sketching and design process

Hello,

I'm Marcos Weskamp,
a product designer on the Apple Design Team.

I help shape Apple products alongside designers, engineers, and specialists, creating experiences that feel intuitive, delightful, and human.

Prior to Apple, I was part of the founding team at Flipboard, where I led design from the ground up and helped shape a product that marked an era on the iPad.

My project Newsmap, a real-time visualization of the news, was exhibited at the Museum of Modern Art in New York and honored by Ars Electronica in Linz, Austria.

Previously, I led product design and maps at Uber.

I studied graphic design in Tokyo and interaction design at the Interaction Design Institute Ivrea in Italy.

Currently I live with my family in the San Francisco Bay Area.

mw at joshua tree

Along the way

I’ve always been drawn to the intersection of technology and design. Originally from Argentina, I moved to Tokyo in the late 90s on a scholarship to study graphic design. It was full immersion: a year of language, then design school. My days were filled with analog craft—calligraphy, typesetting, layout, silkscreen, illustration. At night, I explored the early design internet, teaching myself to code and build my own tools.

During that time, Japan was pioneering a new kind of mobile internet. Services like i-mode brought a growing world of information and communication to the small screens of everyday phones. Alongside the expressive experimentation of the early web, this felt like an obvious place for design to make a difference—helping people find their way through unfamiliar possibilities, with very little room to spare.

I came to programming as a designer, obsessed with details and unwilling to leave them to chance. Learning to code meant I could shape not just how something looked, but how it moved, responded, and worked. That opened the door to algorithmic layouts, interactive systems, and eventually data visualization. Those experiments led to Newsmap, a way to make sense of the world’s news at a glance by turning a stream of headlines into a living visual landscape.

Some experiments reached beyond the screen, including Remote Driver: small vehicles people could drive over the internet—an early exploration of code, electronics, and physical interaction.

From Argentina to Japan, Italy, and eventually California, each move changed how I see and approach design. Different places, people, and ways of working taught me to question assumptions, stay curious, and learn by making.

Today at Apple, I bring that same curiosity and attention to detail to experiences people use every day. I still find the most satisfaction in working through a difficult problem with others, making something tangible, and refining it until it feels natural.

