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Culture as catalyst

Moderna defines its Mindsets to preserve its future.

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Health
Learning & Work

Many companies view culture-building initiatives as nice-to-haves. At Moderna, Mindsets are a business imperative, crucial to its plans to develop breakthrough products quickly.

For companies working on solutions as vital as a COVID-19 vaccine, delays and mistakes don’t just mean missing a product launch date—they’re life-or-death, and on a large scale. Moderna had to ensure that its employees knew how to make the right decisions, evaluate risk, and move quickly—even if they came from organizations with more bureaucracy and less risk tolerance. In 2021, IDEO sat down with longtime Moderna veterans to hear stories about moments that exemplify the company's culture, like the day a critical piece of equipment arrived but was too big to fit through the door. Taking it apart would have added days to their timeline. So employees took sledgehammers to a wall instead. Stories like this one fed into the crafting of the list of Mindsets, such as “Act with urgency: Action today compounds the lives saved tomorrow” and “We behave like owners: The solutions we’re building go beyond any job description.”

To gather feedback, the team shared the draft Mindsets with a diverse set of employees—new hires, veterans, folks already closely aligned with the culture, folks for whom it wasn’t the most natural fit, and a plethora of employee resource groups. CEO Stéphane Bancel and the leadership team took crafting and iterating on the Mindsets very seriously, wordsmithing and tweaking them with the team until they were ready to share them officially. Now, new hires learn about the company’s Mindsets in Moderna ONE, an onboarding process that IDEO helped revamp, while existing employees attend a workshop to ensure everyone at the company knows not only what to do but also how to do it effectively. In a matter of weeks, IDEO helped Moderna codify its culture for employees and set the company up for continued success. Moderna continues to embed these Mindsets across the entire employee lifecycle to systematically scale its culture.

For employees new and old, the clarity of the Mindsets has made it easier to understand expectations and to understand the company itself. Long-term veterans responded with comments like, "These really help explain why we're working this way,” while one newbie said, "It feels like a homecoming to hear the culture that we’re trying to bring through.” But more than just solving a cultural issue, the new Mindsets have fulfilled a business imperative: Holding on to the secret sauce that made Moderna successful to begin with, setting the stage for its next five years of breakthroughs.

When the World Health Organization (WHO) declared the COVID-19 health crisis a pandemic in March of 2020, Moderna had fewer than 1,000 employees. Four years later, it’s more than five times the size.

Ranked #1

BioSpace Best Place to Work, large company in 2024

Ranked #6

Boston Consulting Group’s 50 Most Innovative Report in 2023

Ranked #4

Deloitte’s Technology Fast 500 List in 2023
In early 2020, Moderna delivered a COVID-19 vaccine to human clinical trials in just 42 days after finalizing the vaccine sequence, setting a record for the pharmaceutical industry. But what seemed like a miracle was engineered by a culture that embraced speed and accepted risk, setting the stage not just for the rapid development of a COVID vaccine, but for work on potential breakthrough products against other viruses and diseases, and even cancer. As the company went through a phase of extraordinary growth to protect millions of people around the world as quickly as possible, it faced an existential threat: Bringing in hundreds of new people from more established pharma companies could dilute its entrepreneurial culture, the very foundation Moderna was built on, and make the platform company less prepared to take on new diseases in the future. In 2021, Moderna partnered with IDEO to help codify its culture and values into a set of Mindsets that drive crucial innovation, a business imperative that has set the stage for its next goal: advancing its broad, diverse portfolio to deliver transformative mRNA medicines for patients.
Moderna defines its culture to maintain its momentum during a time of massive growth, setting the stage for delivering transformative new mRNA medicines.
A clarified culture helps the biotech company navigate the future.
Moderna
North America
Moderna
Culture as catalyst, veteran housing, accessible housing, Moderna, healthcare, health innovation, patient experience, education innovation, learning experience, future of work, digital transformation, digital experience, digital product design, UX design, growth strategy, business growth, scaling innovation, business transformation, organizational transformation, culture change, healthcare design, digital health, patient-centered care, future strategy, strategic futures, designing for the future, innovation strategy, business innovation, design innovation, how to innovate, how to design a digital product, innovation, strategy, product design, transformation, leadership, education, learning, how do we innovate

Mental health, co-designed

Kooth partners with young people to create Soluna, a mental health resource for California youth.

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Health
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AI & Emerging Tech

Increasingly, digital spaces are proving detrimental to youth mental health. By co-designing with youth, Kooth and IDEO set out to flip the script, creating a positive digital space for young people to safely explore their mental wellbeing. 

