

Transforming a historic music college into a collaborative learning platform
A new campus concept and student experience for Tokyo College of Music.
Since its founding over a century ago, Tokyo College of Music (TCM) has trained countless world-class musicians. Despite its well-established reputation, however, the school was feeling a pressing need to reconsider its role in order to remain relevant in a changing world.
The college had plans to build a second campus in Daikanyama, a prominent area of Tokyo known for being a hotbed for new global trends. Taking advantage of this opportunity, TCM leaders asked IDEO to help them develop a new concept for the school, and to redesign the learning experience while preserving a focus on classical music.
To kick off the research phases of the project, IDEO designers interviewed TCM students, and traveled to London, New York, and Boston visiting educational institutions, music schools, and arts facilities.
The team observed that students at music colleges outside of Japan were giving serious consideration to their career plans at an early stage in their studies, acquiring a variety of skills and mindsets through a well-rounded education. By contrast, TCM students were focused on learning and performing classical music, but tended not to have a clear image of future career opportunities.
IDEO proposed four specific directions for TCM’s new campus, based on an overarching theme of “culture, fields, and people collaborating across boundaries.” The first aim was to foster a business mindset and entrepreneurial spirit among the students that surpassed their classical music training. Next was to increase opportunities for actual performances, collaborations with professionals outside the school, and joint projects. The third aim was to position the college as a platform that would encourage the spontaneous creation of communities within and outside the school. The final aim was to develop students who were digitally savvy and fluent in new technologies, enabling them to continue evolving in response to developments in the real world. These goals are reflected in the various spaces of the school, as well as in the design of the experiences that occur in those spaces.

The most symbolic of these spaces is the Creative Lab. Originally intended as a library, the space now functions as a platform where people from within and outside the school community can collaborate and generate innovative ideas. The open layout, which encloses a cafeteria for students and faculty, can be altered depending on programming needs. The Creative Lab provides a venue not only for live performances in which the students can polish their improvisational skills, but for holding workshops and other events on topics such as cultural exchange, business, and new technologies.
New furniture and objects were carefully selected to inspire spontaneous encounters and conversation between students from different departments and staff, creating a flow of activity.

Even the landings on the staircases, which tend to be dead space, were designed with this concept in mind. One student commented that the space facilitates meeting new people and creates “opportunities for deeper interaction with students from other departments.” This intentional, open design has transformed the space into a hub within the school and the local community.
Through the new environment and educational opportunities at TCM's Daikanyama campus, students now have stronger opportunities to apply their creative talents in numerous fields worldwide, creating impact informed by the various perspectives, skills, and relationships they have developed at TCM.


Designing a modern digital platform for the constituents of Georgia
Building a more efficient, trustworthy service for Georgia's residents.
Georgia is among the most populous states in the American South. It’s a place with a storied past and promising future—on the rise economically, and continuing its powerful cultural impact on music, TV, cuisine, and tourism. Over 10.4 million people call Georgia home, and nearly all of these people will at some point navigate the state’s websites for securing everyday services. Ideally, this online platform would provide unifying and accessible government resources for everyone, whether they’re renewing their vehicle registration, seeking a fishing license, or looking up tax law updates.

Georgia’s Office of Digital Services (DSGA), part of the Georgia Technology Authority, was challenged with designing a platform to modernize the collective and individual online presence of 80+ state agencies, many of which used visually disconnected formats and color palettes that could leave the public feeling confused. DSGA recognized that they could provide more efficient and higher quality service to the public if they simplified the language, designed the site from the user's point of view, and created a more cohesive look and feel across agencies.
IDEO worked with the DSGA to identify the priorities of Georgia residents who use the various agency websites. On a road trip from Savannah to Atlanta, with stops in Macon and Dublin, the IDEO team immersed themselves in the rich culture of Georgia, connecting with social workers, low-income residents, state agency leadership and civic organizations to learn how Georgia’s digital properties could better address their disparate needs.
The design research underscored that there isn’t just one Georgia—it’s a tapestry of people, geographies and political orientations. Yet several common themes emerged, including:
Georgians want their government to “give it to them straight.” On the redesigned Georgia.gov platform, the people of Georgia can easily search popular topics to get the information they need. This includes learning how to apply for food stamps, renewing a business license, or simply finding out the location of a local office in their area. If a user has remaining questions, they can connect directly with a real human for further assistance, balancing direct information with warmth and a personal touch. User feedback on the site provides the opportunity for continuous design improvement.
Georgians want to take pride in the legacy and the future of their state. IDEO developed an entirely new design system with new navigational elements, fonts, and a color palette inspired by Georgia’s landscapes, all of which can be modified for individual agencies while remaining consistent with the state brand.

