

A creativity-building app for kids
Monster Moves teaches young kids dance choreography.
Monster Moves is an app that gives kids the ability to create their very own monster dance party. Kid-approved by a rambunctious team of tiny beta testers, the app encourages children 5 and younger to exercise their creativity as they choreograph dance moves for a troupe of monsters. Kids develop an awareness of their creative control by sequencing illustrated tiles that correspond to each monster’s unique set of dance moves.
Whether it’s a twirl, flap, swing, or sway, the app enables kids to cultivate decision-making skills by drawing connections between their choices and the monsters’ dance steps. Each monster has a full repertoire of dance moves and accompanying musical beats, so kids can compose an original soundtrack and dance along. To encourage kids around the world to create and design, the app is available in English, Simplified Chinese, Japanese, Korean, Spanish, Italian, French, and German.
Monster Moves—available on the App Store—joins a collection of apps, including Balloonimals and Balloonimal Babies, created by IDEO’s Play Lab, made up of a team of educators, designers and toy experts who foster kids’ curiosity, play, imagination, and creative confidence.



A drug-free alternative to chronic pain relief
Designing a revolutionary wearable device.
Chronic pain changes everything. Symptoms associated with chronic conditions can make activities that were a normal part of life—getting regular exercise or even a good night’s sleep—difficult to bear.
NeuroMetrix, an innovative health-care company based in Waltham, Massachusetts, developed Quell® to help treat chronic pain in people suffering from nerve, arthritic, back, leg, and foot conditions. Using a revolutionary technology called wearable intensive nerve stimulation (WINS), this device triggers widespread relief and, in a clinical study, reduced chronic pain and use of medication in thousands of users.
NeuroMetrix came to IDEO to help create the industrial design, interaction design, and mechanical engineering to bring Quell to the consumer market. Quell is a device that is placed in a sports band with a lightweight, slim design that fits comfortably on the upper calf and delivers therapy for chronic pain in the body. Its patented OptiTherapy™ technology is customized and automatically adjusts the therapy dose for optimal relief. An accompanying app, developed by Atomic Object, allows users to track treatment sessions, measure and understand the quality of their sleep as it relates to their pain, and personalize device settings.
IDEO’s work with Quell went beyond creating the product to something bigger—reframing chronic pain. For people who are in a constant state of suffering, the ability to take some measure of control allows them to feel more like active participants in their treatment plan, and to regain confidence.


A better scanning experience for patients and technicians
Creating a more streamlined user interface for CT scanners to maximize image quality, and minimize radiation.
Operating a CT scanner is a delicate balancing act: The tech has to get a clear image for accurate diagnosis while reducing the patient’s overall radiation exposure. There are a lot of variables, and every second counts.
GE Healthcare, one of the country’s largest manufacturers of CT scanners, hired IDEO to redesign the console user interface to optimize the tech’s workflow, the patient experience, and the image quality. The key challenge was accommodating both junior and senior tech experience when designing a single interface, balancing support, flexibility and control. The final design allows techs to see their entire workflow up front, is optimized for “glanceability,” and draws technicians’ attention to important information. Threshold limits ensure the radiation dose never exceeds the determined amount. Ultimately, the streamlined design enables the tech to feel confident and focus on the patient’s physical and emotional well-being.
With several new hospitals using the new GE CT scanner, the impact has been evident. Within 24 hours, techs are up and running on the machines. The vision for the future looks bright and clear.



A blueprint for next-generation telecom
Helping a legacy telecom company stay relevant in the 21st century.
How does a 130-year-old telecom company in Bogotá appeal to a tech-savvy generation without alienating its most loyal customers? Faced with growing competition, ETB, Colombia’s oldest telecom business, wanted to modernize its entire retail shopping experience and update its branding.

The company enlisted IDEO’s help in leveraging its already highly regarded brand. IDEO created a complete blueprint for the next generation of retail centers, including in-store spaces, digital services, and new personnel role descriptions. ETB’s new retail stores are warm and bright, and self-service kiosks eliminate the need for waiting in line. The company’s brand also got a face-lift with a new color palette and brand manual.
"Working closely with IDEO, we accomplished all of our goals,” said Vice President Carlos Alberto Gómez García, “from creating organizational change to reimagining interactions with our customers to evolving the brand identity of ETB."


