On the Day of Design 2025, a diverse, energetic panel came together to decode what design means today — from playful philosophies rooted in Indian traditions to practical systems that make large products consistent and reliable. Moderated by a product design student and a director of entrepreneurship, the session brought voices from game design, branding, marketing, and education into one room. This article repurposes that panel discussion into a long-form interview-style piece focused on the exchange of questions and answers, while adding context, highlights, and practical advice for design students, practitioners, and founders.
The following is structured as an interview: each major question from the panel is presented in bold, followed by the panelists' answers and my expanded breakdown of the insights. The goal is to preserve the original conversation while drawing out practical lessons and frameworks you can apply in your own work.
The panel included multiple design practitioners: a game level designer (Dhruva), a brand and social-media strategist and founder (Simon Sarkar), a product designer who helped build design systems at scale (Rohan Mishra — who shared detailed, practical experiences from his time at Zomato), and a design educator and thinker (Niam Bhushan) who connected design practice to Eastern philosophies such as Leela and Shunya. Their combined perspectives covered the tactical (design systems, playtesting) and the philosophical (playfulness, beginner’s mind).
Panelists gave complementary answers that together form a useful framework for understanding design thinking in 2025:
Takeaway: Design thinking is an integrated practice. In modern product environments, thinking and strategy create differentiation while execution tools accelerate delivery. But the practice should culminate in shipped outcomes.
Dhruva (Answer): Start very simple. Keep the level straightforward in the beginning, then iterate. Playtest the level hundreds of times and with different kinds of players — parents, non-gamers, gamer friends — to gather diverse feedback. Maintain a challenge scale of 1–10, and aim for the "sweet spot" (around 5) where the level feels challenging but not frustrating. Use playtesting feedback to balance mechanics and pacing.
Expanded analysis:
Practical checklist for level designers (or any experience designers):
Simon (Answer): Start with market research to learn the current category conventions, but do not follow those conventions blindly for personal brands. You must understand the client's personality and center design decisions — color, typography, animation, tone — around who the person truly is. A brand that reflects the real person energizes both creator and audience. My agency focuses on making the process fun and collaborative rather than churn-and-burn commodity work.
Why this matters:
Niam Bhushan (Answer): He emphasized two principles drawn from Indian philosophies: Leela (playfulness) and Shunya (emptiness or nothingness). Leela — the joy and playfulness that underpins creative work — should be present in every project, whether education, health, or telecom. Shunya contributes to minimalism and the "beginner's mind," where you challenge assumptions and focus on the empty space in a design as much as the elements themselves. He talked about having 118 design techniques inspired by Indian culture and spirituality, and proposed sharing them to spark a design revolution rooted in deep cultural insights.
Key reflections:
Rohan Mishra (Answer): He described joining Zomato and being humbled by the scale and complexity. The risky but crucial move was building a company-wide design system (named "Sushi") across twelve products. Back in 2018–2019, design systems were not common in India. The risk included convincing leadership and aligning teams, each with their own UI patterns and preferences. They even named their font "Okra" — intentionally quirky. The early months required heavy persuasion and uncertainty, but the impact was clear: reduced shipping time, fewer UI inconsistencies, and a shift from pixel-level debates to solving real user problems. Ultimately, they completed a redesign across the entire ecosystem — measurable evidence that the design system paid off.
Why this example is important (Rohan's deeper lessons):
Practical framework for building a design system (inspired by Rohan):
Rohan (Answer): He gave a compact, tactical "design hack": any design assignment comes down to four (he oscillated between 4–5) questions — who is it for, when will it be used, what do they care about, and what does success look like. If you can answer those, you'll produce strong work. He added two essential skills: learn how to learn (meta-learning) and observe relentlessly. Design is everywhere — the hot/cold water confusion in a hotel is a design observation. Designers don't make experiences from scratch; they improve existing ones. Map observed behaviors to human psychology — he claimed people optimize for ten human needs (money, saving money, saving time, saving effort, reducing physical/mental pain, status, safety for family, etc.). Answering those human needs is the core of long-lasting design.
How to apply Rohan's advice in practice:
Dhruva (Answer): Both go hand-in-hand. The intended player experience must align with the narrative. Less is more — you don't spoon-feed the player. Environmental cues (graffiti, blood, notes) hint at backstory. Also design "breathing spaces" — moments of respite — and "actionable spaces" where drama occurs. Horror might be silence or loud noise depending on your audience. Again, extensive playtesting across different demographics resolves subjective differences in perception.
Adaptation for other design domains:
Simon (Answer): The mistake is focusing too much on superficial signals of premium — looking big, expensive, or "high-end" — instead of delivering reliable, consistent quality. Premium, in his view, is trust and reliability. He emphasized consistency as the path to premium: consistently good output, consistent experience. He also mentioned a personal practice: if he lacks capacity, he refuses new clients until he can deliver at the promised standard — even if that means turning down attractive budgets.
Rohan's addition:
Rohan (Addition): He argued that storytelling and agency are critical: storytelling differentiates premium brands; people remember and value how you tell what you did. He also contested the idea of refusing work due to bandwidth — if the work matters, high-agency teams find a way to deliver: hire, upskill, or secure funds. The point: product leaders need problem-solving muscle, not excuses.
