Product Sense Case: Helping Badminton Players Find Partners and Games
Company: Flipkart
Role: Product Manager
Category: Product Design & Strategy
Difficulty: medium
Interview Round: Other
As a product manager, design a product that brings badminton players together. Decide who the product is for, which problems it solves for them, and what the first version should include.
```hint Follow one game
Trace a single game from the moment someone wants to play to the moment they leave the court, and note every point where the plan can fall apart.
```
### Clarifying Questions
- What should "connecting" mean here: finding partners or opponents for a game, joining clubs or leagues, finding a coach, or talking about the sport online?
- Which market and setting are we designing for: dense cities where courts are rented by the hour, or places where most play happens in clubs, schools and community halls?
- Is this a standalone app or part of an existing product, and is the first goal more players, more games played, or revenue?
- Are casual players, competitive amateurs, or both in scope?
### What a Strong Answer Covers
- Player segments (casual, regular, competitive, newcomers to a city) and a reasoned choice of one to serve first.
- Pain points specific to badminton: needing two or four players at once, matching skill levels, scarce court slots, last-minute dropouts, and splitting court and shuttlecock costs.
- A focused first version with prioritized features and a clear list of what is deferred.
- A plan to overcome the cold start of a local network, where a game needs people nearby at the same time.
- A success metric based on games actually played, with guardrails such as no-show rate and safety reports.
### Follow-up Questions
- Sign-ups for games are high, but a quarter of players never show up. What do you change?
- How would you make money without charging casual players just to find a game?
- How would you launch in a new city where nobody uses the product yet?
Overview: A product sense case asking for a product that helps badminton players find one another and get games organized. It tests player segmentation, pain points around partners, skill levels, courts and no-shows, first-version prioritization, cold-start strategy and success metrics.