

A hand-friendly, precisely controlled mouse
Ergonomic mouse design for better control and performance.
In 1987, the three companies that would later form IDEO worked together with Microsoft to create the world’s first ergonomically designed mouse. IDEO’s human factors research suggested a small but significant change: Moving the location of the mouse ball forward, from under the palm to under the fingertips, enabled more precise control and resulted in measurable performance differences compared with earlier models.

The industrial design effort examined and tested dozens of shapes in comfort and aesthetic studies that led to the famous “Dove Bar” form, a significant advance over the boxy mouses prevalent at the time. The resulting clean appearance, enhanced control, and improved reliability created enormous consumer appeal that replaced all earlier versions, and Microsoft sold more than 2 million units in its first two years.


A high-tech kidney delivery system
A new standard in organ transport systems delivers kidneys in improved condition.
With approximately 55,000 Americans waiting to receive kidneys and a list that could double in the next 10 years, there is an acute and urgent need for new technology to increase the quality and number of organs available for transplant. Using the conventional method of organ storage and transportation—a cooler filled with ice—doctors and nurses needed to accompany the organ to ensure proper handling.
IDEO and Organ Recovery Systems created the LifePort Kidney Transporter to provide a new high-tech alternative. The LifePort gently perfuses, or pumps, the kidney with a cold liquid solution to improve its condition before transplantation, which can nearly double storage time and may increase the number of usable kidneys and improve patient outcomes. The device also provides critical data to monitor and evaluate kidneys during transport.
Organ Recovery Systems believes that perfusion has the potential to remove tens of thousands of patients from the waiting list and dialysis, and save the healthcare system more than $1 billion annually. In 2006, the LifePort Kidney Transporter was used to transport 350 kidneys per month in 12 countries, and was included in the permanent architecture and design collection at the Museum of Modern Art in New York City.


A hospital centered on the patient experience
Designing a pediatric hospital for children and parents.
Pediatric healthcare system Nemours provides primary, hospital, and clinic-based specialty care, prevention and health information services, and medical education programs in Delaware, Florida, New Jersey, and Pennsylvania. When Nemours wanted to strengthen its brand, it faced two challenges: Empowered patients had more access to information and choice than ever before, and new players—alternative-care centers, retail-based care clinics, and urgent-care centers—were entering the marketplace, diverting market share.
Nemours approached IDEO for help in creating an innovative, differentiated, and patient-centric experience for a new hospital in Orlando, with the goal of establishing Nemours as a destination care provider and industry leader. Together, they identified and clarified both family needs and key experience touchpoints in the patient journey, resulting in the state-of-the-art-designed, 60-acre, $400 million Nemours Children’s Hospital in Lake Nona Medical City, Florida. “The design team’s approach to defining key moments in the patient journey was highly instructive,” said Dr. David Milov, chief of clinical informatics at Nemours. “They captured insights otherwise unavailable to us.”

Concepts that were realized in the hospital’s final design include:
- Care Team Room ID: Patients and families are introduced to each member of their care team to ensure continuity of care.
- Floor Greeters: Concierge-like greeters welcome and orient families and answer questions.
- Family Lounges: Private dining rooms have kitchenettes, so families can cook and eat together.
- Emergency Department: Patients are greeted, sorted by medical condition, and immediately checked into rooms.
- Patient Information Screens: Doctors and nurses can access patient information prior to entering an exam room to enable informed conversations and build trust.
- Smart Bracelets: Personalized RFID-enabled bracelets keep track of the care team.
- Smart Rooms: Triggered by the Smart Bracelet, Smart Rooms “welcome” the patient upon entry.
To arrive at these designs, IDEO sought inspiration via analogous kid-friendly environments, such as museums, schools, toy stores, and zoos. Designers also conducted in-context interviews with patients, parents, families, doctors, nurses, support staff, and outside physicians. One key insight that led to the final design: Patients and families came to Nemours with varied levels of experience—first-timers, occasional visitors, and those who were chronically ill—but the hospital treated them all the same.
To address these needs, the team created an experience blueprint focused on welcoming, guiding, and supporting patients and families through unique environments, integrated service moments, and market-differentiating spaces and tools. To test the look, feel, and value of the designs, designers built full-scale foam core prototypes of welcome stations, waiting lounges, and exam rooms.

