The person who turns complex ideas into products people actually want to use.
Grayhat Developers is looking for a high-agency Product Designer who can take ownership of the design process, turn ambiguous requirements into clear experiences, and work closely with engineering, product, project management, research, clients, and leadership to build better products.
This isn't a role limited to making screens look good.
You'll be expected to understand the problem, question assumptions, explore solutions, design the experience, communicate your decisions, and stay involved until the product is actually built.
You'll work across web, mobile, desktop applications, games, AI-powered products, and enterprise systems.
You’ll wear multiple hats, work across different types of projects, and be expected to take initiative when you see something that can be improved.
If you enjoy solving problems, thinking deeply about users, experimenting with new ideas, and turning messy requirements into simple experiences, you'll fit right in.
What You'll Own
Product & UX Design
Take products from "we should build this" "people can actually use it."
- Translate requirements, ideas, business goals, and technical constraints into clear product experiences.
- Understand why something needs to be built, not just what needs to be designed.
- Create user flows, information architecture, wireframes, prototypes, and high-fidelity designs.
- Design interfaces for web, mobile, desktop, and other digital products.
- Think through different user scenarios, edge cases, empty states, loading states, errors, and interaction states.
- Identify usability problems and propose practical solutions.
- Balance simplicity and usability with the needs of administrators, organizers, power users, and other stakeholders.
- Design experiences that are intuitive without unnecessarily sacrificing functionality.
- Think beyond individual screens and understand the product as a complete system.
- Work within technical and business constraints while still pushing for better experiences.
The goal isn't beautiful screens.
The goal is to build products that are useful, intuitive, and enjoyable to use.
UI Design & Design Systems
Build interfaces that are consistent, scalable, and production-ready.
- Create high-quality visual designs with strong attention to typography, spacing, hierarchy, color, composition, and interaction.
- Build and maintain scalable design systems and reusable components.
- Establish consistent patterns across products and platforms.
- Design responsive experiences across different screen sizes and devices.
- Maintain clean, organized, and structured Figma files.
- Create reusable components, variants, styles, and patterns.
- Ensure designs are practical for developers to implement.
- Review implemented interfaces and identify visual or UX inconsistencies.
- Continuously improve existing interfaces instead of treating every project as a one-time design task.
Prototyping & Design Exploration
Turn ideas into something people can interact with.
- Create interactive prototypes to communicate product behavior and interactions.
- Explore multiple solutions before settling on a direction.
- Use prototypes to validate ideas and communicate complex interactions.
- Present design concepts clearly to stakeholders, clients, and development teams.
- Explain why a design decision was made.
- Iterate quickly based on feedback, research, technical constraints, and product requirements.
- Use AI and modern design tools to accelerate exploration and iteration without replacing actual design thinking.
AI should make you faster.
It should not make you a vibe designer.
Collaboration with Engineering
They become software.
- Work closely with engineers throughout the development process.
- Understand enough about software engineering to design within real technical constraints.
- Understand basic web, mobile, desktop, API, and application development concepts.
- Communicate designs and interactions clearly to developers.
- Discuss technical trade-offs and adapt designs when necessary.
- Provide developers with clear specifications, assets, states, and interaction details.
- Review implemented features against the intended design.
- Identify implementation gaps and work with developers to resolve them.
- Participate in technical and product discussions where design decisions are involved.
You don't need to be an engineer.
But you should be comfortable talking to engineers.
Design Research & Product Thinking
Don't just design what people ask for.
Understand the problem first.
- Conduct design research when necessary to understand users, workflows, competitors, and product opportunities.
- Gather and synthesize user and stakeholder feedback.
- Use research and evidence to inform design decisions.
- Contribute findings and learnings to Grayhat's internal body of knowledge.
- Document useful patterns, insights, and design decisions.
- Challenge assumptions when research or evidence suggests a better direction.
- Connect user needs with business and product objectives.
- Think critically about whether a proposed feature actually solves the intended problem.
Business & Product Understanding
A strong Product Designer understands that design exists within a business.
You'll be expected to understand the relationship between:
You should be able to:
- Understand basic business processes and workflows.
- Understand how products create value for users and businesses.
- Understand basic sales and marketing concepts.
- Understand client requirements and business constraints.
- Consider product strategy when making design decisions.
- Understand how design choices affect development effort, timelines, usability, and business outcomes.
- Balance user needs with commercial and technical realities.
- Ask questions when requirements don't make sense instead of blindly designing them.
Generalist & Creative Problem Solving
Grayhat is not looking for someone who only knows how to design UI screens.
We're looking for a well-rounded creative problem solver.
You may be asked to contribute to:
- Graphic design
- Presentations
- Product illustrations
- Marketing assets
- Design research
- Prototypes
- Internal tools and workflows
You don't need to be an expert at everything.
But you should be willing and capable