The Story
This is where something began that would change the world. Steve Jobs and Steve Wozniak often spend time here. Wozniak is the technical builder, more than four years older, a true inventor. Jobs is the dreamer, with a sharp eye for what something could become — and for what people would want, even before they knew it themselves.
The Story
Though the Apple 1 consisted of just a single circuit board — with no case, power supply, or display — it laid the foundation for a new philosophy: technology should be accessible, personal, and human.
The Story
Apple II turned Apple from a promising start into a real computing platform. It was not just one machine, it was a system that could grow. With expansion slots and a thriving software scene, Apple II spread into homes, classrooms, and businesses. It is where personal computing became useful at scale, not only for hobbyists. This collection highlights how Apple II blended work, play, and learning, and why it became one of the most influential computers of its era.
The Story
Lisa was Apple’s ambitious attempt to reinvent how humans interact with computers. It helped move the world from typed commands to visual interfaces: windows, icons, menus, and a mouse. The idea existed in research labs, but Lisa pushed it toward a product that ordinary people could understand. It was expensive and imperfect, yet historically crucial. In this collection, Lisa is not framed as a failure, but as a breakthrough that made the Macintosh, and modern computing, inevitable.
The Story
Macintosh made the graphical user interface personal. It took the ideas of visual computing and delivered them in a compact, friendly machine with a clear promise: a computer for the rest of us. The Mac was not only technology, it was a statement about human-centered design. This collection explores how Macintosh combined interface, software, and storytelling, including iconic marketing, to change expectations about what a computer should feel like.
The Story
The Grey Period started after Steve Jobs left his Apple. It covers the years when Apple had talent and ambition, but lacked a clear identity. Product lines multiplied, strategies conflicted, and the broader PC market became cheaper and more flexible. Apple still made meaningful technology, but without a sharp story and a focused roadmap, the company lost momentum. This collection frames the era accurately: not as a void, but as the pressure that made Apple’s later simplification feel revolutionary.
The Story
The Matrix is the moment Apple rebuilt itself into a coherent system again. It is not a slogan, it is a structure. Apple simplified the company around a focused product grid, consumer and professional, desktop and portable. That clarity enabled iconic products like the iMac and iBook, and later expanded into the larger Apple ecosystem: hardware, software, and services designed to work together. This collection shows how Apple regained control by making fewer, stronger bets.
The Story
iPod made digital music feel effortless. Before the iPod arrived, carrying a large music library meant slow transfers, clunky devices, and confusing software. iPod combined elegant hardware with a simple interaction model, and later paired with iTunes for syncing and buying music. It did not invent MP3 players, it made them desirable and frictionless. This collection explores how iPod reshaped listening habits and helped Apple build the bridge from “computer company” to “personal device company.”
The Story
iPad began as a new kind of computer: direct, lightweight, and built around touch. Over time, it evolved from a consumption device into a serious creation tool. With iPadOS, keyboards, Apple Pencil, and powerful chips, iPad became a flexible studio for writing, drawing, editing, and building. This collection highlights iPad’s evolution, the moments it surprised people, and the controversies that revealed how strongly audiences feel about creativity and culture.
The Story
iPhone compressed a pocket full of tools into one object: phone, camera, music player, internet device, and later a platform for apps and services. It did not just improve the phone, it rewired expectations for communication, photography, navigation, and everyday problem-solving. This collection focuses on the iPhone as Apple’s most influential platform, and on the chain reaction it caused across industries, from software to media to retail.
The Story
Apple Watch moved computing from pocket to wrist, where time, health, and notifications live. It started as a companion device, then grew into a health and fitness platform with real personal impact. Unlike many gadgets, it is built around daily behavior: movement, breathing, sleep, heart health, and quick communication. This collection explores how Apple Watch redefined what a watch can be, and how Apple turned sensors and software into motivation, awareness, and reassurance.
