Lead Product Designer with 10 years of experience launching, scaling, and revamping high-impact digital products. Expert at driving end-to-end design processes—from deep user research to high-fidelity execution—with a proven ability to align user-centric solutions with aggressive monetization and growth strategies. A collaborative leader experienced in GenAI integration, mentorship, and managing design verticals that have contributed to over 117.5 Cr GMV.
End-to-end product design across gaming, creator tools, AI-powered interview prep, and civic tech — driving measurable engagement, retention, and revenue at Moj and Apna, plus a live PWA shipped solo with AI as engineering partner.
I am a Lead Product Designer who keeps users at the heart of every decision, delivering experiences backed by thorough research and product thinking.
Over 10+ years at Apna, ShareChat and Moj, I've launched, scaled, and revamped features across livestreaming, gaming, and social engagement — working with cross-functional teams to ship things that truly move metrics.
My approach blends competitive research, interaction design, and systems thinking to create cohesive, intuitive products at scale.
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Open to lead design roles, collaborations, and conversations about great product work.
Sharathsp57@gmail.comHungry Game is a roulette-style wheel-spin activity on Moj where users trade Cheers for digital items. The platform offers a random opportunity to earn free Cheers as prizes — the more valuable the item, the higher the potential reward.
Monthly Active Users play Hungry Game
Cheers spent daily in Hungry Games
All-time GMV recharge from multiplier experiment
D7 retention — surpassing D1 retention rates
Create additional delight leading to higher retention and increased GMV through engaging gameplay loops.
Use the game mechanic to convert passive users into active Cheers spenders for the first time.
Establish Hungry Game as an additional, sustainable revenue stream for the Moj platform.
Outperform existing game formats with better visual hierarchy, item visibility, and bidding flexibility.
Weak and monotonous visual design
Poor visibility of items on display
Only 4 options of bidding amount
No option to decrease or minus the bid
No visual hierarchy for bidding items
Withdrawal of a bid is not possible
Uninspiring and generic graphics
Fewer items available for bidding
Overloaded and cluttered UI
Withdrawal of a bid is not possible
Item visibility obstructed by bid amounts

Explored circular and grid views. Settled on grid for visual balance and enhanced item visibility — with three colour backdrop iterations to test selection clarity.
Creator Battle is a livestream feature on Moj that enables hosts to initiate time-bounded battles against another host. It is one of the most popular features across livestream apps globally and a core driver of creator monetisation on the platform.
Creator Battles happen daily on the platform
Cheers spent in creator battles per day
Of daily GMV on Moj Live comes from Creator Battle
Gifters actively engage and gift in battles daily
Build a product which will increase time-spent, increase GMV via virtual gifts, while keeping users engaged — without cluttering the core livestream experience that makes Moj compelling.
Weak and monotonous visual language
Poor visibility for top gifters
Overwhelming, cluttered designs on screen
Limited screen space for host
Earning points are not clearly defined
Uninspiring graphic quality
Battle status bar lacks visual hierarchy
Points acquisition is unclear to users
Screen designs are too cluttered overall

Explored split-screen layouts and battle progression UI. Settled on a vertically divided live view with a central progress bar — balancing both hosts' streams with clear visual hierarchy for gifters.
Designed two different flows for the hosts to invite their opponent to the battle
Where creators can invite random opponent to challenge with single click and they also get to build and expand their relation with other livestream users.
Where creators get to choose their battle with known opponents.
A way to interact with other creators and build relationships beyond their own livestream audience
Extended visibility — battles exposed their channel to the opponent's audience, growing followers organically
Fun to compete with other creators in real time, adding excitement beyond standard passive streaming
Creator Battle became the single largest revenue driver on Moj Live — responsible for the majority of daily GMV with a highly engaged gifter base.
Mission Moj is a gamification system on the Moj app — designed to enhance user engagement, motivation to achieve, and personal progress. By framing regular platform behaviours as missions with visible rewards, the feature transforms passive users into active participants.
