OneSyncs · Performance Management App

From performance reviews to continuous growth

+30%Feature adoption
+40%Development efficiency
Role
Lead Product Designer
Scope
Discovery · Product Architecture · UX Research · Design System
Product
B2B Performance Management SaaS
Stage
Early-stage 0 → 1 product evolution

Context

OneSyncs is a performance management platform designed for mid-to-large IT companies.

When I joined, the product was early-stage. Some code existed, but there was no structured UX foundation or validated product direction. The ambition was clear: create a human-centered performance system that increases employee engagement while giving managers actionable data.

Problem

Outdated traditional tools

  • HR-centric and reporting-heavy
  • Used mainly during quarterly or annual reviews
  • Disconnected from daily workflows
  • Emotionally neutral and low-engagement

As a result

  • Feedback was delayed and overloaded
  • Managers lacked real-time visibility
  • Employees avoided using performance tools
  • Career growth felt stagnant and bureaucratic

Business consequence:

Performance management was reactive instead of behavioral and continuous.

Constraints & Requirements

Core Constraint

Early-Stage Product With Live Development

Every decision had to work short-term without breaking long-term scalability.

The product was evolving in parallel with engineering. There was no structured UX foundation, and decisions needed to balance speed, validation, and scalability.

  • Small team (1 dev, 1 PM)
  • Ongoing feature changes during design
  • MVP thinking with long-term architecture in mind
Product Constraint

Multi-Role Complexity

Role clarity and permission logic had to be embedded into the system from day one.

Three distinct user groups required structured architecture:

  • Admin (cycles & reporting)
  • Manager (goals & validation)
  • Employee (goals & feedback)
Strategic Requirement

Complement, Not Replace HR Systems

Lightweight adoption and ecosystem integration were critical for survival.

The platform could not compete as a full HR suite.

  • Needed to integrate into existing ecosystems (Slack / Teams)
  • Had to coexist with third-party performance tools
  • Targeted companies with 1k+ employees
Behavioral Requirement

Engagement Without Losing Credibility

Behavioral design needed to support growth, not feel playful or gimmicky.

Gamification was necessary to increase adoption, but:

  • The product had to remain professional
  • Corporate trust could not be compromised
  • Motivation mechanisms had to feel subtle and purposeful

Research insights

Feedback Happens Too Late

Evidence:

Interviews with HR & managers: feedback typically occurs at quarter-end. Managers collect too much information in a short time.

Implication:

We needed micro-feedback loops instead of event-based reviews.

Tools Add Friction

Evidence:

Employees resisted using additional software. Existing tools felt cluttered and boring.

Implication:

Integration with Slack / Teams was critical for adoption.

Engagement Drives Behavior

Evidence:

Competitive and cross-industry analysis (learning & fitness apps): reinforcement systems increase long-term retention.

Implication:

Gamification must support career progression, not distract from it.

Key decisions

Shift from periodic reviews to continuous feedback

Feedback cadenceOngoing
Why

Feedback clustered around review periods, creating information overload.

What changed

Introduced lightweight feedback throughout the performance cycle.

Effect

Performance conversations became more continuous and timely.

Design a scalable role-based architecture

Role architectureExtensible
Why

The MVP needed to support more roles as organizations evolved.

What changed

Separated workflows, permissions, and responsibilities by role.

Effect

The architecture could expand without restructuring the product.

Embed lightweight gamification into core flows

Recurring interactionsEngaging
Why

Existing HR tools felt passive and low-engagement.

What changed

Added progress states, micro-rewards, and positive reinforcement.

Effect

Recurring actions became more motivating without feeling playful.

Build a scalable design system early

Product foundationConsistent
Why

A growing product needed consistency across expanding workflows.

What changed

Created reusable components, tokens, and interaction states.

Effect

New features became faster to implement and easier to scale.

Solution Walkthrough

Impact

+30%
Feature adoption

Gamification + continuous loops increased usage beyond review season.

+40%
Dev efficiency

Structured design system reduced UI inconsistencies and implementation time.

Accurate
Performance reviews

Goals, feedback, and skills created a richer basis for more precise evaluations.

Clearer
Career progression

Employees could track goals and growth more clearly, supporting long-term development.

Reflection

Next steps

  1. 01Deepen Slack/Teams integration
  2. 02Expand behavioral gamification layer
  3. 03Strengthen brand identity

Learnings

  • Engagement is a system, not a feature.
  • Early design system investment pays exponential returns.
  • Behavioral UX requires business alignment, not visual tricks.

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