When Kooth, IDEO, and Blackbird, IDEO’s longtime development partner, first started working on the project, the window of opportunity was narrow, and the stakes were high. The group was up against a nine-week deadline to create a working proof of concept app. Also on the line: a $188 million contract with the Department of Health Care Services (DHCS)—one that would open an entirely new line of business for Kooth. 

The app needed to do more than demonstrate functionality—it needed to prove its value. To ensure that they were creating an asset that truly fit the needs of young people, the team turned to an initial cohort of 13-25 year-old co-designers who explored early features, created video diaries, and shared their questions about and experiences with mental health. These young people often gravitated toward self-service tools that helped them take action based on their feelings. With their feedback, the team created new expressions of clinically-validated behavioral health tools like journaling, breathwork and white noise—and built novel tools, such as Starboard, an expressive drawing tool and a nod to art therapy. 

The team took inspiration from content the co-designers liked to consume, such as story-driven video games that enable freedom of exploration, deepened by a unifying mythology. That led them to a constellation theme, which made the experience more intriguing and playful. The co-designers also recommended a dark color palette, because they preferred exploring the app at night. 

With these insights, the team refined the proof of concept, and then conducted a one-week pilot with another 50 young people across California. Their positive feedback gave the State the confidence to invest in a $188 million, four-year contract for Kooth to bring the app to a platform at scale. 

Over the next year, the team engaged another 150 young people to help design, shape, and test the app. At the same time, Kooth and IDEO created a clinical oversight group, which included a pediatrician, therapists, and other clinical specialists. This group anchored the platform in the practices of Acceptance and Commitment Therapy (ACT), cultivating psychological flexibility—the mindful acceptance of positive and negative emotions. Young people are invited to complete short reflections and surveys throughout their journey with the app, which includes rigorous, science-backed measurements to assess the therapeutic benefits.

Behind the scenes, the team developed a clinical-facing service and digital platform that empowers Kooth’s peer specialists, social workers, community curators, and clinicians to support the youth experience, all while protecting privacy and confidentiality. They also navigated a complex landscape of state requirements and government legislation, ensuring that the platform could cover topics like substance abuse and gender identity, and that users could access coaching within 24 hours, and choose from a diverse set of experts. 

The last step was to select a name that worked across multiple languages, trademarks, and competitor branding, and didn’t come off as a mental health service, something the youth co-designers believed was critical. IDEO and Kooth landed on Soluna, a name that alludes to the app’s presence in both the bright (“sol” for sun) and the dark times (“luna” for moon). 

Now, Soluna is available for free to all youth in California, and the state has set ambitious targets for reaching all young people at scale. Soluna is a living platform that will continue to receive product and design updates for years to come, all deeply rooted in youth co-design.

The US Surgeon General named mental health “the defining public health crisis of our time,” and cited social media, online bullying, and the isolation exacerbated by the COVID-19 pandemic as major drivers that have significant negative outcomes for youth.
‍

In California alone, more than 284,000 youth cope with major depression. 66% of kids with depression do not receive treatment. Between 2019-2020, the suicide rate for kids ages 10-18 increased by 20%.
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In 2022, California Governor Gavin Newsom’s Master Plan for Kids’ Mental Health set aside $4.6 billion to increase access to mental health and substance abuse support, the largest commitment to youth mental health ever made by a state.

94%

of proof-of-concept app users would recommend the Soluna app to a friend, and believe that engaging with the app would be a positive addition to their daily/weekly routine

6 million

young people in California had access to Soluna at launch in January 2024
Young people in the United States are facing a mental health crisis. Depression, anxiety, and suicide rates are dramatically on the rise. Yet, there are significant barriers to finding support—like the stigma around seeking therapy and the high cost of care. To provide millions of young people with the vital and early help they need, the State of California invited Kooth, a global provider of behavioral health solutions for young people, to develop a digital mental health and wellbeing platform for 13-25 year-olds. Kooth partnered with IDEO to not just create an app for young people, but actually co-design it with them. Launched in January 2024, the app, called Soluna, encompasses behavioral health coaching, interactive tools and personalized content, and is now available for free for all youth in California.
Kooth works with young people in California to design Soluna, an app to enrich their mental health.
Kooth works to transform how young people enrich their mental health.
Kooth USA, LLC
North America
Kooth USA, LLC
Mental health, co-designed, family mental health, news experience, news consumption, Kooth USA, LLC, healthcare, health innovation, patient experience, public sector innovation, government services, civic innovation, technology innovation, digital products, AI, artificial intelligence, emerging technology, digital transformation, digital experience, digital product design, UX design, co-design, participatory design, community engagement, healthcare design, digital health, patient-centered care, design for children, family experience, youth experience, how to design a digital product, innovation, product design, transformation, government

A more comfortable Pap smear

Teal Health creates a system for at-home cervical cancer screening.

