Program Overview
These workshops form a complete program designed for agencies, design departments, and product teams.
They allow participants to understand and experience the founding principles of UX/UI through iconic interfaces and interactions.
Each workshop combines phases of:
- Demo, hands-on use and direct experience by participants to gain appreciation of user experience design history
- Culture of technological design and history of user experience
- Critique and analysis of principles in action, lessons applicable to our products today
Cet atelier est également disponible en français
The Workshops
Three workshops covering the period from 1979 to 2010
1. The original Macintosh user interface and the first mass-produced mouse (1984)
The starting point for all of our computers today.
Hands-on experience:
- A Macintosh with 1-bit black and white interface
- System 1, System 3
- Original mouse, transparent shell mouse
- Original Macintosh manual
- MacPaint manual by Susan Kare
Examples of what we'll explore:
- The UX inventions by Bill Atkison and Jeff Raskin that we still use today
- From Engelbart to Xerox to Apple, invention, innovation and the trap of local maximum
- The three major UX contributions of the drop-down menu
- The two icons that have survived in Photoshop since 1984
- The two design lessons from the Macintosh mouse that still apply today and how the Macintosh mouse designers created the leap from experimental, unreliable, and very expensive ($500) mice from Xerox labs to a reliable $25 mouse
With this workshop, designers can:
- Rediscover the design thinking at the source of today's UIs
- Understand how design choices make experimental innovations like the mouse and graphical interface accessible to millions of users
- Think about discoverable interfaces and the importance of user success
- Reconsider ways to balance simplicity and power of use
2. The retro-futuristic interface of the Newton (1993-1997)
The ambition of a revolutionary computer centered on handwriting. A UX future that never happened.
Hands-on experience:
- Functional Newton MessagePad
- Documentation
Examples of what we'll explore:
- How and why the Newton wanted to do away with files, folders, and even apps
- The boom and crash of pen computing in the 90s
- Newton OS, a massive UX effort to reimagine the computer as a magic notebook
- Handwriting as the primary interaction: Newton OS 2 introduced the first embedded AI models for handwriting recognition
- A better copy-paste? Comparison between computer, smartphone, and Newton
With this workshop, designers can:
- Explore how another UX logic could have shaped our relationship with interfaces: a world without applications, but with continuous and fluid interaction
- Question our current habits and see how disruptive innovations can be set aside by cultural and economic inertia
- Imagine what a breakthrough user interface today might be like in the era of generative AI and voice interaction
3. Designing a pocket computer: iPhone 1 (2007) and iPad 1, the iPhone's giant child (2010)
The unexpected history of smartphone interfaces
Hands-on experience:
- Functional iPhone 2G 1.0
- Functional iPad 1
Examples of what we'll explore:
- Jobs' gentle lie about touch at the iPhone launch in 2007!
- The innovator's dilemma through the relationship between the iPod, the iTunes project on Motorola Razr i3, and the iPhone
- How the initial failure of the on-screen keyboard nearly got the iPhone canceled after just a few months
- The three categories of predictive UI, illustrated by the iPhone's UI
- The real ancestor of the iPhone? A 2004 Mac Tablet prototype for which Bas Ording invented the UIs still used today
- Why the iPad was the first success of tablets after decades of failures
- Vertical integration of hardware, software, and content
With this workshop, designers can:
- Understand how to manage the gradual introduction of a technological breakthrough
- Revisit their approach to prototype-based design methods and its role in revealing unknowns in UX
- Draw inspiration from the "just good enough to be great" approach to design products that prioritize experience over technical perfection
- Reflect on future UX transitions: which current interfaces might be the target of a completely new approach?