Head of Design

SomethingsNew York, NY
Onsite

About The Position

Somethings is building the first social wellness platform for teens — a place where a teen can form a real relationship with a mentor who gets them, sticks with them, and helps them get better. 25 million teens in the U.S. are struggling with their mental health. Every one of the thousands of teens who downloads Somethings is struggling. Our job is to make sure they don't just show up — they stay, connect with real humans who care deeply about them, and get the support they need to thrive. We're backed by General Catalyst and world-class healthcare + consumer investors, and we're growing like crazy — in 2025 we grew 1100%, raised our $15M Series A, and are on track to 5x in 2026. If you want to be part of the generationally defining company in mental health, welcome home.

Requirements

  • 8+ years of product design experience, with at least 3 years in a design leadership role
  • A portfolio that demonstrates both exceptional visual craft and end-to-end product thinking — from ambiguous problem to beautiful, shipped solution
  • Deep experience building design systems from scratch and governing them at scale
  • Proven track record of managing and growing design teams — you've hired, developed, and led designers and know what great leadership looks like
  • Fluency across both mobile and web — you understand the distinct nuances of each platform and design natively for both
  • Experience in consumer or social products where emotional resonance is as important as usability
  • You are an exceptional visual designer — typography, color, hierarchy, and motion are not afterthoughts; they are how you think
  • You are still excited to be hands-on — you want to build, not just direct

Nice To Haves

  • Experience in health, wellness, or mission-driven products is a plus, not a requirement

Responsibilities

  • Own design strategy and vision across the company
  • Define and evolve a unified design vision that spans mobile, web, and brand
  • Translate company strategy into a clear design roadmap
  • Establish design as a first-class input in every product and business decision
  • Represent design in executive and investor conversations
  • Build the design system and brand implementation from scratch
  • Create a scalable, well-governed design system — tokens, components, patterns, documentation
  • Define the visual language of Somethings: typography, color, motion, iconography, illustration, tone
  • Ensure every surface — from the teen onboarding flow to the mentor dashboard to pitch decks — reflects the same cohesive identity
  • Work closely with engineering to ensure the system lives in code, not just Figma
  • Elevate craft across every product surface
  • Set and uphold the quality bar across mobile, web, and clinical experiences
  • Review work in progress, give direct and constructive feedback, and model great design thinking
  • Ensure that shipped product matches intended design quality — working through delivery, not just handing off
  • Bring emotional intelligence to every surface: designing for belonging, trust, and care, not just usability
  • Lead, coach, and grow the design team
  • Manage a growing team of 3–5 designers, including mobile and web leads
  • Create clarity, remove blockers, and build a culture of high craft and high agency
  • Hire great designers — define what great looks like and build a pipeline
  • Create the conditions for your team to do the best design work of their careers
  • Partner cross-functionally at the highest level
  • Work directly with product, engineering, clinical operations, and growth
  • Partner with the CEO on brand, investor materials, and company narrative
  • Help enterprise health plan partners understand and trust our platform through design quality
  • Bring user insight into every conversation — ground strategy in what teens and mentors actually need

Benefits

  • Comprehensive health insurance coverage
  • Unlimited days off
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