A distillation of the original Georgia seal adds authority, and new icons anchor the site’s menus and bring more clarity to the search function. The platform was designed to be Section 508 and WCAG 2.0 AA compliant, providing clear and accessible page content that adheres to federal laws and international web standards. To instill trust in Georgia’s online presence, each page also has a header that indicates it’s an official Georgia State website and outlines the uniform features constituents can use to identify this.

With improved navigation and easy-to-access prioritized content, Georgia.gov is a much more efficient platform for addressing requests from citizens. The site projects a happy-to-help, citizen-centered approach that aims to empower all Georgians so that they feel confident, informed, and prepared.


A holistic, human-centered approach to managing diabetes care
A digital-first diabetes management system that helped patients get the support they needed when they needed it.
According to the Centers for Disease Control and Prevention, nearly 30 million Americans have diabetes, almost 10% of the population. The vast majority of these diagnoses are type 2, which is commonly treated through a combination of medicine, diet, and exercise. Today, one of the major barriers to better outcomes is access to trusted information. As little as 15 percent of people with diabetes receive adequate education from their healthcare providers on managing their disease and making recommended lifestyle changes.
Ascensia Diabetes Care, a global healthcare company, has been a leader in diabetes treatment for over 70 years, known primarily for producing blood glucose meters. IDEO has worked with Ascensia for more than a decade, helping develop and design their CONTOUR NEXT ONE meter in 2016. In 2017, Ascensia engaged IDEO with a new goal of moving the company beyond physical devices. Ascensia envisioned a first-of-its-kind approach to educating and monitoring diabetes patients. In partnership with IDEO, they wanted to build a comprehensive solution—one that would not simply take glucose readings and document food intake, but would consider all factors that impact a person's health.
Through deep collaboration, Ascensia and IDEO built a powerful app-based service. The project began with a strategic vision for the experience and ended with the delivery of an all-encompassing health offering, including training of providers, packaging, app design, content creation, and visual design.

The patient experience married data and tracking, real-life mentorship, and personalized content. When a patient signed up, they were paired with a Certified Diabetes Educator (CDE) who created a tailored program based on their needs and linked them to relevant articles on topics like cooking, mental wellbeing, and sexual health. The IDEO team led the charge in hiring and training guides, crafting the educational content, and even designing the content management hub.
The data engine behind the app is another one of the program's stand-out qualities. The app pulled data from multiple data sources—exercise bands and glucose meters—to provide constant feedback, track progress, and continually refine the experience. To generate empathy, as well as build the app's initial data set, IDEO's data scientists tested the product on themselves. One designer wore a wrist full of exercise monitors around the office and tracked her blood sugar after every meal.

The app-based service was tested with 60 people and demonstrated remarkable early results. Only two participants failed to complete the study—a stunning success rate when adherence to therapy for chronic illnesses in developed countries averages around 50%. Additionally, participants reported drastic improvements in both physical and mental health. One recently widowed 70-year-old woman emerged from depression, returned to swimming, and started having regular blood sugar readings.
The project required Ascensia to embrace new ways of working internally, adopt a broader view of their offering, and ultimately expand the way they serve people with diabetes.