The results appeal to patients, families, and caregivers. According to Dr. Lane Donnelly, Nemours chief medical officer, “all the amenities at Nemours focus not only on the child but their parents and families as well.”
The hospital won two awards at the International Interior Design Association’s 2013 Best of the Best Gala (Georgia Chapter), one for the Healthcare Design category and one for best overall out of all 11 categories. Parenting.com writer Shawn Bean noted, “Set amidst a wooded expanse of central Florida, with theme park roller coasters peppering the horizon, Nemours Children’s Hospital is arguably the new high water mark for pediatric care in the United States.”



A global design movement led by children
A contest that teaches design-thinking skills to millions of kids across the globe.
Designer turned educator Kiran Bir Sethi wanted to blur the boundaries between school and life to help young students become aware, enabled, and empowered to effect change in the world. In aiming to spread her message to millions of children across India , Sethi tapped IDEO and the d.school at Stanford to help create a design contest for youth that would show them that they could make a difference in their community.
Together with the d.school, IDEO designed a competition for middle school students called the Design for Change Contest. Adapting the human-centered design approach into a simple process that 10- to 13-year-old kids could follow on their own, the contest included rules, tools, and platforms that would be accessible to children and teachers throughout India regardless of their previous exposure to design.
The team shaped the rules so that students could learn core design-thinking skills such as empathy, brainstorming, collaboration, and reflection through the process of participating in the contest. And together, the group developed a toolkit to walk students through the simple four-step process.
The biggest challenges to the contest were overcoming the lack of infrastructure, language barriers, and a discrepancy in school resources. There was no national database of schools for easy outreach, so Riverside built relationships with NGOs across India to distribute the contest toolkit to more than 30,000 schools.
The contest receives about 2,000 entries from groups of youth in India each year. They have been addressing challenges such as illiteracy, pollution, traffic safety, care for the elderly, alcoholism, and the environment.
As of 2015, the Design for Change Contest has scaled far beyond India, and is being run in 30-plus countries, with millions of children participating. Each contest entry shows that kids really can make a big difference in the world.


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.


How to Make Hard Feedback Pay Off
It's not easy to have your work ripped apart, but it's essential to the creative process. Here's how to make it less hard.
Feedback is a tricky thing. There’s always going to be differing opinions of right and wrong, and even if it’s explained to you in a calm, clear voice, it can sting like nothing else. But getting feedback on your work is the only way you'll grow. It forces you to rationalize your thinking and creative decision-making, and teaches you to swallow your pride.
I learned the hard way: A few years ago, I designed my first typeface called Emotiv. It was a concept for a messaging app that would help people express their emotions through language (instead of emojis).
Eager to get my work out there, I decided to send a sample to a very well-respected typographer whose work I greatly admired. Given this individual’s reputation (and my lack of experience) I was reluctant to share at first, but with encouragement from friends, I sent it along with an explanation of how it came to be, not really expecting a response.

A few days passed, and much to my surprise, an incredibly lengthy reply fell into my inbox and hit me like a ton of bricks. It was the toughest feedback I’d ever received. Alignment issues, inconsistencies, readability problems, the email went on and on. It felt like my career was ending before it even had a chance to begin. We designers consider our creations extensions of ourselves—meaning that we take the pain of feedback personally.
While I can't offer up permanent thick skin, I have come up with 4 mindset shifts that will help you get—and give—negative feedback in a constructive way:

1. Introduce constraints
The least helpful feedback goes something like, “Hmmm, I’m not sure I like this.” We all have personal tastes, but there is no build-off point from that—no way to develop and improve. Instead, ask the person giving you feedback to be constructive, give their rationale, and ask as many questions as they’d like, rather than give you a gut reaction.
2. Tag team
Rather than putting yourself on the receiving end, get involved in the process. Imagine that the work being critiqued isn’t yours and offer your own thoughts. That will help you stay focused on the work itself. Plus, by making the feedback process more of a collaborative effort, you can understand the work from new angles to make it better together.