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Health
Consumer Products & Retail

Creating a better cervical cancer screening experience is an important mission, but also a challenging one. Not only would Teal have to address the regulations that face healthcare device companies, it would also need to build a comprehensive telehealth platform and a physical product—a wand that could easily collect an adequate cell sample, even in the hands of an untrained person. 

The first challenge was to create the wand. The device would need to do a lot: It’s impossible for a person to see their own cervix, so the user would have to be able to find the cervix blind, collect the sample themselves, and remove the wand from their bodies without contaminating it on other parts of their anatomy. Because this is something users are likely to do in their bathrooms, where there is no space to lie down, they would need to be able to use the device while standing—and with one hand. From the beginning, the IDEO team set out to design functional, testable prototypes to make sure the idea was viable, and incorporate diverse voices into the research process, including trans, minority, and disabled women. 

The functional, testable 3-D printed prototypes.

Because the product is meant for people who aren’t medical professionals, the team worked to design something as simple, intuitive, and unintimidating as possible. They used a 3-D printer to create multiples of every prototype, autoclaves to make sure that the designs they were creating were sterile, and leaned into shapes women are already used to, like the cylindrical shape of a tampon. The wand they created has that same basic form, but with a soft sponge that the user can deploy with the turn of a dial to collect the sample, then close to protect it from contamination on the way out of the body.

With working prototypes in hand, Teal set out to test their efficacy. In an initial study with 220 participants varying in age, race, socioeconomic status, and geography, Teal found that not only were participants able to successfully self-collect samples, they also preferred them over the speculum, the device doctors typically use during a screening. Some 92 percent said if they knew the results were equal they would prefer self-collection, while 87 percent reported they would stay current with screening if Teal Wand was an option. Self-collection took the vast majority under two minutes to complete, and 97% of study participants reported it was very easy or easy to use. The Teal Wand recently received a patent for its unique design.

A close-up of the handle and main interaction point of the wand. It enables the novel one-handed cell collection to happen. A sliding thumb wheel both deploys the swab and allows for the swab to rotate to harvest the targeted cervical cells. The thumb can then retract the swab back into the device to preserve the sample during extraction.

The IDEO team also worked on the packaging and unboxing experience, which plays an important role in supporting the user through the self-screening process. The team built in thoughtful design cues to give users reassurance that they are using the wand correctly, and to provide the same level of confidence they would have in the results of an in-clinic screening. 

In January 2023, Teal raised $8.8 million in a seed funding round from Serena Ventures, Emerson Collective, and Metrodora. Later that year, the company launched a nationwide clinical trial with leading health organizations including Johns Hopkins University, Yale University, the University of Colorado, and Washington University, among others. In 2025, the Teal Wand became the first FDA-authorized device for at-home cervical cancer screening, with virtual medical provider support, and became available in all 50 states. Due to soaring consumer demand and increased insurance coverage starting in January 2027, Teal Health secured $22 million in Series A funding to expand access to the Teal Wand. It’s an enormous step toward the company’s North Star: catching cervical cancer earlier and saving lives.

Cervical cancer is nearly 100% preventable when it’s caught early, yet one in four women in the US are not up to date on their screenings.
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More than 12,000 people in the US are being diagnosed with cervical cancer every year, and more than 4,000 people die of the disease, which disproportionately impacts Black, Asian, and Hispanic women.
‍

More than half of cervical cancer cases are found in women that are not up-to-date on their screenings.

$22M

raised in a Series A round to expand access to the most accurate FDA-authorized at-home HPV cervical cancer screening

97%

of clinical study participants said the Teal Wand was very easy or easy to use.

87%

of participants said they would be more likely to stay current with screening guidelines if Teal Wand was an option.

94%

of participants said they would choose to collect their own sample from home rather than the current standard of care where a clinician collects it in-office.
Cervical cancer was once the number one cancer killer of women in the US—until the invention of the Pap smear in the 1940s. Over the last seven decades, the mortality rate from cervical cancer has dropped some 60 percent, thanks to better screening. But the procedure itself, which must be performed in a doctor’s office, is uncomfortable at best and inaccessible at worst, and the percentage of women in the US without an up-to-date screening has been increasing—from 14 percent in 2005 to 24 percent in 2019. Kara Egan, one of the cofounders behind Teal Health, wanted to change that. She had a vision for a medical device and health platform that would make it possible for women to collect their own cervical cancer screening sample from the comfort of their own homes. Teal came to IDEO for help designing an applicator and testing experience that would allow users of all body types to safely and accurately collect a sample at home and be inclusive for anyone with a cervix.
Teal Health creates a system for at-home cervical cancer screening, making it easier and more comfortable for women to get the care they need.
Teal Health creates a device for patients to safely collect their own samples at home.
Teal Health
North America
Teal Health
A more comfortable Pap smear, cervical cancer screening, at-home screening, Pap smear, Teal Health, healthcare, health innovation, patient experience, consumer products, retail, consumer experience, retail innovation, digital transformation, digital experience, digital product design, UX design, product design, industrial design, new product development, inclusive design, accessible design, equitable design, systems thinking, systems design, service ecosystem, healthcare design, digital health, patient-centered care, employee experience, workplace design, team collaboration, how to design a digital product, innovation, research, prototyping, product development, transformation

Amplifying a movement

Cities United rebrands to create safe, healthy, hopeful communities for Black men and boys.