Practical notes:
Niam (Answer): He proposes transformation rather than incremental change. Instead of compartmentalized subjects, he suggested that education should teach "design" as the central discipline because every academic subject teaches some form of design — physics (design of the universe), chemistry (design of molecules), language (design of communication), mathematics (design of logic), music (design of harmony). Teach design as a universal skill and you wouldn't need a separate "design department" — everyone would become a "design animal" who sees and applies design thinking in every context.
Implications for curriculum:
Niam (Answer): His first prototype was an entrepreneurial magazine product in 1990. He printed copies, sold them in music shops for Rs.1, and used a Maruti Gypsy to distribute. The experiment taught him about adoption behaviors. When shops started lending magazines rather than selling them, the team switched to shrink-wrapping to create retail demand — a quick operational fix based on observation. The lesson: prototype fast, observe adoption patterns, then convert prototypes to adoption through operational solutions.
Why this story matters:
Rohan (Answer): Constraints are inevitable and often beneficial. He suggested reframing constraints as "playfulness" — a creative catalyst rather than a limitation. Instead of complaining, change what is possible with the given constraints and focus on solving what matters. Designers can be pivotal by using constraints as design drivers rather than obstacles.
How to operationalize this mindset:
Simon (Answer): He cautioned against chasing trends as an end in themselves. Instead, the essential skill is "learning how to learn" — quickly adopting new tools and techniques (AI tools, UI patterns) as they appear. Trends are short-term; the durable advantage is the ability to pick up, test, and integrate new approaches quickly. He also stressed strategic thinking about where and how a brand's identity will be used (badges, banners, physical signage), not just the trendy aesthetic of the moment.
Action items for designers:
Dhruva (Answer): In the games industry, a director establishes the vision — designers bring that vision to life. Market research often informs the director's directive, so your job is to execute the vision while keeping an eye on long-term evolvability.
Simon (Addition): When you work professionally, you are solving a client's problem. Treat design as communication and deliver reliably. Preserve time for personal projects where you explore your creative voice. These personal projects serve as an incubator for ideas and a portfolio of your capabilities.
Practical balancing tips:
Given the panel's breadth, a few themes from Rohan's contributions deserve deeper emphasis. They represent practical, repeatable approaches for designers and leaders building products at scale.
Rohan repeatedly framed design improvements as business outcomes: reduced shipping time, fewer UI bugs, more focus on solving user problems. When you propose design work to stakeholders, give them measurable expectations: "We will cut release time by X%," "We will eliminate category of UI inconsistencies resulting in Y fewer defects," and "We will free engineers/designer time to focus on features, not design mismatch."
Building "Sushi" was more than building a component library. It was about culture: aligning teams, convincing leadership, and changing the way product teams work. Rohan's playbook includes pilot teams, evangelism, naming and branding the system (it helps!), and measuring early wins to create momentum.
Rohan stressed observation as the starting point of design. The hotel hot/cold tap example is telling: observe common user problems; they're often an artifact of being designed by "makers" not designers. Cultivate a daily practice of recording micro-friction points and ideating small interventions.
Teaching yourself to learn applies to tools, patterns, frameworks, and emerging tech like AI. Rohan's "ten human needs" heuristic provides a filter for design decisions: choose the need(s) your feature addresses and validate it in user testing.
Prototype validation is step one; step two is conversion — the operational and go-to-market tactics that make a prototype used by real people. Niam's magazine story illustrates the operational pivot — sometimes small changes to distribution or packaging convert prototype interest into purchase behavior.
Below is a synthesized checklist you can use to act on everything discussed in the panel:
A maker builds to test capabilities; a designer builds with purpose and intentionality. The designer answers who will use it, when, why, and how success is measured. Both roles overlap, but the mindset differs: makers experiment; designers craft with human needs and constraints in mind.
Translate the investment into measurable outcomes: reduced shipping time, fewer UI defects, lower QA cycle time, and faster iteration. Start with pilots to show immediate wins and use metrics to scale buy-in. Brand the system internally and have an evangelism plan.
Practice meta-learning: learn how to learn. Build an observation habit and maintain a portfolio of case studies showing the four-question brief (who, when, what, success). Work on personal projects to show breadth and keep a buffer of creative time for experimentation.
Be aware of trends but prioritize adaptability. Trends can help with short-term discoverability; durable value comes from unique storytelling, consistent execution, and learning new tools quickly. Build flexible identities that scale across contexts and formats.
Treat professional work as communication: solve for client goals first. Reserve separate time for personal projects to grow your creative voice. Offer multiple solution tiers in proposals to negotiate creative latitude: "Option A — conservative; Option B — bold."
Beginner's mind means deliberately suspending assumptions, asking "why not?" and re-evaluating commonly accepted designs. Use it during empathy research and ideation to challenge established norms and generate novel approaches.
The Day of Design panel was a reminder that design sits at the intersection of thinking and doing. Thoughtful strategy, rigorous observation, and practical action are all necessary. Rohan Mishra's pragmatic approach anchored the conversation: measure design by impact, invest in systems for scale, and learn how to learn. Niam Bhushan tied it to a philosophical lineage: playfulness and emptiness can guide meaning-making. Dhruva and Simon provided applied examples from games and branding — where player flow and personality matter more than fleeting aesthetics.
For students and designers: adopt a hybrid mindset. Learn tools quickly, observe constantly, design with clear human needs in mind, and communicate results with stories that stakeholders understand. Finally, don't mistake design for art alone. Design that matters ships, scales, and changes lives.