

Changing the way biotech innovates
Building a culture of user-centered innovation in the name of science.
Life Technologies, a global biotech company that supplies scientists with products and services, needed to grow big, from a $4 billion to a $10 billion enterprise. So it hired IDEO to help seed innovation across the company.
"When we started out, it was an R&D thing for driving innovation in new products. Now it’s not just R&D; user-centered innovation is a central part of our culture. It’s what we do throughout the organization," said Amy Cuneo, Associate Director, Customer Insights.
Over a three-year engagement, IDEO helped transform Life Technologies’ corporate culture through the introduction of User-Centered Innovation (UCI), an optimistic, experiential approach to problem-solving. Far outperforming its ambitious goal, Life Technologies is now a $13.6 billion company and uses UCI to inspire innovation throughout the 10,000-person organization.
After working with Life Technologies, IDEO designers came up with three products that have gone to market, including, a new bottle that showcases superior handling and storage, easier identification, and additional room for supplements. And Life Technologies has transformed from a company that aspires to focus on customers to one that truly does.



Building a birth control support network for women
A multimedia public service campaign as a vehicle to encourage smart choices.
Unplanned pregnancies are a big problem in the US, especially among unmarried 18- to 29-year-olds. Seven in 10 pregnancies in this demographic are unplanned, a statistic that applies to women of all ethnicities and socioeconomic levels. Complicating matters are the social tension between abstinence-only and contraception-inclusive education, and the difficulty and expense associated with obtaining prescription birth control.
Since 2009, IDEO has worked closely with the National Campaign to Prevent Teen and Unplanned Pregnancy, a nonprofit NGO, to address this pressing social challenge. One of the first insights on the project was identifying the need for comprehensive birth control support. Designers looked at ways to transform birth control from a prescription (a piece of paper that is handed to you by a doctor) into a subscription (a program that ensures you start using birth control, use it correctly, and migrate to more effective methods).
Given the complex and potentially overwhelming subject matter, the IDEO team interviewed women in the target demographic; talked with doctors, counselors, and other experts with varying opinions about birth control; and hosted roundtable discussions. They developed several concepts and scenarios that allowed members of the National Campaign to see sex and pregnancy through the eyes of the young women they’re working to reach.
Research and prototyping efforts led to the design of Bedsider, a multi-touchpoint birth control support system with a carefully crafted sex-positive brand, which is uncommon for the healthcare industry. Bedsider focuses on five key areas (awareness, motivational drivers, digital offerings, services, and loyalty) and acts as a vehicle for behavioral change that’s flexible, with room to grow into a much larger movement.

The Ad Council and the National Campaign debuted a multiyear, multimedia public service campaign in November 2011. The Bedsider website offers comprehensive education about existing birth control methods. This includes opt-in reminder services, personal stories from women across the country on why they chose a particular method, a phone service that provides information in both English and Spanish, features such as “Fact or Fiction” (hilarious animated clips debunking popular myths), a “Frisky Friday” newsletter, and more.
Bedsider has launched nationally with the help of an Ad Council campaign that drives sexually active women ages 18–24 to Bedsider.org. The multimedia Public Service Announcement effort includes television, radio, print, web, and nontraditional advertising, as well as an integrated social media program.
“We hope that Bedsider will be a useful tool for women to learn about their birth control options, better manage their birth control, and in the process avoid getting pregnant until they’re ready,” said Planned Parenthood of South Florida and the Treasure Coast in its monthly newsletter. Planned Parenthood and Philliber Research Associates joined forces with the National Campaign to Prevent Teen and Unplanned Pregnancy to help test and evaluate Bedsider.
Through a social media campaign called #ThxBirthControl, people are voicing their thoughts about what birth control has made possible for women, men, families, and society. It’s all part of Thanks, Birth Control Day, launched in November 2013 as part of a continuing initiative to encourage positive conversations and more consistent use of birth control by the National Campaign to Prevent Teen and Unplanned Pregnancy. To celebrate the movement, IDEO wrote, scored, and performed an animated musical featuring condoms and pill packs dancing the cancan.
According to an independent evaluation of the program, Bedsider is the first digital intervention in reproductive health in the U.S.—with adults as an audience—that has shown to prevent unplanned pregnancy. Turns out that when women and men have the ability to plan, prevent, or space pregnancies, they’re more likely to finish school, achieve their goals, and ultimately have healthier families, according to the nonprofit organization.