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Public Sector

Cities United already had a strong foundation with its stated mission, vision, and values. IDEO brought those to life with a new visual and verbal brand identity system that celebrates Cities United’s inclusive approach to building relationships and reimagining public safety.

To help Cities United with its verbal identity, the IDEO team defined the organization's voice, tone, and key messages, making it easier to tell its story more consistently and clearly, a crucial step toward engaging stakeholders.

To define the new visual identity, the team created a new logo, a letter C composed of interwoven shapes that represent the three tenets of their vision—“safe, happy, and hopeful;” a new design language that references city grids; and a typographic system anchored by the typeface VTC DuBois, inspired by W.E.B. DuBois’s own custom lettering and designed by the Black-owned Vocal Type Co. The team also designed a color palette that embodies the textures of city life with hues reminiscent of asphalt, sunrise, and brick. 

To amplify the refreshed branding, the team designed a new responsive website, citiesunited.org. The intuitive site shares the organization’s mission, resources, ongoing projects, and partner network, inviting stakeholders to join in their transformative work. IDEO also created a video to humanize Cities United’s mission and showcase its nationwide impact. It underscores the unity, resilience, and hope embodied by the organization through a chorus of voices.

This comprehensive rebranding widens Cities United’s reach and impact, helping the organization share its goal of creating safe, healthy, hopeful communities for young Black men, boys, and their families, and reintroduces the organization to a national audience. 

The Cities United work was supported by IDEO’s Racial Justice Impact Fund, part of a commitment IDEO made in 2020 to ​​address systemic racism and advance equity within our own organization, our client work, and beyond.

Cities United is committed to reducing the epidemic of homicides and shootings among young Black men and boys ages 14-to-24 by 50%.

Between 2009 and 2019, the number of Black children who “did not go to school at least one day in the past month because they felt unsafe at school or on their way to or from school” increased by 84%, according to Cities United.

Homicide is the leading cause of death for Black men and boys from birth to age 44, according to the Centers for Disease Control and Prevention.

2023 SF Design Week Award

In recognition of IDEO’s brand work with Citizens United
Cities United is on a mission to reduce gun violence and create safe, healthy, hopeful communities for young Black men and boys, their families, and their communities. The Louisville-based organization takes a holistic public health approach, working with mayors, leaders, community organizations, and young people nationwide to reduce homicides and shootings and redefine public safety in our country. Because it works with both leaders and young people, the organization needed a brand identity that could speak to a wide range of stakeholders. As Cities United was preparing to celebrate its 10th anniversary, the organization approached IDEO for help refreshing its brand, a critical tool to better express its movement to end the gun violence epidemic.
Cities United adopts a new verbal and visual identity to bring momentum to its movement to create safe, hopeful, healthy communities for young black men and boys.
Cities United rebrands to amplify its mission to end gun violence.
Cities United
North America
Cities United
Amplifying a movement, Cities United, public sector innovation, government services, civic innovation, brand strategy, brand design, brand identity, brand experience, product design, industrial design, new product development, creative leadership, leadership development, co-design, participatory design, community engagement, systems thinking, systems design, service ecosystem, healthcare design, digital health, patient-centered care, education innovation, student experience, future of education, design for children, family experience, youth experience, how to build a brand, innovation, strategy, product development, leadership, creativity, healthcare, education, government

Painting with Code

How generative art reveals new possibilities in visual expression and design

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Generative art, or art derived from computer code, is a relatively new format, in which the artist-programmer realizes a vision or idea by defining parameters and commands. But making generative art is, in many ways, just like painting or any other classical fine art.

When you create a painting, you start with an inspiration and sketch it on paper. You then prepare your oils, brushes, and canvas, and you refine the painting until it’s just right. I follow a similar process with generative art. When something inspires me, whether it’s a contour map in a geographic magazine, a chart representing a mathematical formula, or the various mechE tools in my father’s workshop, I sketch it on paper and jot down the keywords that best describe it. Then, I sit down at my computer and compose the code (using the Python programming language) that will “paint” the right “brush strokes.” I run the code to generate images on my computer, and go through multiple iterations until the code outputs the shapes, colors, opacities, and shadows that perfectly express my original idea.

