Visual Designer II

Porter

Bengaluru

On-site

INR 1,200,000 - 1,800,000

Full time

7 days ago
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Job summary

Porter is seeking a user-centered Visual Designer who can shape how drivers and vehicle owners experience the Porter platform. You’ll craft visuals, icons, and motion that simplify complex workflows and connect with users across languages and literacy levels.

You’ll collaborate closely with product designers, PMs, researchers and engineers, building a scalable illustration system and a cohesive design language that guides product moments from concept to production.

Qualifications

  • Empathy-driven approach to design for diverse users.
  • Excellent storytelling through visuals and motion.
  • Proficiency in 2D/3D art, typography, color, and layout.

Responsibilities

  • Understand users through field visits, research, and feedback.
  • Collaborate with PMs and designers to align goals and metrics.
  • Create icons, illustrations, and motion to explain actions clearly.
  • Design micro-interactions and animations that guide users on low-end devices.
  • Develop a consistent visual voice and illustration system across the product.
  • Contribute to design system and document learnings through blogs and talks.

Skills

Empathy-driven
User-obsessed
Accessible design
Strong Visual storytelling
2D & 3D craft
Motion design
Figma
Communication

Tools

Blender
Cinema 4D
Spline
After Effects
Rive
Lottie
ProtoPie

Job description

You'll shape how Porter looks, moves and feels for the vehicle owners and drivers who run their business with us, whether they're on the road delivering or managing a fleet of vehicles. For many of them, visuals and motion do more work than words, so your craft directly shapes how clearly they understand and how confidently they act. You'll own communication design end to end, working closely with product designers, product managers, researchers and engineers.

What you'll do
  • Understand your users deeply. Learn their routines, motivations, and what confuses or reassures them through field visits, research and feedback.
  • Understand the why. Work with product designers and PMs to understand the goals, users and metrics behind each brief, and break large communication problems into manageable pieces.
  • Communicate beyond words. Create icons, illustrations, visual cues and motion that explain actions, states and processes clearly, regardless of language or literacy level. Test whether users actually understand them.
  • Bring it to life with motion. Design micro-interactions, transitions, animated instructions and feedback states that guide users, show system status and build confidence. Keep them lightweight for low-end devices, and hand them off in formats engineering can implement, such as Lottie or Rive.
  • Design for the moments that matter. For our users, every trip means income, so uncertainty costs them time and money. Identify the points in their journey where they hesitate, worry or lose confidence, and use visuals and motion to help them understand quickly, act with confidence, and feel rewarded for their effort.
  • Create a visual voice users relate to. Develop visual language, illustration and imagery in 2D and 3D that authentically reflect users' world and culture, not generic stock aesthetics. Build and maintain an illustration system that keeps this voice consistent and scalable across the product.
  • Explore widely, then commit. Start with sketches, explore several visual directions, evaluate them against user understanding and feedback, and build conviction in the strongest one.
  • Think and contribute beyond your projects. Proactively spot opportunities and propose visual and motion ideas that could shape where Porter goes next. Contribute to the design system, critiques and processes, and share what you learn through blogs and talks.
How we expect you to use AI

Think first, then use AI as a tool. Develop your own concepts and visual direction before you use AI tools to speed up exploration, iteration or production. Judge their output critically. The ideas, taste and final decisions are yours.

Who you are
  • Empathy-driven. You genuinely care about the people you design for, and you adapt your style to what helps them rather than to what looks good on Dribbble.
  • User-obsessed. You want to see how users respond to your work. You're comfortable going into the field, watching people use it, and redesigning based on what you learn.
  • Focused on effortless understanding. For you, accessibility means making the product easy to understand with the least possible effort. You make sure every visual, icon and animation is instantly clear, whatever the user's language, literacy or digital confidence.
  • A strong visual storyteller. You turn complex ideas into clear, engaging visuals, and you present your work as a compelling story that brings stakeholders along.
  • A recognisable personal style. Your work has an original, considered point of view that isn't trend-chasing or template-driven, and you can flex it to serve very different audiences.
  • Strong in 2D and 3D. You're equally confident in 2D, including illustration, iconography, typography, colour and layout, and in 3D, including modelling, lighting and rendering, with tools like Blender, Cinema 4D or Spline.
  • Strong in motion design. You're hands-on with tools like After Effects, Rive, Lottie or ProtoPie, and you understand timing, easing and choreography in service of usability and performance.
  • Fluent in Figma, including components, auto-layout and variables.
  • Curious and always learning. You keep picking up new tools, techniques and visual languages, and you ask for feedback and act on it.
  • Strong in soft skills. You communicate clearly, listen actively, collaborate well, share disagreement openly, and own your outcomes.
Nice to have:

experience designing for gig workers, fleet owners or drivers, or for Bharat and emerging-market users · design system contributions · UX writing.

What we'll look for in your portfolio
  • Visual storytelling. Work that turns complex ideas into clear, engaging narratives.
  • Sketches. Early explorations that show how you think and arrive at ideas.
  • 2D craft. Illustration, iconography, typography and layout with a distinct point of view.
  • 3D craft. Models, scenes or renders that show strong form, lighting and detail.
  • Motion design and animation. Pieces that explain, guide or reassure, ideally shipped in a product.
  • Process showing the directions you explored and how user understanding shaped the final one.
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