Medical and Healthcare Apps
At Save Medical, I led the product design for multiple apps aimed at medical professionals and patients. Below are a few examples of these projects. We developed these apps internally, with each one taking approximately three weeks from planning to release.
Pace | Period Tracker
Pace is a menstrual cycle and symptom tracking app designed to address issues in existing solutions. Many menstrual tracking apps in Japan include irrelevant content (e.g., weight-loss tips) and intrusive ads that can make users uncomfortable. Additionally, their visual styles often rely on the outdated stereotype of “women=love pink.”Through user research and testing with prototypes, we created a concept that focused on neutral, inclusive design and only essential features.While the project ended early due to a business shutdown, the feedback confirmed the potential for a more user-focused approach in health tracking apps.
Year | 2024 |
Responsibilities | UX Design, UI Design, User Research |
Team | Myself, Project Manager, User Researcher |
Link | Prototype |
DripMate/Go | Infusion Calculator
DripMate and DripGo are apps designed to ease the workload of nurses by assisting with drip management, including drip rate calculations and monitoring. With the Apple Watch, users receive vibrations synchronized with the drip rate, enabling adjustments without needing to check the screen.We conducted user testing with doctors and nurses to refine the functionality and improve the user experience.
Year | 2024 |
Responsibilities | UX Design, UI Design, User Research |
Team | Myself, Project Manager, 2 Developers |
Link | Website |
Lucent | Wrist Temperature Tracker
Lucent is an app which allows users to check the transition of wrist skin temperature at bedtime measured by Apple Watch in a graph. It was developed for use in daily physical condition management, preparation for PMS, and fertility control.
Year | 2024 |
Responsibilities | UX Design, UI Design |
Team | Myself, Project Manager, 2 Developers |
Link | Website |
PelviCare | Pelvic Floor Exerciser
PelviCare is a pelvic floor muscle training app designed for individuals experiencing urine leakage related to childbirth and aging.The instructional videos were also created internally under the supervision of gynecologists.
Year | 2024 |
Responsibilities | UX Design, UI Design, Motion Graphics |
Team | Myself, Project Manager, 2 Developers |
Link | Website |
Serene | Meditation App
Serene is an app designed to help individuals manage stress and tension through simple audio programs that blend mindfulness and yoga.The app was developed entirely using FlutterFlow and has been successfully released on the App Store.
Year | 2024 |
Responsibilities | UX Design, UI Design, Implementation |
Team | Myself, Project Manager |
Link | Website |
theHunter: Call of the Wild
theHunter: Call of the Wild" is a first-person hunting simulation game with 1M+ monthly active players. While players are generally satisfied with the game, as evidenced by its "Very Positive" rating on Steam, there are several issues with the UX that severely hinder the gaming experience.In 2021, I joined the team as the sole UI/UX designer to solve those issues and improve the overall UX of the game.
Year | May 2021 - July 2023 |
Platform | Steam, EGS, PlayStation, Xbox |
Release Date | February 2017 |
Genre | Hunting Simulation, FPS |
Responsibilities | UX Design, UI Design, UI Art, UX Writing |
Team | Myself, 2 UI Developers, 3 UI Programmers, 6 Game Designers, and 50+ people in different disciplines |
Tools | Figma, Photoshop, Illustrator, After Effects, Animate, Blender, Perforce, Visual Studio Code, JustEdit (In-house editor), Gridly |
Link | Official Website, Steam |
Figma & Design System
One of the first things I worked on was the migration to Figma. Before I joined the project, Photoshop was used for UI design and UI art. I still use Photoshop for art asset creation, but for game UI/UX design, which tends to become quite complex, I believe that it's best to use a design tool with prototyping features.While I don't have direct knowledge of the previous workflow, according to other team members, UI developers productivity has also been increased since the migration.
The design system feature was also a reason for choosing Figma. In this project, UI design had previously been handled by game designers and short-term contract UI designers without specific design guidelines, resulting in a poor quality UI with no consistency across screens. Establishing a design system was the first step toward solving those problems.At the moment I'm the only UI/UX designer, but when we had another UI designer helping us temporarily, it helped us get them onboard quickly and collaborate smoothly.