I leverage the power of my computer to generate the artwork. Where a classical fine artist would pull out their oils and brushes to express colors and shapes, I do the same with parameters. For example, I defined a palette of colors for painting waves like this:

As if the computer was a hand holding a brush, I tell it how to paint by defining command codes, like draw_wave:

Delightful randomness

While most of the parameters in my code are set statically, I have also added an algorithm that allows certain parameters to be generated randomly, so the visual elements of the image change randomly within a defined range. This way, the final product is unpredictable; I’ll never know exactly what image will be generated.

This function returns a float number randomly ranging from 0.1 to 0.7:

The random parameters are not only unpredictable, but also non-reiterative, so these images cannot be recreated—they are completely unique.

Algorithm as art

Computer graphics are based on mathematics, so when I paint with code, I am exploring and visualizing the beauty of structure, abstraction, and complexity in mathematics that most of us don’t get to see in our daily lives. It often happens that when I play with a new algorithm and see the images it generates, I'm inspired to develop them into artwork, as was the case with Tsunami, below. The inspiration for this series came while playing with an algorithm named Cornu Curve, which generates a fantastic visual effect of crazy waves. From the same code, I made six different images using a combination of a hundred curves in varying opacities and shades of blue.

Unlimited complexity

Creating art with code allows me to make complex images that I could never have made by hand, such as All Seeing Eye, below. It is composed of millions of lines and hundreds of layers, and each line has its own shadow, blur, and opacity.

My goal was to use the complex texture to create the visual effect of catching or entrapping the audience in the “eye.” The computer is an exciting tool for creating art like this, which requires repetitive, intricate work. A piece of generative artwork composed of millions of shapes can be drawn in just a few minutes. Rendered by hand, the same piece might take a human ten years to accomplish.

Like a painter selecting the perfect tool, I used the following piece of code to define a “brush” with just the right characteristics to create the lines I wanted:

Then, just as a painter would use a specific gesture to create a certain visual effect, I used the following code to tell my computer how to hold and draw with the brush I created:

Functional designs

The exciting thing about generative art is that it is not only beautiful, but also usable. We can create new patterns and unique fabrics for the fashion industry, or we can move beyond two-dimensional creations and use generative art to make sculpture, furniture, and even architecture.

Creating art with code, I’m constantly making new discoveries of exciting visual possibilities. Computers have revolutionized countless aspects of human life, and now, generative art has the potential to revolutionize artistic expression, opening infinite space for innovation.

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By day, I code mobile apps and design digital experiences. In my free time, I create art. I recently began exploring both at once with generative art, a sublime combination of computer programming and graphic art.

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painting with code, coding
Hailei Wang

How to Make a Fauxtobooth

IDEO New York hacks by hand, building a photo booth that lets people get reacquainted with their inner artist

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Wild ideas emerged: a Hug Deli, where patrons might order Ninja Hugs off the menu; a mystery bar, serving up a drink chosen by the previous guest. The big idea was to get people out of their “thinking minds“ in order to freely create.

And that brought us to Fauxtobooth.

A riff on the classic photobooth we all know and love, this version is completely handmade and doubles as a creative confidence booster—forcing people to draw on a deadline.

How it works

The subject takes a seat inside the booth, facing a mirror. Thirty seconds after pressing a button, the subject receives a slip of paper through a slot below the mirror with—whoa!—a hand-drawn sketch of his or her face on it.

Um, how exactly did that work?

When the host brings the subject around to the back of the booth, the inner workings of the machine are revealed: table, chair, paper, Sharpies. The subject was actually posing in front of a two-way mirror and now it's his or her turn to take on the role of fauxtographer—of capturing the next unsuspecting subject.

How it's made

To make a full-scale prototype, you’ll need some foam core and tape. A crude model will help you get a sense of the dimensions and how long it would take to build. The massive black exterior offers an opportunity to advertise your offer. We used vinyl decals for our slogan: “Automatic portraits while you wait!“

Enlist friends: Building a Fauxtobooth takes a village (who likes to cut foam core alone anyway?).

Glue together pieces of foam core to provide structural integrity, and attach the parts using industrial strength velcro, making it possible to easily deconstruct and transport the booth.

Finishing touches

A few key elements bring the Fauxtobooth to life: a two-way mirror, a giant red “Start” button, and graphic flourishes:

  • Two-way mirror: The artist can see the subject, but not the other way around. Position the Fauxtobooth under direct light on the subject’s side (you can also use a spotlight), and make sure the curtain is closed on the other side to completely conceal the artist.
  • “Start” button: Program an Arduino to keep time (we used an interval of 30 seconds). When pressed, the button lights up for 20 seconds; for the last 10 seconds it blinks and counts down. This serves a dual purpose: the subject knows to hold still for their portrait and the artist knows how much time they have to complete the portrait.
  • Graphics: IDEO designer extraordinaire Njoki Gitahi loves bold, vintage signs, and playful, typographic compositions. She took inspiration from Lou Dorfsman’s “Gastrotypographicalassemblage.“ The team vinyl cut and applied the graphics—a tricky process, but well worth it in the end. The white lettering creates a dramatic display against the black backdrop.

