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A blueprint for transforming pediatric obesity care

Charting a healthy path for children and families on Medicaid.

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Case study
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Strategic Futures
Health

Obesity exists at the complex intersection of a clinical condition and a cultural force. Clinically, it comes with a diagnosis and treatment plan. Culturally, it is influenced by beliefs, identity, and self-worth, making it deeply personal and often taboo. Families, healthcare providers, and experts tend to avoid the fraught “o-word,” opting for euphemisms instead. For families on Medicaid, these challenges are even more pronounced. Award-winning health-tech startup Clarity Pediatrics, together with designers from IDEO, IDEO.org, and with support from Rise Together Ventures, sought to uncover the obstacles to healthier lifestyles and create a free report for US pediatricians who want to bend the curve on the childhood obesity epidemic.

Research with kids and parents on Medicaid in Dallas, Texas, and California’s Bay Area, along with interviews with healthcare providers and experts across the country, uncovered stories of stigma and frustration. Parents spoke of the daily challenges of balancing multiple jobs, sourcing affordable healthy food, and finding time to make necessary lifestyle changes. They described rushed pediatric visits that left them with unclear next steps and feelings of blame. Provider conversations echoed these struggles, noting time constraints and limited follow-up options.  

Ultimately, food had become a daily torment for these families. Eating was unavoidable and also one of the few affordable indulgences low-income parents were able to provide. Once kids left their own homes, they were surrounded by unhealthy temptations, making it feel impossible for parents to maintain control. The popularity of costly new weight-loss medications and surgical procedures added another layer of complexity for families who had been underserved by—and therefore distrustful of—America’s healthcare system. With so much of the responsibility placed on parents to self-direct care, inequities deepened, adding to the burden of families already at a breaking point.

To design a path forward, IDEO and IDEO.org mapped a family’s needs before, during, and after pediatric visits. This work revealed critical parts of the journey where families needed more support: recognizing early signs of obesity, navigating provider conversations, and sustaining healthier habits at home.

These insights informed a theory of change framework that provides actionable guidance for stakeholders involved in obesity care. Grounded in three opportunity areas along the patient journey—building awareness, confidence, and capacity—the framework highlights how trust, dignity, and systemic support can lead to lasting outcomes.

IDEO and IDEO.org also developed 10 user-centered concepts spanning digital, physical, and service offerings to reduce stigma and empower families to sustain healthier lives. These ideas address dignified diagnoses and structural inequities, among other pressing issues. Complementing these concepts, IDEO created a short documentary of a mother discussing her family’s experience navigating childhood obesity to help pediatric providers—many of whom have had very different lived experiences from the families and patients they serve—better understand the realities of the daily struggles of many families on Medicaid.

Designed for the public good, the interactive website and free downloadable report, Reimagining Childhood Obesity, contain research findings, design recommendations, and a theory of change framework. The goal: provide practical, actionable guidelines for pediatricians, educators, healthcare organizations, and innovators to meet families and kids where they are and support them as they move toward a healthier future.

21% of US children are obese. 40% of Latino youth are either overweight or obese.

26% of kids on Medicaid experience childhood obesity, compared with 11% on private insurance.

525,600 minutes: Total time per year parents spend caring for their children. 17 minutes: Average time a pediatrician spends with a child during their annual exam, a small window to address a complex chronic condition such as obesity.

10

user-centered ideas to help pediatricians reduce the stigma of childhood obesity in an accessible report

3

opportunity areas for building trust with young patients and providing family support

Obesity is the fastest-growing chronic condition among children in the United States, quadrupling over the last 40 years. Nearly one in five youth—14 million altogether—are either overweight or obese. Despite the American Academy of Pediatrics publishing its first-ever guidelines for obesity treatment in 2023, the field has struggled to translate these recommendations into meaningful and actionable care for families. For obesity treatment to succeed, care must be a blend of clinical support and lifestyle adjustments that fit seamlessly into the daily lived realities of families, especially those on Medicaid who are part of marginalized communities. To that end, Clarity Pediatrics, with support from Rise Together Ventures, partnered with IDEO and IDEO.org to explore how Medicaid families currently navigate care and envision what it would take for every family to feel supported and equipped to manage their child’s health in the future. The collaboration resulted in Reimagining Childhood Obesity, a comprehensive, evidence-based report for everyone in the child healthcare ecosystem to download.
Clarity Pediatrics, IDEO, and IDEO.org, with support from Rise Together Ventures, create an impact-driven report designed to inspire more inclusive, nurturing, and effective obesity care for kids.
Clarity Pediatrics’ family-informed playbook reduces barriers to transformative obesity care.
Clarity Pediatrics
Clarity Pediatrics
A blueprint for transforming pediatric obesity care, pediatric obesity, obesity care, pediatric care, children’s healthcare, Clarity Pediatrics, healthcare, health innovation, patient experience, business transformation, organizational transformation, culture change, systems thinking, systems design, service ecosystem, healthcare design, digital health, patient-centered care, financial services innovation, banking experience, financial inclusion, design for children, family experience, youth experience, future strategy, strategic futures, designing for the future, innovation strategy, business innovation, design innovation, how to innovate, innovation, strategy, research, startup, transformation, financial services, how do we innovate

Building Acer’s Climate Lab

How a consumer electronics giant is turning sustainability into an engine for growth.

