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Aonic overview

Designing and scaling Aonic’s customer experience from the ground up

As Aonic’s founding designer, I built the brand and digital customer experience from the ground up, then turned that foundation into reusable components that helped a small team ship, test, and adapt faster.

Role
Founding Product Designer
Ownership
Brand design · UX design · CRO · Retention
Collaboration
Founding team · Growth · Engineering
Timeline
2024 – Present
+53%
Website CVR, from 0.66% to 1.01%
+19%
New-customer subscription orders
19%
Subscription save rate, nearly 3×
+45%
CVR lift from one A/B test
01Foundation

From blank slate to shared foundation

Aonic was starting without an established brand or visual system. I facilitated workshops with the founding team to align on how the brand should feel and how it needed to scale across products and customer touchpoints.

I translated that direction into Aonic’s first brand book, creating a shared visual foundation for the customer experiences that followed.

Aonic brand book, v1
The first shared source of truth.
Aonic evolved brand system
How it matured as the product grew.
Brand foundationReusable componentsCustomer-facing experiences
02Purchase

Redesigning the purchase experience

The first purchase experience got us to launch, but as Aonic grew it became harder to adapt to new products, promotions, and customer needs. I redesigned the buy box to make key purchase decisions easier to understand, while building a reusable structure that could evolve as the business changed.

Aonic buy box, before and after, on desktop and mobile
Before and after, on desktop and mobile. Reorganized around the questions customers ask before buying: what am I getting, what does it cost, and what changes if I subscribe.

Make the decision easy to scan

Reorganized the hierarchy around the questions customers ask before buying: what am I getting, what does it cost, what do I save by subscribing, and why trust it.

Keep the decision accessible

A sticky purchase bar carries the customer’s selection down the page and lets them switch between one-time and subscription after learning more.

Design for change, not one product

Reusable components let the same experience adapt across products, promotions, purchase states, and screen sizes without rebuilding each time.

Sticky purchase bar following the page on desktopSticky purchase bar following the page on mobile
Desktop and mobile. The bar carries the selection down the page, so switching between one-time and subscription stays one tap away no matter how far someone has read.
Implementation

I defined the behaviors and editable states the component needed, then tested and integrated it so it could be reused and updated directly in Shopify.

Two priced variants of the buy box: total price and per-serving price
The same module, two ways of framing price.
The same purchase module adapted for wholesale ordering
Same design language, different buying behavior: case quantities and unit pricing for wholesale.
+19%

New-customer subscription orders rose as one-time orders declined. This work contributed to that shift.

03Experimentation

Designing for changing priorities

At an early-stage company, priorities changed quickly, often starting with a business goal rather than a defined design brief. With a high degree of autonomy, I had to determine what actually needed to change in the customer experience, and what did not.

How I decided what to change

1
Start with the goal
What business outcome are we actually after?
2
Look for signals
Let customer behavior and performance data point to the real problem.
3
Audit before creating
Check whether an existing component or page can already solve it.
4
Create only when needed
Build something new only when nothing existing fits.
Two campaign landing pages feeding into one shared purchase experience
One campaign leads with the product, the other with the founder. Both hand off to the same purchase experience.

I kept the purchase experience consistent while adapting the story around it, so we could launch and test new campaigns without rebuilding the buying flow.

+53%

Website CVR over the quarter, from a 0.66% baseline to 1.01%, through a weekly testing program.

+45%  CVR lift from a single A/B test.

04Retention

Designing beyond the purchase

For a subscription business, the experience does not end at checkout. I looked at retention as a journey: how could we make the value of staying visible over time, and respond more meaningfully when a customer was considering leaving?

Make the value of staying visible

I built the rewards experience around Aonic Credits, making the value customers earned with each purchase visible across the journey through a dedicated rewards page, lifecycle communication, and subscription touchpoints.

The Aonic Rewards page alongside lifecycle email touchpoints
Credits earned on every order, surfaced on the rewards page and carried through lifecycle email.
PurchaseEarnSee valueRedeem

Respond to why someone wants to leave

The original cancellation flow asked customers why they were leaving, but the answer did not change what happened next. I reworked the strategy so each reason could trigger a more relevant alternative, and if none fit, we let them go.

Too much product
Offer a skip
Too expensive
Offer a discount
Flavor issue
Offer a swap
Still considering
Free gift or existing rewards value
Still wants to cancel
Continue cancellation

The goal was never to make cancellation harder. It was to address the reason someone wanted to leave when a useful alternative existed.

The cancellation survey next to the unused-credits value-at-risk screen
The reason captured first, then the value already earned made concrete before the decision is final.
19%

Subscription save rate, nearly triple where it started.

05Reflection

What I learned building at an early-stage company

Design with change in mind

Priorities moved quickly, so I needed enough structure to stay consistent without making the experience rigid.

Start with the behavior, not the solution

I learned to ask what behavior we were trying to change first, then decide what part of the experience actually needed to move.

Own the decision, not just the deliverable

My job was not only to execute what was asked, but to understand the goal, gather the right signals, and decide what design response made sense.