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Flutterbe

Product Designer

Tbilisi, Georgia

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hirly's read of this role

Role family
Design
Seniority
Mid level
Country
GE
Work mode
On-site / unstated
First seen by hirly
9 Nov 2026

Derived automatically from the posting. Upload your resume above to see how the role scores against it.

the posting

Product Designer

UX Designer Mid 2

Role Overview

Design clear, engaging and responsible promotional experiences across our Grow and Retain value streams, supporting customer acquisition and retention. Your scope includes promotions, rewards, loyalty and gamification, and the journeys connecting them. You will also design internal tools and workflows that help teams configure and operate these experiences.

You will own assigned design work from discovery through implementation review and evaluation. We are looking for a hands-on designer who can work independently within agreed priorities, bring recommendations to design reviews and seek input when decisions affect shared patterns or other journeys.

Key Responsibilities

Shape problems and explore solutions

· Act as Product’s primary design partner, contributing early to discovery and brainstorming to uncover underlying user and business problems, challenge assumptions, and shape solutions together.

· Use research, product data and support feedback to map journeys, identify friction and test assumptions. Explore alternatives and explain the evidence and tradeoffs behind your recommendation.

Design gamification and reward experiences

· Apply user-centred design principles to promotions, rewards and gamification, grounding decisions in an understanding of user needs, behaviours and motivations. Consider how marketing messages, campaign mechanics and reward structures influence users’ expectations and decisions, ensuring flows are clear, natural and support informed choices.

· Translate agreed engagement goals into understandable gamification concepts and interactions, such as missions, challenges, progression, points, levels, achievements and reward milestones, where appropriate.

· Design the full participation journey: discovery, eligibility, enrolment or activation, qualifying actions, progress feedback, completion, reward claiming and expiry. Make rules, conditions and outcomes easy to understand.

· Use visual hierarchy, interaction feedback and purposeful motion to communicate progress and achievement. Consider different motivations and player contexts, and validate whether the experience is understandable and useful.

Deliver complete and consistent design

· Create flows, wireframes, prototypes and polished UI for the platforms, brands and markets in scope. Specify responsive behaviour, localisation needs and relevant loading, empty, error, ineligible, expired and completed states.

· Reuse existing design system components and patterns first. Propose extensions with the relevant owners when needed, and keep Figma files structured, maintainable and ready for implementation.

· Design internal configuration and operational workflows with clear rules, validation, permissions and feedback, where relevant to the assigned work.

Collaborate through implementation and improvement

· Work with Engineering early to check feasibility. Document interaction behaviour, content needs, states and decisions; review implementation and follow through on agreed design issues.

· Coordinate dependencies across Product, Engineering, Research, CRM and Marketing. Share progress, raise blockers and delivery risks early, and agree priority changes with the Product Design Lead and relevant Product Managers.

· Participate constructively in critique, act on agreed feedback and explain unresolved tradeoffs. Use usability findings and post-launch evidence to recommend improvements and share reusable learnings.

Qualifications and Experience

· Proven professional experience in UI/UX design at a mid-level or above, with a portfolio demonstrating independent ownership from concept through delivery.

· Strong interaction and visual design skills, including complex flows, information hierarchy, detailed interface states and accessible, responsive interfaces.

· Strong Figma skills, including Auto Layout, components, variants, shared libraries and interactive prototypes; practical experience working within an established design system.

· Understanding of gamification principles, player motivation, progression and feedback, and the ability to explain when a mechanic adds value and when it may create confusion or pressure.

· Practical experience using research, usability testing or product analytics to inform decisions, and collaborating with specialists where available.

· Clear communication in English, reliable follow-through, constructive handling of feedback and the ability to balance player needs, technical constraints and business priorities.

Beneficial: shipped work in gamification, loyalty, rewards, promotions or customer engagement; experience with iGaming, multiple brands or markets, native apps, or internal operational tools.

Success Criteria

· Assigned work progresses reliably through agreed checkpoints, with decisions, dependencies and risks visible to the team.

· Designs cover the complete journey and relevant states, follow shared patterns and give engineers enough detail to implement the intended experience.

· Players understand what they can participate in, what counts toward progress, what they can receive and which conditions apply, supported by validation and feedback.

· Implemented work is reviewed, agreed issues are followed through, and evidence informs subsequent improvements. Experience and business outcomes are assessed jointly with Product and other partners.

Original posting on Flutterbe's site ↗

Listed on hirly, a job board. hirly is not the employer: Flutterbe is hiring for this role.

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