Design Engineer
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Role details
Tech stack
Job description
- Thinks Emil Kowalski and Josh Puckett are describing the job, not the aspiration. If those names mean nothing to you, this role probably isnât yours yet. If they make you nod, keep reading.
- Has strong opinions about motion. You know why the default ease is wrong, when a spring beats a curve, what makes an animation feel expensive versus cheap, and when the answer is no animation at all. You can defend every one of these.
- Writes real code. React, TypeScript, CSS at a level where youâre building the hard interaction, not styling someone elseâs. Youâve probably published a library, or wanted to.
- Is a genuine craftsperson, not a generalist who dabbles in polish. Your happiest hours are spent alone with a hard interaction problem, iterating past the point most people would call it done.
- Has taste and canât turn it off. Sloppy motion physically bothers you. You notice the jank in other peopleâs products. Youâve rebuilt things for free just because they annoyed you.
Requirements
Technical/Engineering Design, Expense Management, Artificial Intelligence (AI), Banking Services, Startup, Technical/Engineering Design, Web Browsers, Animation, Product Design, Product Requirements Document (PRD), Youâve been doing this for a while, and you have the receipts: at least 7 years building production interfaces, with a body of work that is visibly, unusually crafted. This is a lead role: you set the craft bar for the feel of the product and raise everyone around you to it, through the work itself and the systems you leave behind. We need to see it. A portfolio, a personal site, a component library, shipped work, live demos, something we can open and feel the care in.
Benefits & conditions
- Anyone early or mid-career. This is a lead/staff craft role. You need years of taste, reps, and shipped work behind you, and the standing to set the bar for others. Weâd love to meet you down the line.
- People who think âgood enough, ship itâ is a virtue. It sometimes is. Not here, not on this layer.
- Anyone who needs the interaction spec handed to them. You define what great feels like; nobodyâs going to define it for you.
The bar
We want Rho to feel like the most crafted financial product in the world, calm, confident, alive. Restraint over decoration. Motion with a reason. Details that reward the customer even when they donât consciously notice. If youâve read this far and youâre already thinking about how youâd rebuild one of our transitions, we should talk.
Our people are our most valuable asset. The salary range for this role is $130,000 - $300,000. Base salary may vary depending on relevant experience, skills, and business needs. In addition to base pay, Rho offers equity, healthcare benefits, and paid time off.
About the company
Rho is the modern banking platform built for the AI era. Startups and growth-stage companies can open accounts in minutes, issue cards, manage expenses, pay bills, and close the books - all in one connected platform backed by real human support.
A role for those committed to designing with uncommon care.
Most of a banking product is invisible when itâs done right. The transfer that confirms with a motion so clean you feel it settle. The card that materializes like it was always going to. The empty state you almost want to keep looking at. Nobody files a support ticket about these things. They just trust the product a little more, and they canât tell you why.
Weâre hiring a Lead or Staff Design Engineer to own exactly that layer: the feel. The motion, the microinteractions, the details most companies never get to because theyâre too busy shipping features. We are not too busy. We think this is the work.
What youâll do
You live in the browser, in code, in the space between âit functionsâ and âit feels inevitable.â You build the interactions, the transitions, the animations, and the components that make Rho feel like the most considered product our customers use all day. Then you write the libraries that let the rest of the team hit that bar without you in the room.
This is not a product design role. Youâre not writing PRDs, running discovery, or owning a roadmap. Youâre the person who takes something that works and makes it sing, and who builds the systems that make singing the default.
If youâve ever reimplemented an animation three times because the first two were 40ms too slow and felt cheap, you already understand the job.
- Own the feel of the product. Motion, microinteractions, transitions, gestures, the physics of how things move and respond. Every one of them earns trust or spends it.
- Build the libraries no one else has built. Animation primitives, interaction patterns, and components that are genuinely new, not a re-skin of whatâs already on npm. We want work that other design engineers screenshot.
- Ship in code. You build the real thing, in the real medium, at production quality. Figma is where a conversation starts, not where craft is decided.
- Set the craft bar in motion. Define what âgoodâ feels like at Rho and encode it into a system, tokens, easing curves, timing, springs, so the whole product moves with one considered voice.
- Sweat details nobody asked you to sweat. The half-pixel. The 20ms. The focus ring. The way a number ticks up. This is the entire job, not a footnote to it., Diversity is a core value at Rho. Weâre passionate about building and sustaining an inclusive and equitable environment for all those involved with our mission, including employees, contractors, candidates, customers, and vendors. We believe every member of the Rho community enriches our ability to provide a broad range of ways to understand and engage with the market, identify problems, and drive solutions that align with our mission. We welcome all qualified applications and support each of our Rhoâers with ongoing professional growth opportunities.
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