3. Be Spock
Do your best to take your emotions out of the equation. Instead of hanging on every negative word, look for unbiased points that will help you better define and execute the work. Even if the person giving you feedback is using words like “I like...”, or “I don’t like…”, those words aren’t aimed at you—they’re aimed at uncovering the fundamental thinking or execution behind the work.
4. Don’t ask for the answer
When the feedback process unearths a problem with your work, it’s tempting to simply ask for a clear solution to the problem. But that won’t push you to go further and explore other possibilities. Solving the problem yourself gives you another opportunity to learn and grow your skills.
Looking back, I now see now that the typographer who crushed me was actually providing a great service. (Honestly, you could tell someone they are terrible at something in considerably fewer words.)
I’d made the same mistake my fellow design student had made in that first class—I reacted as if it was a personal attack on me as a designer. But that feedback prodded me to become much more critical about my own work, studying details that others might not notice, with an eye toward readability and alignment.
Getting negative feedback can hurt. You pour your time and effort into creating something, and with the swiftest of comments, it gets cut down. But receiving it not only makes your work better, it makes you better... especially at giving feedback.
Nothing prepares you for the reality of receiving negative feedback. In one of my first design classes, I watched in horror as a fellow student had his work ripped in two for the first time in front of all of us. Shortly afterwards, he quit the course.


The Best Managers Understand Their Employees’ Emotions—And Their Own
5 tips for building a positive emotional culture at work
We've studied the effects of emotions in the workplace, and the research shows that managers can make or break an office. In one poll, 50% of people said they’ve quit a job to remove themselves from a bad manager. (In another survey, 65% of folks said they’d take a new boss over a pay raise. Ouch.)
Managers often set the tone of the workplace. But that doesn’t mean managing has to be stoic, emotionless work. In fact, we think it should be the opposite.
There’s no set formula for becoming a perfect boss, but we have a few tips for building a positive emotional culture in the office and supporting the needs of the people that work for you.
Manage individually
After surveying almost 80,000 people, researcher Marcus Buckingham came up with the insight that “average managers play checkers, while great managers play chess.” In checkers, every piece is the same: they’re interchangeable. But winning a game of chess requires you to understand each piece’s strengths and weaknesses, and you can’t effectively play unless you understand why each piece is unique.
One of Mollie’s favorite examples of this individualized approach is IDEO’s new employee survey, which includes hardball questions like, “What’s your favorite office snack?” and “What kind of flowers do you like?” The answers give teams an understanding of their new colleagues right off the bat, and help managers address a newbie’s individual interests—even if it’s just a preference for vanilla vs. chocolate.

Address your feelings without becoming “emotionally leaky”
In her book Radical Candor, Kim Scott recalls a morning when a report told her, “I know what kind of day I’m going to have by the kind of mood you’re in when you walk in the door.” Managing your feelings is as important as managing your team; what you consider a throwaway comment or a momentary bad mood can ruin someone’s day. Reactive, hot-tempered managers are hurtful and demoralizing.
But don’t pretend that you’re not allowed to have feelings (you’re human. Accept it!). “The idea that you’re never going to have a bad day as a boss is bullshit,” Kim says. “The best thing to do is to cop to it. Say to your team, ‘I’m having a bad day, and I’m trying my best not to take it out on you. But if it seems like I’m having a bad day, it’s because I am.’”
You don’t necessarily have to go into great detail (oversharing is another complicated topic), but acknowledging that there’s something going on can help those around you avoid unnecessary anxiety.

