- Company: Panco (Formerly Pantel)
- Role: UX Lead
- Duration: June 2020 - December 2020
- Tools: Excel Spreadsheet, Balsamiq, Sketch, Optimalworkshop
Pantel (later Panco): an Iranian "super-app" built around messaging, with social media, maps, and bots/games layered on top. I was the first UX hire → UX Lead of a 2-person team.
• There was no UX practice at Pantel before me — I was the first hire. That meant no user research, no analytics, no product manager, and no business or marketing function to pull target-user or market data from.
• Investors were closely involved in design decisions, and the company needed to move fast, not spend months in discovery.
So the job wasn't just "design the app." It was: figure out what UX even means for this company, earn the trust to act on it, and build something that outlasts me being the only person doing it.
Before touching a single flow, I sat down with the CTO and CEO to explain what UX design actually is, what they could expect from me, and what I needed from them in return. I decided early that I wasn't going to stay a team of one — more services were clearly coming, so I made the case for a UX team and built one after the first design cycle, stepping into the lead role for it.
With no product manager and no formal research budget, I worked guerrilla-style: documenting everything, setting my own timelines, and — since investors were hands-on — leaning on data and user research to justify design decisions rather than asking for trust on faith.
• Phase 1 — Fix what's obviously broken. A first audit showed most of the app's problems were basic usability and IA issues, not things that needed deep research to diagnose (settings, profile, call history, account security). I ran card sorting to reorganize the settings IA, benchmarked against WhatsApp, Telegram, and regional competitors, then moved through wireframes and prototypes to get fixes into the pipeline fast.
• Phase 2 — Understand who's actually using this and why. Once the obvious issues were cleared, I ran a proper research round: a survey (260 respondents out of ~2,000 active users) and 12 phone interviews, built into personas, an empathy map, and journey maps.
The research surfaced something bigger than any single screen fix:
• Users found the app genuinely hard to learn,
• A lot of adoption was driven by short-lived contests, raffles, and prizes rather than the app's actual capabilities,
• Weak network effects (few friends already on the platform) meant people had little reason to stay.
That reframed the whole product conversation — the answer wasn't more features, it was repositioning Pantel as a clear "super-app" with cleanly separated services, rebuilding the home page as a proper service hub, and designing onboarding that actually explained what Pantel was for.
• Pantel's first UX function and practice — built from nothing into a team, in six months
• A shift in product strategy, backed by evidence, from "keep adding services" to "fix and reposition what exists" — with investor buy-in
• A research-backed unbundling of messenger, social, and map services, including a redesigned home page and onboarding flow
I relocated to Finland before the new versions fully shipped, so I don't have final KPI numbers to point to here — this is a case study in setting direction and building a practice from scratch, not in closing the loop on results.
This role taught me that in an early-stage company, the hardest UX problem usually isn't the interface — it's building the case, the process, and the trust for change to happen at all. If I were doing it again, I'd push for lightweight analytics much earlier; a lot of the first months went into research that basic tooling would have shortened considerably.