Veggie Vision: Designing the Kitchen of the Future
An interactive table recognizes foods on its surface
Taking this 2025 appliance from concept video to functional prototype meant creating a realistic experience of technologies that won’t exist for many years. Designers had to come up with a way for the system to see and recognize foods on table’s surface and respond accordingly—and they had to make it work reliably for more than six months while some 250,000 visitors tried it out at pop-up exhibitions at the Salone del Mobile and EXPO Milan.
To find out how they did it, I talked to IDEO London interaction designer Siri Johansson and developers David Brody and Kalyn Nakano of IDEO Palo Alto, who built custom software that borrows techniques from computer vision.

How did the need to build a prototype for real use affect the interaction design?
Siri: As soon you put something in a public setting, people are always going to try to break it, especially if they’re really excited about it. They don’t mean to break it, of course, but they want to play with it and see what it can do. We had to focus on a few key functions and figure out how to make them work well enough that it would be feasible for people to play freely with the installation. A key design principle was to keep the technology low-key and in the background, to preserve the warmth and tactility of the kitchen, so we focused on functions that demonstrate that intention and show how the table uses digital to free up your mind so you can engage with physical things. The table knows what I’m cooking and gently guides me through the process, so I don’t have to keep going back to my iPad to browse a recipe. I can focus more on my ingredients—how they feel, how they smell.
How did it affect the software design?
Kalyn: Knowing this was going to be a live prototype forced us to consider every scenario. With on-screen prototypes, predicting how a user might interact with the screen is a lot more straightforward. But here, adding another dimension and more objects to the mix challenged us to consider all the different ways people could position and interact with the items on the table. Once we started building, it became clear that the concept video for the design was really just a starting point. Testing all the different arrangements and permutations challenged some of our initial designs and software implementation methods, especially when we started thinking about transitions. Tracking objects while they were moved around on the table forced us to implement things more formulaically to achieve a display with smoother transitions between states.
How did people’s interactions with early versions of the table change the software?
Kalyn: With a live prototype like this, you give up control over the experience. You can’t send everyone down the path you want them to take. We started building and testing our software based on the interactions shown in concept video, but those interactions are choreographed, and when people in the office started playing with the prototype, we realized the behavior in the video—putting the veggies down on the table and sliding them from place to place—wasn’t natural for everyone. Some people would hold the vegetables in their hands or lift them off the table while deciding where to put them. These interactions weren’t wrong, but we hadn’t accounted for them in our initial designs. The need to accommodate for this forced us to reconsider our image processing techniques to make sure we could still recognize the objects no matter how they were being handled.

How did you adapt the CV software to the specific needs of the project?
David: Our approach wasn’t to make CV that could be used for anything, in any situation. The better route was to take advantage of our constraints for the exhibition and build a simplified version of CV (written with openFrameworks and OpenCV) that we knew could be tractable and provable in the time we had. The table has to consistently recognize three ingredients—broccoli, tomatoes, and rice—so that people can experience how it works. While more complex CV might create models of what generic broccoli looks like, our solution uses examples of broccoli that it has already seen, along with shape and color distribution. It compares those factors with what it’s seeing in order to distinguish between objects. The distribution of color helps it distinguish between broccoli and a blue bowl of rice, while comparing with previously seen examples help it distinguish between broccoli and a green shirt sleeve.

Why was this an efficient strategy?
David: A lot of conventional CV uses a “sliding window” approach: The computer identifies an aspect of an object, like its shape, and looks for that object within a larger image by sliding the window of vision until it recognizes something that matches what it’s looking for. The hard part is making it work in real time, because the computer compares every possible “window” that contains the criteria it’s looking to match, and each comparison takes time. Since our software is only looking at colors, it’s easier to identify which windows on the table might contain the objects it’s seeking. So the first thing it does is look for the points on the table where the intensities of color are the highest, and it says, “these might be objects.” It sends that information down the pipeline to the next step, and that’s where the color-recognition algorithm comes into play: It compares the histogram of a potential object with the histograms for broccoli, tomatoes, and rice, and determines which object it’s looking at.

What was it that excited you about this project?
Kalyn: This was a great example of building to learn. Creating a live prototype introduced a lot of interesting interaction design questions into the software development process, and it got us to solve technical challenges that wouldn’t normally come up during a screen-based prototype. It generated a new excitement for designing dynamic and thoughtful off-screen experiences, and watching people’s reaction to it was inspiring. When we set the table up in Milan, we came in the next morning and found construction workers playing with it, saying, “bellissima!”
The IKEA Concept Kitchen 2025 was on display at IKEA Temporary, a pop-up exhibition at Salone del Mobile in Milan, Italy, April 14-19, 2015 and can be seen at EXPO Milan, May 1-October 31, 2015.
Read more about Veggie Vision and the entire Concept Kitchen on Tech Insider and at IDEO.com.
What will kitchens be like a decade from now? IDEO recently helped IKEA envision some wild ideas that will likely be entirely plausible—someday. Usually, predictions like this exist only on screens, as concept videos and digital renderings. But this time, IKEA asked IDEO to build a working prototype of one future concept: the Table for Living, a cooking and work surface that recognizes the foods you place on it and projects customized recipes and cooking tips right onto the tabletop.


