

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.


The Beautiful Future of Living Technology
Designer Natsai Audrey explores our bio-factured future
Zimbabwe-born Natsai studied architecture at Edinburgh University, then at Central St. Martin’s Material Futures course. There she learned about synthetic biology, and met Dr. John Ward, a professor from UCL’s microbial molecular biology lab. He became a supporter of her scarf project, called Fold.

Natsai is at the forefront of an emerging field, biodesign, that aims to tackle the climate change problems caused by textiles and farming. Fueled by advances like the gene editing technique CRISPR, which is making designing with DNA simpler and cheaper, scientists and designers are looking to harnessing nature itself to ‘biofacture’ everything from leather, to meat, to medicine.
Companies like Bolt Threads are spinning synthetic spider silk, while Modern Meadow is growing meat in labs. Meanwhile Autodesk is creating design tools for the field—think AutoCAD for DNA.

Natsai joined IDEO’s London studio as part of our two week-long Fortnight residency, collaborated with the community here, and shared the resulting scarves. As part of her final presentation, she brought to life the potential of biodesign with a series of five tweets. Here, she explains the speculative future they’re framed in. It is a future in which synthetic biology is shaping brands, products, businesses, and people’s behavior.
Future Craft
“Hyper-specialized hybrid technologies signal the rise of the niche maker. #DIYbio #biomakerspace”
Natsai: I’m really interested in the dialogue between craft and technology. This tweet depicts my own reality: my craft is so specialized that I have to design the tools to create it, and I also have had to learn how to maintain the life that co-creates it, without any precedents to learn from. Imagine a world where our materials are alive or derived from living systems. Every maker will intimately know the biochemistry of their chosen species, and will find new ways of transforming those organisms’ behaviors into truly unique products and processes. We’ll be using other living systems and even amalgamating layers of digital technology to biofabricate.

Service Design
“Who owns your wardrobe? #panasonic4nike”
Natsai: I had a conversation with a colleague about how one might go about democratizing the production of ‘bio-factured’ products. At the time I was thinking about how to streamline the process for scaling up this technology, but he challenged me to think about new models of distribution that tap into DIY culture. Ultimately, his question was: if you can grow your own textiles, then who owns your wardrobe? The hashtag #Panasonic4Nike points towards a future that sees unlikely stakeholders coming together to offer true innovations in designing the products we use, as well as the services and hardware that enable us to do this in a personalized way.
Convergence
“Digitized biology has democratized the creation of complex biological consumer products. #autodesk #synbio #AI #IOT”
Natsai: I understand that not only do I work with a pigment-producing bacteria, but that medium is also a biological sensor. Producing pigment signals a crucial stage in the bacteria’s life cycle. This made me ask: how could we harness living sensors and build them into our everyday environments? The notion of technology convergence is definitely something I see happening further into the future. Wearable technology, household electronics and the Internet of Things, in my view, will expand and come together to create mutually-beneficial ecosystems of bacteria and digital technology.

Metabolic Materiality
“Biofacturing process & biological characteristics of an organism now define a brand’s identity and its business model. #bottomupprimacy #IP”
Working in a fashion context, I am hyper aware of how a brand’s identity communicates. The product itself needs to hold true to the values of the brand. This is the part that gets tricky working with a living technology: at some point I relinquish control to my bacterial colonies to finish the garments—conceptually speaking, I provide the structural parameters. The lack of control is a challenge and an opportunity to design interventions that end up in line with the brand identity. Creativity therefore becomes crucial, to push the aesthetics and craft processes in the development of each garment. Although it’s true of any industry, fashion is a particularly interesting space to consider a business model based on that uniqueness. Even before we think about synthetic biology as a way of manufacturing, designers can and should push innovation beyond a simple “genetically-modified organism 1 fixes problem A.”
Beyond Monoculture
“Happy Kombucha shares rally as merger with Kvadrat announced. #symbioticventures #closedloopsystem”
This really looks at future business models and ecosystems of information and skill exchange. Happy Kombucha actually exists and it’s my go-to for food and beverage bacterial cultures in the UK. They mainly sell starters and toolkits for brewing your own kombucha, kefir water and kefir milk. This tweet is a little tongue-in-cheek: it imagines that their business strategy has evolved to sell the SCOBYs (the symbiotic colony of bacteria and yeast that ferments tea, to make kombucha) as fabrics, leading to a merger with major textile manufacturing brand Kvadrat. It also speaks of the current and future reality of the trade of living organisms.
IDEO Fortnight with Natsai Audrey Chieza from Alexandra Whiting on Vimeo.
Vivid pinks, blues, greens and yellows form beautiful, organic abstract shapes on Natsai Audrey’s delicate silk scarves. But they’re not drawn by her, or silkscreened in a print studio. Instead, the shapes are the life and death of streptomyces bacteria writ colorful on silk, folded into a petri dish, in a lab.


3 Inspiration Tips for Designers
Why you need to to create surprises in your schedule

Being a design researcher, I’m constantly conducting real-world research on a subject area or problem. Researchers travel widely, and spend weeks interviewing, observing, shadowing, and prototyping. But even when a trip seems full of scheduled activities, there should always be room for opportunistic inspiration. Because that is the thing I value the most.