Bringing bikes to the streets of Chicago
Using the joy and freedom of cycling to brand Chicago’s bike-sharing initiative.
Chicago’s federally funded, citywide bike-sharing service, called Divvy, makes a fleet of bicycles available to commuters and tourists 24 hours a day. Alta Bicycle Share (which runs bike-sharing systems in Boston, the Bay Area, DC, and New York City) collaborated with IDEO to spread Divvy’s message, “Divide and Share!” to the cyclists and would-be cyclists of Chicago through the brand.
The new brand would appear on its bikes, stations, company vans, member fobs, and website—and it needed to be ready to hit the streets in just six months. IDEO partnered with local brand strategy studio Firebelly Design to collaborate on a solution. IDEO led the early research, conceptual brand development, and naming phase of the project; the Firebelly team led the visual design and developed the brand guidelines.
The brand has become a functional and fun part of Chicago’s transportation landscape and has been embraced by Chicago commuters. Just three weeks after it launched, the City of Chicago called the Divvy Bikes program the busiest bike-sharing system in the world. Six months into the service, enthusiastic cyclists have racked up over 780,000 trips and 1.7 million-plus miles, and over 12,000 Chicagoans have become members.


Bringing mass-market genetic testing to Japan
A Japanese mobile internet company quickly builds a genetic testing business.
After watching her husband suffer from cancer, Tomoko Namba, founder of Japan’s leading mobile internet company, DeNA, wanted to empower people with better health information to aid them in making medical decisions. DeNA partnered with IDEO to help with the design of a genetic test that had mass-market appeal.
Together, IDEO and DeNA designed all the consumer touchpoints from the ground up for the expanding new business, called MYCODE. The aim was not only to create a functioning, usable product, but also to introduce the notion of genetic testing in a privacy-sensitive country that for the most part, hadn’t yet considered it an option. What would make MYCODE resonate with mass-market Japan? How could genetic testing results be shared in a way that was accurate but also actionable and motivating?
The team worked with doctors, nutritionists, medical governing bodies, and more, setting up fast, iterative cycles, and conceptualizing and prototyping almost every aspect of MYCODE in just 16 weeks. Data design, home testing experience, purchase flow, and how the service would be used over the long-term were all considered, along with traditional branding elements, like name, logo, and visual identity.
The result is a product that puts reliable genetic information into the hands of Japanese consumers, helping them to make more informed healthcare decisions. MYCODE went to market in August 2014, just nine months after the engagement with IDEO began. Not only did MYCODE fulfill Namba’s mission, it helped the company find new ways to grow: Upon announcement of the new service, DeNA’s share price jumped 6.7 percent.


Could AI Replace Design Researchers?
Our look at the future of communication with London’s Design Museum
Spirit is a simulated AI, a provocation created by IDEO’s London Studio in response to a commission from the Design Museum. It asked designers and their teams—including Yves Behar of fuseproject and furniture designer Konstantin Grcic—to contribute to a project on the future of aging as a sequel to an exhibit of the same topic that they hosted 30 years earlier. The museum asked IDEO to explore what community might look like in the year 2047.
For our project, we aimed to start a dialogue about the role emerging technologies might play in the way people connect as a community. In the future, we may no longer need to drive our children to school, speak with anybody to go grocery shopping, or visit a human doctor. Technology often makes us more independent, and less reliant on human contact and support. To counter the social isolation that may arise, we developed the concept of a free and open-source social AI, a system built to foster strong and healthy communities by strengthening social bonds and keeping people active and mentally stimulated.
Creating the Exhibit
We designed the interactive part of the exhibition for three reasons: We wanted to give visitors a glimpse of what it would be like to interact with an artificial entity; we wanted to see how people would feel about the interaction; and, obviously, we like playful experimentation and prototyping.
Current AI technology is in its infancy when it comes to having a real dialogue with a human being. But just as autonomous cars learn with every mile they drive, these technologies will learn the more they interact with people. Current popular AI products (Siri, Alexa, etc.) listen to user commands and respond. We found it interesting to reverse that by having our Spirit actively ask visitors questions, and rather intimate ones, including: What makes you happiest? What would you be scared of forgetting? Would you trust an artificial intelligence to choose your friends? If you lived to 120, how many partners would you want to have?

