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Mental health, co-designed

Kooth partners with young people to create Soluna, a mental health resource for California youth.

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Creative Capabilities
Health
Public Sector
Technology
AI & Emerging Tech

Increasingly, digital spaces are proving detrimental to youth mental health. By co-designing with youth, Kooth and IDEO set out to flip the script, creating a positive digital space for young people to safely explore their mental wellbeing. 

When Kooth, IDEO, and Blackbird, IDEO’s longtime development partner, first started working on the project, the window of opportunity was narrow, and the stakes were high. The group was up against a nine-week deadline to create a working proof of concept app. Also on the line: a $188 million contract with the Department of Health Care Services (DHCS)—one that would open an entirely new line of business for Kooth. 

The app needed to do more than demonstrate functionality—it needed to prove its value. To ensure that they were creating an asset that truly fit the needs of young people, the team turned to an initial cohort of 13-25 year-old co-designers who explored early features, created video diaries, and shared their questions about and experiences with mental health. These young people often gravitated toward self-service tools that helped them take action based on their feelings. With their feedback, the team created new expressions of clinically-validated behavioral health tools like journaling, breathwork and white noise—and built novel tools, such as Starboard, an expressive drawing tool and a nod to art therapy. 

The team took inspiration from content the co-designers liked to consume, such as story-driven video games that enable freedom of exploration, deepened by a unifying mythology. That led them to a constellation theme, which made the experience more intriguing and playful. The co-designers also recommended a dark color palette, because they preferred exploring the app at night. 

With these insights, the team refined the proof of concept, and then conducted a one-week pilot with another 50 young people across California. Their positive feedback gave the State the confidence to invest in a $188 million, four-year contract for Kooth to bring the app to a platform at scale. 

Over the next year, the team engaged another 150 young people to help design, shape, and test the app. At the same time, Kooth and IDEO created a clinical oversight group, which included a pediatrician, therapists, and other clinical specialists. This group anchored the platform in the practices of Acceptance and Commitment Therapy (ACT), cultivating psychological flexibility—the mindful acceptance of positive and negative emotions. Young people are invited to complete short reflections and surveys throughout their journey with the app, which includes rigorous, science-backed measurements to assess the therapeutic benefits.

Behind the scenes, the team developed a clinical-facing service and digital platform that empowers Kooth’s peer specialists, social workers, community curators, and clinicians to support the youth experience, all while protecting privacy and confidentiality. They also navigated a complex landscape of state requirements and government legislation, ensuring that the platform could cover topics like substance abuse and gender identity, and that users could access coaching within 24 hours, and choose from a diverse set of experts. 

The last step was to select a name that worked across multiple languages, trademarks, and competitor branding, and didn’t come off as a mental health service, something the youth co-designers believed was critical. IDEO and Kooth landed on Soluna, a name that alludes to the app’s presence in both the bright (“sol” for sun) and the dark times (“luna” for moon). 

Now, Soluna is available for free to all youth in California, and the state has set ambitious targets for reaching all young people at scale. Soluna is a living platform that will continue to receive product and design updates for years to come, all deeply rooted in youth co-design.

The US Surgeon General named mental health “the defining public health crisis of our time,” and cited social media, online bullying, and the isolation exacerbated by the COVID-19 pandemic as major drivers that have significant negative outcomes for youth.

In California alone, more than 284,000 youth cope with major depression. 66% of kids with depression do not receive treatment. Between 2019-2020, the suicide rate for kids ages 10-18 increased by 20%.

In 2022, California Governor Gavin Newsom’s Master Plan for Kids’ Mental Health set aside $4.6 billion to increase access to mental health and substance abuse support, the largest commitment to youth mental health ever made by a state.

94%

of proof-of-concept app users would recommend the Soluna app to a friend, and believe that engaging with the app would be a positive addition to their daily/weekly routine

6 million

young people in California had access to Soluna at launch in January 2024
Young people in the United States are facing a mental health crisis. Depression, anxiety, and suicide rates are dramatically on the rise. Yet, there are significant barriers to finding support—like the stigma around seeking therapy and the high cost of care. To provide millions of young people with the vital and early help they need, the State of California invited Kooth, a global provider of behavioral health solutions for young people, to develop a digital mental health and wellbeing platform for 13-25 year-olds. Kooth partnered with IDEO to not just create an app for young people, but actually co-design it with them. Launched in January 2024, the app, called Soluna, encompasses behavioral health coaching, interactive tools and personalized content, and is now available for free for all youth in California.
Kooth works with young people in California to design Soluna, an app to enrich their mental health.
Kooth works to transform how young people enrich their mental health.
Kooth USA, LLC
North America
Kooth USA, LLC

A more comfortable Pap smear

Teal Health creates a system for at-home cervical cancer screening.

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Health
Consumer Products & Retail

Creating a better cervical cancer screening experience is an important mission, but also a challenging one. Not only would Teal have to address the regulations that face healthcare device companies, it would also need to build a comprehensive telehealth platform and a physical product—a wand that could easily collect an adequate cell sample, even in the hands of an untrained person. 

The first challenge was to create the wand. The device would need to do a lot: It’s impossible for a person to see their own cervix, so the user would have to be able to find the cervix blind, collect the sample themselves, and remove the wand from their bodies without contaminating it on other parts of their anatomy. Because this is something users are likely to do in their bathrooms, where there is no space to lie down, they would need to be able to use the device while standing—and with one hand. From the beginning, the IDEO team set out to design functional, testable prototypes to make sure the idea was viable, and incorporate diverse voices into the research process, including trans, minority, and disabled women. 

The functional, testable 3-D printed prototypes.

Because the product is meant for people who aren’t medical professionals, the team worked to design something as simple, intuitive, and unintimidating as possible. They used a 3-D printer to create multiples of every prototype, autoclaves to make sure that the designs they were creating were sterile, and leaned into shapes women are already used to, like the cylindrical shape of a tampon. The wand they created has that same basic form, but with a soft sponge that the user can deploy with the turn of a dial to collect the sample, then close to protect it from contamination on the way out of the body.

