Rahul Sharma
Flekh review screen: a video with status menu, timeline comment markers, a comment box with drawing tools, and a threaded comment panel

Flekh · Co-founder & design lead

Designing a shared place for creative feedback, revisions, and the work that follows.

Role
Co-founder & design lead · Product, brand & marketing
Team
Three people · Design, frontend & backend
Delivery
Collab, Publish & Task Manager · Live in beta
Timeline
About 18 months, a passion project

In short · 30-second read

Flekh brings creative review, revisions and publishing into one place. I led its design end to end as one of three co-founders.

01 / The problem

Feedback lived everywhere except next to the work.

Creators shared files through Drive or email links, then collected feedback in Docs and spreadsheets. With the work and the conversation in separate places, revisions lost their context and accountability was hard to prove. I saw this first-hand while producing Neera Food Lab, then tested it in around 15 interviews with creators and editors.

  • No shared record. Clients and editors disputed what had been requested, sometimes leading to payment deductions.
  • Existing tools covered part of the job. Frame.io set the bar for video review, but for small teams of working editors, price and storage limits were a barrier, and task tracking and social scheduling still happened in other tools.
  • Fragmented workflow. Review, publishing and task tracking happened in separate tools.

The goal. Keep the asset, its feedback and its history in one place.

02 / My role

Co-founder, and the only designer on the team.

  • Design. Research, competitor analysis, user flows, product UI and the design system.
  • Brand and marketing. Marketing website, product pages and emailers.
  • Delivery. Tested each release, logged bugs, and set up PostHog and Google Tag Manager for product and marketing analytics.

Two co-founders built the frontend and backend. The first three months focused on concept and design; edge cases, marketing and QA continued alongside development. Flekh was a passion project for all three of us, and we scoped each release tightly to keep it moving.

Competitor landscape, 2024–25: Frame.io, Air, Buffer and StreamWork each covered part of review, versions, tasks, scheduling and storage; Flekh covered all of themCompetitors
Interview synthesis: goals and frustrations of freelance video editors, content creators, media teams, and clients, from around 15 conversationsResearch
Flekh asset library: project folders and media cards with version, status, favourites and comment counts, beside the workspace sidebarProduct
Flekh design system sheets, cycling: colours, typography, icons, buttons and inputs
System
The flekh.com marketing website, scrolling slowly from the hero to the footer
Marketing

Competitor landscape: Frame.io, Air, Buffer and StreamWork each covered part of the workflow; none combined review, tasks and social scheduling.

03 / The core loop

Upload, share, review, revise.

The first release, Collab, was built around one loop that replaces the Drive-and-Docs routine. We set a six-month target to launch it.

  • Upload. Add an asset or a whole folder, publicly or privately.
  • Share. Send a review link; reviewers sign in to leave feedback.
  • Review. Feedback lands on the frame itself, not in a separate document.
  • Revise. Upload the next version and the loop starts again, with its history intact.
A reviewer outlines an area on the frame, writes a comment at that moment, sends it, then sets the asset to Review required.

04 / Collab

Everything a review needs, on the work itself.

Collab is where an asset gets reviewed. Instead of describing a change in a separate document, reviewers point to it on the frame, and the conversation stays attached to that moment.

  • Annotate the frame. Draw, add arrows, shapes and colour directly on a paused frame.
  • Timestamped comments. Every comment is pinned to a moment, shown as an avatar on the timeline.
  • Threads. Reply, like, mention teammates, and mark comments resolved.
  • Public or private. Choose who sees each comment, and make whole assets private.
  • Approval status. Move work from In draft to Review required, In progress and Approved.
  • Teams and roles. Invite people by email and set them as admins or team members.
Flekh review screen: the video with drawing tools and a comment box below it, and a timecoded comment thread on the right
Reviewing Dance_Video.mp4 (v-2): drawing tools and a Public/Private toggle under the video, comments sorted by timecode on the right.

05 / Version control

A new version never erases the old conversation.

Version control came straight from the payment disputes in our research: both sides needed a record of what was asked and what changed.

  • New versions. Upload a revised file to the same asset and it becomes v-2, v-3 and so on.
  • Comments stay put. Each version keeps its own feedback, so earlier notes are never lost.
  • Switch versions. Move between versions from one menu to see what changed.
  • Status per version. Mark each one In draft, Review required, In progress or Approved.
Flekh version history: v-1 and v-2 of the same video listed beside the review screen, with a status menu (Review required, In progress, Approved) and the comment thread
Upload a new version and both stay listed (v-1, v-2), each with its own comments; the status menu tracks it to Approved.

