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UX/UI Designer

Infilla
Anguilla, Antigua and Barbuda, Argentina, Aruba, Bahamas, Barbados, Belize, Bermuda, Bolivia, Bonaire, Sint Eustatius and Saba, Brazil, Cayman Islands, Chile, Colombia, Costa Rica, Cuba, Dominica, DomremoteEnglish1d ago
designux

Infilla is looking for a UX/UI Designer to design and deliver intuitive web experiences and native mobile apps for code enforcement and inspections products, while scaling design quality and judgment across the company. Infilla ’s mission is to make more housing happen faster by making permitting unremarkable. The U.S. is short 4-7 million homes, and local permitting is one of the top bottlenecks with approvals taking months to years. Infilla is building the modern permitting platform that helps local governments review projects faster, more consistently, and more transparently. Customers include San Francisco, New York City, and the State of Delaware, among others. We’re backed by Basis Set Ventures, Base10 Partners, Urban Innovation Fund, SHAKTI VC, 20Growth, Bloomberg Beta, and 20+ founders/operators who’ve built products at scale. WHAT YOU’LL DELIVER Design and deliver the Inspections MVP to live customers within 3 months of start, and Code Enforcement within 5. Maintain the Infilla design system after the contractor build, across web and mobile components, so engineers and coding agents implement from it without translation and with minimal drift as new surfaces ship. Enable engineers to independently ship UI that meets the bar through shared design principles, a working critique practice, and a design system that makes the consistent choice the easy one. WHAT YOU’VE DONE BEFORE You’ve designed, shipped, and iterated on 0-to-1 B2B mobile apps that real users use You’ve independently owned cross-platform, end-to-end designs without a design manager You use AI in the work itself, daily WHAT YOU’RE GREAT AT Product judgment & scoping - Takes a fuzzy problem and decides what makes the MVP and what waits. Grounds decisions in how the work is actually done rather than in what similar products look like. Design craft - Makes intuitive experiences that hold up in real conditions, across native mobile and dense desktop, from information architecture through visual detail. Systems thinking - Designs products that fit a coherent whole — thinks in models and workflows rather than just screens, and keeps the design system consistent as new surfaces ship. Design enablement - Makes other people better at design without doing the work themselves. Co-creates the principles and holds the bar when engineers ship UI unassisted. Ownership in ambiguity - Makes progress without a spec, a PM, or a clear brief. Decides and moves rather than waiting for the requirements to...

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