Twinkle Mohan · Lead Product Designer
work/kickpost · 0→1 · 2025

I was the design organization.

KickPost is a B2B platform where vendors, resellers, and sales reps operate as one commercial team. Over six months I was its only product designer: the strategy, the architecture, the design system, and every screen in the product. No design director, no team, no precedent. A CEO with a vision, two interns I was teaching, and everything else was mine.

role:
Sole product designer and design lead
company:
KickPost, B2B partnerships platform
duration:
April to October 2025
partners:
CEO, engineering, two design interns
scope:
Strategy, research, IA, design system, every screen
tools: figma · figjam · notion · trello · usertesting
The KickPost home feed with stat cards, add-content bar, and a stream of post, incentive, and training cards

01The problem

Most B2B revenue no longer moves in a straight line from vendor to customer. Forrester puts roughly 70% of B2B purchases through an indirect route, and around 75% of world trade through indirect channels. The people who actually close those deals often work for a different company than the one whose product they are selling.

That creates a coordination problem no single company's software is built to solve. A vendor launches an incentive. It reaches resellers by email, a PDF, or a portal login nobody remembers. The reseller's reps may never hear about it. If they do sell, working out who earned what means reconciling spreadsheets across company boundaries. Training lives somewhere else again. Everyone is trying to do the same thing, using tools designed for one organization at a time.

The category built to fix this mostly did not. The consistent finding across partner-management literature is that PRM implementations fail on adoption: partners disengage when they have to navigate several systems just to reach training, content, deals, or programs, and portals go unused.

“It's different in every way from the normal chaos caused by traditional PRM, partner portals and endless systems.”
KickPost, on the category it was built to replace

The problem was never to build a better partner portal. It was to build one product where a vendor, a manager, and a rep each get something coherent, and where the reason to open it is obvious enough that partners actually do.

02Research and strategy

There was no design function to inherit, no research team to brief, and no existing strategy. I built the picture from the category itself, then from the three people who would have to use the product, then turned both into a sequence of decisions.

Market discovery

Adoption is the failure mode, not features.

The recurring explanation for PRM programs failing is that partners simply do not use the portal. Any design requiring a partner to learn a system before getting value would inherit that failure.

Fragmentation is the specific cause.

Partners disengage when training, content, deals, and programs live in separate places. This pointed at a single feed rather than a portal with sections.

Enablement is the neglected half.

Only about a quarter to a third of companies run a formal partner education program, though certified partners substantially outperform untrained ones.

Attention is unevenly distributed.

In most partner programs roughly 20% of partners produce about 80% of channel revenue. The product had to serve the productive minority without locking out the long tail.

The three users

The vendor.

Runs programs, pays for the platform. Creates incentives, posts, trainings, and assets; sets fees, caps, and billing; needs to know whether any of it is working. Succeeds when partners engage and revenue is attributable.

“We launched it, I don't know if anyone saw it.”

thinks
Is this budget doing anything?
does
Sends email blasts, chases partner managers, builds spreadsheets.
feels
Blind. Spending real money into a channel they cannot see.
The sales manager.

Sits between vendor and rep. Approves or declines what reaches their team, manages who is on it, decides how payouts split. Succeeds when their team earns without the manager becoming a bottleneck or a bookkeeper.

“I'm not running a payroll department for someone else's incentive.”

thinks
Is this good for my team or just more admin?
does
Forwards things selectively, reconciles splits by hand, fields “where's my money” questions.
feels
Squeezed between a vendor's program and a team's expectations.
The sales rep.

Sells for a living, owes the platform nothing. Wants to know what is worth their time, what they will earn, and whether they have been paid. Succeeds when the answer takes seconds.

“Another portal login.”

thinks
What's in it for me, and is it worth the time?
does
Ignores the portal, sells what they know, asks a colleague about payouts.
feels
Skeptical, unwilling to spend attention on a promise they cannot verify.

