Senior Product Design Engineer

Cal.com

Portugal

Teletrabalho

EUR 88 000 - 132 000

Tempo integral

Há 3 dias
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Resumo da oferta

Cal.com is seeking a Senior Product Design Engineer to own core product surfaces end to end, from sketch to production‑grade components running in the browser. You’ll be a product designer at heart with strong design‑engineering chops, building beautiful primitives yourself and ensuring real semantics, accessible keyboard paths, and production readiness.

You’ll work open and async with the Head of Product and Design Engineer, push improvements to the coss ui library, and leverage AI tooling like

Qualificações

  • Product designer at core with strong design engineering chops.
  • Proficient in HTML, CSS, TypeScript, React and shipping production‑grade UI.
  • Experience with headless primitives and design systems.
  • Strong accessibility (WCAG/ARIA) awareness.
  • Familiarity with AI tooling in daily workflow.
  • Knowledge of browser primitives and web standards.
  • Collaborative and open to critique.

Responsabilidades

  • Own core product surfaces from concept through production‑ready components.
  • Build prototypes in code using Claude Code, Cursor, and v0.
  • Hand off primitives to product engineers with correct semantics and states.
  • Design and own components rather than relying on third‑party libraries.
  • Improve the coss ui library and push new patterns into the design system.
  • Maintain accessibility, motion, and system consistency across surfaces.
  • Document thinking and work openly with leadership and teammates.

Conhecimentos

Design engineering
React
TypeScript
HTML/CSS
Design systems
Headless UI
Motion design
Accessibility

Ferramentas

Base UI
Radix
Claude Code
Cursor
v0
Intl.DateTimeFormat

Descrição da oferta de emprego

About the Role
  • We’re hiring a Senior Product Design Engineer to own core product surfaces end to end, from the first sketch to production-grade components running in the browser.
  • You’re a product designer at your core. The craft, the judgment, the taste, the decisions about what we build and why: that’s the foundation. But you’ve evolved well beyond it. Over the years you’ve grown your skillset substantially into design engineering, and today code is where you do your best design work. We care far less about your design files than about what you can build.
  • What you build gets handed off. That’s exactly why it has to be built right: real semantics, real keyboard paths, composed from our actual primitives, close enough to production that a product engineer picks it up and uses it as is. A component that cheats is a component that lies about the design.
  • You build and own your own components. Rather than reaching for whatever third‑party library is trending, you design and engineer beautiful, well‑considered primitives yourself, and you know them inside out.
  • We build on coss ui, our open‑source component library built on Base UI. That’s settled. It’s our foundation and it isn’t changing. What isn’t settled is how good it gets. We want someone who treats the Design System as a product in its own right: finding the gaps, tightening the primitives, pushing new patterns back into the library instead of solving the same problem locally for the fifth time.
What You’ll Be Doing
  • Own core product surfaces from concept through production‑ready components: booking flows, scheduling primitives, team and enterprise surfaces.
  • Build and test working prototypes in code with whatever answers the question fastest: Claude Code, Cursor, v0.
  • Hand off primitives that product engineers use directly across Cal.com’s product surfaces, with correct semantics, real states, and no shortcuts that fall apart in production.
  • Design, build, and own your own components instead of relying on third‑party, publicly available ones.
  • Continually improve coss ui: audit what exists, close the gaps, refine the primitives, and land new components in the library rather than one‑off in the app.
  • Keep the system honest: tokens, spacing, states, dark mode, motion. Every new surface should make the library better, not route around it.
  • Apply motion with intent. Know when animation clarifies and when it gets in the way, and have the restraint not to animate when it doesn’t earn its place.
  • Own the outcome, not just the artifact. Frame the hypothesis, define what success looks like, stay with it through implementation, and read the results.
  • Hold the accessibility bar: keyboard paths, focus management, semantics, contrast, motion preferences. Non‑negotiable, not a QA pass at the end.
  • Sweat the last 10%. Empty states, error copy, loading behavior, motion: the details that separate a good product from one people love.
  • Work in the open with the Head of Product and Design Engineer. Share early, invite the critique, and let other people’s constraints change your design.
  • Write your thinking down. Async means the doc, the Loom, and the prototype are the meeting.
What You’ll Bring
  • A product designer at your core who has evolved substantially into design engineering. You’ve owned complex, ambiguous product areas from problem framing through launch and iteration.
  • Exceptional craft, and the engineering ability to ship it. HTML, CSS, TypeScript, React: you don’t need an engineer to make an idea real.
  • You build and own your own beautiful, design‑engineered components rather than relying on third‑party libraries.
  • Deep expertise in headless primitive composition (Base UI, Radix, or similar). This is one of the strongest signals we’re looking for. Direct c ui or Base UI experience is a strong plus.
  • A strong grasp of motion design principles in UI: easing, timing, choreography, and above all the judgment to know when to animate and when not to.
  • You work in the AI tooling daily (Claude Code, Cursor, v0).
  • Deep familiarity with web standards and platform primitives. You know what the browser already does before you reach for a library.
  • Real Design Systems experience. You’ve built and maintained one, not just consumed one. You know the difference between a component and a primitive, and when a pattern has earned its place in the library.
  • Real accessibility knowledge: WCAG, ARIA, assistive tech, and the judgment to know when the spec isn’t enough.
  • You understand the architecture of what you’re designing: APIs, data models, state, and the constraints they impose.
  • Collaborative by default. You show unfinished work, take critique well, and give it directly. Strong opinions, genuinely held loosely.
  • Strong written communication (clarity > formality).
  • High trust, high autonomy mindset. Thrives async, without going quiet.
Nice to Have
  • Open‑source contributions and publicly available side projects we can view.
  • Familiarity with Cal.com, scheduling, calendaring, or the mess of timezones and recurrence rules.
  • Working knowledge of locale‑and time‑aware APIs like Intl.DateTimeFormat.
Compensation & Benefits
  • $100,000 – $150,000, same salary regardless of where you live. Equity included.
  • Work from anywhere, anytime: fully remote & async.
  • No standups, no micromanagement, no unnecessary calls.
  • Real flexibility: take time for life stuff, no approval needed.
  • Work in your own flow, pajamas welcome.
  • 30 paid OOO days per year (wherever you are in the world).
  • Yearly team retreats in beautiful locations.
  • People‑first culture: stable, family‑friendly, kind.
About Cal.com
  • Cal.com is building the open scheduling infrastructure for the world. We help individuals, teams, and enterprises book time without friction, used by companies like Deel, Notion, Framer, and AngelList.
  • We’re a remote‑first, async‑focused team working across 10+ time zones. We prioritize autonomy, transparency, and building scalable systems for both our users and our team.
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