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Strategic Futures
Technology
Consumer Products & Retail

With its reach, Acer saw an opportunity to power positive choices in the billions. 

But new products and services won’t succeed if consumers don’t want them, no matter how sustainable they are. A few years go, the Harvard Business Review’s report, "The Elusive Green Consumer," found that about two-thirds of those surveyed said they wanted to buy brands that advocated sustainability. But only a quarter actually did.

Meanwhile, the market for climate era products is only growing: In 2022, Forbes found that nearly 90 percent of the Gen X consumers they surveyed said they’d be willing to spend more on sustainable products, compared to just over a third two years before. The desire was only higher among Millennials and Gen Z; they just didn’t like what was on offer.

To drive sales and growth, and meet its sustainability commitments, Acer needed to capitalize on desirability, deepening the connection between Acer’s sustainable options and consumer needs, lowering the barrier to purchase. To that end, Acer and IDEO created the Acer Climate Lab, a cross-organizational team and initiative, to launch the company on a transformative journey to deepen the connection between Acer's conscious technology and the realities of people's lives and needs across four strategic areas.

Together, the combined team conducted extensive research to better understand consumer attitudes and behaviors toward sustainable products, and identified everyday areas where Acer’s conscious technology might be able to have the most significant impact: living, working, moving, and learning.

  • Living: Envisions homes as hubs of energy efficiency and climate resilience, leveraging technology to optimize energy use, enhance air quality, and enable proactive climate management. These concepts include technologies like smart energy systems, adaptive air solutions, and integrated home management platforms explore how technology can support sustainable daily living.

  • Working: Reimagines the workplace with flexible, sustainable technology solutions that prioritize resource optimization and circular practices. Concepts such as Acer Loop could provide a subscription-based model that ensures access to the latest technology, supports remote work, and reduces electronic waste through effective recycling and rehoming practices.

  • Moving: Focuses on the transformation of urban mobility by integrating technology into systems that promote sustainable transportation. Concepts could include e-mobility hubs that highlight how urban spaces could offer seamless access to shared, low-emission travel options, reducing reliance on traditional carbon-heavy methods.

  • Learning: Explores pathways to sustainable education by imagining environments where technology supports circularity and accessibility. This includes ideas like refurbished devices for students, repair and reuse programs, and educational spaces designed with climate-positive principles, nurturing eco-conscious habits in future generations.

Together with Red Peak and Sid Lee, the team launched the culmination of the work at COP28, the United Nations Climate Change Conference in Dubai, positioning Acer as a pioneer in climate positive technology. The exhibit included immersive experiences and interactive displays demonstrating how Acer's sustainable solutions seamlessly integrate into everyday life. Visitors could engage with scenarios depicting sustainable living, working, moving, and learning, emphasizing the practical benefits of Acer’s innovations.

Acer's journey through the Climate Lab project underscores a commitment to sustainability that goes beyond mere compliance. With this new cross-business team tackling the real-world barriers faced by consumers, Acer is paving the way for a more inclusive, sustainable future. This initiative not only aligns with global climate goals, but also sets a precedent for the tech industry, demonstrating that with the right approach, sustainability and innovation can go hand in hand.

In a survey, 65% of respondents said they want to buy brands that advocate sustainability, yet only about 26% actually do. 

Nearly one in two consumers say they either don’t know what information to trust, or that nothing can influence how much they trust a business’s commitment to sustainability.

1 cohesive strategy

for climate era products across 6 different fields

Since it was founded in the 1970s, Acer has broken down barriers between people and technology, making consumer electronics more affordable and accessible around the globe. For years, it has also been a leader in traditional corporate social responsibility, making pioneering moves around renewable energy and extensive use of post-consumer recycled material. As Acer looked to the future, its leaders wanted to position sustainability as a critical business driver. The company came to IDEO for help charting that path, bringing sustainability from the backend to the forefront, making it both more desirable and feasible for customers and a growth engine. Together, and with the help of Acer’s other partners, Red Peak and Sid Lee, the team developed a new strategy via a Climate Era product road map.
Acer builds a strategy for a more sustainable future, with new lines of business, key investments, and a stronger connection to consumer needs.
Acer builds a strategy for a more sustainable future.
Acer
Acer
Building Acer’s Climate Lab, energy use, building performance, energy dashboard, Acer, technology innovation, digital products, consumer products, retail, consumer experience, retail innovation, brand strategy, brand design, brand identity, brand experience, product design, industrial design, new product development, growth strategy, business growth, scaling innovation, creative leadership, leadership development, inclusive design, accessible design, equitable design, climate strategy, sustainable design, circular economy, employee experience, workplace design, team collaboration, innovation, strategy, research, customer needs, product development, transformation, leadership, creativity

A better way to teach writing, with AI

Ethiqly empowers time-strapped teachers to provide feedback at scale.

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Breakthrough Products
Technology
Learning & Work
AI & Emerging Tech

With the introduction of generative AI, Ethiqly and IDEO saw a unique opportunity to help teachers, by cutting down the time it takes to provide each student with feedback on their writing assignments. But to get there, they had to learn from the experts themselves. To kick off the project, the team headed into the classroom to co-design with students and teachers.

One of the first problems they discovered? Traditional methods of grading essays are laborious and inefficient for high school teachers, who are already notoriously busy and overworked. What teachers really wanted was to spend time giving each student the personalized feedback that helps them grow. Meanwhile, students really struggled to get started on their writing assignments, overwhelmed by looking at a blank page.