With working prototypes in hand, Teal set out to test their efficacy. In an initial study with 220 participants varying in age, race, socioeconomic status, and geography, Teal found that not only were participants able to successfully self-collect samples, they also preferred them over the speculum, the device doctors typically use during a screening. Some 92 percent said if they knew the results were equal they would prefer self-collection, while 87 percent reported they would stay current with screening if Teal Wand was an option. Self-collection took the vast majority under two minutes to complete, and 97% of study participants reported it was very easy or easy to use. The Teal Wand recently received a patent for its unique design.

A close-up of the handle and main interaction point of the wand. It enables the novel one-handed cell collection to happen. A sliding thumb wheel both deploys the swab and allows for the swab to rotate to harvest the targeted cervical cells. The thumb can then retract the swab back into the device to preserve the sample during extraction.

The IDEO team also worked on the packaging and unboxing experience, which plays an important role in supporting the user through the self-screening process. The team built in thoughtful design cues to give users reassurance that they are using the wand correctly, and to provide the same level of confidence they would have in the results of an in-clinic screening. 

In January 2023, Teal raised an $8.8 million seed round from Serena Ventures, Emerson Collective, and Metrodora, and later that year, launched a nationwide clinical trial with leading health organizations including Johns Hopkins University, Yale University, the University of Colorado, Washington University, and others. In 2025, The Teal Wand became the first FDA-authorized device for at-home cervical cancer screening, with virtual medical provider support. Today, it's available in all 50 states. i’s an enormous step toward its North Star: catching cervical cancer earlier and saving lives.

Cervical cancer is nearly 100% preventable when it’s caught early, yet one in four women in the US are not up to date on their screenings.

More than 12,000 people in the US are being diagnosed with cervical cancer every year, and more than 4,000 people die of the disease, which disproportionately impacts Black, Asian, and Hispanic women.

More than half of cervical cancer cases are found in women that are not up-to-date on their screenings.

97%

of clinical study participants said the Teal Wand was very easy or easy to use.

87%

of participants said they would be more likely to stay current with screening guidelines if Teal Wand was an option.

94%

of participants said they would choose to collect their own sample from home rather than the current standard of care where a clinician collects it in-office.

2025

The Teal Wand becomes the first FDA authorized device for at-home cervical cancer screening, with virtual medical provider support.
Cervical cancer was once the number one cancer killer of women in the US—until the invention of the Pap smear in the 1940s. Over the last seven decades, the mortality rate from cervical cancer has dropped some 60 percent, thanks to better screening. But the procedure itself, which must be performed in a doctor’s office, is uncomfortable at best and inaccessible at worst, and the percentage of women in the US without an up-to-date screening has been increasing—from 14 percent in 2005 to 24 percent in 2019. Kara Egan, one of the cofounders behind Teal Health, wanted to change that. She had a vision for a medical device and health platform that would make it possible for women to collect their own cervical cancer screening sample from the comfort of their own homes. Teal came to IDEO for help designing an applicator and testing experience that would allow users of all body types to safely and accurately collect a sample at home and be inclusive for anyone with a cervix.
Teal Health creates a system for at-home cervical cancer screening, making it easier and more comfortable for women to get the care they need.
Teal Health creates a device for patients to safely collect their own samples at home.
Teal Health
North America
Teal Health

Amplifying a movement

Cities United rebrands to create safe, healthy, hopeful communities for Black men and boys.

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Public Sector

Cities United already had a strong foundation with its stated mission, vision, and values. IDEO brought those to life with a new visual and verbal brand identity system that celebrates Cities United’s inclusive approach to building relationships and reimagining public safety.

To help Cities United with its verbal identity, the IDEO team defined the organization's voice, tone, and key messages, making it easier to tell its story more consistently and clearly, a crucial step toward engaging stakeholders.

To define the new visual identity, the team created a new logo, a letter C composed of interwoven shapes that represent the three tenets of their vision—“safe, happy, and hopeful;” a new design language that references city grids; and a typographic system anchored by the typeface VTC DuBois, inspired by W.E.B. DuBois’s own custom lettering and designed by the Black-owned Vocal Type Co. The team also designed a color palette that embodies the textures of city life with hues reminiscent of asphalt, sunrise, and brick. 

To amplify the refreshed branding, the team designed a new responsive website, citiesunited.org. The intuitive site shares the organization’s mission, resources, ongoing projects, and partner network, inviting stakeholders to join in their transformative work. IDEO also created a video to humanize Cities United’s mission and showcase its nationwide impact. It underscores the unity, resilience, and hope embodied by the organization through a chorus of voices.

This comprehensive rebranding widens Cities United’s reach and impact, helping the organization share its goal of creating safe, healthy, hopeful communities for young Black men, boys, and their families, and reintroduces the organization to a national audience. 

The Cities United work was supported by IDEO’s Racial Justice Impact Fund, part of a commitment IDEO made in 2020 to ​​address systemic racism and advance equity within our own organization, our client work, and beyond.

Cities United is committed to reducing the epidemic of homicides and shootings among young Black men and boys ages 14-to-24 by 50%.

Between 2009 and 2019, the number of Black children who “did not go to school at least one day in the past month because they felt unsafe at school or on their way to or from school” increased by 84%, according to Cities United.

Homicide is the leading cause of death for Black men and boys from birth to age 44, according to the Centers for Disease Control and Prevention.

2023 SF Design Week Award

In recognition of IDEO’s brand work with Citizens United
Cities United is on a mission to reduce gun violence and create safe, healthy, hopeful communities for young Black men and boys, their families, and their communities. The Louisville-based organization takes a holistic public health approach, working with mayors, leaders, community organizations, and young people nationwide to reduce homicides and shootings and redefine public safety in our country. Because it works with both leaders and young people, the organization needed a brand identity that could speak to a wide range of stakeholders. As Cities United was preparing to celebrate its 10th anniversary, the organization approached IDEO for help refreshing its brand, a critical tool to better express its movement to end the gun violence epidemic.
Cities United adopts a new verbal and visual identity to bring momentum to its movement to create safe, hopeful, healthy communities for young black men and boys.
Cities United rebrands to amplify its mission to end gun violence.
Cities United
North America
Cities United

Balancing work and sleep

Somni’s personalized sleep program helps workers maintain their health.

