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Core Competencies
Role fitCore Competencies
Use this summary to align your resume positioning with the role.
Demonstrates expertise in product design with a focus on user research, information architecture, and interaction design. Proficient in creating and evolving design systems while ensuring accessibility and visual hierarchy across platforms.
Highest-signal resume keywords
User ResearchInformation ArchitectureInteraction DesignFigma ExpertiseDesign Systems
ATS Keywords
Tailor your resumeApplicant Tracking System Keywords
Tip: use these terms in your resume and cover letter to boost ATS matches.
Hard Skills
Product DesignUsability TestingJourney MappingWireframingVisual HierarchyTypographyLayout DesignColour TheoryMotion DesignAccessibility Standards
Soft Skills
Problem FramingAttention to DetailIterative Design
Tools & Technologies
FigmaAfter EffectsRiveProtoPie
Industry Keywords
User NeedsService BlueprintsHeuristic ReviewsWCAG 2.2 AAComponent States
About the role
Key responsibilities & impact- Turn ambiguous problems into clear flows, information architecture and interaction models.
- Design every state of every screen: empty, loading, partial, error and the edge cases nobody listed.
- Own the visual layer: typography, layout, colour, iconography and hierarchy.
- Specify interactions and motion precisely enough that engineers ship them as designed.
- Build and evolve the design system.
- Review what ships at 1× and 2×, and catch the 1 px misalignment, the wrong easing and the clipped label before anyone else does.
- Test with real users and iterate until nothing is left to remove.
Requirements
What you’ll need- 6+ years in product design, with complex products shipped end to end.
- User research: interviews, contextual inquiry and usability testing, planned and run yourself and turned into decisions.
- Problem framing: user needs, jobs to be done and success measures defined before any screen is drawn.
- End-to-end journeys: journey maps and service blueprints covering every touchpoint, handoff and failure path.
- Task flows and wireframes that account for every branch, edge case and error, tested before visual design.
- Information architecture: content models, navigation and labelling, validated with card sorts and tree tests.
- Interaction design: mental models, affordances, feedback and system status, consistent across the product.
- Evaluation: heuristic reviews and usability metrics such as task success, time on task and error rate.
- Visual hierarchy: one clear focal point per screen, built with scale, weight, contrast and space rather than decoration.
- Typography: type scales, optical sizes, tracking that tightens as type grows, tabular figures, and layouts that hold up at larger text sizes.
- Layout: grids, a strict spacing scale, every edge on the pixel grid, and optical corrections where the measurements are right but the result looks wrong.
- Colour: semantic colour systems for light and dark themes, and perceptually even palettes in OKLCH or Display P3.
- Depth and materials: elevation, shadows, translucency and blur, continuous corner curves and concentric radii, used to show what is interactive and what sits on top of what.
- Component states: default, hover, pressed, focus, selected, disabled, loading and error, designed for every component.
- Design systems: primitive and semantic tokens, variables and modes, components with real variants, and documentation teams use.
- Iconography: a consistent grid, stroke and corner language, with icons drawn to read at small sizes.
- Motion: springs rather than fixed durations; fluid, interruptible motion that follows the finger and keeps its momentum on release; clear choreography of what moves first, what follows and what leaves.
- Platform conventions: deep knowledge of desktop, web and mobile patterns, and the judgement to know when to break them.
- Accessibility designed in from the start to WCAG 2.2 AA: contrast, focus order, larger text, reduced motion and screen-reader labels.
- Figma at expert level: variables and modes, component properties, auto layout, advanced prototyping and Figma Motion.
- After Effects, Rive or ProtoPie when an interaction has to be felt, not described.
- Interfaces for output that is non-deterministic, streamed and sometimes wrong.
- Patterns that keep people in control: review, correction, undo and honest failure states.
- Trust built through clarity, not decoration.
- Good to have: Illustration, iconography or brand identity work.
- Good to have: Industrial, print or type design, where tolerances are unforgiving.
- Good to have: Dense professional tools: editors, dashboards, developer products.
- Good to have: Public work: writing, talks or side projects.
Benefits
Comp & perks- Work directly with high-pedigree founders shaping technical and product strategy.
- Build infrastructure powering the future of AI compute globally.
- Significant ownership and impact with equity reflective of your contributions.
- Competitive compensation, flexible work options, and wellness benefits.
