About · The Desk

I build things

to understand

them.

I build things

to understand

them.

I build things

to understand

them.

Product designer. Curious builder. I came from mechanical engineering and stayed for the interfaces. I study the things I love games, anime, drawing the same way I study design.

Product designer. Curious builder. I came from mechanical engineering and stayed for the interfaces. I study the things I love games, anime, drawing the same way I study design.

Product designer. Curious builder. I came from mechanical engineering and stayed for the interfaces. I study the things I love games, anime, drawing the same way I study design.

Will stop for every cat.

Will stop for every cat.

varad

somewhere thinking

somewhere thinking

Currently

Building products. Still learning.

Building products.
Still learning.

Build

v0.9

Base

Pune, India

Status

Open to work

Currently on the desk

What makes an

interaction feel

instant

What makes an

interaction feel

instant

Not fast. Instant. The difference between a UI that responds and one that feels like it was always responding. I keep pulling apart small interactions trying to find the exact moment the feeling is made.

Not fast. Instant. The difference between a UI that responds and one that feels like it was always responding. I keep pulling apart small interactions trying to find the exact moment the feeling is made.

In rotation

Black Myth: Wukong

GAME · UI STUDY

One Piece

ANIME · PACING

Framer Motion

LEARNING

Pen sketching

ONGOING

OBS.021

Spent forty minutes adjusting

a single spacing value.

from the notebook

OBS · 001

I read the wiki page for every game I play. Not to find secrets. To understand how the system was designed.

OBS · 001

I don't draw often. But when I do, I remember why observation matters.

varad · 2025

varad · 2025

Working principle

Working principle

Feel is a

feature.

Feel is a

feature.

How something feels to use is never secondary. Responsiveness, weight, timing — these aren't nice-to-haves. They're the product.

How something feels to use is never secondary. Responsiveness, weight, timing — these aren't nice-to-haves. They're the product.

From the notebook

I learn things by trying to explain them.

My best ideas arrive when I stop designing.

Bad spacing bothers me before bad copy does.

The best interfaces feel like they were always there.

OBS.032

Studied a game menu for its

hover animation timing.

WHAT GOES IN

Product Design

Everything here eventually finds its way into my work.

Music • Fashion

Games • Anime • Drawing

Mechanical Engineering

Internet Culture • Animals • Curiosity

Observe → Question → Break apart → Find patterns → Build → Refine

What comes out — products.

the actual desk

Honest admission

"Can spend an hour adjusting spacing by one pixel. Usually worth it. Sometimes not."

Stack

Using

Figma

Framer

Webflow

Claude

Learning

Motion Design

Frontend Dev

Interaction

All six

01

Systems before screens

02

Feel is a feature

03

Simplicity is engineered

04

Constraints create ideas

05

Build to understand

06

Details compound

OBSERVATION

Small things

I never stop

noticing.

the fit · always intentional

How clothes fit on a person.

How animals react to things.

How songs transition.

How game menus feel.

How interfaces respond.

How outfits are put together.

How light changes a space.

OBS.041

Drew three versions before

opening Figma.

haikyuu at the cinema · studying pacing

Q&A

Things people ask.

Why does a mechanical engineer do product design?

+

Why do you study games and anime so seriously?

+

What does "build to understand" actually mean?

+

You sketch on paper before Figma — isn't that slower?

+

What does v0.9 mean?

+

Are you available for work?

+

v1.0

loading

Currently building products,
learning constantly,
and looking for opportunities
to create things people enjoy using.

VARAD · PD-001 · CONTACT

VARAD SANDHAN · PRODUCT DESIGNER · 2026

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