Dispatch from the Toy Lab: Monster Moves
IDEO is a global design company. We believe a better future is for all of us to design.
On a recent visit to the lab, I got an early look at Monster Moves, a new app that lets kids choreograph moves for a team of dance-happy monsters. If that conjures images of elaborate 3D creatures, think again: At first glance, Monster Moves appears to be completely flat. Any single frame of the game looks just like a simple 2D illustration.

But when one of those 2D monsters does a twirl or flip, suddenly (and pretty magically), you see that each one has a complete three-dimensional physiology, from the top of his head to the booty he’s shaking.
It might seem hardly noticeable, but think about it: if the image was truly two dimensional, there would be no top or bottom, no back or sides. To make the monsters look flat, but still have the ability to rotate 360°, the team used 3D modeling to create the characters, and then stripped down the art to make the monsters look two dimensional. Even though they appear flat, all the monsters have skeletons and skins, and they can turn to any angle.

So why bother making them look flat?
Toy Lab’s Michelle Lee explains that the 2D look of the game is crucial to its function. The mission of Monster Moves is to help kids understand that they are the choreographer, and that there is a direct connection between their choices and the monsters’ dance steps, which develops an awareness of creative control. The designers wanted kids to focus on the dance moves, so it was important that the art not distract them with too much 3D detail. That’s why they stripped away all the fancy shadows and shiny curves and kept the monsters as simple as possible.

The early version (left) has a 3D look, which the designers thought was still "too much." They chose to eliminate all shadows except for the drop shadow beneath the character (right).
Curious to check out the monsters for yourself? Learn more about Monster Moves and the entire portfolio of IDEO Toy Lab apps at IDEOToyLab.com.
Just like the rest of IDEO, the Toy Lab is dedicated to building creative confidence. Admittedly, they have a bit of an edge when making kids’ products—children have natural creative confidence, so the Toy Lab’s job is to encourage them to preserve it and show them new ways to apply their innate creativity.


Build Your Own Light Pipe
A step-by-step guide
We built a light pipe, which, in principle, can be viewed as a fiber optic cable. All the sides are polished to a clear finish so that the light can be reflected internally inside the pipe. If the light hits a section of pipe where the surface is not perfectly reflective, like if it’s gouged or scratched, it will use that section as an "emitter" and attempt to escape the pipe. We take advantage of this by covering the bottom surface of the pipe with dimples. To make the path consistently bright, we arranged the dimples in a gradient with fewer dimples closer to the source, where the light from LEDs is brightest, and more dimples to catch the light farther along the light path (where the light is dimmest).
This step-by-step guide describes our process of quick experimentation and prototyping to achieve good illumination without having to run extensive light bouncing simulations. The design is created in Illustrator using blend modes, and the light pipe is manufactured with a laser cutter on 1/4" thick clear acrylic.
Please note that results will vary depending on many factors. The optical design, LED brightness, and beam angle are important factors to consider.

1. Open a new Illustrator document and draw a rectangle. We chose 8" x .5".

2. Make a guide and space it roughly 1/4" away from the edge of the rectangle. This is where the dimple pattern will begin. (Leaving a 1/4” margin allows us to later mask off the area to prevent seeing excessive LED brightness near the source in the light pipe.) Now draw a circle with a .005" diameter.

3. ALT + Click and drag the circle to duplicate it, and move it to the other side of the rectangle. The two circles mark the two ends of the dimple pattern.

4. Select both circles and create a blend.

5. Open up the blend options to fine-tune the blend.

6. Change the spacing to "Specified Steps" and set the number to 700.

7. You should see 700 evenly spaced dots! In order to get them to start off sparsely spaced and then get closer together, we'll modify the path of the blend. Select the Anchor Point Tool (Shift + C).

8. Use the white arrow to select the first point and drag it until you see the spacing start to change.

9. Create another guide halfway along the path, and then drag the anchor point (with the white arrow selection tool) just past the guide. Repeat the same process with the last circle, but move its anchor point about half an inch to the right.

10. You should now have a gradient spacing of 700 circles becoming more closely spaced as you move from left…

11. …to right.

