of Fate by Sputniko!

WHAT'S THE ACADEMIC EXPERIENCE LIKE FOR YOU?

I love being in this environment. The only thing that is a challenge is that academia is very paper-based. I don't publish papers, nor do my students. We are more about exhibitions and storytelling. It's not so much in the academic format.

WHY ARE YOU CALLED SPUTNIKO!?

It was my high school nickname. I attended an American school in Japan. I was tall and pale and I liked science and space. So the other students thought I must be half-Russian rather than half-British, and they started calling me Sputnik. Japanese girls' names often end in "ko", so Sputnik became Sputniko. Then, when I started doing music gigs as a student in London, I added the exclamation mark, because I liked the German band Neu!. It was completely not serious—just a band name. I never expected to be making and showing work, let alone teaching at MIT with this name. In Japan, when I go to symposiums and conferences, government ministers call me Sputniko-san. It's so surreal. My name reminds me of my weird career path.

Adachi Hip Hop Project. Sputniko! and rappers from Adachi, a Tokyo neighborhood with high rates of poverty, collaborated and organized a concert tour to energize the art and culture scene in Adachi.

YOUR WORK IS VERY CROSS-CULTURAL. WAS THAT A PRODUCT OF YOUR UPBRINGING?

Partly it was having a British mother and a Japanese father. And also growing up in Tokyo, where western culture and eastern culture are present at the same time. I grew up in Shinjuku. It's where all the skyscrapers are, but also yakuza bars and the red light district. My parents are both mathematicians, so I was surrounded by math. But I also liked art and music. For example, take the way I read books. I usually read about ten books at once, on a kindle. I usually just read five pages at a time. And then I move to the next book. The way I consume information is very parallel. For me, associations and connections are the seeds of my creativity.

DO YOU OVER WORRY ABOUT BEING OVERLOADED WITH INFORMATION?

Overload is not so much a problem for me. For example, I get my eyelash extensions done every three weeks. While that happens, I have to close my eyes for an hour. Which means that I can't look at my smartphone. I used to hate doing eyelash extensions so much. But then I found an eyelash specialist who was a beauty technology expert. She's like a Google for me. When I close my eyes I always ask her, what's a new technology that you've found? That's an example of how information-addicted I am.

The designer and artist Sputniko! may sound like she's from outer space, and that's not far from the truth. An associate Professor at the MIT Media Lab, her work feels like a Large Hadron collision of design, fashion, technology, and pop music—all filtered through the multiple personas she presents on YouTube.

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meet the youtube pop star who teaches at mit, fashion

Thoughtless Acts: Skate the Streets

Thoughtless Acts: Skate the Streets. The intuitive ways we adapt and react to things in our environments

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Article
Articles

A few years ago, I traveled to Amsterdam in the wintertime. Amsterdam is famous for having rivers flow through its streets, but this winter, the rivers were frozen and they became new roads. Simultaneously, people took advantage of the sudden change and switched to an alternative form of transportation (ice skating!). One person’s thoughtless act can attract other people and become a sort of movement when other people start to join.

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 skate the streets, thoughtless acts, skate the streets, human centered design, design thinking, photography, visual design

6 Reasons to Play More

A playful look into what makes city life so charming.

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Article
Articles

Snow in NYC!

I decided to frame my questions into City Play Project—100 days to observe, create, and capture playful moments in the city. Sometimes I found playfulness in the street cats of Istanbul, or a serendipitous moment of two strangers dancing in the West Village, or even a painted mural in East London.

Once I started my 100-day project, lots of friends—even friends of friends—started making and sending me images of playful interventions from all over the world—Florence, Istanbul, Paris, London, New York, Tokyo, and San Francisco. The most wonderful part about it was seeing how each person defined playfulness. Comparing all the differences helped me find some universal truths. Here are six things I learned from the project.

1. Playing in the city makes you notice things in a completely different way

Once you start looking for playfulness, you see things differently. It’s almost like adopting a traveler’s mindset. A type of pavement or a trash can suddenly look more interesting. You realize that you can be more playful with everything—even your own shadow.