Creating an out-of-this-world STEM learning experience
Aboard the Verizon Explorer Lab, students can travel to Mars and learn engineering basics along the way.
When Mr. Gordon told his fifth grade students they were taking a field trip on a bus, many of them envisioned the city bus that they ride each day to school. But when they saw the Verizon Explorer Lab pull into the school parking lot, they realized a unique experience awaited them. Painted in bright colors, this bus promised something very different from their daily commute.
“Climb aboard, explorers!” says the Lead Explorer. The students walk through the bus’ sliding doors and inside, where instead of rows of seats, they find a sleek research lab. Suddenly, the lights dim. The bus makes a rumbling noise as though it’s about to lift off. And on a large screen, a vision of Earth from space appears. The students listen and point as the video narrator briefs them on NASA’s ongoing search for life in space.
Science education isn’t always this fun. Some kids have a chance to learn through interactive games, immersive experiences, or engaging field trips; but many lack access to rich educational experiences in science, technology, engineering, and math (STEM). As a result, they can be less likely to pursue careers in STEM, though many future jobs will demand mastery of these subjects. This not only impacts a student’s potential and future, but reduces the diversity and number of qualified STEM job applicants.
In under-resourced schools, students are often limited to the scarce tools available for STEM learning in their classrooms. Many kids rarely have a chance to leave their neighborhoods. For these kids, mobile learning experiences that come to their school offer unparalleled exposure to cutting-edge, technologically advanced, and—most importantly—inspiring gateways into these critical academic subjects.
As part of its focus on digital inclusion, Verizon partnered with IDEO to share the excitement of STEM learning with middle schoolers. To facilitate access and discovery of STEM, the team designed a learning experience that takes place on a coach bus and can be scaled to reach kids across the nation.
The team set out to transform the bus into the Verizon Explorer Lab: a futuristic research lab that transports kids to new environments, from outer space to under the sea. As part of the larger Verizon Innovative Learning program, the Verizon Explorer Lab offers delightful and rigorous content that meets national science standards.
A multidisciplinary team comprised of designers across interaction, communication, environments, games, and software partnered with Verizon to bring the Verizon Explorer Lab to life.

To keep the student at the center of the experience, the team designed alongside kids. Their gravitation toward play, interaction, and technology inspired the digital game that students play onboard the bus. When developing the game’s narrative, the designers turned to popular kids’ books and movies. What began as a card game prototype eventually became a 360-degree video and virtual reality expedition to Mars—complete with a custom musical score—that introduces middle schoolers to engineering basics.
After stepping through the bus doors and taking a tour of the solar system, Mr. Gordon’s students receive an emergency call from NASA: They must rescue the missing Curiosity rover, which is dedicated to collecting evidence of life on Mars. Eager to save Curiosity, the students become immersed in the adventure at hand. And through the adventure, they become immersed in science.
Students use tablets to design their own Mars rover. Each rover appears on a large screen and traverses the planet’s extreme terrain. The goal is to collect data that suggests life on Mars, including ice deposits, photos, and more. Students iterate on their rover’s design—wheels, power sources, and sensors—to test if it can stand up against dust storms and craters. The team consulted a NASA planetary scientist to ensure accuracy, as well as educators to establish cohesion with classroom curricula.

During the game, students are encouraged to compare designs and learn from each other: One rover may be able to travel long distances and take various photos, while another can carry large quantities of ice and sediment samples but can’t go far because of its size. At the end of the mission, the group finds Curiosity and sends all of the evidence they’ve collectively gathered back to NASA to aid the search for life beyond Earth. Before departing the bus, students watch an animated video that explains various jobs in STEM and encourages kids to pursue one of these careers.

The Verizon Explorer Lab teaches students the engineering design loop, the value of collaboration and teamwork, and what a career in STEM might look like. The mission to Mars game is just one of many potential STEM learning opportunities for students and integrated, customizable learning modules for teachers.
Since launch, the Verizon Explorer Lab has traveled to various parts of the United States and reached thousands of kids. It continues to be managed by Learning Undefeated, Verizon’s nonprofit partner. By designing for and with students, it’s possible to create educational experiences that facilitate meaningful learning and genuine fun. The Verizon Explorer Lab represents progress towards a more inclusive future for employers and the STEM field.


