Product Sense Case: Helping Badminton Players Find Partners and Games

Quick 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.

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.

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Flipkart
Feb 7, 2025
mediumProduct ManagerOtherProduct Design & Strategy
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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.

Clarifying Questions Guidance

  • 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 Guidance

  • 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 Guidance

  • 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?