The exhibit had two states: An idle state where visitors were encouraged to talk to Spirit and it displayed selected quotes from previous visitors and visualized the data it gathered through a generative visual design, and an interactive state.
The interactive dialogue state took place inside an audio booth. The system greeted visitors with an audiovisual message and a stylized speech-bubble that mediated the conversation. The system then asked different questions, engaging in deeper conversation over time. For example, Spirit might ask, "What makes you happiest," and the answers could vary from "rich relationships" to "when it stops raining," "playing football," or "creating new things and solving problems." Each answer created a new pebble in the visualization, the color, size, and shape of which were determined by an analysis of the length and the emotion of the response. When the visitor finished answering, the pebble merged into a sea of pebbles representing all of the interactions collected so far.
Visual interface design and data visualization by Studio Waltz Binaire
Building Spirit
The technical challenge of the exhibit was to have the system running for five weeks, seven days a week, eight hours per day. There were a lot of pieces talking to each other, and we needed to be able to track the feedback from thousands of visitors.
Spirit used a bespoke script to follow the conversations, and when the answers veered too far from what it had anticipated, it would send the answer to a chatbot API to find an appropriate answer. Unfortunately, the voice to text turned out to be not very reliable in the museum environment, so we focused on the scripted questions.

The technical setup consisted of two components: the audio booth and the large display facing it. To let Spirit know when somebody was present in the booth, we installed an Arduino with an ultrasonic sensor that communicated with an iPhone 6 via Bluetooth. The iPhone was connected to a directional microphone and a speaker.

Here is where the magic happened. On the phone, we ran a custom app. The app turned the voice into text using the Apple Speech Framework, and then analyzed the emotions in the answer using IBM Watson, an iconic AI developed by IBM, while also checking if the answer is in the pre-written script. If it wasn’t, it used another API to get an answer from the chatbot. The information about the answer and emotions was stored and sent to a custom program written in vvvv that communicated with the iPhone app via OSC.

Ambient noise was our biggest worry. It could have prevented the system from understanding visitors’ answers. Also, the position of the microphone was fixed, so reaching different visitor heights and voice volumes was a challenge. This actually proved to be a problem, as there were several interactions in which the voice was unintelligible.
The Data
One good perk of the interactive system is that we had real-time access to the data, so we could follow how well the installation and exhibition were performing, and what the audience was saying. After the exhibition ended, we found a bit more time to use Python and Pandas in the analysis, and Excel to plot the results.

We had a total of 8996 individual sessions with Spirit during the exhibition, about 10 percent of the visitors to the Design Museum.
The emotion recognition system that we used, IBM Watson, is not yet totally reliable (as an example, “yes” was considered a 100% J=joyful answer). But with the amount of data we gathered, the system was still able to give some hints about visitor moods. And the variations in mood could be correlated to external events. For example, we saw a peak in feelings of joy on the 24th, when London hit its highest temperature after a cold January.
When we looked at the answers, we discovered that they seemed more spontaneous and playful than others given via written questionnaires. They were also more honest, suggesting that for some people, sharing intimately with an AI might be less intimidating than talking to a human interviewer. Others, though, were critical and disconcerted. It became clear that it is important to start a dialogue about how we want to interact with AI in our daily lives.
Though the experiment obviously didn’t culminate in a fully-formed product to help the elderly, the interaction model helped us create the kind of AI we would need to build community and increase social interaction, and allowed us to test people’s reactions to emotional and intimate questions from an AI. The experiment also directly related to the work we do with design research. We frequently send design researchers out into the field to talk to people to learn more about their needs and habits, and how we can design solutions to fit their lives. Our work with Spirit begs the question—could even a design researcher be replaced by an artificial researcher at some point? For now, we don’t have a lot of answers, but this experiment helped us push our understanding forward, and we’re excited about the AI-driven insights that will come in the future.
In the top floor of London’s Design Museum, as dozens of visitors walk by and the rain hits the windows, a woman speaks with an AI bot called Spirit. It asks her how many partners she would like to have if she can live until she is 150. She giggles and answers. “Just one—and that is because my husband is next to me.” According to Spirit’s analytics, her answer is 33% sad and 12% joyful.