I am an inspiration hunter. When I see 45-minutes of travel time between interviews, what I actually see a window of opportunity for a real-world experience. As well as naked scrubbing, on recent research trips, I’ve subjected my teammates and myself to:
- Screaming like rabid fans to appear on a game show in Los Angeles.
- Having our fortunes told by psychics in Hong Kong.
- A workout class only described to us as “cathartic” and a “nonstop endorphin surge” in New York.
- Getting too close to the ring at a lucha libre match in Mexico City.

So how exactly can one justify this as inspiration? Well, it depends on your definition of inspiration. I like to see design inspiration as something that lives in the intersection of three things: Satisfying a curiosity, Defying the expected, and Touching an emotion.

1. Satisfying a Curiosity:
How many times have you thought to yourself, I should take that Cantonese / personal finance / fermentation course in my free time? When you’re working a design project, you’re often looking to help others adopt a new behavior or learn a new skill. You can empathize with that experience by doing something yourself that gets you outside your comfort zone.
The Class, aka scream-cardio.
2. Defying the Expected:
Of course we should be inspired by new approaches, that’s what we’re here to design. But finding people or things that truly disrupt your equilibrium can positively influence a project in all sorts of unexpected ways.

3. Touching an Emotion:
Seek places, people, and experiences that bring out a real human emotion that you want to design for. Then surround yourself with what you find, as not to lose it. You might end up with entire mood boards or inspiration shelves from your trip, labeled “joy” and “empathy”. Keeping these artifacts in your workspace will let you feel what you first did.

On a recent research trip in Asia, I found myself naked in a spa, being vigorously scrubbed by an elderly Korean lady. She removed whole layers of my epidermis, all the while grunting in disapproval. The experience was agonizing but also completely amazing.


Designing for Burning Man: the Shrumen Lumen
The hows and whys of the sequel to the Blumen Lumen installation
Now, two years later, we’re pushing the limits of our skills by building the project’s next iteration: Shrumen Lumen. This time around, we’re skipping flowers in favor of 12 to 18 foot-tall kinetic mushrooms. Thanks to a totally different geometry, this project is a lot harder to build. But with hard work from an enthusiastic team of volunteers and help from a Burning Man Arts grant and our Kickstarter campaign, the Shrumen Lumen will soon be ready for the Playa. Here is how we’re making it happen.
The vision
To kick off the design process, we looked back at what made Blumen Lumen work so well. Several principles stood out.
- The flowers had a minimal footprint on the ground but created a huge interactive space.
- The grouping of flowers was beautiful from afar, but people could also interact with a single flower.
- The structure was scalable. We were able to build one prototype quickly to figure everything out, then mass-produce as many as we could afford, both in terms of time and money.
- The flowers were quick to install, and packed up neatly in a shipping container.
- Mechanical interaction made the flowers interesting during the day, while lights added a new element at night.
We folded a lot of those takeaways into the design, sketching out a garden of five mushrooms that are big enough to provide shade during the day, and can also change shape and light up at night. Just like the flowers, we wanted people to be able to interact with individual mushrooms, but also wanted to add an interaction point that controls all the mushrooms together.

Origami at scale
The geometry of the mushrooms is based on the folding pattern of an origami magic ball. The beauty of that structure is its ability to expand and contract; the challenge is that it’s much harder to control, and, as we found out later, much harder to fold at scale.


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We jumped straight into prototyping, and planned to use the same method we had used to build the flowers: Route the patterns in corrugated plastic, fold them so that they would “memorize” the fold lines, unfold them, then weld them together. But while each flower was made of only two 10 by five foot pieces, the mushroom heads were made of 12. We’d also never worked with this origami pattern at this scale.

Unfortunately, this fold pattern was much trickier. It took a team of eight people a full hour to fold the first three-piece sheet. The plastic also cracked in several places. To make the process easier, we changed the orientation of the corrugation by 90 degrees, and asked the router shop to make shallower cuts into the plastic. The new the fold lines made the pieces much stronger, and we actually managed to fold an entire sheet of 12 pieces (though it did take 10 people).
Setting the Shrumens in motion
To make the mushroom heads contract and expand, we needed to build a solid mechanical structure, kind of like an umbrella, that would connect the folded plastic to an actuator. We experimented with a 1:12 paper scale model to figure out where to attach the actuator, and prototyped the speed of the movement. Since there will be significant stress on this structure, all the parts had to be machined. We were extremely lucky to have Jim Feuhrer (and his five decades of experience in building) to help us create them.
Building a safe structure
Last time around, when the wind came up on the Playa, we could just close the blooms to prevent the flowers from tipping over. It’s much harder to make the Shrumens more aerodynamic, so they had to be carefully engineered to withstand 60-plus mile per hour winds. To hold the origami structure in place, we mounted 1 1/4 inch aluminum tubes around two aluminum hubs. One of the hubs is mounted to the top of the actuator and can move up and down, while the other one is mounted to the stem.


