Dhruv MR

Product Designer

Research & Product Narrative

Available for work

Dhruv MR

Product Designer

Research & Product Narrative

Available for work

Dhruv MR

Product Designer

Research & Product Narrative

Available for work

How I Think About Building Things

How I Think About Building Things

Most problems look complicated because they are described late, not because they are inherently complex. By the time a problem reaches a deck, a meeting, or a roadmap, it has already been layered with assumptions, opinions, and defensive explanations. My instinct is to strip it back until only constraints remain.

I start with constraints because they don’t lie. Time, money, user attention, technical debt, distribution — these shape outcomes more reliably than vision statements. When something fails, it is almost never because the idea was wrong; it fails because the constraints were ignored or misunderstood.

I don’t begin with solutions. I begin by asking what must be true for a solution to work. If those conditions are unrealistic, the solution is cosmetic. This applies equally to products, interfaces, and businesses. A beautiful design that cannot survive operational reality is not a design problem — it is a thinking problem.

Information matters, but synthesis matters more. Most teams don’t lack data; they lack compression. My approach is to gather information from multiple directions — users, stakeholders, systems, numbers — and reduce it into a narrative that can guide decisions. A good product narrative is not storytelling; it is decision infrastructure. It tells people what matters, what doesn’t, and why.

I am skeptical of abstraction early. Words like “impact,” “innovation,” or “scale” are often used to postpone concrete decisions. I prefer specificity: which user, which action, which failure mode. If a product cannot be explained without abstractions, it is not yet understood.

Speed is not about moving fast everywhere. It is about moving fast at the right moments. I try to identify the bottleneck that is actually slowing progress — unclear ownership, untested assumptions, overbuilt scope — and apply pressure there. Everything else is noise. This is why I value early shipping and early cuts. Progress is directional, not cumulative.

Failure, when it happens early, is informational. I treat it as feedback on my judgment, not my identity. When something doesn’t work, I look for the decision that mattered most and ask why I mispriced it. Over time, this builds calibration. Calibration compounds faster than confidence.

Design, to me, is not decoration or expression. It is a method of making decisions visible. A good interface exposes structure. A good deck exposes logic. A good product exposes trade-offs honestly. When design hides complexity instead of organizing it, it creates fragility.

I don’t think in terms of roles as much as responsibilities. Whether I’m designing, researching, or structuring a narrative, the responsibility is the same: reduce ambiguity so that action becomes obvious. If action still requires persuasion, the thinking is incomplete.

The longer I build, the more I believe that clarity is the rarest skill. Not intelligence, not creativity, not ambition — clarity. Clarity about what matters, what doesn’t, and what must be decided next. My work is oriented around creating that clarity, then getting out of the way.

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Let's build Awesome Products

Let's build Awesome Products

Let's build Awesome Products

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