Cover image of show The Designer Will See You Now

The Designer Will See You Now

Podcast by Ola Soltan and Bella Smolarski

English

Technology & science

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About The Designer Will See You Now

Join "The Designer Will See You Now" for a friendly chat about making health tech better for everyone. Forget the stuffy jargon – this is like grabbing coffee with friends passionate about smart design that helps people, understanding why we use things the way we do, and empowering patients to advocate for themselves. We'll look at new products (asking: Is it easy to use? Accessible for all? How does it affect minority users?), pick the brains of leaders in the field, and cut through confusing medical talk. Perfect for designers, curious patients, and forward-thinking medical pros.

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11 episodes

episode Closing the Gender Health Gap with Co-Founders Carlotta Hillger and Hanna Kalesse artwork

Closing the Gender Health Gap with Co-Founders Carlotta Hillger and Hanna Kalesse

Did you know that women make up only 34% of initial clinical trial participants and experience twice as many negative drug reactions as men? Today’s guests Carlotta Hillger and Hanna Kalesse are tackling this critical gap through their digital platform, TrialMe. Inspired by their own experiences with medication side effects, Carlotta and Hanna created TrialMe to connect women to clinical trials in a way that fits their lives, not the other way around. Their approach is holistic, catering opportunities to women’s health needs and removing barriers to participation. Join us to talk to Carlotta and Hanna about the biggest obstacles to closing the health gender gap, what it takes to build a digital research platform, and their advice on how to move past just acknowledging a societal problem, and instead actually trying to solve it. Show Notes 🖊️ * Learn more about TrialMe and available clinical trials (currently limited to the EU) on their website https://www.trialme.eu/ [https://www.trialme.eu/]  * 00:41 For more information on exclusion of women from Phase 1 Trials (US-based) https://pmc.ncbi.nlm.nih.gov/articles/PMC10759148/ [https://pmc.ncbi.nlm.nih.gov/articles/PMC10759148/]  * 05:45 Hanna mentions that Daya Ventures approached her and Carlotta when their idea for TrialMe won a hackathon. Daya Ventures is a femtech venture studio based in Sweden; learn more about their work and mission at https://www.daya.se/ [https://www.daya.se/]  * 17:06 “Endometriosis” is a chronic, often painful disease where tissue similar to the lining of the uterus grows outside the uterus, typically on pelvic organs like the ovaries, fallopian tubes, and bladder. * 17:12 A “microbiome test” (also known as “gut health test) identifies the bacteria, fungi, and viruses living in the gut. This measures gut diversity and composition to provide insights on digestion and immune function. Chapters 📖 00:00-01:33 Intro 01:34-06:39 TrialMe as a reaction to experiencing the gender health gap 06:40-08:33 Working with Daya Ventures 08:34-15:08 Communication tips for recruiting women to clinical trials 15:09-17:33 Designing around women’s lives 17:34-19:15 What actually is a clinical trial? 19:16-23:29 Hyper-personalized care 23:30-27:52 The unexpected response to TrialMe 27:53-32:50 Addressing the health gap across other demographics 32:51-34:56 Trials that are actively recruiting 34:57-40:18 The design philosophy behind TrialMe 40:19-45:57 From noticing a systemic problem to solving it 45:58-48:07 Outro