12. Once you are satisfied with the blend, expand it.

13. ALT+Click and drag the blend to copy it, and place it at the bottom of the rectangle.

14. Select both blends and then use the instructions from Step 4 to create another blend.

15. Use the instructions from Step 5 to fine-tune the new blend.

16. We chose to give our pattern a little bit of randomness, so we ALT+Click-ed and dragged the blend down and to the right ever so slightly.

17. With that, we’re ready for the laser cutter! This process is pretty quick to prototype (roughly 15 minutes from start to finish), so explore different gradient patterns and techniques, and try light pipes that are curved or bent (just keep in mind the critical angle).

18. Next, we raster the dot pattern on 1/4″ thick acrylic. Be sure the acrylic surface is clean and scratch-free.

19. Different laser cutters have different settings for varying materials and thicknesses, so keep that in mind when choosing your settings. We used a speed of 80, power of 50 and maximum PPI for the raster. For the vector cuts, we took 4 cuts at speed of 4, power of 95, and maximum PPI.

20. Now take your light guide and examine the edges. Make sure the material is transparent; otherwise you’ll need to do some hand-polishing.

21. The slightly bumpy yet clear finish the laser leaves after a cut works great for our purposes. You’ll want to surround all clear surfaces with white reflective paper or tape, and mask off the quarter inch where the light first enters the pipe.

22. Here are the results with a super-bright LED! You can see that the light starts to drop off a little toward the end of the pipe.

23. We could come back to tweak the blend pattern (reducing the number of dots at the beginning of the light pipe and increasing it toward the end).
Light guides are physical tools that transmit light along a path from an illumination source while maintaining constant brightness. They’re often used in products to create a line of light that is consistently bright and dynamic-looking, even when it comes from a single source. Unfortunately, there is no simple how-to guide available for making them. The process is kept tightly guarded by optical engineering companies. We came up with a quick process to make our own light guides, and now you can too.


Future of automobility
We’re on the cusp of a revolution in transportation. What will streets teeming with self-driving cars really mean?
IDEO has decades of experience with automotive work, which has brought keen insight into the trends and technologies that will define the vehicles of the future. This presents an important design opportunity: If we visualize today the way we’ll live in decades to come, we’ll be better prepared to make smart decisions when the age of autonomous vehicles arrives.
The Future of Automobility is an online visualization of how life with driverless cars might really look and feel. It considers four scenarios: “Moving People,” which looks at how commutes will change when we can look away from the road; “Moving Things,” where we examine automated package-delivery fleets; “Moving Spaces,” where we envision mobile offices meeting people where they live and parking in underused areas of our cities; and “Moving Together,” which explores how the interior of future vehicles will be customized to meet our personal needs during ride-sharing.
The experience is as emotionally compelling as it is feasible, combining radical innovation in transportation concepts with immersive storytelling. It expresses not just our vision of the future, but also how we work, how we think, and what we value.




Want More?
IDEO alum Jonah Houston continues the conversation in a Medium article on how the horse can provide inspiration on designing modern driving interfaces.
Press
A Fascinating Glimpse at How We'll Carpool in 2027, WIRED
Imagining A Future Where Autonomous Cars Let Everyone Carpool, Fast Company
IDEO envisions ride-sharing car concept for 'the future of moving together', designboom
IDEO Visualizes the Role of Autonomous Vehicles and Ride Sharing, Core77
Awards
Once our hands are off the steering wheel and more vehicles are shared rather than owned, what will change in our lives?


Lindsey Turner
I’m passionate about building brands, products, and experiences that help organizations show up with meaning and momentum.
I help organizations cut through complexity by shaping how they show up, through brand strategy, identity, and storytelling.
Working at the intersection of brand and business, I bring an editorial eye and a bias toward making—turning ideas into tangible experiences that people can understand, trust, and believe in.
My work spans government, healthcare, financial services, media, and consumer goods, from launching Gen Z-focused ventures to building innovation labs and reimagining legacy brands. I relish moments of ambiguity and enjoy translating across teams, perspectives, and priorities to move ideas forward.
I started my career in editorial and digital design, shaping cross-platform experiences and identity systems in publishing and agency environments. That foundation still shapes how I work today: I’m detail-oriented, collaborative, and overreliant on the Oxford comma. I hold a BFA in Visual Communication from the School of the Art Institute of Chicago.


