Sarthak UpretiSenior Product Designer
About

A product designer who ended up owning more than design.

Sarthak Upreti at his desk, wireframes and sketches pinned on the wall behind him

I left a computer science degree at UPES after the second year to do this instead, which makes everything after it self-taught. Seven years later the job is the same at every scale: sit inside the problem, stay close enough to engineering to know what “feasible” means, and connect the pieces nobody owns.

THE PATH

The path that produced the thesis.

2019
RepIndia, DelhiUX/UI Designer
Whole sites, not screens.

Digital agency. Adani's airport sites, Canon, Lenskart, Duroflex, Hazurilal. Brief in, entire website out. I never learned to design a page in isolation, because I was never given one.

2021
Subtra, Singapore (remote)UX/UI Designer
The first system.

Subscription SaaS, team across timezones. Reports, Dashboard 2.0, the wallet and the whole transaction flow, organisations and teams, and the first style guide I wrote myself. A product is a set of flows that have to agree with each other.

2021–2024
NoiseAssistant Manager, Design
The one that proves it.

I didn't inherit NoiseFit. I inherited a white-labelled vendor app, split across separate builds per device, and rebuilt it into a product with its own reason to exist. Then I kept adding the pieces that made it an ecosystem.

2024
First Principle StudioFounder
Founded, not freelanced.

A studio, so I could approach real clients properly. Pedal Start, Hero MotoCorp, Fluid, Duroflex, Haldiram's, Zydus.

2025 – now
Group BayportSenior Product Designer
Four products, one design org.

Banner Buzz, Neon Earth, PromoDash, and PDX Go. Different verticals, same job: understanding how the pieces connect before touching any one of them.

How I work

How the pieces actually get connected.

This is the long version of the six the home page walks you through. No two briefs run the same way: some skip research, some are a two week sprint. The track is the same, the stops get bent to fit.

  1. 01

    Understand

    the real problem

    Before anything gets drawn, I go and find what is actually broken. A brief describes a symptom often enough that starting from it is how teams ship the wrong thing beautifully.

  2. 02

    Research

    users · market · tech

    Users, market, and what the stack can actually carry. Three passes, because a finding that shows up in only one of them is usually a preference wearing the costume of a problem.

  3. 03

    Ideate

    flows · IA · options

    Flows, information architecture, and more than one honest option. The first idea gets built about as often as the third does, and I would rather learn that on paper than in a build.

  4. 04

    Design

    wireframe → hi-fi

    Structure first, surface second. Wireframes settle what goes where and what it costs. The high fidelity pass is where the thing stops being a diagram and starts being a product.

  5. 05

    Prototype

    test · refine

    Clickable, in someone's hands, and watched. A prototype exists to make the flow fail early, while a fix is still one file instead of one sprint.

  6. 06

    Ship

    handoff or build

    A handoff a developer can build from, or I build it myself. Nothing counts until it is live and being used by people who were never in the room while it was designed.

And then againShipping is not the end of the track, it is what sends you back to the start of it with better information than you had the first time.

Skills & tools

What I do, and what each one is for.

Every skill here comes with the sentence that earns it — what it has actually meant on shipped work, not a dictionary definition.

Research & Strategy

Understanding the problem before touching pixels.
User researchInterviews, usability tests, and the patterns hiding in the data.
Problem framingTurning “make it better” into a question a design can actually answer.
Competitive analysisMapping where every rival landed, so the product doesn't land there too.
JTBDWhat the user is actually hiring the product to do.

Design

From first wireframe to a system other people can build on.
WireframingCheap drafts that make the expensive mistakes early, while they're still free.
PrototypingIf it takes a paragraph to explain, it should have been a prototype.
Visual designHierarchy, type and colour doing the talking. Polish that carries meaning.
Design systemsThe first one I wrote was Subtra's, in 2021. Every product since has run on one.
MotionFeedback and character. Milo is this skill with a face on it.

Tools

The kit, the design side and the build side of one loop.
FigmaHome turf since Noise: systems, libraries, prototypes, handoff.
Adobe XDThe first years ran on it, through RepIndia and Subtra. Tools change; the job doesn't.
PhotoshopImage work and visual assets when the design calls for them.
ClaudeThinking partner on research, structure and writing, all day, every project.
Claude CodeHow this whole site was built. Design to production with no handoff gap.
ManusAgentic runs for the research legwork that would otherwise eat a week.
GeminiA second opinion, and the one that reads long source material fastest.
MidjourneyVisual exploration and mood, well before anything is designed.
OpenAIKept in the kit because no single model is best at everything.
Off the clock

Doodler, gamer, anime fan.

Most of what I notice in products comes from watching how people behave outside of them. And most of this site's personality comes from what I do when I'm not working.

GAMES

Deep in something, always

Games are interaction design with the stakes turned up. Every controller rumble is a lesson in feedback.

ANIME

Three episodes from regret

Character animation is why Milo has moods instead of states. You notice how something feels alive, then you build it.

DOODLES

Margins full of robots

Little characters, drawn while thinking. One of them got promoted to the home page of this site.

Milo, the little robot you assembled on the way in, comes from here. Half the fun of a portfolio is building the toy that shows you around it.

That is the whole method. The rest is the work itself.

See the workGet in touch