Design that bridges.

Across cultures, industries, and disciplines. I help teams make sense of ideas... and move forward.

Introduction

01- Interaction Designer

What's an interaction designer, anyway?

"UX designer", “Service designer" — these are the labels most people know. But when I think about what I actually do, it exceeds what those title say. That's something I've felt for a long time.

We take in information every day, through words, through visuals, through every sense we have. We're constantly in “inter-action” with the world around us. Digital products and online services are, at their core, information technology. Designing that information so both sides, the people sending it and the people receiving it, can truly understand it: that's the foundation of any good user experience.

To build such experience, we take interaction at every stage; within the team, in user research, in workshops, and between the user and the product itself. I design all of those interactions. That's why "interaction designer" is the title that fits.

02 — Focus Area

Four pillars of what I do

01/04 Sense-making

I work across interaction design, information design, prototyping, research, and workshops — the thread running through all of it is “sense-making”. Between collaborators. Toward users we've never met. And increasingly, between humans and AI. I help create, clarify, and constructively challenge meaning.

  • Facilitating alignment workshops
  • Mapping relationships between concepts
  • Translating complex ideas into accessible structures
  • Bridging communication gaps between teams, humans, and AI systems.
  • Alignment
  • Clarity
  • Facilitation
  • Translation
  • Communication design
  • Meaning-making
  • Cross-cultural
  • Human-AI interaction
02/04 Information modelling

Most UX tools are, at their core, produced to align understanding and spark conversation within a team to make better decisions, by modelling information. Of course, we humans don't fit neatly into perfect models. The key is to move between ambiguity and structure constantly depending on the context; I choose the right tool for the moment, to support better decision-making inside organisations.

  • Building journey maps
  • Service blueprints and system diagrams
  • Structuring ambiguous problem spaces
  • Creating artefacts that spark team conversations and support decision-making
  • UX artefacts
  • Systems thinking
  • Ambiguity
  • Structure
  • Decision-making
  • Blueprinting
  • Mental models
  • Information architecture
03/04 Design as a facilitation

The point of making something tangible through design isn't always “to define”. Prototypes and visualisations can be invitations to think together; meaning that they are tools for conversation, not just conclusions. They are the designs to be scrapped; I improve the quality of products and services by facilitating constructive discussions, which are powered by quick prototypes and visualisation.

  • Running co-design sessions
  • Creating quick prototypes to provoke discussion
  • Producing visualisations as conversation starters rather than final answers
  • Scrapping early to build better later
  • Co-design
  • Prototyping
  • Visualisation
  • Conversation
  • Iteration
  • Low-fidelity
  • Participatory design
  • Design thinking
04/04 Outcome driven design for sustainabile future

How do you track the outcomes of Digital Transformation, Sustainable Transformation, or new business development projects? With tightly scheduled project, or initiatives where results take long time to surface, defining ideal outcomes within a limited timeframe isn't easy. Yet, having some basis for decision-making matters; I connect design activity to the vision you're working toward, and help establish a clear way to track progress.

  • Defining measurable success criteria for transformation projects
  • Connecting design activities to business vision
  • Clarifying assumptions to evaluate
  • Establishing progress-tracking approach in time-constrained or long-horizon initiatives
  • Outcomes
  • ROI
  • Digital transformation, Sustainability transformation
  • Impact measurement
  • Design strategy
  • Vision alignment

03 - Building blocks

Mix and match for your project

Components

Exploratory Research

Conduct desk research, field research and user interviews in the field to have a deeper understanding in user's mental model, needs and context including environment.

2-6weeks

Conduct desk research, field research and user interviews in the field to have a deeper understanding in user's mental model, needs and context including environment.

Work on this when...

The team doesn't have a strong confidence in the value proposition of new product/service idea. Or they don't have enough understanding to design the user experience that delivers the intended value proposition.

2-6weeks
Context Architecture

Use UX tools such as personas and journey maps to visualise shared knowledge in the organisation and hypotheses behind it, to facilitate discussion. Those architecture could be then fed into AI models.

2-4 weeks

Use UX tools such as personas and journey maps to visualise shared knowledge in the organisation and hypotheses behind it, to facilitate discussion. Those architecture could be then fed into AI models.

Work on this when...

Knowledge within the team is not consistent, making it difficult to make meaningful decisions. Also, when a concept involves AI models that requires context architecture.

2-4 weeks
Concept development

Explore ideas, accelerate team discussion, and translate abstract value proposition into concrete design concept. Create something tangible we can show to users for validation.

