

Empowering school leaders to create change through design
How small actions can lead to big shifts in schools.
There’s a lot of excitement in the education sector about the need to equip students with skills like critical thinking, collaboration, and communication, to prepare them for a global, innovation-driven economy. But that’s easier said than done. Major changes are needed to move from a decades-old model towards creating new ways to educate students. Schools and their leaders, particularly in low-income contexts, often lack the necessary resources and support.

But given the right tools, school leaders can be the key to bringing this much-needed change to their schools. Knowing this, The William and Flora Hewlett Foundation partnered with IDEO and the Stanford d.school to create School Retool, a four-month-long professional development fellowship that trains principals to take a do-it-yourself approach to school change by conducting small, scrappy experiments called “hacks.”
The best part: They use the resources they already have available to address their schools’ needs now, without waiting for external funding or assistance. School Retool is available to principals at public schools where 60 percent or more of students qualify for free and reduced lunch, which is a common measure of poverty. The School Retool program provides research-based strategies for improving student outcomes, as well as training and one-on-one coaching on how to redesign school culture through easily achievable changes.

A Scaled Approach
School Retool addresses a common challenge in creating change across schools: Each school has its own people, culture, and needs, so programs need to be flexible. The fellowship helps school leaders define their aspirations, and provides them with inspiration through “Big Ideas” that have proven to be successful in different contexts in education. It then supports them to start small with hacks that help them learn how to implement these ideas in their own school. The program scales through regional cohorts of principals who learn from each other as they go through a process of setting goals, designing hacks, reflecting on the learning and progress, and making improvements to the next iteration.
Small Steps Toward Big Change
As School Retool has rolled out at schools across the country over the past two years, it’s becoming evident that small changes are adding up to major progress, and that the small hacks approach is helping leaders go from planning to doing. Take, for example, Marthaa Torres, the principal of a low-income San Francisco high school who started with a small experiment with one struggling student, trying to create a more personalized learning plan for him. “The hacking approach is a framework that will help me eventually get to the kind of school that I’m trying to create,” Torres said. To build on the learnings of her “hack,” she created and expanded a personalized coaching program for the student’s peer group of older Latino boys. Her goal is to roll out additional advisory support in the next school year. What started as a “hack” to give agency to a single student is beginning to affect the school-wide culture by incorporating student voice into decision making.

Creating a Movement
The School Retool fellowship launched in 2015 with a pilot for 16 principals from seven San Francisco Bay Area school districts, reaching more than 12,000 students. School Retool has since hosted cohorts for school leaders in Washington D.C., Detroit, Virginia, Idaho, and Colorado. By the end of 2016, 164 school leaders of over 114,000 students had participated in the fellowship program.
In addition to the in-depth work with school leaders, School Retool is creating a national dialogue around change in schools. Its first national effort drew more than 1,500 principals in the Shadow A Student Challenge, who spent a day walking in students’ shoes to build empathy and gain insight into their students’ school lives.
Learn more about how more school leaders are enacting change: bringing a sense of true belonging to a school’s culture; engaging students as active learners; hacking towards literacy; retooling for equity; and more.
WATCH: Marthaa Torres: Adopting a Hacking Mindset on Vimeo.


Modernizing the next-generation View-Master
Designing a new virtual reality case for an iconic toy.
Remember your first View-Master? The sound and feel of that iconic camera-snapping motion, the excitement of seeing those vivid images in the form of your own personal slideshow? Introduced in 1939, this stereoscopic toy brought beautiful landscapes and famous attractions to the eyes of kids around the world.
Flash-forward more than 75 years, and the View-Master has been reincarnated to spark that same sense of wonder for the digital age. The redesigned model, the result of a project collaboration between IDEO and Mattel, is a modern case that bridges technology with play. The new View-Master preserves the classic features of the original toy, such as the original lever and wheel, but offers a much more immersive, 360-degree virtual experience.
Here’s how it works: Download the View-Master app and slide a smartphone into the sleek new red-and-white headset. From there, the phone’s camera will scan the QR codes on the reels to view a wide variety of images, such as wildlife, outer space, and a dinosaur landscape. Two slightly different images are displayed side by side on the device's screen. As each of your eyes looks at just the image directly in front of it and tries to reconcile it with what the other eye is seeing, a 3D effect is created. By moving your head around with the viewer over your eyes and taking advantage of the sensors within your phone to sense direction and position, you can travel through each of the scenes, exploring each of the different settings.