Rachel Young
My work helps organizations see who their products aren't working for—and build the will and the tools to do something about it
For 25 years, I've asked the same question: Who does this design exclude—and what are we going to do about it?
My work spans human-centered strategy, inclusive design, and qualitative research, with clients ranging from Microsoft, Google, and Verizon to the National Science Foundation, and San Francisco Unified School District.
Before IDEO, I taught elementary school in East Palo Alto and spent a decade doing design work with social service organizations—where I learned firsthand what it costs people when systems are built without them in mind.
I am currently writing User Error, a nonfiction book about digital access and the design decisions behind it. I live in Oakland, California.


Brian Pelsoh
I lead with craft, ensuring our work is creatively excellent: rooted in deep human insight and imagination, while also grounded in the realities of business and technology.
My expertise spans brand, communication, and product design across tech, education, the arts, and social impact.
I believe great work demands both high-level vision and obsessive attention to detail, and only happens through collaboration.
I bring an inclusive, hands-on approach and a deep understanding of business, which enables me to consistently deliver excellence while always asking why.
Before joining IDEO, I worked at the brand firms Pentagram and VSA Partners. I began my career as a designer, leading teams at the School of the Art Institute of Chicago and the Milwaukee Art Museum. I hold an MFA in graphic design from Maryland Institute College of Art and a BFA in communication design from the Milwaukee Institute of Art & Design, and have taught at some of the best design schools in the US.


Tony Wong
I am responsible for IDEO’s long-term success in China and working with clients to use design as a tool to enable growth.
I am responsible for IDEO’s long-term success in China and working with clients to use design as a tool to enable growth. Specifically, I have helped Chinese companies design holistic brand solutions through the development of their products, communication, services, and innovation teams, and I have helped multinationals expand their presence and influence in China.
I advise global leaders on developing China-led innovation and capabilities.
In over 15 years in IDEO Shanghai, I have worked on projects that use design to elevate the quality of the experience of healthcare products and services, streamline processes that increase productivity, create spaces and programs that promote and enable inclusive communities, and build next generation mobility solutions that are planet-positive.
Before joining IDEO, I worked at Philips Electronics and the Electrolux Group in Italy, the Netherlands, and Singapore on a number of breakthrough commercial products. I am a member of the Young President Organization in Shanghai.
How to use AI as an editor, not a writer
Ed White has a rule he's tested on his own writing: hold yourself as the writer, and let AI be your editor. Ed is a Senior Design Director at IDEO's London studio, where he co-leads the firm's AI portfolio across Europe. Before IDEO, he spent 12 years as a writer and editor at the Financial Times, Wired, and Contagious. So when he talks about when to use AI for storytelling and when not to, it comes from two decades of crafting his storytelling skills.
In this episode, Mina Seetharaman talks with Ed about two specific tools he uses to keep AI in an editor's seat: a "roasting agent" prompted to critique his drafts without any sugarcoating, and a simulated audience he rehearses pitches on before the real thing. They also get into what Ed is hearing from design leaders at Anthropic, Lovable, Shopify, and Google Creative Lab about how creative work is changing, and why he thinks the friction of writing something yourself is worth protecting rather than automating away.
Building a personal AI for the messiness of life: Sida Li
Most AI products today are built for work—a space with clear problems and established systems. One founder noticed a gap: personal life is messier, harder to systematize, and mostly left behind by the AI boom. So she built Cue, a personal AI that lives inside iMessage and group chats, to go where the other tools haven't.
In this episode, Becca Carroll, IDEO's Chief Strategy Officer, talks with Sida Li, co-founder and CEO of Shared Context Lab, about staying anchored to a human need while the technology around her keeps changing shape, why she treats her business model with the same rigor she'd bring to a product, and what it feels like to build a company at this particular, disorienting moment in AI.
The conversation also gets into how Sida makes design decisions: the language Cue uses to describe itself, the tradeoffs behind building inside iMessage instead of a new app, and a real story about a business idea that didn’t pan out.
This is the second in a two-part series profiling founders from IDEO's Startups-in-Residence program. The first conversation is with Johannes Seemann, founder of Sooner, on designing GenAI for the emotional side of money.
Designing GenAI for the emotional side of money: Johannes Seemann
Most personal financial tools are built to run the numbers and optimize towards a budget. While that works for some, most people experience money as a lived relationship that does not neatly fit into a spreadsheet. Johannes Seemann and Becca Carroll discuss why money is emotional before it is mathematical, and what a human-centered approach to building a generative AI financial product looks like in practice.
The curious leader's edge in uncertainty: Scott Shigeoka
Mina Seetharaman talks with Scott Shigeoka, author of Seek and Head of Curiosity Cultivation at the Eames Institute, about what distinguishes genuinely curious leadership from performative curiosity, how power dynamics shape curiosity, and why practicing curiosity can restore energy rather than drain it.
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