Start with the why, not the screen
Every feature began with what it was for and who it helped, and competitors were read as references rather than answers. The interface was the last question, not the first.
Designing a better trading experience for the Ronin ecosystem.
From June 2024 to March 2025, I worked as a Product Designer on Mavis Market at Sky Mavis, later rebranded as Ronin Market.
This was my first experience working deeply inside a product team after coming from an agency background. What started as a focus on visual design and user flows gradually evolved into a much broader product design role — working across research, competitive analysis, UX flows, UI design, technical constraints, developer collaboration, and product iteration.
During this period, I contributed to a wide range of marketplace experiences, including:
More importantly, the project gave me the opportunity to evolve from designing interfaces to designing a real product within a complex ecosystem.
When I joined the team in June 2024, Mavis Market was focused on rapidly delivering core marketplace functionality while improving the overall trading experience.
The first phase was highly execution-oriented. We had to understand the problem, study how other marketplaces solved it, align with engineering constraints, and move quickly toward implementation.
At the beginning of 2025, Mavis Market officially rebranded as Ronin Market to better align with the broader Ronin ecosystem. The rebrand also represented a larger product shift.
Ronin was opening its marketplace ecosystem to a broader range of creators and collections. Assets were no longer limited to collections curated and verified by Sky Mavis, and trading could happen across a more open ecosystem.
This created a new challenge: how could Ronin Market become a marketplace people could not only browse, but actively choose to trade on? That question became the foundation for the second phase of my work.
The marketplace had several friction points that directly affected discovery and trading. Through competitive research, audits, and later user interviews, we identified several recurring problems.
Important actions were distributed across the interface in ways that could feel fragmented or confusing. Users needed clearer relationships between browsing, viewing an NFT, making an offer, and completing a transaction.
Search behavior did not always match users' expectations when looking for collections, NFTs, or specific marketplace content.
Large cards consumed too much vertical space, limiting how many NFTs users could see at once. For a marketplace where the primary goal is to discover an asset and make a trade, excessive scrolling introduced unnecessary friction.
Compared with established marketplaces, Ronin Market lacked important trading mechanisms such as Collection Offers and Trait Offers. These features were particularly important because they could give buyers more flexibility while creating additional opportunities for sellers.
As Ronin became more open, users could discover and trade assets across a wider ecosystem. Ronin Market therefore needed to make its own trading experience compelling enough to retain users and encourage transactions on the platform.
My first phase at Sky Mavis was heavily focused on understanding how a product team operates. For every feature, we started with a simple question: why are we building this?
Before jumping into UI, we aligned on the purpose of the feature and its expected impact on the marketplace. From there, I contributed to competitive research, UI audits, user-flow exploration, wireframing, and visual design.
Because of the time constraints, the process was intentionally lean. We did not always have the opportunity to conduct formal user interviews, so we relied heavily on hands-on exploration, competitive analysis, internal discussions, testing, and iterative design.
Understand the value the feature would bring to Mavis Market and how it supported the broader product.
Study how other marketplaces approached similar problems. Document their solutions, strengths, weaknesses, and the reasoning behind different design decisions.
Compare possible approaches with the team. Challenge assumptions, discuss trade-offs, and identify opportunities rather than simply copying existing patterns.
Start with low-fidelity flows and work closely with developers to understand technical constraints. Once feasibility was confirmed, move into high-fidelity design.
Present the solution to the marketplace team, gather feedback, resolve edge cases, and prepare the final UI for development.
Validate the implementation, review edge cases, and work with the team to ensure the final experience matched the intended design.
One of my biggest learning moments during this phase came from the Presale Ticket feature. The first version lacked the confidence and polish we wanted.
Instead of treating that as a failure, we used community feedback and internal review to revisit the design. The feature went through another round of exploration and refinement, resulting in a much stronger solution.
A design iteration is not a correction to the process. It is part of the process.
I learned to treat failure as a signal for deeper understanding rather than as an endpoint.
By 2025, the team had more time and a stronger foundation. Our process expanded beyond competitive research to include user interviews. This was an important shift in how I approached product design.