After working alongside Mattel to understand the heritage of the View-Master brand, researching the potential for VR and play, and exploring a variety of materials for the new device, designers created several prototypes that they tested with their core market: kids. As a result, the final design accounted for things like whether it could pass a drop-test or fit into kids’ hands.
Beyond the joy of pure play, the technology that powers the new View-Master also opens up a new world of possibilities for learning. Imagine turning a page in a textbook and seeing dinosaurs come to life. Or a virtual tour of an art museum through a set of View-Masters.
"We view this as just the beginning," said Doug Wadleigh, a Mattel executive, in an interview with CNET. "Obviously, we're getting in this space pretty early. The goal is to create the View-Master brand for the next 75 years."



Orchestrating a genetic symphony
An interactive TED exhibit that turns genes into music to spark conversation about personalized medicine.
Genentech is a biotech company that tackles difficult-to-treat medical conditions across the globe by creating innovative treatments. As a sponsor of the TED2012 conference, Genentech approached IDEO to partner in creating a “social space” for the TED exhibit hall that would captivate participants in an interactive brand experience and garner excitement around the future of personalized medicine.
To make leading-edge science more accessible to the masses, the team landed on an exciting new provocation: What if we could turn genes into music? IDEO worked closely with Genentech to develop an immersive genetic experiment that could incorporate traits of the TED community, using the company’s brand new technology for overnight gene analysis. A TED participant would choose a colorful trait pin packaged with a cheek swab kit and corresponding barcode, allowing them to leave a genetic sample one day and return the next day to discover that four SNPs of DNA had been analyzed overnight and translated into a unique musical track.
The IDEO team developed the concept, prototyped it with scientists, musicians, and sound engineers, and designed every element of the physical and digital experience—from the swab kit and packaging, to the built space and listening stations, iPad app, and other digital touchpoints. At the heart of the experience was music, including an algorithm that could generate 6500 unique musical combinations to reflect the genetic diversity of the TED participants.
Genentech’s “Infinite Variations” exhibit at TED2012 created the world’s first genetic symphony, an innovative and colorful blend of science and music. With the exhibit, Genentech sparked novel, approachable conversations about the role of genetics in medicine.
Of the 1850 attendees, over 1100 joined the genetic experiment in music and walked away with a new understanding of personalized science—and of their own genetic makeup.





Healthy lunchbox foods that are good for the planet
A conversation with Megan Miller, cofounder of Bitty Foods.
What happens when you serve kids food made with cricket flour? And what do parents think? That’s what IDEO and Bitty Foods sought to learn during a collaboration to explore new kinds of lunchbox foods as a means to discover opportunities for alternative sources of protein.
We talked to Megan Miller, cofounder of Bitty, the Bay Area startup that makes delicious foods with cricket flour, about the collaboration.
Listen to the full audio story below, or go to Soundcloud.