Together, the team started to think about how it could harness AI to make personalized instruction more accessible for all students, helping teachers provide better feedback at scale, and giving students the support they need to not only get started on their writing assignments, but improve their work. 

With insights directly from students and teachers, the IDEO team built working prototypes, allowing them to beta test the product in schools, and demonstrate value to investors. They also developed a brand identity and style guide for launch, which came to life in a pitch deck, landing page, and other brand expressions.

The resulting product is a sophisticated blend of AI technology and user-friendly interfaces that empower teachers and inspire students. The goal isn’t just to get to a finished essay, but to assist students in developing critical thinking skills. Ethiqly's tools help students organize their thoughts and get writing by providing contextual prompts and suggestions—without doing the work for them. And the AI assistant supports teachers by suggesting comments based on evaluation criteria they have set, and teachers choose which feedback is relevant for their individual students. Students never see it without teacher approval.

As one teacher told the team, “With leveraging AI more in education, there’s this fear that it’s deprofessionalizing the field or it’s a direct replacement of a teacher in a classroom. I think it gives us meaningful data, so that we can actually teach the way that we want to in order to support our students.” Now, Ethiqly is in use in classrooms in 25 countries, positively impacting students across the globe.

Teachers know 1:1 interaction is key to student success, but an EdWeek survey found only 46% of teachers’ time is spent teaching, while 25 hours/week goes to other tasks like grading and making lesson plans.

25 countries…and growing

Ethiqly’s reach in classrooms around the world
The best way to teach students to write? Copious, personalized feedback. But for teachers whose classrooms and administrative work are always growing, it can feel impossible. So the co-founders behind Ethiqly had an idea: Create a tool that could help students get started on their essays, and time-strapped teachers provide personalized feedback on every assignment. The startup came to IDEO for help uncovering the needs of both students and teachers, figuring out how such a tool could fit into the classroom, and building out the tool itself. And quickly, as EdTech companies were in tight competition to bring AI tools to the market first. In 2022, the team introduced Ethiqly, an AI-powered tool that helps students get over the hump of the blank page, and teachers support their needs at scale.
Ethiqly and IDEO leverage AI to help writing teachers amplify their impact, providing more students with one-on-one feedback.
How Ethiqly is helping writing teachers amplify their impact.
Ethiqly
North America
Ethiqly
A better way to teach writing, with AI, Ethiqly, technology innovation, digital products, education innovation, learning experience, future of work, AI, artificial intelligence, emerging technology, AI strategy, AI product design, responsible AI, designing with AI, product design, industrial design, new product development, venture design, new business creation, business model innovation, growth strategy, business growth, scaling innovation, student experience, future of education, employee experience, workplace design, team collaboration, understanding user needs, how to launch a new business, generative AI, how to use AI, innovation, strategy, co-design, prototyping, product development, startup, future of AI

Designing a park for generations to come

Frisco, Texas, imagines an ambitious city park for an evolving community.

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Public Sector
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Designing a piece of a city, like a park, doesn’t start with a blank slate. There are always traces of the past and the present, and the lived history of its residents.

To create a full picture of that story, the IDEO team built workshops for the community centered around questions about the unique experiences of living in Frisco. They invited them to reflect on the communities they grew up in, the city of today, and the public spaces that have played formative roles for them. 

From their answers, a common value emerged: heritage. Frisco is a rapidly growing city, with residents whose families have lived there for centuries living side-by-side with more recent neighbors from diverse cultures and ethnic groups. Participants shared a vision of Grand Park as a unifying, shared space, a backdrop where many families can form foundational memories in Frisco.

Next, IDEO brought in multisensory design prompts to help participants further conceptualize the park. How did they want it to feel, sound, and smell? In the built-up, suburban city of Frisco, residents imagined a space that was less planned, enabling guided wandering and exploration. They also hoped that the park would inspire loved ones and descendants to feel a sense of curiosity and wonder.

At the end of workshops and sessions with community groups, the IDEO team took Polaroids of participants, asking, “What’s one word you want to describe Grand Park in the future?” Those words informed the collective vision that IDEO delivered to the city of Frisco, which included spatial concepts, user journeys, and branding for the park, all designed to showcase its unique landscapes. In January 2024, Frisco City Council approved the vision statement, and officials expect to break ground in the second half of 2025.

The population of Frisco is growing rapidly; its population is up 516% since the year 2000.

At more than 1,000 acres, Grand Park in Frisco is even larger than Central Park in New York City.

Less than 1% of Blackland Prairie soil remains in the region, and some of it is in Grand Park.