What we learned

Once we narrowed in on the Fauxtobooth concept, we realized that (1) you can capture the gestalt of a person in a very short time, (2) people have fun with it, and (3) the collection of images make for an awesome display wall. Here are a few other things we discovered along the way:

  • Get back to basics. Building with common materials like foam core, tape, and Velcro reconnects you to basic skills and tools. And the analog experience charmed the pants off people.
  • Velcro is your friend. Not only is the sticky stuff forgiving if you don’t get the alignment just right on the first try, it also allows you to disassemble and reassemble structures on location. Consider it the new duct tape.
  • Fine-tune light and sound. We were able to position the subject’s side of the booth under a light and keep the artist’s side relatively dark. Check your space ahead of time and use a spotlight if necessary. Also, as the party heats up, the sound of the Start button may be drowned out. Turn up the volume!

Your turn

Up for the challenge? We put together a handy manual so you can learn from our mistakes. If you do build a Fauxtobooth, we’d love to hear about it. Send us a few (real) photos!

Download the replication manual and vinyl graphics

‍

There was a lot of work to be done. IDEO's New York studio was to host an event to celebrate Tom and David Kelley's new book, Creative Confidence, and whatever we designed had to reflect their ideas. Pressure on, we brainstormed over lunch—tools and sticky notes spread out across the largest room in our office.

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how to make a fauxtobooth, creativity, creative confidence, ideation, brainstorming, craft, prototyping, urban design, cities
Chris Milne

Save the City, Stop the Muenster

To celebrate the discovery of the double-helix, IDEO & Genentech bring genetics to life with an iPad game inviting the curious to save SF from mutant cheese

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Sixty years later, amidst technological advances that have spurred massive innovation and changed the face of science, we decided it was time to re-inspire today’s generation. James Musick, a digital communications lead at Genentech, came to us for help in creating an immersive iPad experience that would celebrate Watson and Crick’s seminal discovery, as well as engage the science-curious. But with three months to complete the project, we needed to hit the ground running.

Ralph and The Cheesy Mess

The idea of using a game or puzzle as a way to bring users into a world filled with genetics became an early favorite in the ideation stage. Puzzle-based gameplay was a great analogy to reflect the scientific process: from trial-and-error learning stages, to information synthesis, all the way through solving the puzzle and answering the question. A game hinging on a real-life genetic mechanic would be novel and stood to introduce the science to a new audience. If designed well, with engaging play and a compelling story, we would be able to integrate the science, narrative, and gameplay into a beautiful app.

Screenshot from Osmos, a popular science game steeped in physics, mechanics, and strong narrative.

We started off diving deep into the world of video games. We indulged in playing some of our tried-and-true favorites, as well as newer games such as Osmos and Eufloria to understand how they bridged science and storytelling. At the same time, we were learning about cutting-edge research in genetics through conversations with Jason Long and other Genentech scientists, listening to podcasts, and a hefty amount of reading.

Throughout this inspiration phase, we kept coming back to a wildly intriguing area of research called epigenetics, which focuses on how environments affect genetic expression. In short, epigenetics is the area of genetics that, given a fixed DNA makeup, tells the DNA which parts of the code should express themselves and how they should express themselves as determined by external factors like weather, stress, diet, etc. So while we may have a fixed genetic makeup, the environment still plays a large modulating factor in our genetic expression.

Our fascination with the content—combined with a teamwide love of comic books and mutant-origin stories—evolved into an epigenetic-inspired noir-puzzle game based on Ralph, an artisanal cheese-maker, and his cheese company Ralph's Killer Muenster.

The mechanisms of genetics

Early on in the ideation phase, Evan Shapiro, who would become a core team member and help prototype game logic, introduced us to phylogenetic trees and maximum parsimony theory. You’ve probably encountered phylogenetic trees in biology class, where they serve to illustrate evolutionary relationships among species. Maximum parsimony, on the other hand, is more obscure. It serves as a computational forensic tool to help us understand the evolution of genetic traits along the phylogenetic tree, as well as help us infer species evolution. With maximum parsimony, the “preferred phylogenetic tree is the tree that supposes the least evolutionary change to explain observed data.” After mulling that over for a bit, we decided creating and solving a phylogenetic puzzle by employing maximum parsimony as a scoring criteria was a great jumping-off point and a compelling challenge.