To Design a Better Future, Embrace the Uncomfortable
5 prototypes that help us envision the tools & technologies of the future
While we designed a new family of acoustic amps for Fender, we squeezed into an Airstream for two months to better understand the touring musician lifestyle. And when we wanted to better understand the environmental impact of the things we design, we visited a sewage treatment plant to see what happens when a product can't be recycled.
We go after big problems that have never been solved. And by going all in on the unfamiliar and uncomfortable, we’ve come up with creative solutions that we might not have imagined before.
As an industrial designer, I’m a builder. I experience the world with all my senses and apply my tangible building skills to make experiences and systems. Technology inspires me because it's always been an important vehicle to advance our current state. With technology racing forward at an ever increasing pace, some advancements can impact us on an unprecedented scale. As shapers of the future, we must strive to understand the consequences and implications of emerging technology. We do this by asking ourselves uncomfortable questions about possible outcomes during the design process in areas like healthcare, the future of work, and the circular economy.
In order to better understand how emerging technologies could affect our day-to-day life, my colleagues from multiple design disciplines—industrial design, data science, communications, interaction design—and I embarked on an internal IDEO project that could give us some clues. We got curious and asked ourselves, How might the way we’re communicating with each other change with new technology? How might we collaborate together in the future when we can show up in different realities? What could be possible if the digital and physical world blend seamlessly into each other? How will we protect our privacy if we can teach devices our most personal preferences, and what will happen to our data?
We named our project The Discomfort Zone.
In order to explore these uncomfortable, out-there questions, we had to experience them ourselves, and to experience the future we had to build it. Here are the tools that we built:
Personalized Intelligence: by building a camera that can be taught to take the best self portraits based on individualized feedback, we experienced the idea of actively teaching machines our preferences. The user trains it on their ideal lighting, placement, composition, head tilt, and facial expressions. While it may seem like a trivial thing to create, teaching machines to see us how we see ourselves can show us the path to building other devices—like health devices—that the user can teach to adapt to user preferences and feedback.
Complementary Media: a device that can be taught to recognize facial expressions and emotions, then generates an appropriate, customized emotional expression for each user—like a personalized emoji—helped us imagine more depth and expressiveness online using artificial intelligence. This tool can communicate real human emotion, which could lead to improved communication among children, for example.
Shared Realities: a tool, bridging the physical and virtual, that allows workers operating in VR to sense the presence and movements of colleagues around them as if they are on the same plane. An exploration of how virtual and augmented technology might improve collaboration, it allows people to respond to virtual coworkers’ cues without fully disrupting work in the virtual environment.
Network Empathy: code that enables a user to anticipate how large social or interconnected user networks will react to messages before they are posted, bringing deeper understanding and empathy to online communication. With cues from large online networks, smart technology becomes even smarter and empathetic interaction online becomes easier—especially when it is applied to high-profile communications, or at mass scale among networks that might be discussing politics, health, or education.
Meta Identity: code that is invisible to naked eye can be embedded in an object to make it readable by a machine—not unlike a barcode—and give it meaning online. Branding and production methods might evolve toward this physical tagging method, so that users easily learn about physical objects they see, and find them online. Making the physical as searchable as the Internet could further empower consumers to align their purchase decisions with their beliefs and values.
As designers, it is our responsibility to explore the discomfort zone, design holistically, and consider the full range of possibilities of what we create. For example, as much as Network Empathy was intended to be an inclusive tool, it could also be used to manipulate public opinion by predicting the reaction of large audiences. If we use Personalized Intelligence to teach our devices our most personal preferences, what becomes of this new personal data? And who is the owner of this information: the device, the platform, or the individual?
Because technology will serve us on an even more personal level, the stakes are high. Designers are uniquely stationed to be the connectors in an ever more complex ecosystem of stakeholders, and we must ensure the tool leaves the lab and enters an ecosystem with safeguards in place to have a positive impact.
We’re at the dawn of something big and unknown. New technologies are shaping the future in ways we haven’t even thought of yet. Some of them will have extraordinary benefits, while others, through unforeseen capabilities or even sinister intentions, may have unwanted consequences. But as designers, it’s up to us to explore them early, dive into the unfamiliar, and do what we can to shape the future for the better. We’d love for you to join us here in The Discomfort Zone.
The Discomfort Zone was a collaboration among many designers at IDEO. Special thanks to all involved, including the core design team: Leo Marzolf, Jochen Weber, Brooke Thyng, Christian Ramsey, and Nan Tsai.
So much of being a designer is being willing to embrace the uncomfortable. We create new products, experiences and systems for people whose needs are different than ours—sometimes really different.


