About Mightier
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.
The Opportunity
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.
What You’ll DoUncover 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
You’ll 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.
The core challenge is to make the things that improve mental health the things users actually want to do. We don’t want to simply regurgitate existing therapeutic approaches moved to a screen.
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
You’ll obsess over engagement: what makes someone curious enough to try a product, motivated enough to return, and engaged long enough to experience meaningful benefit.
You’ll 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
You’ll partner directly with the CEO on the broader product and business strategy, including target customers, positioning, go-to-market strategy, pricing, distribution, and scalability.
Requirements
Who We’re Looking For
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You have 15+ years of product design experience, with a track record of building exceptional consumer products.
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You’ve gone 0-to-1 before. You’re comfortable when there is no roadmap, no existing product, and no obvious answer.
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You’re an exceptional product thinker, not just an exceptional visual designer. You can move fluidly between understanding a user’s underlying problem, developing a product hypothesis, designing an experience, and evaluating whether it worked.
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You have deep expertise in user research. You 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.
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You’re still a maker. You can turn an idea into a prototype and put it in front of users without a team of designers and engineers.
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You have exceptional consumer product instincts and understand that usability alone doesn’t create engagement. You think deeply about motivation, habit formation, delight, identity, social dynamics, and why people choose to spend their time with one product instead of another.
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You are 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.
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You enjoy working directly with scientists, clinicians, engineers, game designers, marketers, and executives and can translate across those disciplines.
Pluses
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Experience building consumer products for teens or young adults.
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Experience in digital health, healthcare, or behavioral health
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Experience designing for both B2C and clinician/caregiver audiences
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Experience in gaming, social products, consumer health, wellness, education, or digital mental health.
How We Work
This role is based in the Boston area and will work from our office near South Station three days per week.
Why Mightier
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.