An example of a phylogenetic tree documenting the evolution of a species.

To test this, our first prototype was a paper prototype where we started with a sample origin genetic trait. We sketched out several generations by mutating one trait at a time, and created our own phylogenetic tree. Given the final generation of traits and no tree structure, the goal was to see if we could work backwards to recreate the tree structure and uncover the origin trait. Basically, reverse evolution. After a lot of finessing we came up with a rule set that actually reflected natural evolutionary rules and allowed us to solve the tree and find the origin species.

Our first gameplay prototype puzzle that kept us busy for the weekend.

With this excitement, we spent a weekend programming a single prototype puzzle using mechanics that would become the main gameplay: players reverse engineer evolution by mutating a given set of species traits backwards to a common ancestor in the fewest moves possible. This was maximum parsimony made tangible. In order for the puzzles to be solvable, we had to use real evolutionary rules describing how the species’ traits can change. By the end of the weekend, we had puzzles and a game mechanic that were keeping us up late into the night trying to one-up each other’s scores, which, to us, meant we had hit the nail on the head.

From a design perspective, one of the significant balancing acts of the project involved weighing the desire to impart specific scientific knowledge against the value of experiential learning. When we used maximum parsimony it became clear that this was a perfect mechanic to give people an experiential interaction with real genetics.

Prototyping and puzzle design

From day one, Ralph’s Killer Muenster was an intensive prototyping project. The first bare-bones prototype of the puzzle was written in Qt because we wanted a framework in which we could rapidly prototype the GUI and could reuse game logic for the production app. Qt, although not extensively used, has great functionality and plays natively with Javascript and C++. It was a well-suited framework for prototyping the core puzzle experience, which included coding the evolutionary logic, adding and testing interactions, modifying visual communication, and testing informational displays.

Our daily workflow started with an early morning meeting so we could all share progress from the previous day. We spent the rest of the day implementing and testing new visuals and interactions on paper and integrating them into the Qt prototype architecture. Lastly, we tested them with people around IDEO to see how they reacted to specific design and gameplay decisions.

An early interactive visual prototype to test user comprehension of traits.

We used Unity for the production app in the development environment for many of the same reasons that we chose Qt. But Unity has the added benefit of working with native OpenGL, along with the capability to compile to iOS. As time-constrained as this project was, we still wanted to impart as much narrative and visual interest as possible, and Unity proved an excellent match for this challenge.

Nivi Ramesh, our interaction designer and art director, worked to create an amazing game landscape with analogies to microscopy and slide specimens. Working closely with developers at Substantial, we created layered and animated textures paired with OpenGL shaders to achieve the tone we wanted. We had parallel work streams throughout the prototyping phase, with one team working on developing the logic and overarching architecture of the production app while the prototyping team refined interaction elements, game mechanics, and informational displays in the prototype testbed.

What makes a good puzzle?

Before diving any further, we took a step back to make sure we got the puzzles right. Good puzzle games tend to adhere to some basic principles: They are purely cognitive challenges with a few simple rules, nearly infinite outcomes, difficulty that increases with mastery, and some clear goals. Plus, they're easy to learn.

Another prototype testing menu layouts and trait visuals with early signs of the microscope background aesthetic.

In building the game, one of our most critical challenges was creating visual representations of the genetic traits that people would be using to solve the puzzles. People had to quickly grasp how they could manipulate and evolve the traits given the genetic logic. If we couldn't get people to make this mental leap, the game wasn't going to succeed.

Testing trait sequences with fellow IDEO-ers.
One example configuration of possible traits and their sequences that were tested.

A real genetic trait is made up of a snippet of DNA and is a long, winding series of genetic code (or, a lot of AGTC). To make the game approachable, we chose to abstract and simplify the cheese trait representations as visual identifiers that had a bit of mystery and were themselves a puzzle to decode. We tested many different ways of visually representing the traits, the majority of which people could not directly connect to an increasing or decreasing series. The simplest visuals turned out to be the most effective: shapes, dots, and lines.

Final in-game traits.

With simple geometric shapes, people could see that moving from a triangle to a square to a hexagon involved moving through a progression of increasing the numbers of sides. Similarly, lines and dots worked well for understanding how the traits could be mutated. They were easily accessible by players in planning a strategy for mutation.

Less is more

After the weekend of playing the prototype level, we needed a way to determine the optimal solution to these puzzles so that we could give user feedback and help players improve in the game. With Ralph's Killer Muenster, an optimal solution for any puzzle involves making the “most parsimonious” decisions, i.e. using the least number of moves or fewest mutations. We needed to find a way to reward people for doing less, contrary to typical game design where users are rewarded for doing more. Without a clear and appropriate qualitative feedback mechanism, we found that people were finishing puzzles without any sense for how much better they could perform.

