Compassion International is a nonprofit organization focused on releasing children from poverty in Jesus’ name. The Product Designer III will lead and contribute to User Experience design across IT development teams, collaborating with various stakeholders to enhance user engagement and design consistency.
Responsibilities:
- Maintains a personal relationship with Jesus Christ. Is a consistent witness for Jesus Christ, maintains a courteous, Christ-like attitude in dealing with people within and outside of Compassion, and faithfully upholds Compassion’s ministry in prayer
- Acts as an advocate to raise the awareness of the needs of children. Understands Christ’s mandate to protect children. Commits to and prioritizes child protection considerations in all decision-making, tasks and activities across the ministry. Abides by all behavioral expectations in Compassion’s Statement of Commitment to Child Protection and Code of Conduct. Reports any concerns of abuse, neglect or exploitation of children through Compassion’s internal reporting process and appropriately supports responses to incidents if they occur
- Collaborates closely with developers, product managers and other development team members to maximize the user experience
- Working closely with software developers, trains them to create and improve wireframes, prototypes, user flows, mockups, style-guides and other artifacts of the design process
- Contribute to establishment of design guidelines, best practices and standards, leveraging up-to-date and emerging design patterns and trends
- Ensures that a consistent design language is applied across the product by maintaining consistency in visual elements and behavior
- Conducts user research and evaluates user feedback in collaboration with other development team members and business leaders
- Develops and manages user personas in order to accurately design products for Compassion users such as employees and sponsors
- May coach and provide expertise to other professionals and support staff in the user experience discipline
- Own and drive end-to-end experience design across the full concert lifecycle (pre-event, in-venue, and post-event engagement)
- Translate ambiguous concepts into clear product directions, journey maps, and experience flows
- Lead 0→1 ideation for fan experiences (e.g., interactive wearables, QR-enabled touchpoints, immersive engagement moments)
- Design across multi-surface ecosystems including mobile, web, physical/digital integrations (e.g., bracelets), projection, and live environments
Requirements:
- Maintains a personal relationship with Jesus Christ
- Acts as an advocate to raise the awareness of the needs of children
- Collaborates closely with developers, product managers and other development team members to maximize the user experience
- Working closely with software developers, trains them to create and improve wireframes, prototypes, user flows, mockups, style-guides and other artifacts of the design process
- Contribute to establishment of design guidelines, best practices and standards, leveraging up-to-date and emerging design patterns and trends
- Ensures that a consistent design language is applied across the product by maintaining consistency in visual elements and behavior
- Conducts user research and evaluates user feedback in collaboration with other development team members and business leaders
- Develops and manages user personas in order to accurately design products for Compassion users such as employees and sponsors
- May coach and provide expertise to other professionals and support staff in the user experience discipline
- Own and drive end-to-end experience design across the full concert lifecycle (pre-event, in-venue, and post-event engagement)
- Translate ambiguous concepts into clear product directions, journey maps, and experience flows
- Lead 0→1 ideation for fan experiences (e.g., interactive wearables, QR-enabled touchpoints, immersive engagement moments)
- Design across multi-surface ecosystems including mobile, web, physical/digital integrations (e.g., bracelets), projection, and live environments