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Health

Sleep is a critical resource for shift workers—and their employers, too. Together, IDEO and Somni worked directly with people with acute and chronic sleep challenges to create concepts that could support their sleep goals, and provide employers with the means to improve employee health.

When IDEO and Somni first partnered, the startup was an early-stage company, so the team started small, with focused sprints and workshops to redesign the core aspects of the company and product offerings. The team interviewed shift workers about their sleep patterns, which can vary quite a bit. Even when people keep to a specific schedule on work days, they often have to change their patterns on days off to spend time with family and friends, leading to a very disruptive sleep cycle. Research revealed that many third shift workers were dealing with sleep and health issues, but also a pervasive “machismo” culture,  pressure to “tough it out,” and a reliance on energy drinks to deal with lack of sleep. 

To address those issues, the team designed a digital experience for sleep cohorts, support groups where members could share their experiences and sleep strategies, and work with a coach and sponsor who already had been through the program. The platform analyzed workers’ data, and provided AI-enabled recommendations for improving their sleep. The big takeaway? Data by itself wasn’t necessarily helpful, and could be confusing for folks who were less digitally-fluent. Providing context, like a calendar that displayed sleep experiments at a glance, was crucial. 

The IDEO team also created a new user experience for a genetic testing program that could uncover factors associated with sleep issues. Somni aims to use a saliva-based genetic test to monitor for DNA damage caused by circadian disruption, then leverage its sleep improvement program to prevent further damage. Because biomarker testing is a differentiating offer for Somni, it was extremely important that the team get it right, both to make sure that users could understand its utility, and for Somni to provide real value. The design challenge was unique—and not just because of data privacy concerns. Presenting data about DNA damage in a non-human-centered way could increase the anxiety workers had around their sleep.

At the end of the project, Somni leveraged the insights the IDEO team surfaced to improve products like its sleep coaching service, and to refine its biomarker testing offering. Based on this work, Somni has also created a pilot with a Fortune 100 company, which is currently in progress, as it works to mitigate the ill effects of disrupted sleep for employees and the companies they work for.

In the short-term, circadian rhythm disruption leads to an array of jet-lag-like symptoms, and in the long-run, it may contribute to weight gain, obesity, metabolic syndrome, type 2 diabetes, and cardiovascular disease.

It also impairs people’s ability to work, affecting productivity, creativity, and the overall work environment. Productivity loss can lead to employer baseline healthcare costs that are 26% higher, and over time, insomnia can result in an average cost of $4,267 more per employee per year.

In June 2019, the International Agency for Research on Cancer classified shift work as a probable carcinogen.

75%

user retention in Somni's sleep program

$2,450

savings per year per employee for users who complete the program

33%

improvement in sleep quality, and 41 more minutes per night
Somni was founded to help people improve their sleep. The company offers personalized, evidence-based sleep health programs alongside sleep coaching and sleep aids like melatonin, blue light blocking glasses, tea, and eye masks. In 2021, Somni wanted to expand its program to create a more human-centered experience for people with challenging sleep-work patterns. More than 15 million Americans have evening, night, rotating, or irregularly-scheduled shift work that disrupts their circadian rhythm. This can lead to metabolic, hormonal, and mental health problems, and even DNA damage. In 2021, Somni reached out to IDEO for help integrating genetic testing into their sleep program, and redesigning the digital user experience for employees and the employers who want to help them stay healthy.
Somni works to create a resource that helps employers support third shift workers.
Somni creates a personalized support system for third shift workers.
Somni
North America
Somni

Keeping kids safe, while giving them the best of technology

Google’s Director of Mental Health shares insights into its core principles.

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Articles

As part of that work, I attended an event last year hosted by the Biden-Harris Administration’s Kids Online Health and Safety Task Force and Stanford University. There, I reconnected with Megan Jones Bell, Director of Consumer and Mental Health at Google. Throughout her career, she has drawn on her own experiences with mental health to build and improve digital tools, access to resources, and safeguards.

Now at Google, she’s helping one of the world’s largest and most influential companies shape policies that help kids and teens safely access information, play, and connect online. After the event, we came together for a conversation about how Google is working to promote digital well-being among kids and teens, the ways organizations across tech and other sectors are uniting to protect them, and how friction can help keep people safe. (Content warning: The following text includes mentions of suicide, mental health issues, sexual abuse, self-harm, and eating disorders.)

Michelle Lee: It was wonderful to catch up at the event and get a peek into what you're up to right now. I’m curious—how do you define digital thriving in your work?

Megan Jones Bell: When it comes to kids and teens, it's really about how we design experiences that help them get the best out of technology to be creative, to learn, to play, and to safely connect with others online.

ML: I love that. What are the core principles that help guide your approach?

MJB: Our cross-cutting principles are built to protect, designed to respect, and created to empower kids and families. These overarching principles guide our approach across Google products. Last year, YouTube also announced Youth Principles that further clarify our commitment to creating a safer and more enriching environment for young people. Our principles include:

  1. The privacy, physical safety, mental health, and well-being of children and teenagers require special protections online. That's the one a lot of my team's work ladders to, and I love that we were able to be declarative about it.
  2. Parents and caregivers play an important role in setting the rules for their family's online experiences, particularly for the youngest children. How do we put the right tools into their hands so that they can manage their kids’ exposure to technology?
  3. All children deserve free access to high-quality and age-appropriate content that meets their individual interests and needs. This is really about the fundamental right to information that is appropriate for different age groups.
  4. The developmental needs of children differ greatly from those of teenagers, and should be reflected in their online experiences. This is also an area that we’re deeply focused on.
  5. With appropriate safeguards, innovative technologies can benefit children and teenagers.

ML: I appreciate how you started with safety as the baseline, but progress to helping youth benefit from technology. Last month, I saw YouTube and other global partners announce the 2025 Youth Digital Well-being Initiative. Can you tell us more about this, and what you hope it will accomplish?