Instead of asking only how other marketplaces solve this, we could now ask what our users are actually struggling with — which let us connect competitive patterns with real user needs and prioritize problems based on evidence.
With Ronin becoming a more open ecosystem, the marketplace needed to improve both accessibility and trading performance. Our goals were centered around:
During Q1 2025, the improvements contributed to up to an 11% conversion of marketplace visitors into buyers and sellers. The team also targeted a 25% increase in view-to-trade conversion rate during 2025.
We combined two sources of information.
Competitive research — understanding how established marketplaces solved similar problems, and identifying patterns that could be adapted to Ronin Market.
User interviews — speaking directly with users to uncover pain points that could not be fully understood through competitive analysis alone.
Several important insights emerged:
These findings gave us a stronger foundation for deciding what to solve first.
After completing research, we synthesized the findings and prioritized them by user impact, product value, and technical feasibility together.
This helped the team move away from designing whatever seemed interesting and instead focus on the problems most likely to improve the marketplace experience.
One of the major areas I worked on was the introduction of Collection Offer and Trait Offer.
Collection Offer allows a buyer to make an offer for any NFT within a collection at a price they choose. It changes the interaction from wanting one specific NFT to being interested in a collection and willing to buy an asset from it at a preferred price.
This creates more flexibility for buyers while opening additional opportunities for sellers.
Trait Offer extends the same concept by allowing buyers to target NFTs with specific traits. Instead of making an offer against an entire collection, users can express a more precise preference.
This gives buyers greater control over what they want, and makes the offer mechanism far more relevant to collections where individual traits significantly affect value.
The most challenging part of these features was not the visual design. It was designing around on-chain and off-chain behavior.
Some marketplace actions required blockchain transactions, while others could happen without one. Accepting an offer could require gas and user confirmation. Managing offers involved different transaction states. Transactions could fail, offers could expire, users could cancel — and different states could occur before, during, or after a transaction.
Every one of these states needed to be considered. The challenge was to make a technically complicated system feel simple to the user.
We worked closely with engineering to identify technical limitations before finalizing the experience. The design had to account for:
This became one of the most valuable parts of my product design experience at Sky Mavis. I learned that a polished UI is only one part of the solution — a good product design also needs to survive the reality of the system underneath it.
After the initial exploration, we went through multiple rounds of flow refinement. Each iteration focused on answering three questions:
Only after these questions were resolved did we move toward final UI delivery.
Alongside Collection Offer and Trait Offer, I contributed to several other improvements across Ronin Market.
Product design at Ronin Market was highly collaborative. I worked closely with product, engineering, other designers, marketplace stakeholders, and with users through community feedback.
The process was rarely a simple sequence of design, handoff, build. It was a continuous loop: research, explore, discuss, validate, refine, build, test, iterate.
Working directly with developers was especially important. Technical conversations often changed the design, while design exploration sometimes exposed technical problems that needed to be solved before implementation.
My biggest takeaway from this project was the transition from designing screens to designing systems. When I joined Sky Mavis, my strongest background was in visual and interface design. By the end of the project, I had developed a much broader understanding of product design:
The most important shift was realizing that my responsibility did not end when the UI looked good. I was designing a product that had to work for users, the business, and the technical system simultaneously.
Across the 2024–2025 period, my work contributed to the evolution of Ronin Market from a marketplace focused on core functionality into a more mature trading platform. The work helped:
Working on Mavis Market and Ronin Market was an important transition point in my career. In 2024, I learned how to operate inside a real product environment. In 2025, I learned how to use research, data, technical constraints, and iteration to make better product decisions.
The project taught me that product design is not about producing the perfect screen on the first attempt. It is about continuously reducing uncertainty.
Understand the problem. Explore the possibilities. Test the assumptions. Work with the constraints. Learn from failure. And keep improving the product. That is the mindset I took away from Ronin Market.
Every feature began with what it was for and who it helped, and competitors were read as references rather than answers. The interface was the last question, not the first.
The first Presale Ticket shipped weaker than we wanted. Treating that as a signal instead of a verdict is what produced the version that worked.
Gas fees, pending and failed transactions, expired and cancelled offers — the on-chain reality decided the flow. A polished UI is only the part of the solution you can see.