An Artist’s Love Affair with Cute Patterns
Austin Salmi makes a habit of frequenting tiki bars and drawing clean patterns

In one sentence, who are you?
I am an illustrator who enjoys bringing any amount of joy to people through my creations.
What do you do? How did you learn how to do it?
I create different drawings using pencil and ink. The illustrations range from patterns to caricatures, unique creatures, and other one-off ideas. I grew up sketching and doodling and it has continued. When I moved to LA, I was suddenly surrounded by an amazing cadre of artists and creators who constantly inspire me, as well as push me to keep improving myself. That is how I learned my craft and continue to learn, because I believe you never truly finish learning.

What are your 3 favorite possessions?
Miniature Back to the Future 2 hover board; Magnum P.I. Tiki Mug; a drawing of my fiancé and me, which she drew. Not in that order.
What does a typical work session look like?
I have a running list of ideas and sketches that I pull from if I don't have an art show with a specific topic that I am working towards. Usually, I'll do some Google searches on the topic at hand and pull a bunch of reference photos for perusal during the pencil drawing stage. I sketch out the drawing inside a pre-drawn area, such as 4x6 or 5x7. Art that is easy to frame is always a goal of mine, because I love framed art and it drives me mad when I see things tacked onto a wall or cork board. After finalizing the pencil drawing, I'll usually step away for a moment or two to play a video game or watch a show. I like to do something that differentiates the time between stages. Once I come back to the drawing, I pull out all the different micron pens that I think I will use for the piece. I check the nibs, and then I begin inking. I put on dramas in the background to listen to, or things I've seen a ridiculous number of times. West Wing and Parks and Recreation are two such shows.
I don't like to start inking unless I am going to finish a drawing that night. Sometimes, a piece is too large, and I have to break it up over two nights. If that happens, I make sure the pens I've used on the previous night are away from all my other pens. I do this to achieve a consistency within the lines. Once finished, I scan the piece, put it within a predetermined frame, and pack it up for a craft fair or deliver it if it's for an art show. Rinse and repeat as necessary.

How do you get over creative block?
I used to stop drawing and just stew for a bit until it finally passed, which could take a bit of time. As I've gotten older, and ever so slightly more confident in my abilities, I push through it. I just keep drawing. Yes, sometimes the drawings are awful, but as Lauren (my future wife) always says, "sometimes you just have to pass a rat."
How do you see the world in 2078?
A lazy utopia, filled with autonomous everything. Humanity will have moved past Earth and outward into the stars while robots cater to our every whim and we become fat and happy. I could be confusing my vision of the world in 2078 with the timeline in Wall-E—who doesn't yearn for the saccharine dreams of Pixar in 2017. It is tough to image the future right now because at this moment it feels as though we are hanging by a loose wire, and any minute now someone with a spray tan is going to cut the wire and tell us all how huge his ratings are, as we all fall to our collective doom. I hope we make it to 2078, if only so that I can enjoy my hover chair and 128-ounce Slurpee.

What’s number one on your bucket list?
I should say something epic like bungee jumping off of Thomas Jefferson's nose on Mount Rushmore, but honestly, I'd like to have my own artist's studio. Some place I could retreat to and tune out the world and draw silly pictures. That to me is something I want to do before I fade out of this existence.
Who are you creative crushin’ on lately?
I've had a one-sided love affair with Dustin Harbin for a long time. I own two of his original pieces and his diary comics book. The man can use an ink nib like Aaron Sorkin can turn a phrase.

I’ve been creative crushing on Austin Salmi since I saw his doodles, patterns, and adorable characters on Instagram almost two years ago. Austin’s work, learned through practice and osmosis in his job surrounded by artists, has a giggly character about it that fits his intention to hide the ugliness of the world for a moment, and make lovely order out of chaos. I got to learn a bit more about him and his process in this installment of Creative Crushes.