MJB: YouTube has joined over a dozen regional content creators and distributors representing 10 countries to participate in the initiative. The goal is to support a unified vision for the development of high-quality, age-appropriate content for young people. It will involve responsible product design and content creation tailored to local needs. We hope this will raise industry standards and positively shape the online experiences of youth around the world, across a diverse set of languages. We also hope the effort will give kids and teens access to content that promotes media literacy and digital citizenship, foster learning in and outside of the classroom, support child development and well-being, and enable a setting for healthy screen time.

ML: That's great. I'm so excited to see that partnership come together. To back up a bit, I first met you when you were at Headspace. I see a theme in your work across tech and mental health. What’s brought you to this work?

MJB: When I was in college, I decided I wanted to turn my suffering and hard experiences with mental health into something that was a strength. So I became a youth advocate for mental health. As I was running a body image and eating disorder prevention program that we ultimately scaled through the Girl Scouts, I found out how hard it was to scale and maintain quality. I became convinced that technology was a tool that could help us scale access to preventive interventions—which is really where my passion is.

At that point, in 2004, my main interest was promoting mental health and well-being by identifying and modifying risk factors to prevent the onset and progression of disorders. But I felt that being in academia would limit my impact, so I became an entrepreneur quite reluctantly.

Then, when I switched from having to literally write the code of the programs I was building at Stanford to working with actual engineers and UX designers, I thought, “I'm never going back.” So pretty quickly, I got pulled out of my academic path into more human-centered design and real product development, and actually did a bunch of programs at IDEO to learn about the methodology.

Illustration of a person seated in a futuristic, yellow pod while using a tablet. Surrounding the pod are floating icons, such as question marks, notifications, and envelopes, in a dynamic, white and red background.

ML: Oh, that's great! I didn’t know that.

One of the themes that came out of the Stanford event was the importance of nuance. We hear so much about how tech is the problem. But tech also has benefits. Where are we seeing it help us in our work addressing mental health issues?

MJB: It is absolutely nuanced. Across our products, our approach has been to ensure that we are elevating authoritative, meaningful, accurate information that comes from a verifiable source.

With funding from Google, the National Academies convened experts to define online authoritative information for health overall: peer-reviewed medical journals, or accredited health institutions, like hospitals or health systems and government sources. Then, we asked the World Health Organization (WHO) to help us internationalize that framework. From there, we partnered with the Council of Medical Specialties to help us verify the licensure of individual creators. Whether it's a nonprofit, a company, or an individual creator, we verify. And they are badged, so that each video has a visual cue that says, “This information comes from a licensed mental health professional.”

At the same time, people also want to hear from someone who's walked a mile in their shoes. So, we built a personal story shelf that elevates lived experience content. It has guardrails around it to make sure that it is safe content, particularly for sensitive issues, like eating disorders or suicide. We’re also age-gating it to 18-year-olds.

The next piece is partnering with local resources to support people in crisis. In the U.S., on YouTube, the crisis resource panel is a full-screen takeover; it's essentially a pause page that helps introduce some friction into the experience with a clear call to action. We do that for suicide, and in certain countries, depending on the availability of appropriate partners, eating disorders, self harm, domestic violence, sexual assault, and substance use.

Illustration of a person standing with arms raised amidst floating icons like exclamation marks, coins, and chat bubbles, set against a bright background with large, colorful shapes.

ML: I’m intrigued that you introduce the idea of friction, because one of the big promises of technology is that it's going to make your life simpler. Where do you think technology really needs to introduce friction?

MJB: We believe our responsibility as product designers is to provide external cues that help people have a chance to activate their internal ones—whether that’s helping someone realize they’ve been online longer than intended, or that it’s time to go to bed to be ready for school, or something more serious like showing a crisis hotline number such as 988 to someone potentially at-risk for suicide.

ML: As someone who feels like the world just keeps running at top speed, I really appreciate that.

As you look forward, I’m curious about what you think is going to shape the future of digital well-being for kids and youth, and how you and Google Health are preparing for that.

MJB: We joke that you can't get through a conversation right now without saying "AI" 100 times. My team is in the guts of our Generative AI products, making sure they’re safe. But we also need to be creative. We used GenAI on our suicide classifier to better detect personal crisis queries on Search long before it was a popular thing to talk about. And so we know how it works, and we also know what it's good at and bad at.

ML: Glad to hear that, because GenAI is accelerating quickly, and we have many lessons from apps, social media, video games—all these places where we have moved too fast in the past, and had to go back and fix our mistakes later on.

When we were at the event, I was fascinated by how different tech companies came together to have this conversation, when they’re often competitors. How does Google work alongside other organizations?

MJB: We've essentially said "yes" to joining most kids’ online safety and well-being initiatives. There are other predicates for how Google has worked across the industry on things like child sexual abuse material online. As soon as we do something, we try to be transparent about our approach. A year ago, we updated our eating disorders policy to take more of a preventative lens. And then several other companies updated theirs. Our reaction isn’t, “Oh they copied us.” It's, “Hooray! We're collectively protecting more kids.” I’ve heard from others in tech that they liked our approach so adapted it for their product.

But we shouldn't be the arbiters of defining what authoritativeness means in the context of health information; that should be an expert dialogue that we then align our product with, not the other way around. We’re in the process of doing it again with the WHO to figure out how to make developmentally-appropriate teen mental health content. As soon as WHO had a set of principles, they were published—even before we had a launch to go with it. And if another company took that and executed faster? Good for them.

Illustration of an adult and a child holding hands while walking forward. The scene is surrounded by floating question marks, heart symbols, and other icons on a bright background with abstract, colorful elements.

ML: It’s great to hear about these positive strides. At the same time, Jonathan Haidt’s book, The Anxious Generation, is getting a lot of attention. His hypothesis is that digital devices and social media are strongly linked to the increase in youth mental health issues. I’m curious to hear your reaction.

MJB: I do have concerns about the science behind his work because it's not consistent with authoritative scientific bodies. When groups like the American Psychological Association or the National Academies have a point of view that differs from one person who is trying to write a fear-based bestseller, we should be skeptical.  

At the same time, I do agree that parents need to play a very active role in helping their kids navigate their online experiences. When my son wanted to play a particular video game, we went on Common Sense Media and read about why it wasn't appropriate for him. And he said, “Yeah, okay. What games can I play?” It takes work, but I am so intentional about where he is physically, what’s going on at school, and what he’s eating. We need to learn how to bring that attention to online experiences, too.