2. It’s contagious

When you play in streets, others play with you. One moment can inspire a movement—just like the sticky notes in the New York subway. Sometimes, you just need to find a way to give others permission to join you in changing the city around you.

Taking over the subway with post-it notes!

3. Playing alone is harder than playing with others

People are terrified by empty spaces, public humiliation, and interacting with strangers in the street. Being silly alone is hard, and being silly with strangers is even harder. Often, we need encouragement from friends to start playing. The person who goes first makes it easier for the rest to be more playful.

4. It brings intimacy, trust, and love

Playfulness brings people closer. If you are brave enough to play with strangers, you can build trust in an instant, unspoken way. People who have never met before can play together. It helps you see the child in others and initiate creative collisions. It creates intimacy, and all that magic leads—or might lead—to love.

Play with city signs and spread the love.

5. Playfulness builds confidence

Allowing yourself to be more playful when you are walking down the street brings more confidence. You become more comfortable with your surroundings, and in how you interact with people, even—strangers. You stop asking for permission to do things, you just do them. A playful mindset allows you to try things, step up, express your thoughts in a physical way without being shy about it.

6. A framework can help encourage it

Constraints may seem like the last thing we should think about when we play, but they can actually spark playfulness. Constraints aren’t always restrictive—especially at an urban scale. The limitations of a cul-de-sac or the weather can push people to unique ways of playing. Sometimes it’s the boundaries that makes us embrace playfulness.

Want to join me in observing playfulness in cities? I challenge you to do the same! Tag your photos with @cityplayproject.

I’ve always been intrigued by what makes city life so charming. Having spent most of my life as an urbanite, I’ve come to realize that what captivates me most is the playfulness I see around me. Just as we can find inspiration by writing or reading about what interests us, I decided to find inspiration through observation. I wondered “How does play affect how we behave in cities? What are the social and physical effects of play in urban design? If we played more in cities, would we be happier? Fall in love more often?”

Play
Public Sector
6 reasons to play more, play, urban design, public spaces, community engagement, creativity, creative confidence

Could AI Replace Design Researchers?

Our look at the future of communication with London’s Design Museum

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Article
Articles


Spirit is a simulated AI, a provocation created by IDEO’s London Studio in response to a commission from the Design Museum. It asked designers and their teams—including Yves Behar of fuseproject and furniture designer Konstantin Grcic—to contribute to a project on the future of aging as a sequel to an exhibit of the same topic that they hosted 30 years earlier. The museum asked IDEO to explore what community might look like in the year 2047.

For our project, we aimed to start a dialogue about the role emerging technologies might play in the way people connect as a community. In the future, we may no longer need to drive our children to school, speak with anybody to go grocery shopping, or visit a human doctor. Technology often makes us more independent, and less reliant on human contact and support. To counter the social isolation that may arise, we developed the concept of a free and open-source social AI, a system built to foster strong and healthy communities by strengthening social bonds and keeping people active and mentally stimulated.

Creating the Exhibit

We designed the interactive part of the exhibition for three reasons: We wanted to give visitors a glimpse of what it would be like to interact with an artificial entity; we wanted to see how people would feel about the interaction; and, obviously, we like playful experimentation and prototyping.

Current AI technology is in its infancy when it comes to having a real dialogue with a human being. But just as autonomous cars learn with every mile they drive, these technologies will learn the more they interact with people. Current popular AI products (Siri, Alexa, etc.) listen to user commands and respond. We found it interesting to reverse that by having our Spirit actively ask visitors questions, and rather intimate ones, including: What makes you happiest? What would you be scared of forgetting? Would you trust an artificial intelligence to choose your friends? If you lived to 120, how many partners would you want to have?

The exhibit had two states: An idle state where visitors were encouraged to talk to Spirit and it displayed selected quotes from previous visitors and visualized the data it gathered through a generative visual design, and an interactive state.