94

Frisco residents were engaged in the process, from City Council members to high school students

200+

respondents shared anonymous feedback on what they imagined the park should be
Public parks are meant to serve entire communities. That means they have to be designed for the needs of a spectrum of different groups—from kindergarteners who need a place to run around after school to older adults who greet the morning with tai-chi, friends having picnics, and even school field trips to learn about local ecology. The ability to serve these diverse groups is part of the wide-ranging utility and beauty of a park—and can make designing an ambitious new green space, like the more than 1,000-acre Grand Park in Frisco, Texas, a big challenge. Together, the City of Frisco and IDEO worked directly with residents to create an intergenerational, collective vision of what the park can be, and how it can serve their needs now, and for generations to come.
The City of Frisco, Texas, works with residents to design a new park that works for all its residents—from kids on school field trips to seniors doing morning Tai Chi.
The City of Frisco, Texas, works with residents to create the future of Grand Park.
The City of Frisco, Texas
North America
The City of Frisco, Texas
Designing a park for generations to come, The City of Frisco, Texas, public sector innovation, government services, civic innovation, play, playful experiences, education innovation, student experience, future of education, civic design, government innovation, citizen experience, retail experience, store of the future, consumer experience, innovation, retail, education, government

Save the City, Stop the Muenster

To celebrate the discovery of the double-helix, IDEO & Genentech bring genetics to life with an iPad game inviting the curious to save SF from mutant cheese

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Sixty years later, amidst technological advances that have spurred massive innovation and changed the face of science, we decided it was time to re-inspire today’s generation. James Musick, a digital communications lead at Genentech, came to us for help in creating an immersive iPad experience that would celebrate Watson and Crick’s seminal discovery, as well as engage the science-curious. But with three months to complete the project, we needed to hit the ground running.

Ralph and The Cheesy Mess

The idea of using a game or puzzle as a way to bring users into a world filled with genetics became an early favorite in the ideation stage. Puzzle-based gameplay was a great analogy to reflect the scientific process: from trial-and-error learning stages, to information synthesis, all the way through solving the puzzle and answering the question. A game hinging on a real-life genetic mechanic would be novel and stood to introduce the science to a new audience. If designed well, with engaging play and a compelling story, we would be able to integrate the science, narrative, and gameplay into a beautiful app.

Screenshot from Osmos, a popular science game steeped in physics, mechanics, and strong narrative.

We started off diving deep into the world of video games. We indulged in playing some of our tried-and-true favorites, as well as newer games such as Osmos and Eufloria to understand how they bridged science and storytelling. At the same time, we were learning about cutting-edge research in genetics through conversations with Jason Long and other Genentech scientists, listening to podcasts, and a hefty amount of reading.

Throughout this inspiration phase, we kept coming back to a wildly intriguing area of research called epigenetics, which focuses on how environments affect genetic expression. In short, epigenetics is the area of genetics that, given a fixed DNA makeup, tells the DNA which parts of the code should express themselves and how they should express themselves as determined by external factors like weather, stress, diet, etc. So while we may have a fixed genetic makeup, the environment still plays a large modulating factor in our genetic expression.

Our fascination with the content—combined with a teamwide love of comic books and mutant-origin stories—evolved into an epigenetic-inspired noir-puzzle game based on Ralph, an artisanal cheese-maker, and his cheese company Ralph's Killer Muenster.

The mechanisms of genetics

Early on in the ideation phase, Evan Shapiro, who would become a core team member and help prototype game logic, introduced us to phylogenetic trees and maximum parsimony theory. You’ve probably encountered phylogenetic trees in biology class, where they serve to illustrate evolutionary relationships among species. Maximum parsimony, on the other hand, is more obscure. It serves as a computational forensic tool to help us understand the evolution of genetic traits along the phylogenetic tree, as well as help us infer species evolution. With maximum parsimony, the “preferred phylogenetic tree is the tree that supposes the least evolutionary change to explain observed data.” After mulling that over for a bit, we decided creating and solving a phylogenetic puzzle by employing maximum parsimony as a scoring criteria was a great jumping-off point and a compelling challenge.

An example of a phylogenetic tree documenting the evolution of a species.

To test this, our first prototype was a paper prototype where we started with a sample origin genetic trait. We sketched out several generations by mutating one trait at a time, and created our own phylogenetic tree. Given the final generation of traits and no tree structure, the goal was to see if we could work backwards to recreate the tree structure and uncover the origin trait. Basically, reverse evolution. After a lot of finessing we came up with a rule set that actually reflected natural evolutionary rules and allowed us to solve the tree and find the origin species.

Our first gameplay prototype puzzle that kept us busy for the weekend.

With this excitement, we spent a weekend programming a single prototype puzzle using mechanics that would become the main gameplay: players reverse engineer evolution by mutating a given set of species traits backwards to a common ancestor in the fewest moves possible. This was maximum parsimony made tangible. In order for the puzzles to be solvable, we had to use real evolutionary rules describing how the species’ traits can change. By the end of the weekend, we had puzzles and a game mechanic that were keeping us up late into the night trying to one-up each other’s scores, which, to us, meant we had hit the nail on the head.

From a design perspective, one of the significant balancing acts of the project involved weighing the desire to impart specific scientific knowledge against the value of experiential learning. When we used maximum parsimony it became clear that this was a perfect mechanic to give people an experiential interaction with real genetics.

Prototyping and puzzle design

From day one, Ralph’s Killer Muenster was an intensive prototyping project. The first bare-bones prototype of the puzzle was written in Qt because we wanted a framework in which we could rapidly prototype the GUI and could reuse game logic for the production app. Qt, although not extensively used, has great functionality and plays natively with Javascript and C++. It was a well-suited framework for prototyping the core puzzle experience, which included coding the evolutionary logic, adding and testing interactions, modifying visual communication, and testing informational displays.

Our daily workflow started with an early morning meeting so we could all share progress from the previous day. We spent the rest of the day implementing and testing new visuals and interactions on paper and integrating them into the Qt prototype architecture. Lastly, we tested them with people around IDEO to see how they reacted to specific design and gameplay decisions.

An early interactive visual prototype to test user comprehension of traits.