30 Apr 2026 - 48 min
episode Designing for Play with Co-Founders Sydney and Dr. Kaitlin Wiseman artwork

Designing for Play with Co-Founders Sydney and Dr. Kaitlin Wiseman

Today’s episode is a fun one as we’re talking all about designing for play. Our guests Sydney and Dr. Kaitlin Wiseman are the co-founders of Playhouse MD, a line of childcare essentials that answer the question: could it be possible to transform your kid’s toughest moments into playtime? From their bestselling narwhal nasal bulb to our personal favorite, the newly-released giraffe thermometer, Sydney and Dr. Kaitlin are reimagining kids’ healthcare through play. After selling out multiple times and launching in Target nationwide, their viral success points to the value of designing for the emotional side of care. Join us to talk to Sydney and Dr. Kaitlin about what inspired Playhouse MD, working together as a toy designer and family physician, and what ‘play’ means in a medical context. Show Notes 🖊️ To learn more about PlayhouseMD and explore their full line of childcare essentials, visit: https://playhousemd.com/ [https://playhousemd.com/] ✨ Listener discount: Use code DWSYN20 for 20% off individual products (one-time use per customer). Episode References 01:35 Dr. Kaitlin is a family physician, meaning she provides comprehensive care for patients of all ages, including children. 03:52 An otoscope is a medical tool used to examine the ear canal and eardrum. 04:59 A nasal bulb helps suction mucus from a baby’s nose to clear congestion. 05:30 In design, pain points refer to moments of user frustration or difficulty—not physical pain. 06:51 Nasal aspirating is the process of removing mucus using tools like a nasal bulb. 13:41 TPR (Thermoplastic Rubber) is a flexible, durable material commonly used in medical devices. 30:19 A spirometer measures lung capacity and airflow. Bella references its use in asthma care through Asthmatuner (Medituner). 32:10 White space refers to unmet needs or untapped opportunities in the market. 34:49 IDEO is a global design consultancy known for human-centered innovation in healthcare and beyond. 38:24 Biotoxicity testing ensures device materials are safe for patients. BPA-free means products meet safety standards limiting Bisphenol A exposure. 40:16 Ergonomics focuses on designing products that fit human bodies comfortably and naturally. 40:56 FDA items are products regulated for safety and effectiveness by the U.S. Food & Drug Administration. 45:27 An MRI machine creates detailed 3D images of the body. Designer Doug Dietz helped redesign MRI experiences to reduce fear for pediatric patients. 46:47 RSV is a common respiratory illness affecting the lungs, especially in young children. Chapters ⏱️ 00:00–01:42 Intro 01:43–05:18 From toy design to reimagining kids’ healthcare 05:19–09:47 Making nasal aspirating more playful 09:48–16:41 How a toy designer and physician collaborate 16:42–29:19 Balancing playfulness with safety 29:20–33:51 The opportunity in playful medical devices 33:51–38:04 Designing the rocket syringe 38:06–44:41 Testing challenges for medical products 44:42–49:17 Reimagining the doctor’s office experience 49:18–52:29 What would your 5-year-old self think?

18 Mar 2026 - 52 min
episode Challenging Stigma with Founder & Designer Nick Morgan-Jones artwork

Challenging Stigma with Founder & Designer Nick Morgan-Jones

Welcome back to The Designer Will See You Now podcast, where we talk health, design, and advocacy. Most healthtech conversations focus on the next 'cool' product that promises to revolutionize how we approach health. But… we rarely talk about the one thing that actually determines if people will use it: and that’s how it makes them feel. Today, we're talking about the stigma that prevents people from seeking help in the first place. Were you ever teased for wearing glasses, or picked on for using an inhaler? These experiences can build lifelong hesitancy towards using these products. Today’s guest, Nick Morgan-Jones, understands this well: as a product designer with hearing loss, he is on a mission to build hearing tech  - for people who don’t want to wear hearing aids. With 10 years of design experience under his belt, Nick is launching Overtone to tackle the stigma and do for hearing technology what branding did for glasses. Join us to talk about how Nick’s personal journey inspires his designs, the insidious power of stigma, and how Overtone challenges our preconceptions about the hearing loss experience.  Show Notes 🖊️ * To learn more about Overtone, sign up to be the first to hear about the launch at https://www.overtone.so/ [https://www.overtone.so/]  * 04:57 Nick cites that the average time it takes for people who find out they could benefit from hearing technology to actually getting hearing aids is 7-11 years. This statistic is corroborated by a 2019 study from the National Institutes of Health (NIH), which concluded an average of 8.9 years https://pmc.ncbi.nlm.nih.gov/articles/PMC6363915/ [https://pmc.ncbi.nlm.nih.gov/articles/PMC6363915/]  * 06:41 The first hearing aids Nick wore consistently were Phonak Lyric, which are designed to be completely invisible https://www.phonak.com/en-us/hearing-devices/hearing-aids/lyric [https://www.phonak.com/en-us/hearing-devices/hearing-aids/lyric]  * 13:42 We discuss the ‘curb-cut effect,’ a phenomenon where disability-friendly features, originally designed for individuals with disabilities, provide significant, unexpected benefits to the general public. The name comes from a 1972 initiative by the city of Berkeley, California to install the first ‘curb-cuts’ into sidewalks, after pressure from disability activists. https://ssir.org/articles/entry/the_curb_cut_effect [https://ssir.org/articles/entry/the_curb_cut_effect]  Chapters 📖 00:00-01:39 Intro 01:40-04:56 Nick’s hearing loss experience and its impact on his design work 04:57-07:28 Hesitancy about ‘accepting’ your disability 07:29-11:42 Recognizing the impact of stigma in healthtech 11:43-16:39 Why designing ‘for disability’ benefits everyone 16:40-21:00 Who gets to decide how assistive tech looks? 21:01-29:14 Starting Overtone and early design challenges 29:15-32:43 The technology behind Overtone 32:44-37:03 Rejecting ‘one style fits all’ for assistive tech 37:04-38:38 Designing for ears is stupidly difficult 38:39-41:22 Nick’s unique marketing strategy as a small startup 41:23-46:46 Recontextualizing Overtone as designer hearing tech 46:47-50:14 When your brand becomes the product category 50:15-51:06 Outro