We also need to advance our understanding of the effects of technology. For years we’ve had Google Takeout, which essentially gives researchers access (with the appropriate consent) to data about everything people do online. Combine that with other markers of mental health, and researchers can begin to tell a story of cause and effect. It's not appropriate for us to go measure the mental health of a Google user. That needs to be done in an academic context. But we can encourage higher quality research methods that answer some of the open questions. We have a bunch of researchers in Google Health who are excited about helping organizations use these tools.

ML: That's one of the reasons I'm excited to have these conversations. Knowing that people are seeing this moment as a chance for us to mobilize, to work together and figure out how to make our relationship with technology better, across industries, government, and academia—that gives me a lot of hope. Thanks so much for sharing the work that you’re doing at Google, and for being a great thought partner on possibilities for the future.

Looking to design products and experiences with digital thriving in mind? Get in touch.

This article is part of a series of Q&As on digital thriving. Check out part one, an interview with a student advocate for more responsible social media, and part two, an interview with LEGO Senior Design Strategist Pia Breum Corlin.

For the past few years, IDEO’s Play Lab has focused on a concept we call “digital thriving”—the idea that we can and should design online spaces that support mental health and well-being.

Health
Play

Redesigning retail for the next generation

Community is the future of brand-building. Participation is the future of retail.

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Article
Articles

But it’s not about going back. It’s about reclaiming control.

Across markets—from Seoul to London to New York—young consumers are reaching for clunkier, older tech: The original iPhone SE, with its physical home button and hazy-colored photos; point-and-shoot digital cameras; even new versions of decoupled technology, like offline MP3 players.

It’s tempting to accept these trends at face value and think, “We should double down on nostalgia!” Or, “Let’s bring back retro products!” Or even, “This has nothing to do with our business.” Instead, leaders need to look at the underlying need driving these behaviors in young people: a desire for a more human and connected world they didn’t get to experience, and a rebellion against automated, algorithmic pressure. This shift poses a critical challenge for brands and retailers—and an incredible opportunity for the future. For brands willing to reimagine themselves not just as sellers, but as enablers of identity, connection, and co-creation, there is an enormous opportunity to lead.

From chasing trends to building identities

Especially for this generation of customer, the constant pursuit of the next “it” thing—the next viral aesthetic, the next must-have product—has become exhausting.  For too long, filters and algorithm-driven feeds have pressured them to represent themselves in unrealistic ways that relate less to who they are and more to a perception of how society, their peers, and algorithms think they should be. Instead of trying to keep pace, they’re trying to discover, “What actually feels like me?”

Last year, we worked directly with a group of Gen Zs to test out a handful of AI product concepts focused on creativity, travel, and relationships. Across the board, they were clear: They do not want companies glossing over the awkward parts of growing up, building relationships, or exploring their own creativity. They crave real-life experiences that shape their sense of self, and help them foster new connections.

For customer-facing brands, this is a wake-up call. Brands of the future will serve as connectors, offering consumers an active role in co-creating content and programming. Instead of mass-market activations like yet another celebrity sneaker drop, they’ll invest in community-driven experiences like LEGO’s Ideas platform, which lets fans share what they’ve built, propose new ideas for bricksets, and vote on models built by fellow fans. The next wave of influence and brand building will come from enabling customers to co-author the future of their favorite brand and its products, sharing their identity to inform and build experiences for and with others. Younger customers are drawn back to brands that reflect their identities, because they feel they belong.

From points-of-sale to places to connect

For a long time, the industry narrative declared that physical retail was doomed, outpaced by the convenience of e-commerce, and compounded by the catastrophic disruption of a global pandemic. But now, consumers are increasingly seeking out in-person experiences, especially those with a community dimension. This shift is especially visible among younger consumers. In the last quarter of 2024, 88 percent of UK consumers visited a physical retail destination. Under-35s are leading this shift, making more than twice the number of in-person retail visits compared to those over 55. For them, shopping is no longer a solo, efficiency-driven task—it’s a social and immersive experience. Smart retailers are responding, going beyond maintaining established brick-and-mortar storefronts to re-imagine them as destinations, hubs of culture, connection, community, and value-add experiences beyond shopping. Why? Because physical retail isn’t about a customer journey that ends with a purchase anymore. The future of retail will reimagine methods for connecting with customers, and serve their needs in ways digital simply can’t replicate.

Digital-first and social media influencer brands like MyGlamm and Shein are making the leap to physical storefronts. Saint Laurent opened a sushi restaurant in its Rive Droite store. In addition to its workout gear, Lululemon has built a lifestyle brand through community engagement, in-store experiences, and digital fitness platforms. Sephora has kicked off its largest capital investment project since its founding—to transform its stores across North America—all 700 of them, and also partnered with IDEO to build the store of the future in Asia.

Meanwhile, for Printemps’ first opening in the US in its 160-year history, the French department store’s New York location launched with a façade that proclaimed, this is “not a department store.” Instead, it has been designed as a French apartment, a place where customers can peruse Printemps’ unique curation of French products, take a French class with other customers, or get a head massage while enjoying a glass of champagne with dishes created by Chef Gregory Gourdet. Retail spaces today are becoming third places for people to meet and share—blending hospitality, cultural relevance, and discovery.

From passive consumption to active co-creation

Young consumers are over the whirlpool of social media influencers whose product recommendations are bought and sold right off their screens. Since 2023, a movement rejecting influencer culture has been picking up steam (ironically tagged #deinfluencing). That same year, “authentic” was Merriam-Webster’s Word of the Year. In an interview IDEO conducted with Khoa-Nathan Ngo, member of #GoodforMEdia, a group at the Stanford Center for Youth and Mental Health and Wellbeing led by college-age students, we learned about the critical importance of companies directly involving young people in the development of new offers. Ngo argues that when their voices weren’t considered in the design of social media, for example, it “created a major crisis in terms of our mental health.”

