• Taptune is a music foundations learning app built for absolute beginners and non-serious learners who want to feel musical with low pressure and high joy.
• We teach fundamentals (rhythm, pitch, sight-reading, ear training) through interactive mini-game learning — and keep motivation high through Games/Musicverse for optional practice and exploration.
• Taptune is not a piano-learning app. We may use a keyboard-like interface at times, but our goal is music understanding and confidence — not piano mastery.
• Head of Product works hybrid (50% remote / 50% onsite). You will be expected to operate independently with minimal day-to-day guidance.
• You should be strong in written communication: weekly updates, clear specs, crisp decisions, and proactive risk escalation.
• We’re hiring an upper mid–senior Product Owner to lead end-to-end product development for key user journeys, with a focus on retention, learning confidence, and product coherence across Learn + Play.
• You will translate data + learner insight into clear product decisions, ship high-quality features with Design and Engineering (Unity), and validate impact through strong instrumentation and experiments.
• You will also partner closely with Growth to understand our users, design monetisation experiences that feel fair, and improve subscription performance without compromising learning integrity.
• Activation → retention loop: Improve first-session clarity, repeat engagement, and habit formation for learners who spend 5–15 minutes/day.
• Learn + Play coherence: Make Learn and Games/Musicverse feel like one unified experience — without forcing a linear “learn then play” flow.
• Playful learning inside lessons: Evolve lesson interactions with music-game mechanics (tap, listen, choose, perform) so learning feels like play.
• Learning integrity guardrails: Improve engagement without sacrificing skill-building or long-term outcomes.
• Monetisation & value delivery: Improve conversion to subscription/paid offers while protecting user trust and learning outcomes.
• Offer + paywall strategy: Collaborate with Growth to test pricing, packaging, trial design, and paywall timing aligned to learner motivation.
• Data-driven iteration: Own funnels, cohorts, segmentation, and experiments using Firebase + Mixpanel.
• Execution quality: Turn strategy into shipped product through clear specs and strong delivery in ClickUp/Jira.
• Own a product area and outcomes (platform and/or Games/Musicverse), depending on sprint focus.
• Define PRDs, user stories, flows, edge cases, and acceptance criteria — with a tight MVP mindset.
• Partner with Design to craft a simple, music-native UX and clear microcopy.
• Partner with Engineering to scope MVPs, manage trade-offs, and ship reliably.
• Define analytics instrumentation (events + properties), dashboards, and success metrics.
• Run experiments: hypothesis → build → measure → learn → iterate.
• Partner with Growth to define and execute the monetisation roadmap: paywall placement, trial/offer design, pricing & packaging tests, and lifecycle messaging.
• Own monetisation measurement: paywall view → purchase CVR, trial start, trial-to-paid, churn, ARPDAU / revenue per user cohorts — plus learning guardrails.
• Design experiments that balance LTV and retention (avoid short-term spikes that hurt D7/D30 learning momentum).
• Maintain a clean backlog, drive sprint readiness, and ensure high-quality releases.
• Own a weekly operating cadence: goals → sprint plan → release → learnings → next bets.
• Communicate progress, decisions, and risks clearly across stakeholders.
• 3–7 years experience in tech product roles (Product Owner / Product Manager / Growth PM / UX-heavy PM) shipping consumer mobile products.
• Strong data-driven problem solving: funnels, cohorts, segmentation, experiment design, and post-launch analysis.
• Strong customer empathy: translate learner pain points into clear product requirements and UX decisions.
• Strong execution: writes crisp PRDs/user stories, defines acceptance criteria, manages scope, and
delivers with high quality.
• Hands-on experience with Firebase (events, funnels, user properties, basic analysis).
• Hands-on experience with Mixpanel (retention, cohorts, segmentation, dashboards).
• Comfortable managing work in ClickUp and Jira (backlog hygiene, sprint readiness, delivery tracking).
• Comfortable working closely with Design and Engineering, making trade-offs under constraints.
• Clear communication in English (written + spoken).
• Demonstrated relationship with music (learning/playing/singing/producing/teaching or serious hobbyist practice).
• Able to explain why beginners struggle in music (confidence, timing anxiety, ear confusion) and how to design for that.
• Experience running subscription monetisation experiments in a consumer app (paywalls, trials,
pricing/packaging, lifecycle).
• Understanding of growth and basic unit economics (LTV, churn, payback).
Strong Plus
• Experience in edtech (learning apps, habit-forming learning products) or music tech.
• Experience building motivation systems (streaks, quests, progression) without harming learning quality.
• Experience collaborating with Learning Design / Content teams.
• Familiarity with Unity-based products.
• High ownership: you define the problem and drive it to shipped outcomes.
• Scrappy but thoughtful: fast iteration, tight scope, strong craft bar.
• Comfortable with ambiguity and can turn it into a plan.
• Bias toward action and learning: you run experiments, accept being wrong, and iterate quickly.
• Collaborative and low-ego: you make teams better, not noisier.
• Build a product that helps people feel musical quickly — without intimidation.
• High ownership, tight collaboration, and a strong craft bar.
• Opportunity to shape the core Learn + Play loop and monetisation strategy with Growth.