3 Feb 2026 - 51 min
episode Founders Annie Campbell & Emily Holden on Visualizing Complexity artwork

Founders Annie Campbell & Emily Holden on Visualizing Complexity

Welcome back to The Designer Will See You Now podcast, where we talk health, design, and advocacy. Today we’re excited to introduce TWO award-winning illustrators and animators, Emily Holden and Annie Campbell. They lead Now Medical Studios and uniquely specialize in medical illustration and animation, which means creating visualizations for educational materials, infographics, medical devices, and more. Their work blends art and science in order to bring medicine to life in an understandable and engaging way (as they say, “if your granny can understand it you’ve done a good job”). Through intentional choices around aesthetics, sound design, and representation of people of different backgrounds, Annie and Emily tell a story that challenges established notions of how healthcare should look. Join us in talking to them about how medical illustration and animation impacts startup investment, considerations for accessibility and representation in their work, and myth-busting inaccurate depictions we see day to day.  Show Notes 🖊️ * For more information on Annie and Emily’s work, check out their illustration & animation studio Now Medical Studios https://www.nowmedicalstudios.com/ [https://www.nowmedicalstudios.com/]  * 04:28 “Gross anatomy” is the study of body structures visible to the naked eye, such as bones, muscles, and organs. * 06:51 In the study of anatomy, “spot tests” are exams where students identify parts of the body and answer questions about their function. * 09:14 “Gestural and figure drawing” is the practice of drawing the human form, focusing on anatomy, proportions, and movement. * 12:00 “Medical communications agencies” specialize in translating scientific data into clear, compliant, and engaging content for pharmaceutical companies, healthcare organizations, and professionals. * 15:31 “Medical writers” create clear and scientifically-sound documents about medicine and healthcare for various audiences. * 18:42 “KPI” stands for Key Performance Indicator, a quantifiable metric that measures progress towards specific business goals.  * 20:42 Annie references the “pathways” and “journeys” that product designers create, referring to ‘user flows,’ which are visual maps showing the path users take to complete a goal in a product. * 29:42 Annie references a 2015 tweet from the Association of Medical Illustrators’ twitter, calling out a $50 million Neuroimaging Institute ad for depicting a brain backwards https://x.com/AMIdotorg/status/583341666028920832 [https://x.com/AMIdotorg/status/583341666028920832]  * 43:14 “QC process” stands for Quality Control process, in this context evaluating medical visualizations for accuracy and compliance with accessibility standards. * 44:44 Within design, the “Occam’s Razor” principle suggests shaving away any unnecessary information or content to arrive at the simplest solution - essentially, less is more. * 46:36 Annie references Johnson & Johnson’s initiative Illustrate Change, which, together with the Association of Medical Illustrators, aims to increase diversity and representation in medical illustration. Learn more here https://www.jnj.com/media-center/press-releases/johnson-johnson-launches-illustrate-change-an-initiative-to-increase-diversity-and-representation-in-medical-illustrations [https://www.jnj.com/media-center/press-releases/johnson-johnson-launches-illustrate-change-an-initiative-to-increase-diversity-and-representation-in-medical-illustrations]  Chapters 📖 00:00-01:44 Intro & showreel 01:45-05:39 What is medical illustration and how Annie & Emily got into it 05:40-09:39 Do you need a medical degree to be a medical illustrator? 09:40-11:12 Working creatively AND analytically 11:13-12:30 Non-traditional paths into medical illustration 12:31-14:25 Comparing to Ola & Bella’s career journeys 14:26-17:46 Making dry topics engaging 17:47-21:35 Explain it like you’re talking to your granny 21:36-26:15 Make stuff that you’d want to look at 26:16-28:53 Dark sexy medicine vibes 28:54-35:37 Shockingly inaccurate depictions out in the world 35:38-41:14 How great visuals help medical startups win investors 41:15-45:17 Accessibility considerations 45:18-50:26 Diversity in medical illustration 50:27-52:34 Favorite projects 52:35-53:39 Outro

