Flint
Product Designer
Vaga remota de design com fit claro de localização do candidato.
Publicada24 de jul. de 2026
Países elegíveis1 país aceito
Sinal de senioridadeLead
Modelo de trabalhoRemoto
Locais aceitos para candidatos
Estados Unidos
Resumo da vaga
Product Designer
Requisitos e responsabilidades
Conteúdo da vaga extraído em seções para revisão mais rápida.
Details
- We move fast, and closely. You'll work with a small, senior team: one Product Lead, a Chief of Staff (Product), a CTO, and five engineers. We also have a running joke that we canât keep up with our #product_updates channel because of how much we ship.
- Fast and good aren't in tension here. In our experience the fastest route to something good is getting a rough version in front of a real teacher early, which tends to be quicker than getting it right in private. Decisions with the highest impact have often happened within days, not month long sprints.
- Weâre always learning. Call it on-brand or a bit on the nose, but learning from each other, our customers, the market have been key to our growth. We even have channels dedicated to sharing our workflow mistakes and wins. Education is also still being actively shaped as a field, and staying tuned to what users and the industry are telling us matters more than assuming we already know.
- Users drive our decisions. Our team isn't exclusively made up of former teachers, and that's deliberate. We'd rather build from real user feedback and a range of perspectives than from any one person's classroom experience. Our close connection with teachers, students, and admins helps us quickly understand what's working and what isn't.
- We design with AI, not around it. Lo-fi concepts out of Claude, prototypes we can put in front of a teacher the same week, PRDs drafted from screenshots and voice notes: these are just a few ways weâve used AI to support our work, and it's a real part of why our loop is as short as it is.
- Dig deep, validate, and design. Validate the user goals, map key journeys, and land on the actual jobs to be done. People will hand you solutions along the way: the useful move is usually to find the need underneath before taking the solution at face value.
- Explore broadly, then narrow. Iteration is key. For a complex UI, we'd expect five or six real concepts on the table before committing to one, whether it sketches, wireframes, AI-generated lo-fi, competitor and industry researchâ¦whatever gets you there fastest. Then you cut it down with your own judgment, a review with someone on the team, and wherever we can manage it, real users.
- Design zero to one, and one to a hundred. Some of this is a genuinely new problem where you shape the whole thing from scratch. Some of it is taking something we shipped early and making it scalable, coherent, and delightful in the way the first version never had time to be.
- Communicate your judgment effectively. You can clearly explain the context, intent, designs, and the reasoning behind your work to the rest of the team.
- Set the design bar. Our design system and design philosophy are still taking form. You'll decide what becomes a pattern, what stays a one-off, and where the whole thing goes from here.
- Stay through QA and impact. You'll have a say in what gets QA'd and in what metrics tell us whether the thing actually worked. Shipping isn't the end of your involvement.
- Impact hundreds of thousands of learners. How a generation learns to think alongside AI is being decided right now, in the products that get built this year. Very few designers get to work on something this consequential this early.
- You've designed and shipped real software. We care far more about one thing you made and can talk us through than about ten polished case-study slides.
- You can run the whole arc, from understanding the problem through concepts, hi-fi, and a spec engineering can build from. Not every step has to be your strongest.
- You're comfortable with being scrappy and being iterative. You'd rather put a rough thing in front of a real teacher than a perfect thing in front of your own team.
- You want to shape a category-defining product. You're excited by building something that hasn't existed before and genuinely changes how people learn â not iterating on the margins of something that already works.
- You're here to learn, not just to apply what you already know. That means sharpening your design skills and process on the job, and getting deep on the education industry itself, from US private Kâ12 to foreign education ministries and everything in between. You find that range interesting rather than intimidating.
- You care about education. You should like what you are building and who you are building for!
- Meaningful equity.
- Health and dental insurance.
- Personal device stipend.
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