mw at joshua tree

Experience

Jul 2018 – Present
Cupertino, California
Apple — Human Interface Design
I help shape core experiences across iOS, macOS, and watchOS, collaborating across design disciplines and working closely with engineering to make complex capabilities feel clear, intuitive, and natural in everyday use.
My role spans setting direction and priorities, developing concepts, and building alignment around what comes next. I work closely with designers and engineers to carry that thinking through prototypes, detailed interfaces, and implementation—with continued attention after launch to how features work in practice, where they need refinement, and how they evolve together.
Jan 2016 – Jun 2018
San Francisco Bay Area
2 years, 6 months
Uber — Head of Product Design
Led product design across rider and driver experiences and the full mapping stack, including tools supporting mapping operations and the earliest sketches for autonomous vehicle experiences. Organized designers around each project and worked closely with them to develop and deliver the work. Organized and guided design work for reviews directly with the CEO, executive team, and senior leaders across the company. Led workshops and structured design reviews, with work posted on the walls to make progress visible and encourage discussion across teams.
Grew the design team from 200 to nearly 300 through hiring, portfolio reviews, and interviews, while defining clearer functions, specialized roles, and practices for prototyping and design operations. Worked across teams to balance local market needs with a consistent experience at global scale.
Feb 2010 – Jan 2016
Palo Alto, California
6 years
Flipboard — Head of Design
As part of Flipboard’s founding and executive teams, I worked closely with the founders throughout, shaping the product and its design direction. Early on, my focus was almost entirely on the product, though I occasionally found myself behind a camera—or building the launch website with an engineer the day before launch. As the company grew to nearly 200 people, I helped build and led a design team of 10, shaping hiring decisions and the team’s culture. But I saw design as everyone’s responsibility, and worked to make it something the whole company could contribute to.
I built a practice around close collaboration between design and engineering, with work on the walls and tight cycles of prototyping, review, and refinement. Led workshops, hired designers, and guided product design through regular reviews with the CEO. The work brought the composition and rhythm of print into an interactive medium, preserving the pleasure of a well-designed magazine while adapting to different stories, sources, and readers.
Oct 2007 – Mar 2010
San Francisco, California
2 years, 6 months
Adobe — Experience Designer
Adobe Experience Design team. Explored near-future technologies and delivered externally visible projects such as the "interconnected living room" (Adobe MAX 2008 keynote) and an interactive visualization of the Tree of Life (TED 2008, Monterey, CA).
At Adobe, I explored what emerging technologies might make possible by building working prototypes. Making ideas tangible helped me see where they held up, where they fell apart, and what needed another pass.
I also contributed to Blueprint, an early exploration of helping people program by bringing relevant code examples directly into their development environment. We published the work at the ACM CHI conference on human-computer interaction in 2010.
Apr 2004 – Oct 2007
Tokyo, Japan
3 years, 6 months
B2 — Co-Founder, Creative Director
After publishing Newsmap (2004) — later exhibited at MoMA and honored at Ars Electronica — co-founded interaction design agency B2. Projects explored new ways to visualize information for clients including Etsy, W+K, Adobe, Macromedia, Microsoft, AOL, and Dentsu.
Oct 2003 – Apr 2004
Tokyo, Japan
Dentsu — Art Director
Explored the boundaries of outdoor media and interactive advertising in Tokyo's urban environment. Spent days sketching, prototyping, and working alongside a highly talented group of art directors.
Apr 2003 – Oct 2003
Tokyo, Japan
Bascule Inc. — Web Developer
Worked on early real-time online collaboration. Designed and built Ottiki, a social network game later adapted to Mixi; learned extensively from the build.
Jul 2002 – Mar 2003
Tokyo, Japan
Razorfish Tokyo — Web Developer
Designed and coded projects for Nissan and Sony Entertainment. Deep dive into HTML, JavaScript, and large content-management systems.
Mar 2001 – Jul 2002
Tokyo, Japan
Dentsu FUSE — Graphic Designer
Started as a graphic designer and transitioned into web engineering. Helped design and develop an interactive visualization of Dentsu's 100 years of advertising, exhibited at the Dentsu Advertising Museum in Tokyo (2001–2004).

Education

2004
Ivrea, Italy
Interaction Design Institute Ivrea
Interaction Design
I spent a year at the Interaction Design Institute Ivrea, exploring code, electronics, and physical prototyping. Programming microcontrollers was still a significant barrier, and projects like Wiring—and later Arduino—helped designers move more quickly from an idea to a working prototype. That experience continues to shape how I build, and is part of what draws me back to robotics today.
It was also a time of transition, and my path took me back to Tokyo before completing the program. What stayed with me most were the friendships, along with a lasting respect for the classmates and teachers who stayed and saw it through. They remain people I look up to—not only for the remarkable work they’ve gone on to do, but for the commitment and generosity they showed then and continue to show today.
1999 – 2001
Tokyo, Japan
Tokyo Designer Gakuin
Graphic Design
I studied graphic design in Tokyo on a full immersion scholarship program. After a year of language study, I entered design school; every class—lectures, critiques, and exams—was in Japanese. By day I worked with analog tools: calligraphy, layout, silkscreen, illustration, design history.
At night, I taught myself to code, drawn into the small, wonderfully strange world of experimental web design. Personal sites doubled as sketchbooks, playgrounds, and occasionally puzzles. Someone would post an experiment, share the source, and send the rest of us down another rabbit hole. Director, Flash, Java, and eventually Processing made the screen feel less like a page and more like something you could play with—type that moved, shapes that responded, people connected across a network. It felt like everyone knew everyone—or at least everyone’s website. The boundaries between design and programming were getting blurry, and learning to build was how I found my way into that community.
design wall at Flipboard

Awards & Recognition

2026
New York, NY
iOS 26 Liquid Glass
Gold Cube · Silver Cube · Two Bronze Cubes
2025
London, UK
Apple Intelligence — iOS 18
2022
London, UK
iOS 15
2021
London, UK
iOS 14
2015
Flipboard — Web Design finalist
2013
Flipboard
2013
Flipboard for Android
2012
Flipboard — Publishing Executive & Book Business
2012
Flipboard for iPhone
2011
Flipboard
2011
New York, NY
Flipboard
2011
New York, NY
2011
London, UK
Flipboard
2010
New York, NY
Flipboard
2010
Cupertino, CA
Flipboard
2010
New York, NY
Flipboard
2005
Toronto, Canada
FlickrGraph
2004
Linz, Austria
Newsmap
1999
Tokyo, Japan
Japanese Ministry of Education Scholarship Recipient

