The permanent collection

Seven worksthat earnedtheir rooms.

Digital experiences that reached thousands of people — from national platforms to visual identities.

Arranged into four rooms by the context each was made in: what was commissioned, what sits under agreement, what began from curiosity, and what was given freely.

Holdings
7 works
Rooms
4
Admission
Free
Languages
العربية · English
Curator
Mariyyah Aziz Aljahdali
  1. A view of the Rasid platform interface

    MA-2025-001

    Rasid

    Digital product design — web · Undated · Rasid

    A digital platform whose experience and interface were designed under a non-disclosure agreement.

    View work
  2. The Aman identity

    MA-2025-002

    Aman

    Digital product design — web · Undated · Rakaya

    A digital product designed for Rakaya under a non-disclosure agreement.

    View work
  3. A view of the MemOud interface

    MA-2025-003

    MemOud

    Digital product design — web · Undated

    A commissioned client project, designed end to end from experience to interface.

    View work

Floor plan

Four rooms. Choose one to enter.

The Tool Room

Tools

Four objects in their cases: the tools every work in this museum was made with.

The Practice Room

How the work gets made

Five stages, in the order they happen. Each skill is listed at the stage it is used, because "collaboration" on its own is a word — collaboration after the interface exists and before it reaches anyone is a job.

  1. 01

    Listening

    Before anything is drawn

    Every piece begins by listening: who will use this, what are they trying to get done, and where do they stumble today. The answer comes from asking and watching, not from assuming.

    • User research
    • Interviews
    • Usability testing
    • Competitive analysis
  2. 02

    Framing

    Naming the right problem

    The hard part is not solving the problem but working out which problem is worth solving. This is where information gets ordered, priorities get set, and what will not be built gets decided.

    • Information architecture
    • User journey mapping
    • Prioritisation
    • Writing requirements
  3. 03

    Drawing

    Thinking with a pencil

    The first drawings are grey on purpose. Colour pulls the conversation toward taste, and at this stage it needs to be about order and priority.

    • Wireframing
    • Prototyping
    • User flows
    • Rapid testing
  4. 04

    Building

    Where an idea becomes a surface

    Decisions become an interface: a colour system, a type scale, components that repeat. A design system is not merely a component library — it is an agreement about how the next decision gets made.

    • Interface design
    • Design systems
    • Responsive design
    • Right-to-left design
    • Accessibility
  5. 05

    Handing over

    The work does not end at the file

    A design that never gets built is not finished. This stage is about clarity: documenting decisions, reviewing what gets implemented, and working alongside engineers until the thing actually reaches people.

    • Collaboration with engineers
    • Documentation
    • Design QA
    • Teamwork
    • Presenting and defending work