7 Jan 2026 - 53 min
episode Pleasure Product Designer Ti Chang on Making What You Want to See in the World artwork

Pleasure Product Designer Ti Chang on Making What You Want to See in the World

In one of our favorite conversations yet, we welcome Ti Chang, an award-winning industrial designer whose work in ‘pleasure jewelry’ explores the connection between pleasure, wellness, and societal taboos. She is the Co-Founder and Chief Design Officer at Crave, which boasts among its line the Vesper: a vibrator necklace “often seen on A-list celebrities that inspire sensual empowerment and provoke cultural conversations.” As a design leader with 23 years of experience in the industry, Ti emphasizes the importance of improving inclusivity in the industrial and product design space. Today we are excited to speak with her about designing and testing pleasure products, combining activism with her design process, and the importance of having the conviction to make what you want to see in the world. Show Notes 🖊️ * For more information on Ti and her work, check out her portfolio https://designerti.com/ and Crave’s website https://lovecrave.com/pages/about?srsltid=AfmBOoryy8vhQM5hG300h23qnKjVz9BlTuD72iwx4Egcl_1saJmRX7bJ * At 01:01, we introduce Ti Chang as an “industrial designer,” meaning someone who designs physical products for everyday use. * At 02:45, Ti’s company Crave makes “high-end pleasure products,” meaning premium sex toys. * At 06:09, Ti explains that her cofounder’s inspiration for the brand name Crave was from a conference potentially hosted by “IDEO,” the design consultancy Innovation Design Engineering Organization. * At 15:26, Ti mentions the well-known design principle “form follows function,” that says a product’s shape and aesthetic design is determined by its purpose. * At 25:23, Bella asks Ti about her “usability testing” process, which involves watching real people interact with prototypes to gather feedback and improve a design. * At 38:04, when Ti explains how women’s bodies are considered in “ergonomics and human factors,” she’s referring to the design of products to fit human bodies. * At 39:47, Ti mentions partnering with “IDSA,” the Industrial Designers Society of America association. * At 46:29, Ti critiques “AI slop,” or cheap, careless, low-effort AI-generated content. * At 51:40, Ti explains the challenges menopausal women faced for decades trying to get on “HRT” or Hormone Replacement Therapy. Chapters 📖 00:00-02:06 Intro to the episode 02:07-04:52 Ti tells us about herself and what inspired her to design pleasure products 04:53-06:37 The inspiration behind the brand name “Crave” 06:38-08:01 Ti’s design philosophy 08:02-12:57 Challenging self-pleasure stigma 12:58-14:53 How Ti started her own brand 14:54-18:01 What is the line between pleasure products and jewelry? 18:02-20:58 Pleasure jewelry as a personal statement 20:59-24:06 Why even A-list celebrities are wearing Ti’s vibrator necklace 24:07-25:14 The need for “artful” design 25:15-29:26 Surprises from usability testing pleasure products 29:27-32:15 Pleasure jewelry is just getting started 32:16-41:24 The challenges and opportunities of being a female industrial designer 41:25-48:40 In the age of AI, human conviction is priceless 48:41-56:16 Designs that make us feel seen 56:17-56:41 Outro

24 Nov 2025 - 56 min
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