Shushant Kumar — Product Design Manager

Draft — this page is a frame waiting for your material. It is set to noindex, so search engines skip it until you publish.

All work

Firstclub Product Design Manager · founding team [TO VERIFY] dates

Quick Comm

One-line thesis: the actual challenge, sharply stated. Replace this with a sentence a CEO would understand without any context.

Role
Product Design Manager · founding team
Company
Firstclub — quick-commerce, launched in Bangalore
Team
[TO VERIFY] N designers, N PMs, N engineers
Timeline
[TO VERIFY] dates
Outcome
[TO VERIFY] the headline result

Start here — the one thing that blocks this whole page

  • Your knowledge base is emphatic on this: Quick Comm must not be confused with the generic term “quick commerce”. It's a specific project or workstream, and its exact meaning is not in the recovered material.
  • So the first thing I need is: what is Quick Comm? What does it do, for whom, and where does a user encounter it?
  • Everything else on this page follows from that one answer.

Which story is this?

Four narrative hypotheses from your knowledge base, §16. Tell me which one fits and I'll write to it.

Leading through ambiguity

“The work started with an ambiguous request. My role was to turn that ambiguity into a problem the team could actually solve.”

Pick this if the project began as an unclear feature request.

Designing the system, not the screen

“The visible interface was only one part of the problem. We had to design the underlying experience around it.”

Pick this if the feature involved multiple states, teams or operational dependencies.

Creating leverage through the team

“My biggest contribution wasn't producing every screen. It was creating enough clarity and direction for the team to solve the problem well.”

Pick this if another designer owned much of the execution.

Trust in a quick-commerce experience

“In quick commerce, speed is easy to measure. Trust is harder to design.”

Pick this only if the work genuinely touched expectations, fulfilment, timing, quality or the post-purchase experience.

Pick one — and only one

  • A case study that tries to be all four says nothing. The strongest portfolios commit to a single thesis per story.
  • If two genuinely apply, that's usually a sign there are two case studies here.

Context — Firstclub

Firstclub is a quick-commerce platform that launched in Bangalore. I'm on the founding team, heading product design — which means my responsibility runs past design execution into product direction and how the design team operates.

[TO VERIFY] Now the project-specific context: what was happening at Firstclub when Quick Comm became necessary? What had already been built? What wasn't working? What changed in the business?

The challenge

Why the problem was difficult — separated the way your knowledge base asks.

Four distinct problems. They are rarely the same.

  • User problem — what people actually experienced. Use the form “users were trying to ___, but ___ made that difficult”, not “users wanted a seamless experience”.
  • Product problem — what the product failed to enable.
  • Business problem — what the business needed.
  • Operational problem — inventory, fulfilment, delivery, timing, support. Quick commerce is constrained by physical operations, not just interface. This is the layer most portfolios miss and the one that will make yours credible.
  • Don't invent an operational constraint. If you're unsure whether something was a real constraint, leave it out.

My role

Using your own contribution taxonomy, so nothing is overclaimed.

Ownership language

  • Your labels: I owned · I led · I partnered with · I coached · I influenced · I reviewed · I designed · the team explored · another designer led.
  • Avoid “we” where personal contribution matters, and avoid “I collaborated with” entirely — it says nothing.
  • Name the other designers and what they owned. A strong manager says “my designer designed this, here is how I helped them get there.”

What we believed

The initial assumptions, stated honestly.

Answer these

  • What did you and the team think the problem was at the start?
  • What was the original request, and who made it?
  • Why was that initial understanding incomplete — if it was? If it turned out to be right, say so; not every story needs a reframe.

What changed our thinking

The evidence, discussion or data that moved you.

Answer these

  • What specifically changed the understanding — a data pull, a user conversation, an operational reality, a competitor, a failed experiment?
  • For each insight, use the form: observed behaviour → underlying need → product implication.
  • If there was no research, say what you used instead. “We had no time for research so I used support tickets and my own order history” is a credible senior answer.

The key decision

The single most important product or design choice, then the ones underneath it.

Also reconstruct the options you rejected

  • For each direction considered: what it was, what problem it tried to solve, what it improved, what it made worse, what it cost in design, engineering, operations or business, and why it was rejected.
  • Your knowledge base calls this out specifically: “this is where the seniority story becomes visible.” It's right.
  • At least one decision should be about what you chose not to build.

How I led the work

Team and cross-functional navigation.

Answer these

  • How did you create clarity out of the ambiguity?
  • Which designer explored what, and how did you challenge or guide them without taking the work over?
  • Where did you disagree with Product, Engineering, Ops or the founders — and how did that resolve?
  • What did you push for on quality, and where did you consciously accept a compromise to ship?
  • Your knowledge base's model: ambiguity → you create clarity → team explores → you challenge and guide → cross-functional alignment → team executes → product learns → outcome. Where in that chain did you change the trajectory?

The solution

The final experience, explained by its reasoning.

Send artefacts and I'll lay them out

  • Every screen should answer “why does this screen exist?” rather than “what does it look like?” Give me one sentence per artefact and I'll caption them that way.
  • Evidence hierarchy for this page: the product tension first, then the key decision, then the experience or system, then supporting screens, then the outcome. Not a gallery.
  • Early messy thinking — a problem map, a state diagram, a flow sketch — is worth more here than polished UI.
  • If motion or animation mattered, say so. Your knowledge base notes you considered freelance motion support for a Firstclub project, but doesn't say which — so I haven't assumed it was this one.

Design judgment

Optional, and a strong differentiator if the work supports it.

Which of these did the work actually address?

  • How much information is shown at once, and how hierarchy is established.
  • How quickly someone can understand the current state.
  • How uncertainty is communicated, and how the product sets expectations.
  • How the interface handles waiting, and how it handles failure.
  • How much control the user gets, and how speed is balanced against reassurance.
  • How operational complexity is translated into user-facing states people can act on.
  • Only claim the ones the work genuinely did. This section is powerful because it's specific — it stops being powerful the moment it becomes a checklist.

What we shipped

Concrete product detail.

Answer these

  • What actually went live, and when?
  • What was cut from the first release, and what was the plan for it?
  • What surprised you after launch?

Outcome

Sourced metrics only.

Any of these that are real

  • Product: adoption, conversion, retention, order frequency, basket size, repeat rate.
  • Business: revenue, margin, cost or effort avoided.
  • Operational: fulfilment accuracy, support volume, time to resolve.
  • User: a behaviour that changed, and how you know.
  • Team: what the design team can now do that it couldn't before.
  • Your knowledge base marks Quick Comm metrics as unrecovered. If you don't have numbers, say what changed and how you know. Never estimate.

Reflection

What changed in your thinking as a design leader.

One honest paragraph

  • What did you get wrong, or realise too late?
  • “We brought Engineering in too late, which cost two rounds of exploration” is a good answer. “I learned communication is important” is not.
  • This section is read most carefully and is the easiest one to fake — which is exactly why an honest one lands.

Evidence standard — from your knowledge base, §21

  • Verified — explicitly stated in your source material. Safe to publish.
  • Strongly supported — derivable from several source statements. Safe to publish.
  • Inferred — a reasonable reading, not stated. Use as a prompt for you to confirm, never as copy.
  • To verify — missing. This is what the dashed blue text on this page is.
  • Portfolio copy uses only the first two. I have written nothing above that standard.

Happy to walk through the parts that didn't work, too.

shushant0657@gmail.com

Open to full-time roles and freelance projects