Figure yourself out first
Like we said: You’re human. That means you have your own emotional responses to unpack before you’re fully equipped to help others do the same. The best leaders are able to hit the pause button when they become emotional, sit with their feelings, and understand where they’re coming from. Instead of taking action immediately, they ask themselves, “What’s behind this emotion?”
A great manager will realize, for example, that anxiety about meeting a deadline can be mitigated by building structure to help a team get work done on time, or that a tough design review means that next time, more prototypes might be necessary. Tapping into your emotional toolkit will help you arm others for the emotional demands of the office.
Listen
It sounds basic, but it bears repeating. One of the questions Wharton Professor Adam Grant fields most often is, how do you have your suggestions heard when you’re not in charge? "These are not questions asked by leaders," Grant notes. Hearing people out is an extremely important part of letting them know you appreciate their work.
Listening is also the only way leaders can understand the source of problems or strong emotions. As a manager, ask questions instead of immediately trying to problem solve. You’ll never understand another person’s perspective unless you listen and show compassion.
Find time to prioritize yourself
Managing means cooking something on every burner without burning anything. You also have to time every step perfectly to make sure the meal comes together. If the simple thought of that balancing act exhausts you, try taking a "Shultz hour." When he was in office, former Secretary of State George Shultz protected one hour each week for solitary reflection with paper and pen. No one was allowed to interrupt him (except the president or his wife, which we understand).
If solo time feels a little too isolating, seek support. Try connecting with peers and folks who have a similar role with whom you feel safe talking openly about personal and professional issues. As Liz Koenig, who managed Teach for America teachers, told us, “You can’t pour out of an empty cup.”
Acknowledging emotions in the workplace is one thing; harnessing their power to become a better manager is another. It’s not impossible, but it does take work. We’d recommend not putting on a brave face, but instead getting a little vulnerable with the people that work for you. Here’s one last reminder: You’re human.
Like playing the flute or choosing the right sized Tupperware for your leftovers, being a good manager is a skill. You’re not born knowing how to play scales or eyeball specific volumes of pasta—it’s something learned and practiced. And when it comes to building your managerial muscles and shepherding others through a career journey, there are a lot of emotional skills that can really boost your toolkit.


The 3 Mindsets of Great Interaction Designers
These tools are just as important as a good portfolio or the ability to code
Not necessarily, says Chris Nyffeler, IDEO Executive Design Director and a faculty member in the undergraduate and graduate programs in Interaction Design at the California College of the Arts. Those vocational skills are important, but they can come later. A foundation in design—whether built through education or early career experience—comes from understanding the process and building up the soft skills that all designers, but especially interaction designers, need to master.
Chris would often see his students hung up on mastering tools first. But according to him, great interaction designers have three things at their core—empathy for users, storytelling chops, and the instinct to prototype.
1. Empathy for users
The role of a designer is to be the voice of and advocate for the end user. This is especially true when you're working in-house alongside engineering and product teams that might feel disconnected from the customer.

Empathy starts with an awareness of others and an ability to detect their emotions and understand their perspective. What does it actually feel like to live with a problem, and how would a potential solution actually fix it? “The more that you can build that muscle of empathy,” Chris says, “the better you're going to be as a designer.”
And for more seasoned in-house designers, the more you can help your counterparts across the organization develop their empathy muscles, the more successful it will make you and your UX team in delivering great products to market.
2. The desire to tell a story
Chris describes storytelling as effectively envisioning ideas and putting them into a more strategic framework. That frame could be user insights (how the work is right for the user), a business context (how the work builds on business goals), or organizational context (how the team is well equipped to deliver on the work).

“Storytelling is an under-appreciated soft skill,” Chris says. Storytelling doesn’t just come in handy for presenting your ideas—it helps build consensus with cross-functional teams. Being able to share your ideas and bring others on board helps designers be strong advocates for their own work.
3. The instinct to prototype
At IDEO, we talk about prototyping as a central step in the design process, but it's also a mindset that should be fundamental to the way an interaction designer thinks.
“As they have an idea, great designers put pen to paper, or pixels on screen, or just start building something as a way of working out their process,” Chris says.

Designers should be skilled at prototyping at various levels of fidelity, but most importantly, their gut instinct should push them to test ideas early and often.
“I love seeing that, especially from designers who are just discovering prototyping as a tool in their tool belt,” Chris says. “Seeing them realize that there’s more than one way of doing things, and that their first assumption of how they should present an experience could be right or wrong.”
Putting unfinished, scrappy ideas out into the world can make a designer feel uncomfortable, but Chris says the best prototypes leave room for users to co-design parts of the experience. “If they show you something that’s not working,” Chris says, “quickly change it. Move a button, rewrite copy, replace an image. Users can also take you down unexpected, delightful paths that can lead you to a powerful new idea."
Connecting more deeply with that end user—the person you’re designing for—is key to developing all three of these skills.
Want to learn more about interaction design? Dive deeper with IDEO U’s on-demand class, Prototyping for Digital Experiences.
How do you identify the makings of a great interaction designer? Is it coding expertise? Mastery of digital tools? A beautiful portfolio of visual design work?


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.
Looks like you might be in search of something very specific?
Or reset the filters above and try another angle.
Here’s some random inspiration

Podcasts about creative leadership

Articles about the power of prototyping






































.jpeg)











.webp)
.jpeg)