The transformative power of designing for friction
What do we lose when everything becomes too easy?
As you play, your job is to move a circle from one side of a line to the other. At each level, you have to wait one more second before you can cross the line. It’s both easy and increasingly boring—until you up the level of friction. The harder you make it, the more obstacles fill your path, and the more points you score. The higher the friction, the greater the fun, sense of accomplishment, and meaning.
This is a principle that’s true across play. Think about it: You could walk to the kitchen to grab a glass of water, or you could pretend your kitchen floor has turned to gooey molten lava, and hop from chairs to rugs to the sink to get what you need. You could sit around at home mindlessly watching TV on a Friday night, or you could pay money to be locked in a room with your friends, forced to solve puzzles to earn your collective freedom.
As the Executive Managing Director of IDEO’s Play Lab, I lead a team of toy inventors and designers who use play to create effective and joyful products and experiences. Rarely does our work involve making things seamless. It’s usually about inserting obstacles, adding layers, and crafting challenges to help motivate and delight players, employees, and customers alike.
And yet, as technology accelerates at an unprecedented pace and becomes intertwined in all aspects of our lives, from dating to healthcare to managing our time, we’re constantly trying to remove as much friction as possible. Digital tools promise to streamline our calendars, show us the shortest routes to destinations, enable us to make purchases with a single click, and even facilitate our relationships with each other.
But at a moment when technology promises frictionless living, we have to ask: What are we losing when everything becomes too easy?
Lessons from Gen Z
Gen Z is our first generation of digital natives, people roughly between the ages of 14–28, who have known digital technology and the internet for their entire lives. They have also seen the downsides: cyberbullying, superficial relationships, and broken attention spans. In many ways, they understand the costs of tech better than the rest of us.
Last year, we tested early prototypes of creative and relationship AI tools with a group of young people to gain a deeper understanding of what they truly want from technology. They were universally clear: They’re happy to use AI tools that can make them more efficient, but they don’t want to get rid of the messy parts of life. As one of them told us, “I want to go on a date for myself. I want to go on a bad vacation. You know what I mean? I want to experience things and be like, ‘Oh, I hated that.’”
There are numerous videos on YouTube featuring young people questioning the value of tech making their lives more convenient. Some are going so far as to turn back the clock, embracing flip phones, embarking on digital detox journeys, and becoming digital minimalists. On YouTube, Jess Farnham shares how intentional tech breaks help her feel more grounded. Sakura Opal explains her switch to a flip phone as a return to intentional living. JV Scholz paints a picture of the creative rebirth that comes with limiting your screen time.
The comments on their videos reveal a growing groundswell: Consuming mountains of content is becoming overwhelming. These young people want to return to creating content through activities they loved as children, like writing stories and drawing. They’re also recognizing that our brains have lost the ability to sit with our thoughts or commit our full attention, factors that can be contributing to our growing loneliness epidemic, because intimacy requires time, focus, and effort.
Young people aren’t the only ones—brands are responding, too. Bottega Veneta shut down its social media channels to focus on in-depth, slow storytelling. Heineken and Bodega created the “Boring Phone,” a tongue-in-cheek device that encourages users to step away from digital distraction. Merriam-Webster’s 2023 Word of the Year? “Authentic.”
Designing for meaningful friction
Instead of assuming that we should always design for efficiency, we should look for opportunities to design for deliberate friction, perhaps making our lives a little bit slower and maybe even more challenging.
As human-centered designers, friction has long been a part of our toolkit. And not just recently with the proliferation of AI. In 2011, we partnered with the beloved nonprofit Sesame Workshop to develop Elmo Calls, an app that allows preschool-age children to call Elmo to hear advice, educational stories, songs, and jokes. Going to the doctor for a shot? Need help going potty? Call Elmo for support and a positive message about the challenge ahead! The app’s purpose was never to have kids glued to a screen, though. Together with Sesame Workshop, we made a decision: Elmo will show up for a few minutes when kids need him most, and when the call is over, he will hang up.
