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Product Designer

Flint

Remote (USA) Kemarin
designRemote

Deskripsi Pekerjaan

Compensation: $160k–190k base + meaningful equity About Flint The best education anyone has ever received is one person paying close attention to one student: moving at their pace, noticing what they missed, asking the next question at the right moment. But the current system is built around a compromise with one teacher managing thirty students. Flint exists to take that compromise off the table. Personalized learning, at the scale of a whole school — every student working with something closer to a tutor, and every teacher able to see what's actually happening across their class instead of guessing. Go look at the product before you read any further: app.flintk12.com The Role Students want something that stays with them, going at their pace and helps them get unstuck without just handing over the answer. Teachers want that happening inside a class they still control, and they'd like their evenings back. Admins want proof that the platform they rolled out is leading to teacher productivity and student progress. Your job is to dive deep into this design problem, holding three sets of needs within one product. We’ll trust you to ship designs that are the best possible solution to our users most urgent pain points. tl;dr you'll get to own how Flint works and how it feels. How We Work 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 can’t 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. We’re 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 we’ve used AI to support our work, and it's a real part of why our loop is as short as it is. What You'll Do 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 research…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. Ou

Sumber: RemoteOK

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