How to Use Your iPhone to Create Frameable Art
How a design constraint helped me make art
Fast forward to fall of last year. Adobe announces an update to its Lightroom iOS app that allows users to capture RAW photos using their smartphone camera. Slowly, I began experimenting with on-the-go editing techniques similar to those I’ve developed over time using Lightroom on desktop. Could the iPhone, with its tiny image sensor, actually be the magic gadget I craved?

I’ve long wanted to do a project that celebrates the diverse architecture of my adoptive city, and my newly augmented smartphone camera provided just the opportunity. So, I set out to answer my own question with a specific aesthetic in mind and a simple design constraint in place: I would use my iPhone, alone, for both photos and edits.

I have now captured and shared more than 40 photos—one each day since April 1st—and will continue to do so until the series tops out at 100 images. The constraints I held myself to and the consistency of daily publishing have allowed me to quickly refine and iterate the technique—an accidental outcome as happy as it was unforeseen.

As designers, we often yearn for carte blanche freedom to explore and create as we see fit. What we forget is that our best solutions often come from imposing limits on that freedom, and seeing what comes of it.
How I did it: all photos in the series are captured using an iPhone 6S, and all edits were performed in roughly 60 seconds using some black and white alchemy in the Color tab of Adobe’s Lightroom Mobile app for iOS.

Want to see more of Burton’s work? Check out this, a NATO & G8 protest he attended in Chicago in May of 2012. And this, the stations of the Moscow Metro he captured during a visit in the fall of 2015.
When I first moved to San Francisco, I spent every free moment exploring my new locale, camera in hand, with a backpack full of lenses and a tripod. With time, however, the weight of my DSLR and pack felt more like an albatross than an accessory, and I adopted the usual photographer’s lament, yearning for a magical gadget that could output images of a quality inversely proportional to its bulk.


What’s in my Moleskine: Adam Cristobal
Take a peek into an interaction designer's sketchbook
These days, I frame my life less as a sensible narrative with a rise and fall, and more as a series of small, densely packed moments that leave sweet and sour aftertastes. These moments are the ones I choose to draw in my sketchbooks, usually several months after they’ve actually occurred. The unimportant things, I forget. What’s left for me to draw is what matters: moments of wisdom, aged by feelings that have grown more complex and multi-dimensional over time.
Here are a few moments that have stuck with me:
Blame it on the Boba

When I first moved to San Francisco, I started dating someone—less because it made sense to date him in particular, and more because I was enamored with the idea of christening my new city with a new relationship: new city, new boy, new me! Predictably, things didn’t work out, because that’s what happens when you rush into things for the wrong reasons.
Over a year after dumping me, however, he asked me out to boba. Somehow, we ended up seeing each other again. And again, predictably, things didn’t work out. Apparently, I saw things differently the second time around. I rarely drink alcohol, but that doesn’t stop me from attributing my poor life decisions to boys touting sweet beverages.
Most People are Terrible

I met one of my best friends, Cory, over two years ago. Since meeting him, I’ve probably drawn him about ten times. A savvy reporter with a sharp tongue but a heart of gold, Cory has provided me with many invaluable nuggets of wisdom. One of the most memorable nuggets was a sobering reminder that I tend to assume the best in people too quickly.
In some cases, this just means that someone who I thought had excellent taste in clothes, music, books, or food actually doesn’t. In more serious cases, this means that I have a difficult time distinguishing charm from crazy. In any case, and particularly the latter, I keep this axiom close to my heart.
Not Assholes, Just Shibas

In 8th grade, I met a girl named Mira who is now one of my oldest and closest friends. Mira is much more charismatic and social than I am. During our younger years, I always thought were two sides of one coin: she was the outgoing and social one; I was the quiet and taciturn one.
However, a few years ago, she told me that she’s actually a total introvert. I realized two things: First, that our introversion was probably what brought us together in the first place. Second, that I had completely misunderstood one of my best friends. But that’s water under the bridge at this point. Lately, we’ve started characterizing ourselves as shiba inus, who aren’t exactly the cuddliest of dogs. But they’re not jerks, they’re just independent. Just like me and Mira.
At the end of the day, I use these moments to remind myself that I can always adapt when life doesn’t work out exactly as I expect. And if all else fails, finding humor in turbulent moments is the quickest solution for a bad day.
I’m a huge nerd. I grew up watching a lot of fantastical and post-apocalyptic anime, and I’m a former literary history student with a fondness for medieval poetry. Having spent enough time with Chaucer, Boccaccio, Satoshi Kon, and Hideaki Anno—most of whom tend to leave their audiences hanging or uncomfortable—I learned to appreciate stories with ambiguous endings. I’ve carried this same sentiment into my sketchbooks.