AI Needs an Ethical Compass. This Tool Can Help.
A new, downloadable set of cards for designing with data
We had just begun work on a project exploring how we might help a medical-liability insurance company increase patient safety by learning from past incidents. As we talked, our conversation shifted away from excitedly imagining ideas for data-driven tools toward ways our work might potentially do harm.
What if our designs ended up raising premiums for doctors and, in turn, healthcare costs for patients? What if they kicked doctors off their insurance? What if doctors stopped reporting adverse events to keep their premiums from rising? There was real potential that our work could result in reduced patient safety or increased cost of care. We could inadvertently build a tool that could be used against the very people we were trying to help.
Today, data systems and algorithms can be deployed at unprecedented scale and speed—and unintended consequences will affect people with that same scale and speed. How can we always make sure we’re putting people first when designing large scale systems? Especially when those systems will change over time and evolve without direct human supervision?

The seed planted during that bar conversation has grown into a set of principles, activities, and now a set of cards that our teams—both data scientists and designers across every other discipline—use to ensure we’re intentionally designing intelligent systems in service of people.
We’re far from the first people to ponder this. We’ve been inspired by organizations like AI Now and Data + Society, books like Weapons of Math Destruction and Technically Wrong, academic communities like FATML and CXI. In particular, we’ve been eagerly following O’Reilly’s series on data ethics (and encourage you to read their free ebook, Ethics and Data Science).
To develop our own set of guiding principles, we started with people. We talked to folks all across the globe: We interviewed IDEO teams about where they found challenges. We spoke to our clients about where they saw intelligent systems go awry. We spoke to the public about where smart designs seemed to cross lines. We observed and read about AI systems that had gone off the rails and worked to understand how this might have been avoided. We learned a lot.

We came up with an original design, iterated on them, and landed on a set of four design principles and ten activities that can help guide an ethically responsible, culturally considerate, and humanistic approach to designing with data. These activities are meant to provoke thought; they’re a vehicle for introducing new ideas and stimulating conversations around ethics throughout the design process.
To start, here are our principles:
1. Data is not truth
Data is human-driven. Humans create, generate, collect, capture, and extend data. The results are often incomplete, and the process of analyzing them can be messy. Data can be biased through what is included or excluded, how it is interpreted, and how it is presented. Unpacking the human influence on data is essential to understanding how it can best serve our needs.
2. Don’t presume the desirability of AI
Just because AI can do something doesn’t mean that it should. When AI is incorporated into a design, designers should continually pay attention to whether people’s needs are changing, or an AI’s behavior is changing.
3. Respect privacy and the collective good
While there are policies and laws that shape the governance, collection, and use of data, we must hold ourselves to a higher standard than “will we get sued?” Consider design, governance of data use for new purposes, and communication of how people’s data will be used.
4. Unintended consequences of AI are opportunities for design
Just as with any design endeavor, we know that we’re not going to get it right the first time. Use unanticipated consequences and new unknowns as starting points for iteration.

To get started with the activities, you can download the cards here. We hope that these activities provoke dialogue and provide concrete tools to help our community ethically design intelligent systems.
Thank you to the larger team who helped make these cards come to life—Ben Healy, Jane Fulton Suri, Jess Freaner, Mike Stringer, Justin Massa, Connie Oh, and KP Gupta, who designed them.
A design researcher, a business designer, and a data scientist were sitting at a bar. It sounds like the setup of a joke, but the conversation was actually quite serious.


No Beards Allowed: Exploring Bias in Facial Recognition AI
How a creative code experiment helped people understand the pros and cons of artificial intelligence
As a user experience and interaction designer with a hybrid art and tech background, I’ve long been a fan of the concept of using art and design as a Trojan horse to make tricky concepts accessible. Through intrigue, curiosity, and play, these experiences can bypass our biases and open the door to understanding, without requiring deep comprehension. If you’ve ever visited a children’s science museum and watched kids excitedly engaging with subjects that would bore them to tears in book form, then you’ve seen the power of experience and play at work.