We used Unity for the production app in the development environment for many of the same reasons that we chose Qt. But Unity has the added benefit of working with native OpenGL, along with the capability to compile to iOS. As time-constrained as this project was, we still wanted to impart as much narrative and visual interest as possible, and Unity proved an excellent match for this challenge.

Nivi Ramesh, our interaction designer and art director, worked to create an amazing game landscape with analogies to microscopy and slide specimens. Working closely with developers at Substantial, we created layered and animated textures paired with OpenGL shaders to achieve the tone we wanted. We had parallel work streams throughout the prototyping phase, with one team working on developing the logic and overarching architecture of the production app while the prototyping team refined interaction elements, game mechanics, and informational displays in the prototype testbed.

What makes a good puzzle?

Before diving any further, we took a step back to make sure we got the puzzles right. Good puzzle games tend to adhere to some basic principles: They are purely cognitive challenges with a few simple rules, nearly infinite outcomes, difficulty that increases with mastery, and some clear goals. Plus, they're easy to learn.

Another prototype testing menu layouts and trait visuals with early signs of the microscope background aesthetic.

In building the game, one of our most critical challenges was creating visual representations of the genetic traits that people would be using to solve the puzzles. People had to quickly grasp how they could manipulate and evolve the traits given the genetic logic. If we couldn't get people to make this mental leap, the game wasn't going to succeed.

Testing trait sequences with fellow IDEO-ers.
One example configuration of possible traits and their sequences that were tested.

A real genetic trait is made up of a snippet of DNA and is a long, winding series of genetic code (or, a lot of AGTC). To make the game approachable, we chose to abstract and simplify the cheese trait representations as visual identifiers that had a bit of mystery and were themselves a puzzle to decode. We tested many different ways of visually representing the traits, the majority of which people could not directly connect to an increasing or decreasing series. The simplest visuals turned out to be the most effective: shapes, dots, and lines.

Final in-game traits.

With simple geometric shapes, people could see that moving from a triangle to a square to a hexagon involved moving through a progression of increasing the numbers of sides. Similarly, lines and dots worked well for understanding how the traits could be mutated. They were easily accessible by players in planning a strategy for mutation.

Less is more

After the weekend of playing the prototype level, we needed a way to determine the optimal solution to these puzzles so that we could give user feedback and help players improve in the game. With Ralph's Killer Muenster, an optimal solution for any puzzle involves making the “most parsimonious” decisions, i.e. using the least number of moves or fewest mutations. We needed to find a way to reward people for doing less, contrary to typical game design where users are rewarded for doing more. Without a clear and appropriate qualitative feedback mechanism, we found that people were finishing puzzles without any sense for how much better they could perform.

Mesquite—the computational biology environment we used to analytically solve the puzzles we had created.

Scavenging the Internet for a tool to analyze phylogenetic trees uncovered Mesquite, a software package built specifically for computational biology and evolutionary analysis. After learning from tutorials produced by Harvard University, we could solve the initial species sets and puzzles we had created, and arrive at the most efficient tree structure and trait mutations.

We used the statistical language R to generate thousands of possible levels, export files for Mesquite to crunch, and output the moves required for each level into a custom level file that we could use to test in our prototype game.

Levels testing and design progressed in parallel with refining the scoring display and making hundreds of other visual and UX enhancements. With our trait visualizations, levels design and scoring mechanism solved, we felt we had achieved something that was both subtle and significant: People who grasped the underlying puzzle dynamics were quite literally using their brains in a way that mimics a core methodology of genetic science. This seemed to hit at the essence of experiential learning.

Muenster launches, Bill Nye approves

Ralph's food truck delivered grilled cheese sandwiches throughout the streets of San Francisco.

The Ralph's Killer Muenster iPad game launched at the 2013 GET (Genomics, Environments and Traits) conference, coinciding with the anniversary of Watson and Crick's seminal paper describing the structure of DNA. At the conference, Bill Nye the Science Guy, a long-time advocate of a science literate society, played the game, and loved it. This made our day. The app also caught Apple's attention, and was listed as a new and noteworthy Education app in the App Store.

To further raise awareness around the game, we created a Ralph's Killer Muenster brand, including a visual identity, packaging, website, Twitter, game trailer, and food truck—all mobilized by Ralph to push the only tool that could save the city (and his reputation) and allow him to lift the health code violations that kept him from producing and distributing cheese. Ralph’s food truck, sent throughout San Francisco, distributed grilled muenster cheese sandwiches.

What we learned

After the launch festivities, our team took a step back to consider what we had learned. Here's the take-away:

  • Set constraints to help make a hard problem more approachable. Our self-imposed constraint that the game needed to rely on a scientific mechanism helped us narrow in on phylogenetic trees and maximum parsimony as our core concepts.
  • A good story goes a long way. We spent significant time concocting Ralph's story, and getting the tone and art direction down in order to engage people. We want them to stick around for the more mentally taxing interactions later down the line.
  • Find the right tool for the right job. We used a variety of prototyping and user testing methods and environments, rather than trying to find or force an all-in-one. Each tool elicited learnings unique to them.

1953 was a good year for science and technology. The polio vaccine was developed, the first open heart surgery performed, and color TVs hit the store shelves. It was also the year Watson and Crick revealed one of the most important discoveries of the 20th century: the double-helix structure of DNA.