Pain points

Programs are announced but not seen
Value is unclear at the moment of decision
Money is opaque: promised, pending, and paid look the same
Approvals disappear into silence
Payout splits are manual and disputed
Training is separate from the reason to do it
Everything lives in a different place

What the users needed, and what the business needed

user alignment

One place worth opening. The number visible before the click. Money whose status is never ambiguous. A decision that comes back with a reason. Learning that pays.

business alignment

Adoption is the metric the category fails on, so the product had to earn a partner's attention rather than assume it. Vendors needed attribution to justify spend. The platform needed to hold three audiences without splitting into three products, and to be buildable by a small engineering team inside six months.

These converge on one idea: make the partner's next action obvious and its payoff visible.

Flow architecture

Publish
vendor creates contentoptional manager approvalpartner feed
Incentive lifecycle
create with rules and capssubmitreviewapprove or decline with reasonrunattribute salescalculate payoutinvoice
Training loop
assigntaketimed quizcompleterewardsuggest next
Sales attribution
uploadmapmatch to incentivepayouts
Network
recommendrequestacceptconnectgroup

The feed is where four of the five surface. That is why it carries five content types instead of the product carrying five sections.

Priorities and sequencing

With one designer and six months, sequence was a design decision in itself.

1
The spine first.

Feed, content creation, and the incentive object, because nothing else has a reason to exist without them.

2
Then the money.

Payouts, states, splits, invoices. Credibility depends on this and it is the hardest to retrofit.

3
Then the loop.

Training and rewards, turning enablement into something reps choose.

4
Then the network.

Connections, teams, groups, the relationships content travels along.

5
Then depth.

Settings, permissions, approval configuration, company profiles.

6
Throughout, the system.

Foundations before components, components before screens.

A KickPost product screen
The product these decisions produced.

03What made it hard

One designer, thirteen product areas.

Feed and content creation, incentives, training, payouts, invoices, sales data, network, team management, company settings, notifications, search, invites, and the marketing site. All from zero, in six months.

Money on every screen.

When an interface about money is ambiguous, the cost is not a support ticket. It is a dispute between two companies. Every figure needed a visible state and a traceable source.

Three audiences, one product.

A vendor creating an incentive, a manager approving it, and a rep earning from it need different things from the same object, without fragmenting into three products.

No direction to work from.

A clear vision from a CEO without a design background, and nobody else. No design director, no team, no strategy, and no precedent worth copying, since the premise was that the incumbents were the problem.

04Design decisions

The KickPost home feed carrying posts, incentives, trainings, assets, and rewards in one stream

Made one feed carry five content types.

Posts, incentives, trainings, assets, and rewards flow through a single stream, distinguished by a colored left border and a labeled type rather than separate destinations. A partner checks one place instead of learning where each kind of thing lives.

Two feed cards, an incentive card showing a payout value pill and a training card showing an earning potential pill

Put the money in the card, not behind a click.

Reward value, earning potential, and time remaining sit on the feed card itself. The decision a rep makes while scrolling is whether something is worth their attention, and that decision needs the number, not a link to it.

The payouts page with projected, pending, paid, and void status pills

Gave every payout a visible state.

Projected, pending, paid, and void are distinct, color-coded, and present wherever money appears. Nobody has to ask whether a figure is a promise or a payment.

The incentive review request screen with approve and decline actions

Treated approval as a designed experience, not a gate.

An incentive moves from submission, to review with approve and decline, to a required comment when declining, to a declined state where the submitter reads the manager's actual reasoning. The reason travels with the decision.

The declined incentive showing the manager's written reasoning at the top

Made the decline reason visible to the person who received it.

Most systems make rejection a dead end. Here the manager's full reasoning sits at the top of the declined incentive.

The manage-team payout splits with per-person percentages and a running total against 100%

Made splits show their own math.