In 2021, Lush Cosmetics boldly exited from major social media platforms, stating, “Social media is making it harder and harder for us to talk to each other directly. We are tired of fighting with algorithms." Bottega Veneta also decided to shutter its social media accounts, replacing them with a quarterly digital journal, trusting that meaningful engagement would come from content that is deeper, slower, more thoughtful, and curated. The result? The rallying of passionate customer fan accounts like @newbottega, which now rivals the brand’s original social media following, demonstrates that community-led advocacy can be just as powerful—if not more so—than brand-owned channels. One benefit of this approach is that it creates a deeper sense of trust and reciprocal engagement rather than a one-way push from the brand. While industry experts observed Bottega Veneta’s social media strategy skeptically, the brand entered Lyst’s ranking of the Top 10 hottest fashion brands for the first time in 2020—and has maintained its ranking in the Top 10 since.

Companies that want to continue to engage with the next generation need to eschew the traditional paradigm of the seller-buyer relationship and invite customers into a participatory role, inviting them to become true co-creators who help shape the future of the brand experience, offers, and engagements. In our partnership with Athleta, we brought together a council of women to co-design an equitable, inclusive, and sustainable model for omnichannel community-building that is unique and authentic to their brand and customers. This is a powerful example of a belief that IDEO has championed through our work; that people care about what they’ve had a hand in co-creating, and it’s the best way to create long-term brand loyalty and advocacy.  

From selling products to meeting needs

If community is the future of brand-building, then participation is the future of retail. Brands need to move beyond traditional omnichannel thinking to strategies that invite customers to directly shape brand meaning and value in real-time, through a living ecosystem of customer co-design touchpoints, both large and small.

The companies that win over this next generation won’t just sell products, they’ll actively invite them to shape what the brand stands for, how it shows up in the world, and how it delivers value. This goes beyond one-way engagement, to strategic collaboration that turns customer participation into a market advantage. For young shoppers, brand advocacy comes from feeling seen, heard, and influential. Businesses that meet these genuine needs will move beyond fleeting attention, unlocking lasting loyalty, sustainable growth, and entirely new avenues for continual innovation.

Looking to design new products or retail experiences of your own? Get in touch.

The surge in sales of “dumb" phones and digital cameras among Gen Zs is easy to misread as a throwback to nostalgia.

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A look inside LEGO’s digital design toolbox

And more lessons on how the brickmaker approaches digital thriving.

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Together, the LEGO Group and UNICEF (with funding from the LEGO Foundation), created the Responsible Innovation in Technology for Children (RITEC) project. Through deep research with children at schools and in homes around the world, the project created a toolbox for incorporating support for children’s well-being in the design process.

In addition to this important work, Senior Design Strategist Pia Breum Corlin led the creation of the LEGO Group’s own Digital Design Principles for Kids, which help shape every digital product the company creates. She and her team also developed one of the cooler design tools I’ve ever seen: a physical toolkit that leads designers through the process, helping them design for well-being and a diverse play experience. I caught up with her to learn more about the company’s approach to digital thriving, how M&Ms can help fuel the design process, and much more. 

Michelle Lee: There are a lot of people who grew up with the LEGO brand, myself included, and we know it primarily as a company that makes toy bricks. But a lot of the work you’re doing has to do with digital play. Could you give an introduction to that work?

Pia Breum Corlin: At the LEGO Group, it's not just about games; it’s about redefining play entirely. For kids, there’s no real distinction between physical and digital play—they naturally blend the two. That’s why we focus on hybrid play, where the physical and digital worlds intersect. That way, we don’t end up having kids just sitting in front of a screen—we actually foster their creativity. 

Photography courtesy of TALL

Michelle Lee: What does that catalog of digital play look like?

Pia Breum Corlin: It’s actually quite big. It includes partnering with games, like with LEGO Fortnite, and also the LEGO Builder app, which is the digital version of the building instructions. We all know the paper version from our childhood. It's very structured, starting with opening bag number one. It feels like something you do on your own. But the digital instructions let you open different bags, and then build small parts of something, which you can then pass off to someone else. It’s more like a board game. So you can suddenly have a set as a family and build together.

Michelle Lee: That sounds incredible. I'd love to learn a little bit more about your role as a design strategist. What does it look like? And how did you get here?

Pia Breum Corlin: My journey to this role is anything but linear. I am trained as a civil engineer in industrial design. It’s a mix between engineering, a lot of math, and design—focused on that intersection between the product and who is using it. That’s where design strategy came in—it taught me that design is more than making things pretty and pixel-perfect, and really about catering to a need. 

I joined the LEGO Group about 10 years ago, and my real interest in play came when we started to create design principles to really understand what it is. I have a tendency to get deep into things that I design for—I really want to understand the user's needs and the behavior behind them. 

Photography courtesy of TALL

Michelle Lee: What led you to this path of wanting to focus on play and well-being within the LEGO Group?

Pia Breum Corlin: At the LEGO Group, everyone talks about digital well-being and thriving in everything we do. We don’t want to do any harm. We want kids to be in a better place after they use an app or product.

When we created LEGO Life, a social media app for LEGO fans, including kids, we wanted to have an internal language that designers could use to say, “Yes, we can do it from a legal perspective. But the big question is, should we? Does it fit into the ethics and well-being perspective that we are trying to promote?” So we created digital design principles that provide a really strong language for that. 

Michelle Lee: I’m curious to hear more about the core principles, and how they guide your approach.

Pia Breum Corlin: For me, the principles are about empowering children to navigate, engage, and create positive social connections that can support their well-being and personal growth.

The first is, “Let me explore,” which is about giving kids agency and autonomy.  “Show me the way” is a reminder to us to not be the police—kids have enough authority in their lives. It’s about helping kids feel supported and to learn something from what they’re doing. “Make me feel joyful” links into emotions, and the level of immersive play. “Support my right to play” taps into creativity from a well-being perspective. And the last one, “Speak my language,” is about identities, diversity, and inclusion.  

LEGO Life was one of the first apps that was designed with the “Show me the way” perspective. The concept was to give kids the skills and tools to navigate a digital space and social environment. How do you write comments? How do you not write comments? Instead of telling them, no, you cannot take pictures, we teach them how to create better pictures. We think of it kind of like a mama duck and baby duck. We’re leading the way, but always looking to see if they follow. 