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save the city stop the muenster, urban design, public spaces, community engagement

Creative Confidence

David Kelley, IDEO founder and Stanford d.school creator, and his brother Tom Kelley, IDEO partner and the author of the best-selling The Art of Innovation, have written a powerful and compelling book on unleashing the creativity that lies within each and every one of us.

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David Kelley, IDEO founder and Stanford d.school creator, and his brother Tom Kelley, IDEO partner and the author of the best-selling The Art of Innovation, have written a powerful and compelling book on unleashing the creativity that lies within each and every one of us.

WATCH: David Kelley's TED Talk: How to build your creative confidence.

Too often, companies and individuals assume that creativity and innovation are the domain of the “creative types.” But two of the leading experts in innovation, design, and creativity on the planet, David and Tom Kelley, show us that everyone is creative.

In an incredibly entertaining and inspiring narrative that draws on countless stories from their work at IDEO and with many of the world’s top companies, David and Tom Kelley identify the principles and strategies that will allow us to tap into our creative potential in our work and personal lives, and innovatively approach and solve problems. It is a book that will help each of us be more productive and successful in our lives and in our careers.

Learn more at CreativeConfidence.com.

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Know someone who might love this book? Here are some options for purchasing Creative Confidence (Crown Business, 2013):

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creative confidence, innovation, creativity, education, learning

The Mix Master 2000: How to build an automated shandy machine

Creating the perfect beer-lemonade ratio—on your own terms.

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When we were asked to whip up a special brew this July for a big Creative Confidence book-preview event featuring David Kelley, one of IDEO’s founders, and his brother, best-selling author Tom Kelley, we knew we had to kick things up a notch.

Challenge #1: Two guests of honor called for not one brew, but two! We heard Tom enjoys light, Japanese-style beers and that David doesn’t really drink, so we decided to make a Belgian-style wit for Tom and sparkling organic lemonade for David and then mix them together to create a shandy, a refreshing summer drink.

Challenge #2: Now that we had two beverages, we needed to come up with a unique way to dispense them. Luckily, we like tough build challenges with tight deadlines even more than we like beer. A few shop hours here and there between projects, and before we knew it, we said “cheers” to the Mix Master 2000 Shandy Machine!

Introducing the Mix Master 2000

How it works

The Mix Master 2000 Shandy Machine’s look was inspired by the retro-futuristic steampunk movement.

The machine sits on top of a standard, top-loading freezer replumbed to hold two kegs (one containing wit, the other sparkling organic lemonade).

Thirsty partygoers begin by turning the large hand crank on the front to select their preferred beer-to-lemonade ratio (from 0–100%). When the analog meter on top points to the desired proportions, they flip a missile switch to open the valves. The two glass vessels on either side of the machine fill with beer and lemonade, respectively, then send the home-brewed concoctions into their waiting pint via a dispensing tube.

Beer recipe

We wanted to brew a beer that would pair well with lemonade, so we decided on a nice, light, citrus-wheat ale. The goal: around 5% ABV, or alcohol by volume. We used 2-row pale as our main grain along with wheat and wheat malt with a bit of coriander, chamomile, and orange peel. You can find the complete recipe on Brewtoad.

Lemonade recipe

Making homemade lemonade is pretty straightforward. It only has three ingredients: lemon juice, sugar, and water. Batch-processing 10 gallons of the stuff, however, is a bit trickier, especially when you don’t have an electric juicer. In our case, we landed on a ratio of 1:1:8 (1 part lemon juice, 1 part sugar, 8 parts water), and ended up using 160 lemons, 2.5 gallons of simple syrup, and several man-hours of squeezing time. Yikes.

Early testing

After we figured out what we wanted our shandy machine to do, we found some glass vessels lying around the shop.

They looked straight out of a science lab, which was cool, but we thought we’d have some foaming issues because of their small openings. We hooked up a hose from the tap in our kegerator and tried filling them with beer. Sure enough, the beer started foaming immediately and it took several minutes to drain using gravity. Not good if you want a proper pour...

We needed to do something about the foaming issue in order to make this thing usable more than once. We did some experimenting and learned several things:

  • There couldn’t be any kinks in the tubing.
  • A colder vessel worked best.
  • The first pour was really foamy, but subsequent pours were better.
  • Filling the glass from the bottom via a tube prevented overflow and allowed any foam that did bubble up to dissipate quickly.
  • Adding some back pressure to the vessel made the biggest difference in preventing foam. (To give you an idea of the really rough type of prototyping we love, we used the finger of a rubber glove to make a makeshift balloon on top of the vessel.)

Architecture

The basic plumbing layout of the system is pretty simple. We have three-way ball valves that direct flow from the keg to the vessel, from the vessel to the dispenser tube, or block flow entirely.

To control the valves, we 3D-printed some gears to fit onto the lever controls. To drive the valves, we fitted stepper motors with smaller, 3D-printed gears.

Inputs

For the main shandy mixture-control system, we settled on a large hand crank.

We machined a shaft and attached an encoder to the end. We added some detents to the wheel to make sure the crank had a nice hand-feel and gave solid feedback so people could precisely dial in their desired mixture ratio (the detent mechanism is equivalent to putting a baseball card in the spokes of a bike tire).

We used a 3D-printed gear and flexible plastic leaf to engage the gear. We had to play around with some adhesive foam in order to damp the vibrations and get just the right sound and feel we were looking for. We added a covered, mission control-style toggle switch to start the cycle and a cancel button to round out the inputs.