Item Wheel Feature
My main focus in the project was to design new features and refine existing features to improve the players' quality of life. An example is the project I led to develop a new way to switch items in the game. For UI-heavy features like this, I tend to be in charge of everything from defining requirements to design. I've also written an article about this feature in our developer diary, which you can check out here.
Challenges with existing item switching methodsThe existing methods for switching items had some downsides. Scrolling through each item with the D-pad or mouse middle button was a time-consuming process. Even with hotkeys available with keyboard and mouse, players still had to remember which items were assigned to which keys. Moreover, there was no quick way to swap ammo, which was crucial to maximize the score by using the right ammo for each animal.
Radial menu with quick ammo switching and item statsTo maintain the immersive experience of the game, I thought a menu that only appears when interacting with it would be optimal. Also to achieve quick ammo switching, it needs to have an ability to change ammo. After considering several options, I chose to use a radial menu as it ticked all the boxes.
Additionally, I added a panel that displays the stats of the selected item, which can be helpful for new players who are new or unfamiliar with the game. While experienced players may be able to choose suitable ammo based on the names alone, displaying the stats can make it easier for all players to select the right ammo for each animal.
Improving ControlsA radial menu already existed for another feature, but its controls were not efficient enough. Previously, when using the keyboard and mouse, players had to hover the cursor over the slot containing the desired item.We made changes so that players can now select the desired item by simply moving the mouse in its direction, which will highlight the corresponding slot.
The new feature was well-received by players. This improvement not only streamlines gameplay, but also makes it more accessible to all levels of players.
Red Dot Sight Rework
Although I typically work on non-diegetic UI such as in-game menus, I also had an opportunity to rework one of the sights called Red Raptor Reflex Sight.It started with a request from production to add an ability to change the reticle color for better accessibility. However, during my research, I discovered that the sight had additional issues beyond just the reticle color. Despite being popular in real life for its accuracy and speed, the sight was the least popular among players in the game.Recognizing the potential for further improvement to the user experience, I pitched my ideas and developed them into a full-fledged project.
Initially, I modified the size of the reticle, which was overly large for this type of sight. As shown in the picture above, at a distance of only 50 meters, the dot entirely covered the target. As this is a non-magnifying sight, this issue was fatal. To address this, I reduced the default size of the reticle and added the ability to adjust it in the settings.Furthermore, I aimed to make the reticle more realistic by replicating how it works in real-life. In reality, the reticle of a reflex sight is created by projecting a light source onto the lens, resulting in a moveable and emissive reticle. However, in the game, the reticle was just a static, non-emissive texture.To bring the reticle closer to the behavior of an actual reflex sight, a graphics programmer implemented the changes. The new sight was tested by game designers, QA, and myself, and we made several minor adjustments to bring it closer the behavior of the actual product.
We also made the reticle customizable. Not only the color but also the size, opacity and the shape. The new sights after the improvement were received positively by the players and it became one of the most popular sights.
Improving Visual Design
Visual design (2D & 3D art) is also part of my job. While respecting established visual identities, I create new visual elements, such as logos for DLC, or redesign existing visual elements to improve accessibility and refine them aesthetically.For instance, as part of our accessibility improvements, I reworked the input icons. I ensured that the style of the icons was consistent and improved their visibility, which has resulted in a better user experience.
I also reworked the medals which are visual representations of the hunting ratings. The original medals had similar shapes and colors, making it challenging for players to differentiate between them at a glance. To address this issue, I was tasked to color-code the medals.But I didn't stop there. I also aimed to make the medals more visually appealing. While the old medals were designed to look consistent with the UI, I wanted to make them stand out on the screen. Since players care deeply about medals and earning them can be a challenge, I wanted to make the experience of receiving a medal even more rewarding.
I came up with the idea of treating them like objects that exist in the game world. Given that existing players were used to the original medals, I tried to avoid making them completely new. So I mostly kept the shapes but applied materials that match the medals.They might look too low-key compared to medals in other games, but it is intentional, to make them look like in-game objects. The geometric shapes can give a sci-fi vibe that doesn't fit our game, especially when shiny or saturated.