Increased Moj app adoption
Increase in livestream gifter DAU
Increase in user recharge DAU
Increase the depth and frequency of user interactions by making every action feel purposeful and rewarded within a progression system.
Give users clear, achievable goals that create a continuous loop of challenge, effort, and reward — keeping them coming back daily.
Make user advancement visible and legible through progress bars, milestones, and achievement systems that surface how far they've come.
Weak and monotonous visual design
No rewards for completing the tasks
Repetitive tasks till level 10
Rewards are not defined clearly
No clear onboarding for D0 users about the levels
Weak and monotonous visual design
Listed tasks may be challenging for D0 users
Overloaded information in the UI
No rewards given after the completion of each level
Repetitive tasks in every level
The core design challenge was avoiding superficial gamification — badges and streaks that feel hollow. The goal was to identify behaviours users already wanted to do and make completing them feel meaningful.
This meant anchoring missions to real platform actions: watching content, interacting with creators, gifting — and designing the reward layer to feel earned, not arbitrary.
Short, achievable tasks that reset daily — creating a recurring reason to open the app and engage with the core platform experience.
Visual progress bars and completion indicators that make advancement tangible — users can see exactly how close they are to the next reward.
Longer-arc goals that reward sustained engagement over days and weeks, building habits and identity around being an active Moj user.
Completing missions unlocks Cheers, exclusive profile items, and seasonal rewards — creating real platform value for consistent engagement.
Explored different mission card layouts and reward progression flows. Evolved from rough sketches to structured mid-fidelity screens before landing on the final system.
Apna's AI Interview Prep is a voice-based mock interview tool that simulates real interview rounds using AI. The product existed but wasn't landing — users were confused about what it was, how it worked, and whether they were in the right place. My work began with understanding why, not just fixing what looked broken.
Users didn't understand what AI Interview Prep was or why they should use it.
Users started but rarely completed multiple interview rounds.
Users couldn't distinguish a mock AI session from a real interview round.
Scores and reports weren't delivered in real time after rounds completed.
Conducted user research and one-on-one interviews with multiple candidates. The goal was to watch them interact and understand where comprehension broke down — not just see what failed, but understand why.
I thought I was applying for the job. I didn't realize it was a practice interview.
— Research participantResearch confirmed all four problems and pointed to the JD page touchpoint as the primary source of confusion. Users arriving from a job description were in application mode — any subsequent step felt like part of the hiring process, not preparation for it.
Added a second CTA on the Job Description page alongside "Apply" — a button labelled "Prepare for Interview". Hypothesis: users about to apply would be primed to prepare first.
Apply clicks dropped. Users misread "Prepare for Interview" as an actual step in the hiring process — deepening the AI vs real confusion rather than resolving it.
Moved the touchpoint to after the user had already applied for a job. A nudge appeared encouraging them to take a mock interview round — context-first, not CTA-first.
Interview starts increased significantly. Context made intent clear — you've already applied, so any next step is obviously preparation, not the real thing.
Celebratory animation when users finish a round — giving clear closure and reinforcing the sense of accomplishment.
After completing a round: "Start next round" or "Return to job detail page" — giving users a structured path forward, not a dead end.
If a user exits within 10 seconds, treat it as "not started". Show a retake option instead of logging it as a completed session.
Reports and scores sent immediately after round completion — eliminating the post-session delay that broke the feedback loop.
Previous peak 3,500 → Current 5,500
From 0.7% → 3.0%
Stabilized high engagement
High engagement sustained
Target: Grow WAU penetration from 3% to 9–10% in the coming quarter.
A walkthrough of the AI Interview Prep product — from job discovery through mock interview to score delivery.
Placement matters more than labelling. The same CTA read completely differently depending on where in the user journey it appeared.
Metrics showed drop-off. Interviews explained why — the mental model gap was invisible in the data alone.
The 10-second exit rule gave users a graceful way back in, reducing abandonment without adding any new friction.
The success animation and dual CTAs gave clear structure to "what do I do next?" — and measurably encouraged the next round.