We did something similar when we designed a VR version of the classic ViewMaster with Mattel. The toymaker asked that we purposely design it without a headstrap, so that kids could interact with incredible scenes enabled by the new technology for a reasonable amount of time, but would put the device down when their arms grew tired. This purposeful friction moderates usage and ensures that kids can experience the fun while encouraging most of their playtime to be in the real world, with real people.
Can you imagine if our phones weighed as much as bricks? Our lives would be very different.
Maintaining the rewarding parts of work
Recently, we’ve been involved in several AI projects where the initial impulse is to outsource work to tools that can automate tasks, generate content, or make decisions on behalf of users. But, there is a danger in outsourcing all our work to AI, because not all work is created equal. True, there’s burdensome work that you don’t want to do, but there’s also rewarding work that you wouldn’t want AI to take away from you.
When an early-stage startup approached us for help designing an AI-powered writing hub for high school students and their teachers, our research quickly made it clear that both students and teachers value the process as much as the result. As one student said, “I feel like writing kind of helps you learn more about yourself, and I feel like just having a computer do that for you...you don’t really get to tell your own story.” Their teacher told us, “It isn't just about the strict grade that I’m giving them, but also making sure that their writing connects to them as a human being. It gives me a peek into who they are as a person.”
Writing isn’t just about writing. It’s testing ideas and practicing critical thinking. The effort that goes into it is well worth it if it lets us share our thoughts with others, gives us a sense of accomplishment, and enables us to learn more about ourselves and each other.
So, rather than create a tool that makes writing easier, Ethiqly was born out of the question: What if teachers could give individualized writing instruction to every student? The product we designed with our clients guides students through the steps of developing their own creative thoughts—surfacing topics they are excited about, providing the right prompts to draw out ideas, and helping them craft a story that feels authentic to who they are. It also helps teachers provide individualized feedback at scale. It’s not about having AI replicate our work; what we want is for technology to help us do our work better so that we can continue to learn and feel the exhilaration that comes with that accomplishment.
Designing a more rewarding future
If, at this point, you're rolling your eyes at my proposal to purposely add friction, don't worry. I’m not suggesting we slow everything down. AI is poised to bring incredible enhancements to our lives. There are many things we want to do as quickly as possible, from curing diseases to predicting natural disasters. Even mundane everyday moments, like finding directions quickly when we’re running late, benefit from AI’s frictionless speed. There’s plenty of drudgery we can get rid of, too. But we need to be thoughtful about where we apply efficiency versus just creating efficiency wherever we can.
Imagine if instead of watching videos at 2x speed, they automatically paused and invited us to explore the content in more depth, allowing us to click on elements that catch our eye so that we can learn more about an object, person, location, or event. It could even compel us to reflect and comment on what we're seeing. What if our map apps didn’t automatically take us on the shortest route between points A and B, but instead offered a discovery mode option when he have the time for a more inspirational route? What if we abandoned endless scroll for a feed interrupted by challenges that prompt us to put our phones down and go interact with nature? What if it offered us rewards for time away from our screens, like a coupon for a cup of coffee at the cafe down the street?
Technology will keep evolving. AI will keep getting smarter. And there will always be new temptations to make life easier. But human-centered design has never been about making everything effortless. It’s about knowing when to embrace the effort—to design for friction, for complexity, for depth. Because it’s in those deliberate moments of challenge that life becomes more meaningful, more social, more joyful. Imagine what the world could look like if we design for meaning, not just for speed.
Looking to design for friction in your own products and services? Get in touch. We're here to help.
(This article was adapted from Michelle Lee's main stage talk at Config '25. You can watch the full talk here.)
Recently, my colleague Takashi Wickes designed a deceptively simple game called wait. wait.. wait…