Payout splits across teammates display a running total against 100%, with add and remove per person. The constraint is enforced by making it visible rather than by failing validation afterwards.

The training quiz with a countdown timer, progress bar, and answer options

Built training as a loop with a payoff.

Instructions, a timed quiz with visible progress, a completion screen showing reward earned and correct answers, then suggested next trainings. Learning is tied to earning.

Global search returning grouped results across posts, incentives, trainings, people, partners, and assets

Made search span the entire product.

One field returns typed, grouped results across posts, incentives, trainings, people, partners, and assets, each with counts. In a product with thirteen areas, search is the navigation.

A ninth decision has no screenshot: containing the complexity of incentive setup. A single incentive carries audience, calculation basis, rep and program caps, qualifying thresholds, admin and partner fees, and billing details. Rather than one long form, the object separates into Details and Results, with rules grouped by kind. The complexity is arranged, not hidden and not dumped.

05The design system

Built from nothing, in parallel with the product.

I started at the foundation: typography, color, structure, grid, spacing, and border radius. Then tokens and the component library on top of it, covering navigation, icons, form fields, buttons, radio buttons, checkboxes, segmented controls, tabs, tables, graphs, layouts, and assets. Every element in the product traces back to that foundation.

The evidence is in the consistency. Across thirteen product areas, tables behave the same way, status pills use one vocabulary, empty and populated states share a structure, and a single card pattern carries five content types. A system is not a deliverable you produce at the end. It is the thing that lets one designer cover a whole product.

Design system composite showing color ramps, type scale, radius and spacing tokens, component primitives, and composed product cards
foundations, primitives, and a composed component

06Leading without a team

I owned the entire product. The two interns were people I was teaching, not people the work was delegated to.

What I mentored them on: how to work in Figma properly, how to think about product rather than screens, how to strategize, how flows actually work, how to design for efficiency and usability, how to run user testing, what to look for when analyzing research and results, and what to attend to while wireframing and prototyping.

With the CEO, the work was translation: taking a vision held by someone without a design background and turning it into product strategy, business and user alignment, and a shipped product.

07Outcomes

Everything in this case study shipped to production. Thirteen product areas, the full design system underneath them, and the marketing site, delivered inside six months by one designer.

What the business got

A product it could sell, built around the category's known failure point rather than its feature list
A design system that let a small engineering team ship without re-deciding foundations
A defined product strategy where there had been a vision
An architecture that could take features without being rebuilt

The CEO's vision became a working product. His assessment of the work was unambiguous: what he had described, I built.

08The full product

Thirteen product areas, built and shipped in six months by one designer.

content
Post detail with files and audience
Post detail
Asset detail
Asset detail
money and data
Sales page
Sales page
Invoices
Invoices
incentives
Incentive detail with caps and fees
Incentive detail
Approvals list
Approvals list
Review request with the decline comment modal
Review request
Payout details side panel
Payout details
training
Training detail with Start Training
Training detail
Quiz instructions
Quiz instructions
Completion screen
Completion screen
Training results table
Training results
teams and network
My team list
My team list
Manage team
Manage team
Network connections
Network connections
Network requests
Network requests
company and settings
My company profile
My company
Edit company form
Edit company
Settings with company toggles
Settings
Notifications
Notifications

09What I took from it

Direction is a deliverable. Established companies hand you a design organization, a strategy, and a direction to work within. Here there was a CEO with an idea and nothing else. When there is no design director, no team, and no strategy to inherit, the first thing you design is the direction itself.

A system is what makes scope possible. Thirteen product areas in six months was not a matter of working faster. It was a matter of deciding foundations once and then not re-deciding them.

When money is on screen, states matter more than layouts. Projected, pending, paid, and void carried more weight than any visual decision on the page.

Teaching sharpens the work. Explaining to interns why a flow works the way it does is the fastest way to find out whether it actually does.

One designer, six months, an entire product. The strategy was the first thing I had to design.