offpeak

kinship

Design Engineer (UI/UX)

London, England, United Kingdom (city only)

On-site · Full-time

First seen by offpeak October 22, 2026

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Take complex, data-dense professional software and make it feel effortless — and treat documenting it in Figma as part of the craft, not an afterthought.

Hey there — we’re Kinship 👋

We make software for architects and engineering teams. The work they do is genuinely complex — huge libraries of project content, mountains of data, fiddly technical detail — and most of the tools in their world are clunky and joyless. Ours aren't: our whole reason for existing is to take that complexity and make it feel clean, fast, and a pleasure to use.

That's the design challenge, and it's a great one. We're looking for a product designer who lives and breathes UI — someone who turns dense, complicated workflows into interfaces that feel clean, obvious, and quietly delightful. This isn't about making pretty pictures; it's about understanding how people actually work, shaping the right solution, and documenting it with real care. You don't need to know a thing about architecture or engineering to start — we'll bring you up to speed on what matters; what counts is that you're brilliant at making complex software feel simple.

And here's the best part: we already have a great designer (no joke). So you won't be a lone designer holding everything together — you'd be joining to help us grow the design team, raise the bar together, and shape how design works at Kinship as we scale. If you're properly fluent in Figma — the kind of person who treats a well-built component library and a clean handoff as a craft in itself — you'll feel right at home.

In this role, you will:

What we're looking for

You don't need to tick every box, but here's what would help you succeed.

Must-Haves

Nice-to-Haves (these won't gate you)

How we think about design and handoff

A mockup that looks right isn't a finished design. For us, a design is done when an engineer can build it without guessing — every state, every breakpoint, every edge case accounted for.

That's why Figma is home base: it's the best tool we know for documenting design, and we lean on it properly — components, variants, auto-layout, variables, named states. (Sketch is the next best thing, if that's your world.) Tools like Framer are brilliant for what they're brilliant at — pressure-testing an interaction or showing how something should move — but a prototype is for exploring, not for handing off to the dev team.

We're looking for someone who treats documentation as part of the craft, not a chore tacked on at the end. Get that right and everything downstream — build quality, speed, the feel of the final product — gets better.

You’re probably someone who:

What We Offer