Why futurists start with a backward glance
Forget predictions; we’re using lessons from history to design our preferred futures.
“What might be” was suddenly overshadowed by “what must happen now.” The pandemic disrupted every aspect of our healthcare ecosystem and forced us to adopt an entirely virtual primary medicine model, something most health systems had previously only experimented with. It felt like everything was urgent, and getting anyone to focus on the future seemed impossible. Surrounded by all that chaos, I decided to look back to see what history could tell me about major shifts in this industry during other periods of great uncertainty.
The past is filled with patterns of human triumphs, mistakes, and missed opportunities. These moments can give us a strong sense of how humans, governments, markets, and organizations might react to profound change. A century before COVID-19, the 1918 influenza pandemic similarly upended global healthcare, exposing the limitations of existing care delivery systems. Looking back at this period offered significant insights into how a crisis catalyzes transformation. In that era, patients received healthcare in their homes, by general practice doctors who were also members of their community. Just as COVID-19 forced a rapid transition to virtual care, the devastation of the 1918 pandemic led to the expansion of healthcare systems, the professionalization of medicine, and public health reforms. Despite the realities of the moment, the feelings of fear and uncertainty people felt in public settings in 2020 were eerily reminiscent of the fears that marked the 1918 influenza crisis.
Each decade of our past tells stories about how change develops. The Industrial Revolution demonstrated how rapid technological advancements could reshape economies; the Space Race of the 1960s highlighted how global competition could fuel scientific breakthroughs; and September 11 proved how tragedy could bring a country’s diverse communities together in a shared purpose. Adding the context of examples from human history brings rigor and believability to the futuring process, upping the likelihood that people can understand potential opportunities and consequences in tangible ways.
But how do futurists do this? How do we pick which pieces of the past apply to what we’re trying to solve for, and how do we arrive at tangible takeaways? Here are three ways history can help you understand what could be.
1. A frame for ideation
History doesn’t always offer clear predictions for how change might unfold, but it can provide a scaffolding or starting point for the imagination. A historical lens anchors storytelling, making speculative futures more relatable and actionable by drawing on connections to known human experiences.
In 2023, IDEO partnered with LeadingAge California to explore a fundamental question: What does it mean to age well in a world of rapid change? Through a series of workshops, we examined how traditional older adult care, long centered on institutionalized models, could be reshaped by shifting demographics, emerging technologies, and evolving cultural expectations. We started by grounding our work in historical precedent to add credibility. Then, we crafted six bold, forward-looking narratives that reimagined aging as a deeply human-centered experience, one defined by purpose, autonomy, and connection rather than decline. These stories introduced new possibilities for older adulthood, where updated mindsets on aging, advances in AI, regenerative medicine, and assistive technology redefine what it means to grow old, allowing people to maintain their physical and cognitive health in previously unimaginable ways. Using the past as a framework clarified how services for this population could be reimagined to evolve in response to social and technological change. Within these constraints, we designed futures that felt not just visionary but entirely within reach, creating a roadmap that could help bring these ideas to life.
2. A way to stress-test plausibility
History helps make future scenarios more credible by grounding them in familiar patterns and contexts. This thought experiment requires thinking critically about the past. What factors spurred a particular phenomenon? What kinds of decisions shaped action, and by whom? What decisions did people decide not to make? By examining these dynamics, we gain insights into how similar forces might unfold under new conditions and use them to inform our stories. A backward glance at the mental health impact of isolation during 2020 could provide insights into the potential effects of remote work and virtual schooling on future communities. When we think this way, the past becomes a launchpad rather than a limitation.
These methods were extremely useful in 2023, when we partnered with the DC Federal City Council to reimagine the future of downtown Washington, DC, a city with both a storied past and a future that can change radically every election cycle. To generate bold, forward-thinking ideas for revitalizing downtown neighborhoods, we convened over 100 stakeholders. We asked them to identify the past and present to surface patterns of transformation and areas of opportunity in the city. With that foundation in place, the teams developed plausible future narratives, layering ideas such as new pedestrian zones, green spaces, and artist live/work zones onto physical maps of each neighborhood. These activities helped them create stories of the future that didn’t just feel aspirational but were deeply rooted in the city’s identity, its people, and the existing infrastructure. By looking to history, the workshop unlocked new pathways for action, moving closer to the goal of a thriving, community-driven urban future.
3. A method for predicting outcomes
The future is about identifying strategic choices that will shape the future we want to build. History reveals how communities, industries, and organizations responded to change, offering a glimpse into potential outcomes that could have a significant impact.
IDEO’s 2024 collaboration with San Francisco public television and radio station KQED explored how public media will have to evolve to remain relevant and essential in a rapidly shifting landscape. In a day-long workshop, the IDEO team guided the KQED board through a method developed by futurist Sohail Inayatullah called “The Futures Triangle,” which examines the weight of the past, the push of the present, and the pull of the future. By discussing these different forces, we surfaced a key tension: In an era of hyper-personalized content and decentralized media consumption, KQED’s legacy of trusted journalism and civic storytelling can be both a powerful foundation and a potential constraint. So, how will these existing forces shape the future? With this insight in mind, participants crafted stories and created artifacts from the future that drew a picture of a public media ecosystem more deeply embedded in community life, one that reaches audiences through interactive, on-demand, and participatory experiences. They explored how KQED could expand even further as a multimedia organization and community convener to become an agile, responsive, and dynamic force for engagement across generations and platforms. By analyzing the historical forces pushing and pulling the public news source, the group identified key strategic choices KQED could make today to shape the desired outcome of a more inclusive, innovative, and community-driven future for public media.
To build bold, forward-looking futures, we must look backward—not to recreate the past, but to navigate the future with intention. History provides more than context; it offers structure for creativity, a stress test for credibility, and a mirror through which we anticipate consequences. When we weave these insights into our foresight practice and design efforts, we can imagine futures that are rigorous, plausible, and transformational, drawing on the past to shape scenarios that inspire action and meaningful change. Years from now, when futurists look back on today, they will be reading the signals we left behind.
At the end of 2019, I embarked on a project exploring the future of primary care medicine, looking ahead a decade to imagine stories about innovative home diagnostics, expanded virtual care, and transformative shifts in delivery models. Then came COVID-19.