Other Contributions
Many of the features I have worked on are still in development and confidential, but the followings are the features that I contributed to and that have already been released. If you are interested in learning more about them, Please feel free to reach out to me.
Saved loadouts (QOL)
HUD customization (Accessibility)
Item Inspection (Gameplay)
Skin customization (Gameplay, Monetization)
In-game news (Monetization)
In-game DLC store (Monetization)
DLCs I Contributed to
The followings are the released DLCs during my time in the project. I was in charge of designing UX and UI for new features and the emblems of reserves.
Career Craft
Career Craft is a recruitment agency that assists individuals in Japan and overseas in finding employment in the tech industries in Japan.As a designer, I have been providing ongoing support to the company's business since its start-up phase.
Year | 2019 - 2022 |
Market | Japan & Global |
Platform | Web |
Responsibilities | Art Direction, UX Design, UI Design, Illustration |
Team | Myself, Front-end Dev, Product Owner |
Release Date | February 2017 |
Tools | Figma, Flinto, Photoshop, Illustrator |
Link | Career Craft Website |
Visual Identity
The first task I worked on was creating a visual identity for the company. We held discussions to identify their core values and culture. To represent their commitment to "crafting" candidates' careers collaboratively, we developed the concept of using blocks as a visual metaphor.We also found it unique that although the company is founded in Japan, many of their employees, including the CEO, are either from or reside in Sweden. So I proposed to use the colors of the Swedish flag. Blue is also the most popular color in Japan and is commonly used in the tech industry.
Visual Elements
We decided to incorporate illustrations as the primary visual element. I aimed for a modern and flat style, which is currently on-trend, while also avoiding the pitfall of generic stock illustrations.
Business Materials
I applied the visual identity to various business materials, including the website, business cards (as business card culture is still strong in Japan) and company presentation materials. Keeping a consistent visual identity is key to making a brand memorable.
Casino.me
Casino.me is an online casino platform that targets the Japanese market. Initially developed as Boom Casino for the Western market, my task was to adapt the product to make it more user-friendly and appealing to Japanese users.
Year | 2020 - 2021 |
Market | Japan |
Platform | Web |
Responsibilities | Art Direction, UX Design, UI Design, Illustration |
Team | Myself, Front/Back-end Devs, Product Owner |
Release Date | February 2017 |
Tools | Figma, Flinto, After Effects, Photoshop, Illustrator |
UI Improvements
On the left side of the image below is the original product, Boom Casino, which I also contributed to the UI design. Both products target a younger demographic that is interested in gaming in general, rather than traditional gambling.To ensure cost efficiency, we made the decision to maintain the product's core structure and focused on improving key screens such as the deposit and registration screens. These are crucial components for the company as they directly impact their revenue.
Improving Bonus Claiming ProcessUsers are given the choice to opt-in or opt-out of receiving a bonus when they make their first deposit. In the original design, the user had to select "Claim Offer" to opt-in. We conducted user testing with translated content and found that the majority of participants missed the opt-in feature.While it may be cost-effective to make users subconsciously opt-out of bonuses, it could also negatively affect our brand, as it could result in an increase in customer support inquiries and negative reviews on social media platforms.I have improved the selection process by making the choice mandatory and presenting it in two distinct cards. This will help users to make a clear and informed decision, without feeling deceived.
Adjusting Form FormatI made a few adjustments to the registration form as well. Because the format of name, address, phone number, and date of birth varies between Western countries and Japan, I changed them to the format that is commonly used in Japan. Additionally, I added a fun little touch where the character on the form will give a smile to users who input all the information correctly, adding a bit of delight to the user experience.
Visual Identity
We named the product Casino.me in Japanese as "カジノ(casino)ミー(me)." For the logo, I took inspiration from the Japanese character ミ and modified it to resemble a flame, which perfectly reflects the brand's energetic and exciting personality. I chose flame-like colors to further emphasize this.Additionally, I aimed to maintain the same tone as the original product's logo, which I also played a role in designing.
