Product Designer

Basis Set

New York (NY)

On-site

USD 160,000 - 190,000

Full time

14 days+

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Benefits offered by this job

Meaningful equity
Health and dental insurance
Personal device stipend

Job summary

Flint in New York, NY is seeking a Product Designer to shape a learning platform used by schools and teachers. You will own end-to-end design from concept to high-fidelity, collaborating with a small, senior team and shipping features quickly.

This role offers meaningful equity and a base salary for USD 160k–190k with opportunities to impact hundreds of thousands of learners. Join us to design intuitive experiences that empower teachers, students, and administrators while staying tight on

Responsibilities

  • Design deep into user needs, map journeys, and define jobs to be done.
  • Explore multiple concepts for a complex UI and refine with feedback from teachers and admins.
  • Design zero to one and scale existing features for coherence and delight.
  • Communicate design decisions with clear rationale to the team.

Job description

Let's build together… Join our exceptional founders forging an intelligent future

Product Designer Flint Product, Design New York, NY, USA USD 160k-190k / year + Equity

Posted on Jul 24, 2026

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. 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.
What We're Looking For
  • 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 — 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 K-12 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!
What We Offer
  • Meaningful equity.
  • Health and dental insurance.
  • Personal device stipend.
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