Busting the myths of gamification
And methods for tapping into the deeper power of game design.
But somewhere between unlocking a new badge and being reminded that your streak is on the line, you wonder, “Am I actually getting healthier—or just getting better at this game?”
Gamification, the technique of borrowing principles from game design to nudge behavior, promises motivation wrapped in fun. It has taken hold for a reason—it works. At least in the short run. Our products now nudge us at every turn. Fitness apps keep us running (literally) after digital rewards; loyalty programs make us strategize our coffee orders like it’s the Olympics; and even financial markets have started to feel more like Vegas, where winning means flipping assets before the music stops. But the important question isn’t whether gamification works. It’s who is it working for?
When game mechanics are used for product strategy without understanding consumers’ deeper motivations, it breeds fatigue, churn, and mistrust. It’s not just bad design, but rather a larger risk to customer loyalty and long-term growth. Gamification strategies that emphasize winning can also unintentionally encourage overconsumption, while attempts to gamify health, community engagement, or sustainability risk reducing meaningful behavior change to shallow, performative tasks.
In a well-designed game, the relationship is symbiotic—you play because you love the experience, and in return, the game designer thrives as more players buy in. But gamification can sometimes feel like a system imposed upon you, where participation is required to unlock basic functionality, avoid penalties, or simply keep up. When this happens, gamification starts feeling more like an obligation—or worse, a trap. The game stops being something we choose to play—it plays us instead.
So how do we harness gamification’s immense promise in a more productive way?
At the IDEO Play Lab, we leverage game design to help businesses drive deep, sustainable engagement. Because most successful products don’t just lean on gamification’s surface sparkle—they dig into the sturdy mechanics of game design itself.
Here are some of the myths of gamification and real ways thoughtful game design can lead to better products.