The interactive dialogue state took place inside an audio booth. The system greeted visitors with an audiovisual message and a stylized speech-bubble that mediated the conversation. The system then asked different questions, engaging in deeper conversation over time. For example, Spirit might ask, "What makes you happiest," and the answers could vary from "rich relationships" to "when it stops raining," "playing football," or "creating new things and solving problems." Each answer created a new pebble in the visualization, the color, size, and shape of which were determined by an analysis of the length and the emotion of the response. When the visitor finished answering, the pebble merged into a sea of pebbles representing all of the interactions collected so far.

Visual interface design and data visualization by Studio Waltz Binaire

Building Spirit

The technical challenge of the exhibit was to have the system running for five weeks, seven days a week, eight hours per day. There were a lot of pieces talking to each other, and we needed to be able to track the feedback from thousands of visitors.

Spirit used a bespoke script to follow the conversations, and when the answers veered too far from what it had anticipated, it would send the answer to a chatbot API to find an appropriate answer. Unfortunately, the voice to text turned out to be not very reliable in the museum environment, so we focused on the scripted questions.

The technical setup consisted of two components: the audio booth and the large display facing it. To let Spirit know when somebody was present in the booth, we installed an Arduino with an ultrasonic sensor that communicated with an iPhone 6 via Bluetooth. The iPhone was connected to a directional microphone and a speaker.

Here is where the magic happened. On the phone, we ran a custom app. The app turned the voice into text using the Apple Speech Framework, and then analyzed the emotions in the answer using IBM Watson, an iconic AI developed by IBM, while also checking if the answer is in the pre-written script. If it wasn’t, it used another API to get an answer from the chatbot. The information about the answer and emotions was stored and sent to a custom program written in vvvv that communicated with the iPhone app via OSC.

Ambient noise was our biggest worry. It could have prevented the system from understanding visitors’ answers. Also, the position of the microphone was fixed, so reaching different visitor heights and voice volumes was a challenge. This actually proved to be a problem, as there were several interactions in which the voice was unintelligible.

The Data

One good perk of the interactive system is that we had real-time access to the data, so we could follow how well the installation and exhibition were performing, and what the audience was saying. After the exhibition ended, we found a bit more time to use Python and Pandas in the analysis, and Excel to plot the results.

We had a total of 8996 individual sessions with Spirit during the exhibition, about 10 percent of the visitors to the Design Museum.

The emotion recognition system that we used, IBM Watson, is not yet totally reliable (as an example, “yes” was considered a 100% J=joyful answer). But with the amount of data we gathered, the system was still able to give some hints about visitor moods. And the variations in mood could be correlated to external events. For example, we saw a peak in feelings of joy on the 24th, when London hit its highest temperature after a cold January.

When we looked at the answers, we discovered that they seemed more spontaneous and playful than others given via written questionnaires. They were also more honest, suggesting that for some people, sharing intimately with an AI might be less intimidating than talking to a human interviewer. Others, though, were critical and disconcerted. It became clear that it is important to start a dialogue about how we want to interact with AI in our daily lives.

Though the experiment obviously didn’t culminate in a fully-formed product to help the elderly, the interaction model helped us create the kind of AI we would need to build community and increase social interaction, and allowed us to test people’s reactions to emotional and intimate questions from an AI. The experiment also directly related to the work we do with design research. We frequently send design researchers out into the field to talk to people to learn more about their needs and habits, and how we can design solutions to fit their lives. Our work with Spirit begs the question—could even a design researcher be replaced by an artificial researcher at some point? For now, we don’t have a lot of answers, but this experiment helped us push our understanding forward, and we’re excited about the AI-driven insights that will come in the future.

In the top floor of London’s Design Museum, as dozens of visitors walk by and the rain hits the windows, a woman speaks with an AI bot called Spirit. It asks her how many partners she would like to have if she can live until she is 150. She giggles and answers. “Just one—and that is because my husband is next to me.” According to Spirit’s analytics, her answer is 33% sad and 12% joyful.

Technology
AI & Emerging Tech
could ai replace design researchers, technology, digital innovation, ai, emerging technology, artificial intelligence, ai strategy, user research, research, museums, arts and culture, experience design

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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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
Episode image

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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