2-4 weeks

Explore ideas, accelerate team discussion, and translate abstract value proposition into concrete design concept. Create something tangible we can show to users for validation.

Work on this when...

A lot of research has done that provided user insights, however the team is unsure how to translate them into actual products or services.

2-4 weeks
Prototype and evaluation

Turn vague ideas into tangible forms. The form the prototype takes depends on the context. The main thing is to create something we can show to others and test. Gain user insights for improvement.

4-6 weeks

Turn vague ideas into tangible forms. The form the prototype takes depends on the context. The main thing is to create something we can show to others and test. Gain user insights for improvement.

Work on this when...

The team is not entirely sure whether the concept is actually creating any real value. Or, whether the solution and its design delivers intended outcome.

4-6 weeks
Usability Evaluation

Identify usability issues with the current product. This may involve user testing or heuristic evaluation.

2-4 weeks

Identify usability issues with the current product. This may involve user testing or heuristic evaluation.

Work on this when...

The concept is sound and its value proposition is evaluated; however users tends to struggle completing their tasks, therefore it's difficult to earn the value of the service.

2-4 weeks

Other Components

Workshop

Design and deliver workshops tailored to different needs, such as Design Sprint, Systems Thinking workshop, or Value Proposition workshop.

1-2 weeks prep + 2~5 days · One-off

Design and deliver workshops tailored to different needs, such as Design Sprint, Systems Thinking workshop, or Value Proposition workshop.

Work on this when...

Depends!

1-2 weeks prep + 2~5 days · One-off
Design Coaching

Provide coaching for designers. Through regular conversations, I help coachee explore theme to focus on, set a vision, plan actions and track outcome.

2-3months · Part-time

Provide coaching for designers. Through regular conversations, I help coachee explore theme to focus on, set a vision, plan actions and track outcome.

Work on this when...

Depends on the team!

2-3months · Part-time

Strength and collaboration

04 - Strength

What I bring in

Cross-cultural fluency

Having lived and worked across Japanese, English, and European contexts, I bring perspectives that open up creative possibilities that might be difficult to see from different angles..

Design × Engineering × Management

Interaction design is my core; however, working experience as an UI engineer of optical discs and leading a local small studio that requires understanding business dynamics mean I can hold Design, Engineering, and Management in balance.

Long view

Over 20 years in digital, watching the industry shift. While technology comes and goes, I keep learning timeless insights, yet my toolkit keeps evolving — new tools, new methods, new things to unlearn.

Build to think

I make things tangible early — not as final answers, but to move thinking forward. Rough sketches, quick prototypes. There to accelerate conversation, and fine to throw away.

05 - Let's work together

Where I'd love a collaborator

Engineering

Constraints are where the conversation starts. In an age where AI can write code, the human back-and-forth about what to build and why matters more than ever.

Visual design

Behind every considered detail is a human judgment and intention that no tool can replicate. I find that thinking genuinely fascinating to be part of.

Business strategy

Numbers and creativity don't have to pull against each other — they shouldn't. I want to work with people looking for the path where business growth and user value point in the same direction.

Anthropologists / Researchers

There's a depth and breadth of knowledge here that design projects alone can't cover. As sustainability moves to the centre of everything, this feels like one of the most important collaborations ahead.

Networkers

I enjoy my introversion, but I know my limits when it comes to building connections. People who bring energy to that, and draw the best out of a team, make everything else possible.

Industrial / Space designers

The boundary between physical and digital is dissolving. I'd love more of such collabration.

Values

06 - Values

What I believe

Humanity-centered

My design foundation was "User-Centred Design". But that's not enough anymore. We need to account for the environment, for future generations. I aim for work that nudges things forward, even if it's a small one push, a small one step.

Design ethics

Information design can deceive — and I refuse to let mine do that. That means rejecting patterns designed to addict, to trap people in front of screens against their better judgment.

Trust

The most interesting trust question isn't just between user and product — it's between the people making it. I design for users who can rely on what they see, and I build working relationships where the same is true.

Enjoy the work

Is this fun? If the people making something don't enjoy it, that energy doesn't reach the end user. I'm not talking about goofing off — I mean creating conditions where the work itself becomes something you can love.

Curiosity

I try to look at things the way a child sees them for the first time. That's where the "why" lives. And why is where new ideas come from.

Past projects

07 - Past Projects

The list of precious learning.

The portfolio section is password protected. Please contact hello@mayunak.com for access.

View Portfolio

08 — Skills

Ordinary style inventory

Identifying Opportunity

Sharping Direction

Modelling for Human and Systems

Raising the Quality Bar

Moving Together