Feedback

The main source of feedback on the machine is the large analog meter on the top of the machine. We searched online in vain for a large meter that would fit our steampunk style, have an appropriate measuring range, and could be controlled by Arduino. In the end, we found an old automotive meter that measured voltage from 0-16v.

We replaced the scale with one designed by our colleague Joe Graceffa and added a custom housing around it.

When we were testing the Mix Master 2000, we found ourselves staring at the Arduino serial output a lot to figure out where the machine was in its cycle. To make this easier, we added a small OLED display with an onboard SD card slot. Simple serial commands trigger bitmap images that signal Startup, Ready State, Beer Filling, Lemonade Filling, Pouring, and Error State.

Electrical layout

An Arduino Mega controls the shandy machine. This diagram shows how all of the components are connected:

To drive the meter, we needed to boost the 0-5v PWM output of the Arduino Mega to 0-16v. We built a simple, non-inverting amplifier circuit to increase the voltage. A fine-adjustment potentiometer allowed us to fine-tune the maximum voltage and made the meter read full scale.

Code

When the Mix Master 2000 is first powered on, we can’t be sure that the valves are in the correct position. Each motor is stalled against the valve hard stop to establish a home position (the valve hard stop is in the dispense position so there’s no risk of keg leakage). Once the machine’s ready, the crank encoder state is polled and the meter PWM is updated to reflect changes in the shandy-mixture percentage. As soon as the start switch is thrown, the pour cycle begins. During our early testing, we figured out how long it would take to fill a glass with each liquid (the times turned out to be different because of varying carbonation levels). The parameters for beer and lemonade fill times are used to calculate the on times for both valves using the selected shandy ratio.

The cycle sequence starts by opening the beer valve and filling the beer vessel for a predetermined amount of time. When the beer valve closes, the lemonade valve opens for a predetermined amount of time. Finally, both valves move to the dispense position to allow liquid to flow from the two vessels and into the person’s glass. A built-in wait time prevents the start of another cycle, ensuring all the liquid is dispensed.

If necessary, a cancel button throws an interrupt, immediately moving both valves to the safe home position and halting program execution until the Arduino reset button is pressed.

The final touches: steampunking & aging

We’re big fans of steampunk, so from the beginning, we knew we wanted the Mix Master 2000 to look quasi-Victorian. First, we used as much copper and brass as possible, then, drawing on John’s background as a Hollywood set designer, we “antiqued” it using various scenic techniques.

We started by stripping everything off the main body of the machine and painting it all silver. After that dried, we sprayed it again with black paint. While that was drying, we took Scotchbrite pads and scratched the corners, edges, and anywhere else we thought needed a little character. After the black paint layer dried completely, we started to reattach all the other pieces. We painted them copper or brass and scratched them up here and there to add wear and tear.

Once the whole machine was reassembled, we decided it should look a bit dirtier. To do this, we mixed different brown-toned acrylic paints with denatured alcohol. We brushed this onto key places like the corners of the motors so it looked like dirt had accumulated and it was streaked with rain (we wiped off the paint before it dried so the effect didn’t look too heavy handed). For sanitation purposes, we didn’t paint the drain tray or the stainless tubes that dispense the shandy.

What’s next

We think the Mix Master 2000’s pretty cool as-is, but there’s always room for improvement. One issue we’d like to address is foaming. The balloon we added on top of the beer vessel helped, but pouring a lot of shandies in succession caused major foam build up. Increasing the amount of back pressure in the vessel could improve this situation, so we’re experimenting with adjustable pressure-relief valves. Coupled with the relief valve, a low-pressure aquarium pump could help to push out the foam more quickly, avoiding a buildup.

While we’re using the Mix Master 2000 for shandies at the moment, it really could be used for any number of two-part drinks: Black & Tans, mixed drinks, or custom non-alcoholic concoctions are all ideas we’re toying around with. As beer geeks, we’re particularly keen to brew two similar beers, one with a bland base and another that has a lot of hops so we can all dial up the perfect hoppy pour.

Parts List

  • Main housing — ?” ABS
  • Ball valves — McMaster # 4757K52
  • Valve gears — FDM
  • Valve housing — FDM
  • Crank — McMaster #6020K35
  • Stepper motors — Lulzbot #817752011303
  • Stepper drivers — Sparkfun #ROB-11699
  • Arduino Mega
  • Display — 4D systems 128x128 Sparkfun #LCD-11377
  • Power supply — 12V 5A, 5V 12A
  • Meter — salvaged autometer 16v range
  • Glass vessels — found in shop
  • Glass holders — FDM
  • Meter housing — Laser cut acrylic
  • Start switch — Sparkfun #COM-11310

We couldn’t have made the Mix Master 2000 without the help of Joe Graceffa’s graphic design skills, Aaron Ferber’s awesome lemonade-making abilities, and Momo Miyazaki's amazing video. This post was co-written with John Grimley.

The creators of the Mix Master 2000, Chris Gold and John Grimley.

Here at IDEO Chicago, we like beer. A lot. And we don’t just love drinking the stuff, we like brewing it, too. Our ChIDEO Brew Crew started about two years ago and since that time, we’ve made more than 60 gallons, mostly for studio events like Rocktoberfest or St. Paddy’s Day, but sometimes just because it’s Tuesday and we feel like it. We even have a customized kegerator in our kitchen to showcase our drafts.