Meet ERNEST
That’s why my colleagues and I created ERNEST, an installation that gives the viewer the job of training a rudimentary artificial intelligence. Using facial and emotional recognition tech, ERNEST shows the user imagery and tries to see how happy it makes them. Our goal for this project was to engage users in a game-like experience to help them understand how machine learning models are trained, and subtly hint at the areas where bias could creep in.
Fellow IDEOer Matt Visco and I wanted to make sure ERNEST didn’t look like a modern computer—we designed it to look vintage. With its old hardware and nostalgic graphics, ERNEST doesn’t feel smart on the surface. Its look is meant to evoke a time when computers carried the promise of a utopian future, prior to mass connectivity and the ubiquitous collection of personal data.
The full installation uses five monitors, two computers, and three Raspberry Pis, which power several video loops that reveal the training data behind ERNEST, and give passersby a sense of the experience even if they don’t engage directly with it.
How it Works
ERNEST uses computer vision to perceive the user ambiently through facial recognition, allowing it to detect when a user is looking at it and how far away they are. When a user gets close enough, ERNEST comes alive and asks the user to help it learn. It then shows the viewer images intended to make the user happy, and gauges their emotional reaction based on their facial expression using a pre-trained model. The facial tracking and emotional data is displayed to the viewer in real time, encouraging users to make faces at ERNEST. Viewers can then validate the accuracy of the model to help ERNEST know if it was correct or not.
(Sound complicated? The video below might make it clearer.)
We installed ERNEST in IDEO San Francisco’s lobby for a couple of months, and also brought it to the San Francisco Art Institute Fort Mason Gallery for the CODAME Intersections exhibition in November 2018.
The Results
Many participants loved to challenge ERNEST, often emoting in varying ways through numerous loops of the game. Once, a group of participants spent nearly 20 minutes playing with ERNEST, takings turns to compare how it perceived each person.

When viewers interact and play with ERNEST, we’re helping them see that machines can have almost human-like perception, reacting differently to different faces, and sometimes being uncannily accurate...or completely wrong. The wrong guesses were in many cases more interesting, and were in fact a very intentional part of the design. We wanted users to see that artificial intelligence is sometimes not as intelligent as we might think.
ERNEST is meant to be a game, but what happens when real-world AI makes the wrong guesses? Or what if those wrong guesses are uneven, indicating an unintentional bias, such as working well for some faces but not others?

We wanted people to realize that designing systems that can ambiently perceive humans without direct input is rife with ethical concerns. And already, systems like these are being deployed at scale. The Guardian predicts emotionally-aware tech is already a $20B industry. Even something seemingly benign like ERNEST causes us to wonder—if an AI is trying to make the viewer happy, who determines what “happy” is? What if bad actors train Ernest to think that disturbing content is “happy?” What if the technology is repurposed to provoke anxiety or anger? What happens if we deploy technology like ERNEST widely?
Of course, ERNEST only scratches the surface of these big ethical questions, but we hope that it helps give people insight into how artificial intelligence thinks, and the ways its thinking can be flawed. The more that we as a society can start to understand these systems, the better we can judge their quality, and work to design them to be in line with our shared human values.
Artificial intelligence and machine learning are among the hottest topics of the tech world, but some of us at the frontier forget that many people feel intimidated—or even afraid of—these technologies. The pop-culture trope of machine intelligence gone rogue has been a part of our cultural psyche for a good 150 years. Think 2001: A Space Odyssey’s HAL 9000, The Terminator’s Skynet, and The Matrix’s... Matrix. Combine that fear with arcane tech-speak like “recurrent neural network” and “generative adversarial network,” and in addition to feeling emotionally intimidating, AI and ML can also feel incomprehensible.


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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