Myth 1: To make an experience sticky, just add points or badges!
Reality: The deeper opportunity lies in leveraging game thinking to make transformative experiences.
Reducing game design to points and leaderboards sells it far too short. True game-thinking involves designing systems that embody the foundational mechanics of games—like challenge, choice, feedback, and progression—to create deeply engaging, motivating, and transformative experiences.
One example: We were partnering with an organization to develop a digital platform to support the mental health of people aged 14-25. We could have simply added a point or reward system to make the app engaging for this young audience—after all, social media and other apps do just that. But we knew that the benefits of working on one’s mental health aren’t tied to those types of metrics; in fact, employing them can have the opposite effect. Instead, we ran game design workshops to explore specific mechanics and principles that would tap into users’ intrinsic motivations, then used those as a springboard to explore compelling—and beneficial—new features. One of the simplest—and most popular in testing—was a fidget drawing board, where users could make little finger drawings on a starry background that would fade after a few seconds. This playful interaction was a compelling feature that drew our testers back again and again. No leaderboard needed.

Myth 2: Make an experience feel like a game with competition!
Reality: Games do not have to be zero-sum.
Games often have a winner and a loser—one person’s success comes at the expense of another’s. But not always. Over the last two decades, we’ve seen a big rise in new kinds of gaming experiences—cooperative games, cozy games, storytelling games, and more. Games like these leverage game mechanics to build community, encourage expression, or even intentionally lower the stakes to design for new kinds of emergent experiences
On a recent project, IDEO worked with a client that was looking to introduce generative AI workflows into employees’ day-to-day work. They told us that the team responded well to competition and recommended leaning into that to motivate and incentivize participation. So, we split the group into two teams and started tracking achievements to see which team could achieve the highest overall score each week. At first, the teams enjoyed tracking points and competing. But when we introduced a challenge where harder tasks earned more points, participation collapsed. Some tried, but after high scores hit the leaderboard, they felt embarrassed to share lower ones. Others skipped it entirely, assuming they couldn’t measure up.
So, we changed course. Instead of rewarding skill, we gave points for effort and encouraged mentorship over competition. Participation rebounded immediately.
Dialing in the right mechanics for a leaderboard is trickier than you might think. Done poorly, you might discourage the very behavior you’re hoping for. Ultimately, gamification should encourage progress, not perfection.

Myth 3: Gamification works because it’s fun.
Reality: Motivations are much more complex than just fun, and game elements work best when they are tied to more meaningful values.
Fun is suuuuuper subjective. It’s not even helpful to say it’s a motivation. It is an outcome. Some games create fun through storytelling and narrative explorations (think Dungeons & Dragons); other games offer fun through the satisfaction of strategic or tactical problem-solving (think chess). Game designers look at these deeper, more nuanced motivators when they shape an experience.
When we designed the initial prototype for Ethiqly, an AI-powered writing platform for teachers and students, we began with a fundamental belief: motivation goes deeper than fun. Ethiqly is built to support the writing process, not replace it. We applied a play-centered design methodology to uncover intrinsic motivators at every stage. Students don’t just complete tasks—they explore writing voice, style, and critical thinking. Meanwhile, teachers take on the role of game designers, shaping the learning environment through challenges, feedback, and progression systems. Instead of automating away the parts of the writing process that bring users satisfaction and purpose, like students building confidence and skill in developing their point of view, we built experiences that work with their intrinsic motivation. Just like in a great game, the platform gradually increases difficulty, offers meaningful choices, and delivers helpful feedback that sparks growth. Gamification, in this case, works because it isn’t just icing on the cake—it’s a deliberate system for sustained engagement, where technology augments human creativity rather than bypassing it.
Many of the industries that are leaning into gamification—exercise, eating habits, medicine, education—tap into motivations that are similarly complicated. Organizations need to take care to align the ingredients for fun with the criteria for other meaningful outcomes.

Myth 4: Gamification has universal best practices.
Reality: You can’t slap any old game mechanic onto any experience and expect to improve it.
Picture what would happen if you added dice rolls to chess—a game that is deliberately devoid of randomness. You’d change the very essence of it. Similarly, you can’t just add badges to a workout routine and assume it will make the workout better. You might even ruin the original, desired experience.
IDEO once helped design an FDA-approved program to help people quit smoking. The team made early games that were fun to play, but something didn’t feel right. So, we took a cue from roguelike games, a genre that uses repeated failure to make players’ eventual success more meaningful. (After all, the journey to quit smoking can often include repeated failures.) Some roguelike games even require you to fail in order to level up. Inspired, we applied this kind of game psychology to design a core loop, providing feedback that users could reflect on, understand, and apply on their next attempt. The setup gave users a reason to continue and ultimately succeed.
Layering game elements onto existing activities requires intention and design to dial in the right experience.
When done well, leveraging game mechanics isn’t about points, competition, or chasing fun; it’s about designing experiences that tap into deeper human motivations. The best games can shape how people engage, learn, and grow. But getting it right takes more than a leaderboard—it takes thoughtful design.
At IDEO, we apply play and game mechanics to complex challenges, designing experiences that empower rather than manipulate, motivate rather than pressure, and create lasting impact beyond the next dopamine hit. If you’re looking to build experiences that go beyond the surface and truly engage, let’s talk.
Imagine this: You’re halfway through your fitness challenge, hitting milestones with satisfying progress bar updates and an occasional trip up the leaderboard.


Keeping kids safe, while giving them the best of technology
Google’s Director of Mental Health shares insights into its core principles.
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:
- 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.
- 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?
- 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.
- 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.
- 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.

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.

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.

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.


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


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


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


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