06 / Publish

From an approved cut to a scheduled post.

Review alone didn't give teams a strong reason to switch tools, so Flekh carried on past approval. Publish takes finished work straight to social channels.

  • Connected accounts. Link several social accounts, such as Instagram, YouTube and Facebook, and choose which ones each post goes to.
  • Scheduled, draft, published. Every post sits in one of three tabs, so nothing gets lost between approval and going live.
  • Calendar. See what goes out when, by day, week or month.
  • Compose a post. Write the description, pull assets straight from Flekh, preview it per platform, and ask for approval before it goes out.

07 / Task Manager

Feedback that turns into work.

A comment is only useful if someone acts on it. Task Manager turns feedback into assigned work and keeps track of it until it's done.

  • Task from a comment. Create a task directly from a review comment; it links back to the asset it came from.
  • Board or list. Track work by status (To do, In progress, Hold, Completed) as a board, or as a list with assignee, due date and priority.
  • Grouped by project. Tasks sit in groups such as a campaign, so each project's work stays together.
  • Activity log. Every change to status, priority or assignee is recorded alongside the comments.

08 / Design system

Speed over originality, by design.

With the product likely to grow, I built on shadcn/ui rather than starting from scratch, adding Flekh's green brand palette on top. This kept our time on research and flows; a bespoke system could follow once the product was validated.

  • Stable. Buttons, colour and iconography stayed largely unchanged.
  • Evolving. Cards, forms and light/dark theme variables grew with each new product area.
  • Shared. Documentation lived on one board, giving developers a single reference.
Flekh design system sheets, cycling: colours, typography, icons, buttons and inputs
The system sheets: colours, typography, icons, buttons and inputs, built on shadcn/ui with Flekh's green.

09 / Brand and marketing

Taking Flekh to the people it was built for.

Design didn't stop at the product. I also owned how Flekh looked and sounded in public: the brand, the website, and the channels where creators would first hear about it.

  • Brand. The product UI stayed calm and functional; marketing used Flekh's green with bolder grotesque type, blur effects and vector graphics to give the brand more energy.
  • Website. I designed flekh.com , its product pages and the emailers. As Flekh grew to three products, the site's job became explaining how they worked together.
  • Social channels. I ran Flekh's Instagram, X (Twitter) and LinkedIn, posting regularly to build an audience and engagement among creators.
  • Video. I made the marketing and promotional videos, from product walkthroughs to launch promos, showing what Flekh does in seconds.

10 / Outcome

All three products live in beta.

3Products in beta: Collab, Publish, Task Manager
30–35Creators and influencers testing it

Collab, Publish and Task Manager were all in private beta when I stepped away, with the marketing site public. Testers picked up the core flows quickly; the main issues were reliability in commenting and annotation, which I logged for the development team.

11 / Learnings

What I'd carry into the next product.

Product

  • Test the “why us” early. We spent six months refining Collab before asking why anyone would switch to it. A few conversations about the tools editors would leave, run alongside the build, would have shown the gap much earlier.
  • Keep the first release small. Launching Collab on its own got real feedback fast, and Publish and Task Manager grew out of what we learned.
  • Plan for growth in the architecture. As Publish and Task Manager arrived, cards, forms and theme variables kept changing. Designing with all three in mind would have saved rework.

Design

  • Context is the product. Every key interaction came back to one idea: keep feedback attached to the exact frame and version it's about.
  • Borrow the foundation, design the details. Starting from shadcn/ui let a three-person team move fast, so design time went into flows and edge cases rather than buttons.
  • Test the hardest interaction early. Most beta issues were in commenting and annotation. Testing those with real video files sooner would have caught them before launch.

Business

  • Pricing is part of the product. Editors we spoke to rated the leading review tools highly but were held back by price and storage. Those limits shape the experience as much as the UI does.
  • Measure from the first release. I set up PostHog and Google Tag Manager early, so we could see where users came from and what they used, instead of guessing.
  • Distribution starts on day one. Running the brand, social channels and videos myself showed me that a good product still needs a steady way to reach people.

Good ideas start with a conversation.

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Away from the keyboard. I reply within a day.

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