Mascot Character Development
To make the brand even more memorable, we decided to develop a mascot character. I conceptualized the character and collaborated with an illustrator to bring it to life.We were focusing on women users more than other online casinos, so it was important for us to design a character that would appeal to both men and women. Therefore I tried to avoid making it excessively sexualized, which is a common feature of the Japanese gambling industry.
Thanks to the talented illustrator, the mascot character turned out lovely. After receiving the deliverable, I took some time to refine her features and make her even more appealing.I adjusted the colors to match our brand palette and added some subtle lighting effects to enhance her visibility on dark backgrounds. In addition, I created various facial expressions to ensure her versatility for future use.
Other Projects
Rennsport
As the design lead, I oversaw the design of a PC game and companion app for the racing game Rennsport. With the game spanning digital products and live e-sports events, my focus was on creating a cohesive and consistent brand universe.While the app's UI/UX was modern and sofisticated, the game's UI was initially underdeveloped, as it was created before the brand identity was established.I conducted user research with beta testers to identify UX issues and developed a new game UI concept that aligned with the brand identity while addressing user pain points.
Year | 2023 |
Responsibilities | Branding, User Research, UX Design, UI Design |
Link | Website |
Casitabi Rebranding
I worked on the rebranding of Casitabi, we-based game platform for the Japanese market that combines casino games with role-playing game elements, in order to better align the product with its target market.My role involved defining the product's art direction based on its brand strategy, as well as restructuring the structure of the entire app.
Year | 2020 |
Responsibilities | Art Direction, UX Design, UI Design |
Aquarium Simulation Game
In collaboration with a solo game developer, I contributed to UI design for a casual mobile game where players grow sushi (!) in their aquarium.
Year | 2022 |
Responsibilities | UI/UX Design, UI Art Direction, UI Art |
Team | Myself, Game Designer/Programmer |
Tools | Figma, Photoshop, Illustrator |
Earth Raider
A personal project that I started to become familiar with Unreal Engine. The game is a simulator where you play as an alien discovering Earth.As I was new to both 3D art and game engine, I started by experimenting with the tools and learning through online tutorials.
Year | 2020 (Unfinished) |
Genre | Simulation, Action |
Team | Myself, Mentor (Programmer) |
Tools | Unreal Engine 4, Blender, Figma, Flinto, After Effects, Photoshop, Illustrator, GitHub |
UI Art Assets
These are just some of the UI art assets I have created in the past. As I have been working on games and apps of various genres, I can handle all visual styles, from minimalist to flashy.
Goodpatch Corporate Identity
I led the refresh of the company's corporate identity. We took the logo, which had never been updated since the company's inception, and made it more representative of the company's brand, defining the color palette and other visual assets.
Year | 2020 |
Responsibilities | Art Direction, Visual Design |
Drawings
In addition to my UI/UX design skills, I also have some competence in traditional drawing techniques. Some people might argue that drawing skills are not relevant to design skills, but these skills allow me to work not only in UI/UX, but also in areas of 2D and 3D art.
Hello there :)
I'm Ami, a designer with 10+ years of experience in the tech and gaming industry. Currently based in Japan and working at a healthtech company.I’m seeking a new challenge where I can contribute to the development of meaningful products and continue growing as a designer.
Work Experience
2024 - Present | Sr. Product Designer @Save Medical |
2023 | UX Design Lead @Rennsport |
2021 - 2023 | Sr. UI/UX Designer @Avalanche Studios Group |
2018 - 2021 | Sr. Designer @Hero Gaming |
2018 - Present | Freelance Art Director / Designer |
2017 - 2018 | UX Designer @IBM |
2015 - 2017 | Product Designer @Goodpatch |
2013 - 2015 | Jr. Designer @RaNa Design Associates |
Skills & Expertise
UI Design, UX Design, Motion Design, Brand Identity Design, 2D Art, Basic 3D Modeling and Animation, User Research, Outsource Management, UX Writing, Copywriting (Japanese), HTML & CSS
Tools
Figma, Photoshop, Illustrator, After Effects, Blender, Clip Studio Paint, Perforce, GitHub, Visual Studio Code, Unreal Engine, FlutterFlow, Gridly, Jira
Personal Interests
Gaming (Dota 2), Music (Prog), Cats