OMNE Super App
Product design work on a super app for a large insurance company in Asia — spanning homescreen redesign, mini-games, lightweight applets, interactive feature UX, and localization across seven languages. Work was execution-focused, Jira-driven, and fast-paced across multiple concurrent feature tracks.
OMNE is a super app built for FWD Group, a large insurance company operating across Asia. The app consolidates insurance, wellness, financial services, and lifestyle features into a single platform — with mini-games and applets adding engagement and utility alongside the core product.
I joined an ongoing product team and worked across multiple feature tracks in parallel. The work was primarily execution — translating product requirements and Jira tickets into UX wireframes, UI designs, and interaction specs, within an established design system and sprint cadence.
Product strategy, research direction, and overall design system architecture were defined before and around my involvement. My work contributed to existing feature tracks rather than setting new direction.
Scope at a glance
What I worked on
Jira-driven execution
Day-to-day product design work driven by sprint tickets and product requirements.
- Translated Jira tickets into UX and UI deliverables on short cycles
- Worked closely with PMs and developers to scope and break down requirements
- Maintained design velocity across concurrent feature tracks
- Iterated rapidly on feedback within tight sprint windows
Mini-games & applets
Designed and supported development of interactive mini-games and lightweight applets within the super app.
- Designed UX flows and interaction states for mini-game experiences
- Created UI for standalone applets integrated into the main app shell
- Worked through edge cases: loading states, error handling, empty states
- Collaborated with developers on feasibility and interaction constraints
Homescreen overhaul
Contributed to a significant redesign of the app homescreen.
- Helped redesign the primary homescreen layout and information hierarchy
- Worked on widget and module placement to improve discoverability
- Explored multiple layout directions before converging on a final approach
- Ensured homescreen design accommodated localization and content variability
Localization — 7 languages
Supported design localization across seven languages for the super app.
- Adapted UI layouts to accommodate varying text lengths and RTL needs
- Worked through type scaling and spacing across language variants
- Flagged and resolved layout breakage caused by string expansion
- Collaborated with localization team to align on font and rendering choices
UX wireframing
Created wireframes for interactive features and flows across multiple product areas.
- Produced low and mid-fidelity wireframes for feature exploration
- Mapped user flows for interactive experiences within the app
- Used wireframes to align stakeholders before moving to visual design
- Helped identify edge cases and exception states early in the design cycle
Visual design contributions
Light visual design work on UI components, states, and small design system elements.
- Designed and refined UI components for use across the app
- Worked on interaction states: default, active, disabled, loading
- Contributed to visual consistency across feature areas
- Helped adapt visual direction to new product contexts as they arose
Seven languages. One layout system.
Adapting a super app across seven languages requires more than swapping strings. Text length varies significantly — what fits in two words in English may take eight in another language. The design had to account for that from the start: flexible containers, guarded minimum sizes, ellipsis rules, and layout modes that reflow gracefully under pressure.
Design focus areas
Designing for content variability
Localization across seven languages meant that no layout could be treated as fixed. A label that fits on one line in English can be three lines in another language. Designing with that constraint from the start — building layouts that flex, truncate gracefully, or reflow — was a constant discipline throughout the project.
Speed without losing craft
Jira-driven product work moves fast. The challenge is maintaining quality when the cadence is relentless. The approach that worked: front-load edge cases in wireframes so visual design cycles are cleaner, and establish component patterns early so individual screens take less time to produce.
Mini-games as product surfaces
Mini-games inside a super app occupy an unusual design space — they need to feel fun and self-contained, but they also need to integrate cleanly with the app shell, respect the broader visual language, and handle all the same error and loading states as any other feature. Treating them as product surfaces rather than side features shaped how the UX was approached.
This work is subject to a confidentiality agreement. Screens, flows, and product details cannot be shared publicly. The product is a live app operating across multiple Asian markets. My contributions were part of ongoing product development rather than a standalone engagement.
No metrics or business outcomes are shared here — both because of the NDA and because my role was execution within a larger team, not ownership of any single result.
Want to see the actual screens?
The full case study — wireframes, UI screens, and flow documentation — is available on request. Send me an email and I'll share what I can under NDA.
Working on a super app at this scale taught me what it actually means to design for diversity — not just across personas, but across languages, screen densities, and cultural expectations. The pace was relentless, which forced a kind of discipline: make component decisions well the first time, because you won't have time to fix them across seven languages later. It also reinforced something I keep coming back to — good execution is not the absence of creativity. It is creativity directed at the right problems.


