Enter

Walk the museum

Four rooms, seven works. Scroll to walk from one room to the next.

This is a small museum about one thing: the design of interfaces and the experiences behind them. Every object in it was made by a single designer, and the rooms are arranged by the context a piece was made in rather than by what kind of thing it is.

Each room opens with a panel explaining what you are looking at, and every work carries a wall label giving its medium, its year, and who it was made for. Admission is free and the galleries never close.

Room 01 / 04

Commissioned Wing

Work designed for clients, shown with its live links.

Commissioned work begins with a problem that belongs to someone else. The designer does not choose the subject; she chooses how to understand it — whom to ask, what to measure, and what to decide not to build.

What hangs in this room is only the visible layer: the interface that reached people. The decisions underneath it remain, as most design does, invisible.

2 works in the collection

  1. 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
  2. The Alwidad identity

    MA-2025-004

    Alwidad

    Digital product design — web · Undated

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

    View work

Room 02 / 04

Restricted Wing

Work under NDA — the labels are shown, the internals are not.

Museums sometimes show objects on conditions: no photography, no closer approach, no naming of the lender. This room follows the same kind of condition.

The work here sits under non-disclosure agreements. The labels are shown in full — medium, year, role — but what lies behind the interface is not. The restriction is part of the professional trust, not a gap in the work.

2 works in the collection

  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

Room 03 / 04

Personal Wing

Work that began from personal curiosity rather than a brief.

Nobody asked for this work. It began from a question or from curiosity, which makes it the place where ideas are tested before they are ever carried to a client.

Personal work in design plays the role that preparatory drawings play for painters: rarely hung, but often the explanation for what is.

1 works in the collection

  1. The Pathy mark

    MA-2025-005

    Pathy

    Personal project — identity and product · Undated

    A personal project that began from curiosity rather than a brief; it has no public link yet.

    View work

Room 04 / 04

Volunteer Wing

Work given freely to communities and initiatives.

This work was given without payment, to communities and initiatives with no design budget.

It deserves its own room because its constraints are different: less time, slower review, and far more freedom in the decisions. Those constraints leave their mark on the result, as constraints always do.

2 works in the collection

  1. The Kibtar visual identity

    MA-2025-006

    Kibtar Identity

    Visual identity · Undated · Kibtar Community

    A visual identity designed on a volunteer basis for the Kibtar community.

    View work
  2. The Kibtar booklet

    MA-2025-007

    Kibtar Booklet

    Print design · Undated · Kibtar Community

    A booklet designed on a volunteer basis as part of the Kibtar community's work.

    View work

The History Room

The Historical Wall

How this profession came about, and where Mariyyah Aziz Aljahdali stands in it. Walk the wall from left to right.

The fieldHer practice

  1. The field

    Sketchpad — the first graphical interface

    In his MIT thesis Ivan Sutherland presented Sketchpad, which for the first time let a person draw directly on a screen with a light pen. The idea that a human might point at a computer rather than only type at it begins here.

    1963

  2. The field

    The Mother of All Demos

    On 9 December, in San Francisco, Douglas Engelbart demonstrated the mouse, windows, hypertext and remote collaborative editing — in a single sitting. Most of what we still use was present in that ninety minutes.

    1968

  3. The field

    The Xerox Alto

    The first personal computer built around a graphical interface with windows, icons and a mouse. It was never sold commercially, yet it set the shape that personal computing took a decade later.

    1973

  4. The field

    Macintosh — the interface reaches people

    The first commercially successful personal computer with a graphical interface. The interface moved from the laboratory into the home, and with it came a new obligation: to design for someone who has not read the manual.

    1984

  5. The field

    The usability heuristics

    Jakob Nielsen and Rolf Molich published a set of general rules for evaluating interfaces, later refined by Nielsen into ten. They turned interface critique into something teachable and repeatable rather than a matter of taste.

    1990

  6. The field

    "User experience" is named

    Donald Norman joined Apple with the title User Experience Architect. He chose the term, he later explained, because "interface" and "usability" were both too narrow to cover everything a person goes through with a product.

    1993

  7. The field

    Responsive web design

    In an article for A List Apart, Ethan Marcotte proposed that a page should adapt to the screen rather than a separate mobile site be built for it. The unit of design changed from a fixed page to a continuous range.

    2010

  8. The field

    Design becomes collaborative

    Figma opened to the public, bringing design into the browser with several people in the same file at the same time. The design file stopped being a document that gets sent and became a place people meet.

    2016

  9. Her practice

    UX/UI Designer

    Rakaya · Part-time

    Undated

  10. Her practice

    UX/UI Designer

    Rakaya · Internship

    Undated

  11. Her practice

    UX/UI Design Team Lead — Kibtar Community

    Awontech · Volunteer

    Undated

  12. Her practice

    Design Team Lead — Kibtar

    Awontech · Volunteer

    Undated

  13. Her practice

    UX/UI Designer

    Knowledgex · Internship

    Undated

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