We also had a non-player character in the app called Captain Safety who shared tips and advice about staying safe online, and who they can contact if something happens. 

Photography courtesy of TALL

Michelle Lee: I’m so glad you brought up LEGO Life, one of the first efforts to create a safe social space for kids. The camera is a really nice example of that—what are some other ways you navigated that tension between safety and freedom?

Pia Breum Corlin: We’re in close contact with the legal and safety teams, and they’re always involved in early analysis. But for us, it really comes down to not telling kids what to do, but showing them possibilities of how to do things. And of course, everything is moderated. But we’ve also discovered that kids are good at regulating each other. It’s one of the really good things about these communities—they learn, and they try to teach others how to get it right. 

Michelle Lee: I’m very interested in hearing about the work by the LEGO Group, the LEGO Foundation and UNICEF that led to Responsible Innovation in Technology for Children (RITEC), an initiative to promote children’s well-being in a digital world. How does your work tie to that? And how does that link to the LEGO Digital Design Principles for Kids toolkit?

Pia Breum Corlin: RITEC is a three-year project between the LEGO Group, the LEGO Foundation, and UNICEF. It began with research with children across the globe, and culminated in the RITEC Design Toolbox. It’s a framework to help designers create digital experiences that promote positive wellbeing. We have been so lucky to be a part of it.

We actually wrote our design principles before RITEC started. But when I saw their work for the first time, I said, “We need to find a way to get all that information into something tangible and practical, so the designers don’t have to read a 200-page report.” And that led to the LEGO toolkit. 

Photography courtesy of TALL

Michelle Lee: I love that. There are so many people who are bringing digital thriving into the conversation, but they're not necessarily putting it into a form that's easily accessible by designers. 

Pia Breum Corlin: Our toolkit is tangible—a box you can unfold. When you open it, you see our five principles laid out in a matrix so you can see how each links back to the different pieces of RITEC as well as strategic choices designers can make in each experience they create . For example, a game that’s low agency, high guidance is about learning to follow rules, which is a pretty good skill to have as a child. But from a play perspective, it can get quite boring. So we need to have different types of play in the portfolio.

Before we even start thinking about any features, we activate the principles by asking ourselves, “What type of play are we designing?” As a team, we’ll agree on, for example, a play experience that is medium in agency, but flexible depending on the kids’ skill level, so they can grow. It needs to be low in playfulness because we need it to be calm and relaxed. We want low creation, meaning that we want them to use what is already available—like a coloring book, or a set you can add your own bricks to. Social connection is low (playing solo) to medium (playing with a few friends). 

Photography courtesy of TALL

Michelle Lee: Once the principles are clear, where do you go from here? How do you then design the features of the experience?

Pia Breum Corlin: That's where my role stops, and the designers’ role begins. They rely very much on the design principles and the prompt questions that we included inside the box. It's made to spark curiosity, not to be a checklist. Because there's no right and wrong answer to these things. 

Michelle Lee: Can designers outside of LEGO access the kit?

Pia Breum Corlin: Originally, it was designed for internal use. We were finally allowed to talk about it publicly last year, and there’s been huge demand for it. But it’s an expensive box, and we hold an in-person training for it. No slides, set in a children’s room, decorated with toys and posters. To get participants in the right mindset, we hand out M&Ms: a red one at the start, when they have to play like children. And then we pause and give them a blue M&M when they have to become adults again. I’m hoping to work on how we could share it externally next year.   

Photography courtesy of TALL

Michelle Lee: I can’t wait until more people have access to this! In the meantime, do you have any advice for parents or designers navigating the digital age? 

Pia Breum Corlin: Go play with kids. As parents, we have a tendency to have feelings about what’s right and wrong in the digital space. Instead, play with kids to understand what they think is so fun. See what you can learn from them, and earn their trust. 

We know the data is really bad. Kids are getting mean messages and pictures they shouldn’t online. But if we are there playing with them, and they know we support the things they like, I believe they will be more likely to tell us if bad things happen there. 

The same advice goes for designers. If you're designing for kids, go out and play alongside them. You will learn so much.

Trying to solve your own challenges with digital thriving? Get in touch. We’d love to help.

As we explore best practices in digital thriving, we couldn’t help but think of the LEGO Group, a company that is at the forefront of thoughtfully designing engaging experiences for kids.

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In the age of AI, human-centered design is crucial

David Kelley and Derek Robson on lessons for building the future.

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Recently, IDEO founder David Kelley and CEO Derek Robson sat down to chat about the importance of human-centered design in creating impactful, useful AI products, the flaws of vending machines, how to bring naysayers along on the innovation process, and much more.

For the last 40 years, you've championed the use of human-centered design, helping clients weather seismic technological shifts. As AI stands to bring massive change, are there any examples of other technological shifts that could help provide a roadmap for what’s coming?

David Kelley: The world has been through all kinds of shifts. The personal computer. iPhones. The internet. AI. And in each one, the technology was the shiny, exciting thing, but it took some insight, some creative leap to figure out how people would actually interact with it to make it successful. The one that was most impactful in my life was the move toward personal computing. When I was young, computers were these big machines in the basement. But as they became more accessible and more human-centered, they made explosive inroads into people's lives.

The most famous piece that IDEO worked on was the Apple mouse. The concept of pulldown menus and mice were developed at SRI and Xerox Parc. IDEO invented the technology and did the human factors and industrial design. The fun part was figuring out how people would use it. On the engineering side, we were trying to make it very accurate. If you moved the mouse one inch on the table, it would move an inch on the screen. But as we did more and more user testing with different kinds of people, it became clear that that was a complete waste of time. The human brain understood what was happening—you didn't have to make it the same distance. And because of that insight, we were able to make the mouse very cheap. Which has a lot to do with why it's successful—the cost is inconsequential.

Do you see parallels between that moment in time and today, when so many technologists are trying to deliver on the promise of AI?

David Kelley: Yes. We're just at the beginning. It’s going to be wildly useful, but at the present time, AI products are going to be hit or miss. It feels like a lot of other technologies we witnessed that didn’t find widespread adoption until someone discovered the right use cases.