The entire head assembly slides into a 6-inch, thin-walled steel tube that is mounted onto a 3.5-inch-thick wall pipe. Luckily, with some minor modifications and reinforcements, we were able to recycle the base we used for the flowers to anchor the system.
Designing the digital interaction
Not only are we installing 1560 LED lights in each mushroom, we are also designing ways for visitors to interact with the mushrooms. By standing on certain pads, burners can change the color and movement of the Shrumens. Each pad can also measure weight, so, for example, if two people hop on a certain pad, more of the structure will turn red.
To make this work, we are using a network of Raspberry Pis in each stem. Powered by 12 volt batteries, the minicomputers control both light and movement. Each of the 1560 LEDs in the stem and cap are independently addressable, and the chip in each LED only uses one pin for data input and output, so they must be controlled with precise timing. The team chose to use a Pixel Pusher microcontroller because of its power (it can control 4000 LEDs) and built-in libraries. Processing, running on the Raspberry Pi, pushes color combinations and scenes. The Raspberry Pi also monitors the load cells, which are placed in those lighted platforms at the base of the mushroom. When visitors step on, these load cells can trigger the mushrooms to change shape or color.
The team
Of all the projects I’ve worked on, this one required the most manpower (by far). Thanks to 40-some weekend warriors—a mix of highly specialized experts and enthusiasts who picked up new skills like soldering, metal cutting, or drilling—Shrumen Lumen is about to happen. It has turned into a highly sophisticated installation, and I can’t wait to see it in the desert.
Special thanks to everyone who helped bring Shrumen Lumen to life: Ali Hasanbeigi, Anthony Wainman, Angie Kim, Annette Diefenthaler, Blake Durtsche, Bomani McClendon, Britta Durtsche, Dali Yu, Dave Sumberg, David Brody, David Good, Diem Ho, Gabrielle Fulco, George Joseph, Gilles Roux, Gina Romero, Hannah Williams, Henry Hsiung, Janko Potezica, Jazz Tigan, Jesse Silver (production lead), Jessica Pastor, Jim Feuhrer, Jimmy Chion, Joerg Student, Justin Chang, Kalan Kircher (digital lead), Lauren Fundora, Leo Marzolf, Nathalie Collins (digital co-lead), Nicholas Leverone, Nivi Ramesh, Olivier Notteghem, Peter Bronk, Rachel Frey, Remy Pieron, Sam Starr, Steve Moore, Victoria Cao
Two years ago, I worked with a team of IDEOers and IDEO alumni to create an interactive art installation for Burning Man that we dubbed Blumen Lumen. Drawing inspiration from a foldable yurt I’d made for the art festival a few years before, we built massive, kinetic origami flowers that responded to their environment by changing color and opening and closing.


5 Improv Exercises Every Designer Should Know
Using improv to get in the mood to collaborate
1. To create a happy group atmosphere… Hello & High Five
Everyone walks around the room in random directions. At intervals, the facilitator instructs them to interact with a person they are passing. At first, the instructions are to say, "Hello." Then, it’s a high five. And finally, it's a compliment about some aspect of their appearance. Even though you know it’s an exercise, it’s impossible to receive greetings and compliments and not feel a little better about life.

2. To get people into an agreement mindset… Yes, Let’s!
Stand in a circle. Someone suggests an activity by saying, “Let’s,” followed by a verb. For example, “Let’s ski!”
Everyone else loudly agrees together: “Yes! Let’s ski!”
Then, everyone mimes that activity, until someone else suggests a new activity. After a few minutes of this, it's much easier to hear ideas from other people and greet them with encouragement and agreement.

3. To stretch capacity for attention and focus… Red Ball
Stand in a circle. (Have you noticed that improv involves a lot of standing in circles?) Pick someone in the group, look them in the eye, say, “Red ball,” and mime tossing them the ball. They say, “Thank you, red ball,” to acknowledge receipt and then throw it to someone else. Once the group has the hang of this, you can add a green ball and blue ball. To make things interesting, these balls can be different sizes and weights. (They could even be a feral cat or a baby.) Pretty soon, the group will be highly alert to one another and focused on cooperating on the task at hand.

4. To free people of their inner censor… Ba Da Da
Everyone in the circle claps to create a beat. The first player says a word to the person next to them. They respond with whatever comes into their head. The entire circle then says both words and then adds, "Ba Da Da” (pronounced in the same rhythm as “potato”). For example, first person: “Crazy.” Second person: “In love.” Everyone: “Crazy in love, ba da da.” Then the second person starts everything again by saying a word to the next person in the circle. By doing everything to a rhythm, people are forced to respond in the moment and not overthink their choices.

5. To get everyone making eye contact and collaborating… Pass the Clap
Look into the eyes of the person next to you and without using words, coordinate so that you both clap together. That person then turns to the next person and does the same. Pretty soon, you’ll have a rhythm going and a clap will move quickly around the circle. See how fast you can go without losing rhythm. If you want to add some challenge, create multiple claps moving simultaneously in different directions around the circle.

Illustrations by Yoshi Yoshitani.
More and more designers are using improv games in order to get groups in the mood to collaborate. There are many of these games, taught at places like Second City and Upright Citizens Brigade. We picked five simple favorites.


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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