Senior Product Designer

Ch

New York (NY)

Hybrid

USD 120,000 - 180,000

Full time

14 days+

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Job summary

Trove, an early-stage collectibles startup, is growing its design team in NYC. You’ll own profiles, loyalty, and the tools customers use to manage their collections, crafting delightful experiences across iOS, web, and Android.\n\nWork closely with engineering from sketch to ship, collaborating with brand and founders. The role requires strong design systems, rapid prototyping, and a highly creative approach to push boundaries while maintaining craft.

Qualifications

  • 6+ years of product design with a portfolio of consumer products you've helped build
  • Shipped work on iOS, Android, and web
  • AI is built into your design workflow, with your own judgment making the final call

Responsibilities

  • Own an area of the product for profiles, loyalty, and collection tools.
  • Design features for iOS, web, and Android and maintain the design system.
  • Collaborate with engineering from sketch to ship and iterate with AI.

Skills

Senior product design
Mobile & web design
AI workflow
Early-stage startup

Tools

Figma
Photoshop
Illustrator
After Effects

Job description

Located in NYC (3 days in office)

We're a collectibles startup that quickly reached profitability with a small team of talented, dedicated people. Design is an important part of our brand and user experience, and we're growing the team to keep pace with the business.

The current state

Trove is an early stage B2C business, backed by top tier VCs, athletes, and celebrities, built by founders who have scaled and exited multiple startups. We've created a gamified e-commerce platform for trading cards that offers digital access to physical inventory. We have 12 full time employees and a number of contractors spread out across the US, Canada, Europe, and South America. On the design side, we currently have a Head of Design and a Founding Product Designer.

We've made a number of recent hires on the GTM and Engineering teams, and as these new team members ramp there's a lot of additional creative work needed. Having a second set of hands means we can do more and move faster while still holding a high bar for quality. We're early stage so a lot of the workflows and systems you'll need don't exist yet. These are things we'll build together.

The opportunity

You'll own an area of the product that keeps collectors coming back: profiles, loyalty, and the tools our customers use to manage their collections. You'll design features that feel native on iOS, web, and Android, and you'll build and maintain the design system and component library our design and engineering teams depend on.

You'll work closely with engineering from the first sketch until a feature ships, staying involved through the entire build. Input will come from a lot of different directions: brand design, loyalty, engineering, and the founders. Your job is to create experiences that feel simple and cohesive while helping the team innovate and bring our best ideas to life. We do a lot of prototyping and everyone on the team builds with AI. No two days look the same and we're constantly looking for ways to push the boundaries and raise the bar. Being highly creative and finding new ways of doing things is a requirement to work here.

What you bring
  • 6+ years of product design with a portfolio of consumer products you've helped build

  • Shipped work on iOS, Android, and web

  • Deep Figma expertise

  • Working knowledge of Photoshop, Illustrator, and After Effects

  • AI is built into your design workflow, with your own judgment making the final call

  • You've spent time at an early stage company and executed with very little structure

What success looks like

Designers and engineers build from a shared component library, and features go from idea to release much faster than they do today. Web and Android feel as polished as iOS. Existing features have a visibly higher level of craft and collectors use them more. You've built strong working relationships across the team and your input shapes what we build. You move quickly without lowering the bar, and the product feels more cohesive with every release.

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