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the mix master 2000 how to build an automated shandy machine, the mix master 2000, experience design, customer experience

Tribute to Bill Moggridge: GRiD Laptop For Sharing Stories

Remembering Bill Moggridge through reanimating one of his iconic designs

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Perhaps one of the most iconic objects Bill designed was the GRiD Compass, the world's first laptop computer. Bill's design was the original clamshell design that all current laptops have descended from. We wondered if we could use a GRiD as a way to collect stories about Bill from around the office.

The result is this GRiD Laptop that has been modified to house a Galaxy Tab. It renders everything in orange and black similar to the original GRiD, boasts a working keyboard, and can be plugged in to charge at the base behind the original door that housed the ports.

We are using this laptop as a way to add content to billmoggridge.com which has been created to honor him by sharing our favorite moments, Moggridge-isms, photos, videos, songs, and more.

I hope this puts a smile on your face, just as Bill has done for so many others during his lifetime.

As per usual, I tried to document and share all the details of the build process for others to learn from. Click through for the full details of what went into this build:

Parts:

  • Broken GRiD 1720 from Ebay
  • Refurbished Samsung Galaxy Tab 8.9 w/ dock and keyboard

Before we start taking things apart, look at this! Things may not have changed as much as we think...

Taking apart the GRiD:

The Display

I wanted to have the charger on the base of the computer and not in the screen. For that we would need to make an extension cable that will work like the original cable that connected the screen. Luckily I have the dock and the keyboard dock to hack. I end up using both.

Here is the dock taken apart:

All we need is this part. This will connect to the bottom of the tablet:

This is the part inside the keyboard dock. I use this as the port to glue into the base of the laptop:

First I de-soldered the connector that originally would have plugged into the tablet. Then I connected the dock part to this keyboard part. Now I can use the multimeter in conductivity mode to probe the connections to learn which pad on the keyboard part will need to go to which pad on the dock part:

Then I (very carefully) soldered everything up with an ample length of cable to make my extension cable:

Once I verify the connections are sound, I blob on some 5 minute epoxy to lock everything up so it won't break later.

I couldn't have asked for better luck on fitting this in there! This is the bottom of the connector touching the base of the screen housing:

Lastly, there was no way to wake up the tablet once I put it in the housing, so I put a bolt in the lathe and turned a button that sits in the casing and allows you to press the button from the outside:

Lastly, I had to cut a hole in the display window so you can touch the screen of the tablet. I tried doing this with an x-acto and failed miserably. Luckily, our model-maker extraordinaire, John Grimley, came to the rescue and laser-cut / backpainted a replacement bezel. Thanks!

The Keyboard

Now on to the keyboard. I used a bluetooth keyboard from Motorola. The Samsung one that came with the tablet was too small. I was pretty lucky to find one with almost the exact size of the original GRiD keyboard:

I took all the keys off the GRiD and sanded them down so I could glue them flush to the bluetooth keyboard:

I used hot glue, a steady hand, and a lot of patience:

Now we have a proper keyboard, we need to wire it up. I wired the pairing button to the original power button of the GRiD because you have to press the pair button every time you power on. One reason I made that cable using the keyboard dock circuit board earlier is because the board breaks out power and ground which I can wire to power the bluetooth keyboard. This way there are no batteries to replace.

The Bluetooth Board:

Wired onto the keyboard dock:

Now everything is wired together, so I just place the connector in the original slot for the parallel port:

The Software:

This was actually the most difficult part to figure out. I wanted to have the display be yellow-orange on black like the original GRiD. I started poking around on the Android XDA-developers forum to dig up information. I won't go through all the steps in detail, but after trying versions of Android Ice Cream Sandwich, Jelly Bean, Cyanogen Mod, etc. etc. I found that I had to re-install Android Honeycomb (which was on there in the first place!) and install Chainfire 3D:

This app calls itself “an intermediary OpenGL Driver“ so it sits in the middle and can mess with commands going to the GPU. This requires a rooted device. There's a guy on YouTube who does an awesome walkthrough on how to root a Galaxy Tab 8.9. If you are looking to do something similar.

Chainfire 3D has a “Night Mode“ that allows you to mess with which colors function and to what degree:

However, it still wasn't changing the color! It would change only during screen transitions when there was some sort GPU task happening. I decided to try some hacks to force the GPU to constantly be running letting Chainfire have the ability to intercept things. I had seen some other “screen tinting“ apps that on their own didn't accomplish what I wanted, but added a level of something going on so Chainfire could do it's job. The one I used is called “Screen Adjust.“

Before:

After!

The Website

While I was working on the GRiD, IDEOers Arjun Mehta and Katie Clark—along with several others including Lance Birtcil, Ben Booth, Francis Tseng, Ivy Hu, Danny Stillion, Tom Hardin and Tim Brown—were putting together the tribute website that the laptop was built to access: billmoggridge.com.

It's really beautifully done, so go check it out to see what kinds of fantastic stories have been shared.


With the passing of IDEO co-founder Bill Moggridge, we have been reflecting on the ways he has influenced our lives and made the world a better place. Bill has had an enormous impact on the field of interaction design and professed the importance of making interactions delightful.

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tribute to bill moggridge grid laptop for sharing stories, tribute to bill moggridge, grid laptop for sharing stories, user experience

Lindsey Turner

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

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

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

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

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

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

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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.

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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.

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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.

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