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.
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.
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.
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.
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.
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.
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.
This role is based in the Boston area and will work from our office near South Station three days per week.
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.
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