Mesquite—the computational biology environment we used to analytically solve the puzzles we had created.

Scavenging the Internet for a tool to analyze phylogenetic trees uncovered Mesquite, a software package built specifically for computational biology and evolutionary analysis. After learning from tutorials produced by Harvard University, we could solve the initial species sets and puzzles we had created, and arrive at the most efficient tree structure and trait mutations.

We used the statistical language R to generate thousands of possible levels, export files for Mesquite to crunch, and output the moves required for each level into a custom level file that we could use to test in our prototype game.

Levels testing and design progressed in parallel with refining the scoring display and making hundreds of other visual and UX enhancements. With our trait visualizations, levels design and scoring mechanism solved, we felt we had achieved something that was both subtle and significant: People who grasped the underlying puzzle dynamics were quite literally using their brains in a way that mimics a core methodology of genetic science. This seemed to hit at the essence of experiential learning.

Muenster launches, Bill Nye approves

Ralph's food truck delivered grilled cheese sandwiches throughout the streets of San Francisco.

The Ralph's Killer Muenster iPad game launched at the 2013 GET (Genomics, Environments and Traits) conference, coinciding with the anniversary of Watson and Crick's seminal paper describing the structure of DNA. At the conference, Bill Nye the Science Guy, a long-time advocate of a science literate society, played the game, and loved it. This made our day. The app also caught Apple's attention, and was listed as a new and noteworthy Education app in the App Store.

To further raise awareness around the game, we created a Ralph's Killer Muenster brand, including a visual identity, packaging, website, Twitter, game trailer, and food truck—all mobilized by Ralph to push the only tool that could save the city (and his reputation) and allow him to lift the health code violations that kept him from producing and distributing cheese. Ralph’s food truck, sent throughout San Francisco, distributed grilled muenster cheese sandwiches.

What we learned

After the launch festivities, our team took a step back to consider what we had learned. Here's the take-away:

  • Set constraints to help make a hard problem more approachable. Our self-imposed constraint that the game needed to rely on a scientific mechanism helped us narrow in on phylogenetic trees and maximum parsimony as our core concepts.
  • A good story goes a long way. We spent significant time concocting Ralph's story, and getting the tone and art direction down in order to engage people. We want them to stick around for the more mentally taxing interactions later down the line.
  • Find the right tool for the right job. We used a variety of prototyping and user testing methods and environments, rather than trying to find or force an all-in-one. Each tool elicited learnings unique to them.

1953 was a good year for science and technology. The polio vaccine was developed, the first open heart surgery performed, and color TVs hit the store shelves. It was also the year Watson and Crick revealed one of the most important discoveries of the 20th century: the double-helix structure of DNA.

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Bradley Simpson

Creative Confidence

David Kelley, IDEO founder and Stanford d.school creator, and his brother Tom Kelley, IDEO partner and the author of the best-selling The Art of Innovation, have written a powerful and compelling book on unleashing the creativity that lies within each and every one of us.

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David Kelley, IDEO founder and Stanford d.school creator, and his brother Tom Kelley, IDEO partner and the author of the best-selling The Art of Innovation, have written a powerful and compelling book on unleashing the creativity that lies within each and every one of us.

WATCH: David Kelley's TED Talk: How to build your creative confidence.

Too often, companies and individuals assume that creativity and innovation are the domain of the “creative types.” But two of the leading experts in innovation, design, and creativity on the planet, David and Tom Kelley, show us that everyone is creative.

In an incredibly entertaining and inspiring narrative that draws on countless stories from their work at IDEO and with many of the world’s top companies, David and Tom Kelley identify the principles and strategies that will allow us to tap into our creative potential in our work and personal lives, and innovatively approach and solve problems. It is a book that will help each of us be more productive and successful in our lives and in our careers.

Learn more at CreativeConfidence.com.

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Lindsey Turner

I’m passionate about building brands, products, and experiences that help organizations show up with meaning and momentum.

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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.

My tween twins teach me more about technology and gen-alpha than the last decade of trend reports.
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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

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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.

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The greatest project to which I’ve ever contributed is raising my two daughters with my husband.
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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.

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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.

I love a good crit.
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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.

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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.

I have a thing for antique maps.
Developing China-led innovation and capabilities'
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How to use AI as an editor, not a writer

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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.

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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.

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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.

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Building a personal AI for the messiness of life: Sida Li

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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.

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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.

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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.

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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.

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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.

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Designing GenAI for the emotional side of money: Johannes Seemann

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Designing financial tools around the feelings that shape money decisions.

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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.

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The curious leader's edge in uncertainty: Scott Shigeoka

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How genuine curiosity helps leaders navigate uncertainty with greater confidence.

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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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