I'm from Bengaluru. I've watched the city transform — booming infrastructure, exploding population — but one thing kept getting worse: the roads. As a daily commuter I've dodged potholes, slowed for craters, and seen accidents happen because of them. People have lost their lives to broken roads.
Namma Gunndi is my attempt to give citizens a real way to be heard — not just complain into the void, but report issues on a map, upvote what matters, and track what actually gets fixed. Built as a solo designer using Claude as my engineering partner, it's live today at nammagunndi.vercel.app.
Reading the news made it worse: crores allocated for pothole repair year after year, yet the roads keep failing. The gap between funds and outcomes is invisible to the average citizen — and there's no accountable, transparent channel for a commuter to say "this road is dangerous, here's the exact spot, here's who else agrees."
Before designing, I tried every existing option a Bengaluru citizen has today. Most were basic, outdated, or fully abandoned.
Government-owned, but interface feels a decade old.
No community layer — you complain alone, into silence.
Status updates unreliable; citizens stop trusting it.
Well-intentioned, but activity has slowed to a trickle.
Feels like a forum, not a real-time civic tool.
No mobile-first experience for commuters on the go.
Sanitation-only scope — potholes and street lights excluded.
Cluttered UI, heavy app size, poor discoverability.
No sense of community or ward-level accountability.
Chose Leaflet + OpenStreetMap over paid Mapbox/Google Maps so the app has zero cost barrier to scale citywide. Added marker clustering for dense areas so the map never feels overwhelming.
Integrated Google Gemini Flash via AI Studio to auto-detect what a user's photo shows — pothole, garbage, streetlight, sewage — so citizens don't have to fumble through categories. Removes friction at the most drop-off-prone step.
Set up Firebase (Firestore + Storage + Auth) end-to-end with Claude as my engineering partner. Real database, real uploads, real user accounts — no fake JSON.
Installable to home screen, bottom-sheet drag physics with spring-back, offline-ready caching. Feels like a native app without an App Store submission.
Free-to-submit civic maps die from noise. If people can upload anything, the map fills with screenshots, memes, and mistakes within weeks — and citizens stop trusting it. Every photo uploaded to Namma Gunndi runs through Google Gemini Flash before it reaches Firestore. The model reads the image, decides whether it's actually a road issue, and blocks it if not — with a plain-English reason the user sees instantly. No moderators. No delay. No spam.



A CRED/Swiggy-quality visual language — dark surfaces, an alert orange (#FF5C1A) as the brand accent, glassmorphic overlays, and Outfit as the primary typeface. Civic tech doesn't have to look like a government form.
Severity is encoded in color everywhere — red for dangerous, amber for moderate, yellow for minor, green for fixed. Users read the map without a legend.
Upvotes, contributor leaderboards, ward-level stats. The tone is "we're fixing this together," not "please fix this for me."
Three-step flow — Category → Severity + Photo → Location + Summary. AI classification pre-fills the category from the photo whenever possible.
Free, open, scalable map stack with marker clustering for high-density issue areas.
Real backend from day one — persistent reports, photo uploads, user accounts, live updates.
On-device-feel AI image recognition to auto-classify uploaded issue photos.
Dual analytics stack — user behavior on one side, PWA install and performance on the other.
Installable, offline-capable, deployed on Vercel's edge network — one codebase for web and mobile web.
Every backend function, Firebase rule, and integration was researched and built with Claude as engineering partner. Designer-led, AI-executed.
Namma Gunndi is live at nammagunndi.vercel.app with an admin dashboard for triage. Currently in soft launch — I'm still fixing edges and haven't opened it to public promotion yet. Next: ward-by-ward rollout with community partners.
Two years ago, this project would have needed a co-founder engineer, a backend contractor, and months of coordination. In 2026, I designed it, built it, deployed it, and I'm iterating on it — solo — with Claude in the loop for every technical decision.
The design skills didn't change. What changed is how much of a real product a single designer can now ship.