Your Body as An Art Project
How one young British artist is pushing the boundaries of bodily design

Imagine, for example, using parts from an eel to shock the human heart with current when it’s having a heart attack? In an exhibit called Domestic Futures at Nationalmuseum of design, Stockholm Haines showed exactly such a “product”. Goodbye defibrillating paddles, hello electric eel!
More recently, IDEO’s London studio collaborated with Haines for New Old, an exhibit at the Design Museum London. The result was “Spirit,” an AI assistant for the elderly. After working alongside Haines, we found ourselves intrigued, so we caught up with her to ask a few questions about what it means to be a budding biodesigner.
When did you first think about getting into design, and why?
When I was younger, I had many misconceptions about design that I think are still problematic today. You rarely get to see the messy, exhausting, and all-consuming guts of design work, but I think it is an incredibly engaging discipline. I got my masters in the Design Interactions department at the Royal College of Art, and am now undertaking PhD research at Transtechnology Research at Plymouth University.
Who are the designers, artists, writers, and thinkers that have influenced your work?
Noam Toran, my tutor on my MA course, offered many fascinating and unnerving threads of research, along with Tony Dunne and Fiona Raby, who promoted alternative ways of thinking. I also like Floris Kaayk (a bit of enjoyable grossness there!), who always seems to have something fascinating in progress; my close friend designer Soomi Park, who is highlighting sensitivity to emotion in artificially intelligent objects; and recently, I saw a great talk by Hyphen-labs, which probes some really important questions about design.
Tell us what you produced for the “New Old” Design Museum exhibit
For “Spirit,” I made some sculptures of potential body modifications—visualizing how a fictional company might improve sociability in the elderly. The IDEO team, including Ed White, Daniel Tauber, and Javier Soto Morras, had researched alterations that could be made to the body to send biological notifications. The work made me aware of the pressures and expectations on the elderly.
Tell us about three of your favorite projects
In 2013, I produced “Transfigurations”, which depicted babies with structural modifications. The work encouraged people to consider whether surgical procedures might offer solutions to future social and environmental problems. I think the cuteness of these sculptures made the work both disturbing and delightful. Another project, involved dissecting sculptures of anatomical parts, suggesting potential future procedures such as the removal of a cyst from a bionic eye implant. The tactile element helped this work to become a lightning rod for discussion regarding scientific research. Currently, I am developing “if you prick us do we not bleed?” about how we interact with humanoid robots by including bodily fluids. I was, of course, inspired by the famous Shylock monologue in the Merchant of Venice. “If you prick us, do we not bleed? If you tickle us, do we not laugh? If you poison us, do we not die? And if you wrong us, shall we not revenge?” .It's still a very powerful message about the mistreatment of those perceived as different.
What does it mean to use the body as a design medium?
All of my work is, of course, speculative. I don’t spend much time actually moving human material around, although I did once spend a very interesting day at a cadaver research laboratory! Instead I research the tools and materials that may have an impact on the body, or how we perceive the body. There are already disciplines that have to view the body as editable, and moving this way of thinking from a surgical or dental domain to a design or engineering one is where there is space for interesting interventions. There seems to be lots of interest in nanotechnology, and like many biotechnologies, this means there will be interactions with designs we can not see, but can perhaps feel, and maybe also artificial intelligence that may make design decisions for us.
Want to see more of Haines’ work? Find her current exhibits and talks here.
Agi Haines’ artwork isn’t easy on the eyes. But to her, it looks just like home. As the daughter of two South East London artists who met while working at Madame Tussauds wax museum, her childhood home was populated with wax heads, antique surgical tools, and sculpture scaffolds. Viewing the human body as raw material for design interventions wasn’t the stuff of some sci-fi future—it started as a family affair (her sister, Beatrice Haines caught the bug, too) and Haines has been working and speaking about it ever since.


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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