Exhibitions

2011
New York, NY
Talk to Me exhibition
2007
Newsmap · Online exhibition
2006
Daikanyama, Tokyo
APMT — Be Aware Of The Next Door Neighbor
2006
Omotesando, Tokyo
Interactive Interior — Color Traces
2005
Barcelona, Spain
Newsmap and FlickrGraph
2005
Maribor, Slovenia
Newsmap
2004
Linz, Austria
Permanent Exhibit
2004
Habitat Perspectives · Screen-based work
2001
Tokyo, Japan
Tokyo Designer Gakuin Graduation Exhibition

Talks & Presentations

2008
Monterey, California
Tree of Life · Interactive demonstration
2008
Seoul, South Korea
Speaker
2007
Wiesbaden, Germany
Speaker
2007
Brighton, UK
Visualizing Time
2006
Barcelona, Spain
How to Do Things with Data — Presentation with Jonathan Harris
2006
Brighton, UK
Creating meaning from chaos!
2005
Toronto, Canada
Expression Through Information Visualization
2005
Singapore
Speaker
2005
New York, NY
Speaker
Apple Park

Patents

Selected granted patents and published applications. Links ending in A1 identify published applications; B1, B2, and S1 identify grants.

2026
Apple Inc.
Display screen or portion thereof with graphical user interface
2026
Apple Inc.
Devices, methods, and graphical user interfaces for interacting with a web-browser
2026
Apple Inc.
Display screen or portion thereof with graphical user interface
2025
Apple Inc.
Display screen or portion thereof with graphical user interface
2025
Apple Inc.
User interfaces for message summaries
2025
Apple Inc.
Devices, methods, and graphical user interfaces for providing focus modes
2025
Apple Inc.
Shared-content session user interfaces
2025
Apple Inc.
User interfaces for categorizing communication items
2024
Apple Inc.
User interfaces for managing messages
2024
Apple Inc.
Devices, methods, and graphical user interfaces for automatically providing shared content to applications
2024
Apple Inc.
Display screen or portion thereof with graphical user interface
2023
Apple Inc.
Electronic device with graphical user interface
2023
Apple Inc.
Devices, methods, and graphical user interfaces for automatically providing shared content to applications
2023
Apple Inc.
Display screen or portion thereof with graphical user interface
2022
Apple Inc.
Shared-content session user interfaces
2022
Apple Inc.
Mail application features
2022
Apple Inc.
Display screen or portion thereof with graphical user interface
2021
Apple Inc.
Mail application features
2020
Flipboard Inc.
Dynamic arrangement of content presented while a client device is in a locked state
2019
Flipboard Inc.
Generating a cover for a section of a digital magazine
2019
Flipboard Inc.
Interactions for sharing content items in a digital magazine
2018
Flipboard Inc.
Template-based page layout for web content
2018
Flipboard Inc.
Template-based page layout for hosted social magazines
2016
Flipboard Inc.
Display panel of a programmed computer system with a graphical user interface
2015
Flipboard Inc.
Systems and methods for flipping through content
2018
Adobe Systems
Method and device for identifying devices which can be targeted for the purpose of establishing a communication session
2017
Adobe Systems
Method and device for establishing a content mirroring session
2015
Adobe Systems
Media response to social actions
2014
Adobe Systems
Various gesture controls for interactions in between devices
2013
Adobe Systems
Transitional animation for generating tree maps
2012
Adobe Systems
Generating typefaces through image analysis

Outside of work

I’m increasingly drawn to the new frontier of artificial intelligence and robotics. Much of that exploration happens alongside my son, through projects that bring together design and engineering—from custom circuit boards and homemade controllers to autonomous robots. We work across software, reinforcement learning, and fabrication, making parts through 3D printing, laser cutting, and CNC machining as we build robots, vehicles, and interactive machines.

Making things together has become one of my favorite parts of life. His curiosity gives me every reason to stay a couple of steps ahead so I can show him the way, though I know that’s a temporary arrangement—before long, I’m sure I’ll be the one asking questions.

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