Director, New Product Design & Innovation

MightierBoston, MA
Hybrid

About The Position

Mightier is reimagining how children and families build emotional skills. Our current program combines video games, biofeedback, and play to help children ages 6–14 better understand their emotions and learn how to regulate them. Now we’re building what’s next. We’re developing a new mental health product for teens and young adults. We’re looking for an exceptional product design leader to help us figure out what it should be — and then bring it to life. This is a 0-to-1 product role. You won’t inherit a roadmap or be handed a set of requirements. You’ll start with fundamental questions: What are the most important mental health problems we can help teens and young adults with? What experiences will they engage with? How can we translate clinically meaningful mechanisms into a consumer product people want to use? You’ll lead the process of answering those questions through deep user research, rapid experimentation, prototyping, and testing. We’re looking for a player-coach — someone capable of setting the product design vision and leading a team, but who still loves interviewing users, sketching ideas, building prototypes, opening Figma, and putting something in front of users to see what happens.

Requirements

  • 15+ years of product design experience, with a track record of building exceptional consumer products.
  • Have gone 0-to-1 before. Comfortable when there is no roadmap, no existing product, and no obvious answer.
  • Exceptional product thinker, not just an exceptional visual designer. Can move fluidly between understanding a user’s underlying problem, developing a product hypothesis, designing an experience, and evaluating whether it worked.
  • Deep expertise in user research. Know how to ask the right questions, choose the right research methods, recognize weak signal from strong signal, and synthesize messy qualitative information into insights that change what gets built.
  • Still a maker. Can turn an idea into a prototype and put it in front of users without a team of designers and engineers.
  • Exceptional consumer product instincts and understand that usability alone doesn’t create engagement. Think deeply about motivation, habit formation, delight, identity, social dynamics, and why people choose to spend their time with one product instead of another.
  • Particularly interested in — and ideally experienced with — teens and young adults and understand that designing for them requires different instincts than designing for children or older adults.
  • Enjoy working directly with scientists, clinicians, engineers, game designers, marketers, and executives and can translate across those disciplines.

Nice To Haves

  • Experience building consumer products for teens or young adults.
  • Experience in digital health, healthcare, or behavioral health
  • Experience designing for both B2C and clinician/caregiver audiences
  • Experience in gaming, social products, consumer health, wellness, education, or digital mental health.

Responsibilities

  • Uncover insights: Develop a deep understanding of their lives, behaviors, motivations, mental health needs, and relationship with technology.
  • Design and oversee rigorous qualitative and quantitative user research — including interviews, ethnographic research, concept testing, diary studies, usability testing, surveys, and other methods.
  • Turn research into insights: identify unmet needs, behavioral patterns, and product opportunities that aren’t obvious from the raw data.
  • Connect engagement with clinical impact: Partner closely with our Chief Science Officer and clinical/scientific team to identify the mechanisms we believe can improve mental health outcomes and translate those mechanisms into compelling product experiences.
  • Build, test, and iterate: Create prototypes ranging from rough concepts and clickable experiences to polished product designs.
  • Run rapid cycles of research → prototype → test → learn → iterate to determine what resonates with users before committing significant engineering resources.
  • Solve the teen engagement problem: Obsess over engagement: what makes someone curious enough to try a product, motivated enough to return, and engaged long enough to experience meaningful benefit.
  • Bring strong consumer instincts and draw inspiration well beyond healthcare — including gaming, social products, entertainment, creator platforms, wellness, education, and other products competing for young people’s attention.
  • Help build the business: Partner directly with the CEO on the broader product and business strategy, including target customers, positioning, go-to-market strategy, pricing, distribution, and scalability.

Benefits

  • There are plenty of opportunities to make digital products more engaging.
  • This is an opportunity to apply those skills to something that matters deeply: helping young people build the skills to better understand themselves, manage difficult emotions, and improve their mental health.
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