Derek Robson: At the same time, AI is with us already, in products we use every day, like Netflix. Right now, AI is very prominent without necessarily having the use cases that you can point to and say, “everyone is using this” or “this is changing the world.” To David's point, we're at the start of a journey.

A digital collage featuring a close-up of a smiling person’s face, fragmented into multiple squares. Each section highlights different facial features, including an eye, cheek, and mouth. The design incorporates bright orange and purple overlays, with a soft pink background and black circular accents.

How crucial is it to implement human-centered design in the creation of AI products?

Derek Robson: It’s fundamental. How many things were meant to be great big breakthroughs, but they just don't work because they don’t take into account what humans want from the technology? In our own AI projects, we co-design with users early in the process, testing concepts to see what they want and need long before a product hits the market.

David Kelley: It reminds me of when Bill Moggridge, one of IDEO’s leaders for many years and a champion of interaction design, was working on the first laptop computer, called Grid Systems. He took it home one night after it was functional, and he came back and he said to me, “This software stuff is way too important to leave it to the software people.” At the time, it had that feeling that you had to be an insider to know how to use it—it wasn’t for the general public. Similarly, AI is far too important to leave just to the technologists—human-centered design is a crucial part of it.

Is part of that the engineering mentality—that the question is often, “can we do that,” rather than, “should we?”

David Kelley: We do see that in a lot of companies, especially when they’re designing for people like themselves. But 99 percent are designing for customers who are not like them.

Over the years, IDEO has worked with thousands of clients. What have you learned from them?

Derek Robson: If you go back through the history of the company, there's a type of leader that has a clear vision of what they want—a sense of bravery, a purpose. They have a dream of how they see the product and their brands evolving. Often, they’re on a path at odds with the rest of the culture. It started with Steve Jobs, and we’ve now had many wonderful clients over the years.

The best ones really get involved with us and embrace the process. And when they do, you find at the end that they've changed too. As much as we are a design and innovation company, we are also an experience company. We take you on a journey of looking at something in a new way and helping you to see the potential of things that aren’t there yet.

David Kelley: In the early days of IDEO, we'd send a proposal that included phase one, the human-centered design part, and the client would come back and say, “Could we just skip that first phase and get going?” But that is where our big ideas came from—from understanding what's meaningful to people. Eventually I had the guts to say, “Nope, we can't cut phase one.” That's what we're good at, taking all that information, all those interviews, all those observations, and making a creative leap to a new place.

A stylized aerial view of people gathered on a grassy field, depicted in a mix of black-and-white and colored overlays. Some individuals are sitting on the grass, while others are walking or pushing strollers. The composition is framed by geometric elements, including orange and purple rectangles.

Where did your confidence in this approach come from? Are there moments that solidified just how important it is?

David Kelley: Early on, we were working for Pepsi, and Jane Fulton Suri, who really pioneered empathy in design research, went to a place with vending machines. After watching people use them, she said, “Do you think it's right that the soda comes out at your ankles?” And that's so obvious, right? But the people who built the machine didn't see it. The rest of the team didn't see it. That wasn't how product companies were thinking back then.

Derek Robson: When you work on something for a very long time, you can start to believe that you know how your product works, and how people use it. And that's not necessarily the case. There are so many things that I've worked on in my life where people use products in a different way than they were intended to be used. And if you don't look at it anew, then you will never be able to move something forward.

Long ago, I worked for a company that was responsible for the Got Milk? ads. And the insight behind them was that people don’t think about milk until they don’t have it—they realize its value in its absence. It’s an insight that can only really come from being deeply connected to what humans want.

A collage of aerial cityscapes and pedestrian crossings, featuring a mix of black-and-white and colored images. One section shows a city at night with glowing streetlights, while another captures people crossing a striped crosswalk. The images are layered with abstract borders and pastel tones.

Aside from AI, what factors do you see influencing design in the foreseeable future?

Derek Robson: Climate. Human-centered design doesn't mean the human at the expense of everything else. We need to design things so that we’re not destroying the planet. We have to think about not just the composition of materials, but actually how people use those materials. What is going to happen to those materials over time? There's a never-ending list of things we are considering as we design.

David Kelley: As pedestrian as it seems, it all boils down to humans. Even with these big systems problems, you have to ask, what could we design to help people do their part? Think about recycling. It was a systems problem, but also a human problem. Once you had curbside and they came and picked it up, people got behind it.

Derek Robson: We also have to keep in mind that different people have different requirements from the things that we design. Not just from a climate perspective, but also from an ethical perspective. My two daughters think very differently about which companies they engage with than I did at their age. I didn't think about where products were sourced from, or the labor policies for the company. And while that's not for everybody, it is for many young people, and companies need to consider those factors. If they don't, they might not be able to generate the kind of demand they are looking for.

A composite image featuring satellite views of Earth with swirling cloud formations and landmasses, contrasted with abstract black-and-white textures. Bright orange and purple overlays highlight different sections, while geometric framing adds a structured composition.

Four decades in, what are you most excited about for IDEO’s future?

Derek Robson: The best work for IDEO is still ahead of us. The mindset of this place is that the next project is the most important project. We're about solving problems, but we're also about asking bigger questions. And we're at a moment where there are so many questions that I think we are perfectly placed to help people answer.

David Kelley: I'm really looking forward to the variety. We're being trusted to do more interesting, diverse things than we ever have before. The mashup of what we learn in all those diverse places and putting that together gives IDEO a kind of database of insights that’s extremely valuable.

Derek Robson: When I joined, we had one team working on the collection of poop for a medical company and another redesigning a government system. The compounding effect of working on different things is what makes us unique. And the kinds of people that work on those problems are probably the most interesting and diverse set of creative people you are ever going to meet. We often say that the team of an IDEO design project sounds like the start of a joke. A mechanical engineer, an ethnography PhD, a physicist, and a doctor walk into a room to solve a problem. I don't think there's any organization on Earth with the diversity of creative talent and working on the variety of work that we have. And I’m excited for what we’ll do next.

Need help with a design challenge of your own? Get in touch. We’d love to hear from you.

Earlier technological shifts have a lot to teach us about the futures we're designing for.

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AI & Emerging Tech

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.
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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.

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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