The Blue Box
Their first project is not yet a computer. It is a small device: the Blue Box. Using the tones of the Blue Box, they can trick the telephone network and make free international calls. To test it, Wozniak calls the Vatican one night and pretends to be Henry Kissinger. He asks to speak to the Pope. But the Pope is still asleep.
Whether the very first Apple One was actually built in this exact garage is still debated. But one thing is certain: this is where the plan took shape. This is where people built, tested, talked, and laughed. And this is where Apple began — as an idea, as a collaboration, and as a friendship.
Apple I is not impressive because it was easy. It is impressive because it was directional. It pointed toward a future where computers would be for everyday people, used for creativity, learning, and productivity. In a museum context, Apple I is the “before” picture. Everything else in the collection is the “after”.
Apple II matters because it showed a computer can be many things without becoming confusing. The machine met people where they were: a kid learning to type, a teacher running a classroom, an entrepreneur building a budget, a hobbyist experimenting with hardware. That flexibility created a massive installed base, and a massive installed base created software, accessories, and culture. That is what platforms do.
Lisa proves a common truth in innovation: being early is expensive. Hardware limitations, high cost, and market readiness all matter. But “early” also buys you influence. Lisa’s influence is everywhere: the way we open files, print documents, move windows, and learn software without manuals. It was the bridge between research and reality.
Macintosh changed computing because it reduced intimidation. It invited interaction. It was playful, clear, and opinionated. The Mac also set a pattern Apple repeats: combine hardware and software so the experience feels inevitable, like it could not have been made any other way. That is why Mac history is not only about models, it is about a design philosophy.
The “grey” identity is symbolic: product design, marketing tone, and internal direction felt less confident. Yet the era is important museum material because it shows the cost of indecision. It also highlights a theme visitors recognize in any industry: technology alone is not enough. You need a clear point of view, a reason to exist, and a plan customers can understand.
Many companies try to “innovate more.” Apple’s reset worked because it innovated with constraints. The Matrix reduced noise, then amplified what mattered: product identity, design language, and a cohesive experience. Visitors can see the pattern: when Apple is winning, the portfolio looks simple, but the execution is deep.
iPod trained Apple to design around habit, not just capability. It also trained customers to expect a complete experience: device, software, content, and support working together. That expectation becomes the hidden engine behind Apple’s later services and ecosystem lock-in, in the positive sense of reliability and consistency.
iPad sits in a productive tension: it is simpler than a laptop, but more capable than a phone. That in-between identity creates debate, and also opportunity. The iPad story is Apple’s ongoing experiment in what a computer can be when it is designed around touch, mobility, and creation. The best way to understand it is to see how it keeps expanding without losing its core feel.
iPhone’s power is not only in the device, it is in what it replaced. It absorbed tools, markets, and habits. For Apple, it also became the gravitational center of the ecosystem, pulling services, wearables, and even the Mac into tighter integration. In museum terms, iPhone is a hinge point: “before iPhone” and “after iPhone” are different worlds.
Fashion item
For the launch of the first Apple Watch, Apple collaborated with leading fashion houses and luxury boutiques. Influenced by Jony Ive and industrial designer Marc Newson, the Watch was presented as a piece of jewellery; Angela Ahrendts, former CEO of Burberry, translated that vision into Apple’s retail presentations. The flower installation recreated here was one of 24 exclusive window displays designed by Marc Newson for Selfridges in London. It formed the artistic statement of Apple’s first fashion-focused campaign: no technology, but flowers, colour and elegance – symbols of style and personality.
Apple Watch succeeds when you stop thinking about it. It blends into life, but still changes behavior through subtle prompts and feedback. That is the shift: not “more features,” but “better routines.” In the Apple Museum, Apple Watch shows how Apple’s mission evolved from personal computing to personal wellbeing, without abandoning the same core principle: make complex technology feel simple.
Sign up for our newsletter and be the first to know about exciting exhibitions, rare Apple artifacts, and exclusive events. We'll deliver fascinating stories about how Apple revolutionized technology directly to your inbox. Join our community of Apple enthusiasts and never miss updates on the place where innovation history comes to life!