sketching and design process

Hello,

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

I work alongside a diverse team of designers, engineers, and specialists, helping lead the effort to shape Apple products through experiences that are 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.

Learning to program opened entirely new possibilities: algorithmic layouts, interactive systems, and ultimately, data visualization—at the time still an obscure, unexplored field. These experiments led to Newsmap, born from a simple need to understand the world’s news at a glance, transforming raw news streams into a living, comprehensive visualization.

From Tokyo to San Francisco, Palo Alto, and Cupertino, each step reinforced my belief that design and engineering must work hand in hand. Keeping them close tightens feedback loops and creates better, simpler products.

Today at Apple, surrounded by an incredible team of designers, engineers, and specialists, I continue exploring how thoughtful applications of technology can bring us closer to the people and things we love. Whether crafting interfaces, leading teams, or pushing how artificial intelligence can augment human capabilities, my obsession remains the same: making products and services more accessible, meaningful, and human.

Outside that work, I spend a lot of time reading, researching, and building—following what’s becoming possible as intelligence meets robotics, which feels like an exciting new frontier. Much of that curiosity is now shared with my son, who gives me every reason to stay a couple of steps ahead so I can show him the way—at least until he takes the lead and I’m the one asking how it all works.

mw at joshua tree

Experience

Jul 2018 – Present
Cupertino, California
Apple — Human Interface Design
I help shape core experiences across iOS, macOS, and watchOS, making 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 for rider and driver apps, maps, tools, and the mapping technology stack powering Uber's global mobility platform. Ran design reviews across product areas and advocated for design excellence with the executive team. Shaped foundational systems spanning rider experience, driver tools, and autonomous vehicle interfaces.
Scaled the design team from 200 to nearly 300 by hiring exceptional talent, defining clear functions, specialized roles, and systems like prototyping and design ops. This role revealed the complexities of leading design at global scale, balancing local market needs with a consistent user experience.
Feb 2010 – Jan 2016
Palo Alto, California
6 years
Flipboard — Head of Design
Founding team. Responsible for all aspects of design from the ground up; later focused on product design at scale as the company grew to nearly 200 people. Recognition includes Apple's iPad App of the Year and TIME's Top 50 Innovations.
I discovered the magic of combining print design principles with digital interaction—creating an immersive experience that allowed readers to quickly discover and dive into content. I learned how to translate the compositional beauty of magazines into a digital format, where each page became a small composition pulling you deeper into stories. This experience taught me that great design bridges the familiar with the innovative.
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 2007, Monterrey, CA).
This role taught me to work between the horizon and near future, exploring new technologies while creating experiences that demonstrated Adobe's technological leadership. I learned how to translate complex technical capabilities into compelling, understandable experiences for large audiences, and how to balance innovation with practical implementation.
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
Spent a year in the master’s program at the Interaction Design Institute Ivrea, exploring how design, technology, and human behavior come together. I worked with influential designers and technologists, using research, prototyping and scenario building to imagine future products and services.
What stayed with me most is the community; I was lucky to learn alongside people who are now scattered around the world—in studios, labs, and companies and startups.
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 how to code as the mobile internet took off. Small screens and tight limits taught me to favor clarity and hierarchy, and to build directly in the medium.
design wall at Flipboard

Awards & Recognition

2025
London, UK
Apple Intelligence — iOS 18
2022
London, UK
iOS 15
2021
London, UK
iOS 14
2011
New York, NY
2011
London, UK
Flipboard
2010
New York, NY
Flipboard
2010
Cupertino, CA
Flipboard
2010
New York, NY
Flipboard
2004
Linz, Austria
Newsmap
1999
Tokyo, Japan
Japanese Ministry of Education Scholarship Recipient

Exhibitions

2011
New York, NY
Talk to Me exhibition
2004
Linz, Austria
Permanent Exhibit
2004
Barcelona, Spain
12th International Festival of Advanced Music and Multimedia Arts
2004
Maribor, Slovenia
11th International Festival of Computer Arts
2004
Tokyo, Japan
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
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