03 · Capability

UI/UX Design

Websites and mobile apps designed around what people came to do, so they are easy to use from the first visit and worth opening every day.

82 WEBSITE · APP · ONE SYSTEMDESIGNED AROUND THE TASKFlow · screen · system

The problem

Software is often designed screen by screen: a homepage here, a checkout there, an app tab added for a launch. Each screen looks finished. Together they make people think too hard, and they leave before the product has a chance to prove itself.

Why it matters

01

People judge a product by its interface before they judge the product itself.

02

On a phone, every extra tap or second of loading loses some of the people who were ready to act.

03

A design system lets a team ship faster, and keeps the website, the app and the brand speaking the same language.

In our work

UI/UX Design across7 brand templates.

Each brand around the circle used ui/ux design for a different job. Select one to see the move, what was delivered, and the target it was set.

03 · 7 brandsUI/UX Design
Tokyo After-Dark Streetwear · Brand template

Tsuyoki

What UI/UX Design did here

Designed a drop page that behaves like a club door: a queue, a live counter and real garment measurements, built to hold up when 10,000 people arrive at once.

Drop-day queueLive counterSize guide with garment measurements
<8%return rate on numbered pieces
Six-month target · not a result
Open the Tsuyoki template5 capabilities used

What Maer does

  • 01UX research and usability testing
  • 02Information architecture and user flows
  • 03Website design: brand sites, D2C stores, booking flows
  • 04Mobile app design for iOS and Android
  • 05Design systems and component libraries
  • 06Prototyping, motion and developer handoff
Principle 01

Jobs before screens

Every flow starts from what someone is trying to get done, not from a list of pages.

Principle 02

Mobile first, thumb first

Designed for one hand on a mid-range phone, then scaled up to larger screens.

Principle 03

Prototype, test, then polish

Clickable prototypes go in front of real users before any pixel is final.

Deliverables

Research and flows
Interviews, journey maps and the critical user flows.
Website and app UI
High-fidelity screens for every state, in light and dark.
Design system
Tokens, components and motion rules your developers can extend.
Clickable prototype
Tested with users and annotated for handoff.
  1. 01Research
  2. 02Flows
  3. 03Wireframe
  4. 04Design system
  5. 05Prototype & test

Measurement

How we knowit’s working.

Every engagement starts with a baseline, an agreed decision rule and a review date. These are the measures we would track.

  1. 01Task success rate in usability tests
  2. 02Onboarding completion and day-7 retention
  3. 03Conversion to booking, order or sign-up
  4. 04App store rating and Core Web Vitals on mobile

Start a conversation

Tell us whatyou’re building.

If the product is worth building, the market around it deserves the same level of thought.