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Design

UI/UX Designer with experience in software products

kixkl9je41mo7dcde6 Remote
jzzum2c8w2amo7dd4ym Per project
02qps5qdgjvamo7dcuaz 10–25 hours/week

About the role

This isn't a full-time position. We're looking for trusted collaborators we activate on a per-project basis—when we have work that fits your profile and your schedule. Collaboration starts with one project, and if the first one goes well, the next ones come naturally.

Realistic scenario: the first call is 30 minutes. If we click, the second call is a design conversation—we look at your portfolio, talk about how you work with clients, how you defend decisions users don't understand on first try. If we call you for a real project, we start with a smaller scope (2–4 weeks) so both sides can see how the collaboration works before bigger commitments.

What you'll do

The work varies from project to project. Typical tasks include:

- UI/UX for software products—web apps, dashboards, SaaS, mobile—not marketing landing pages
- Discovery and user research—interviews, user testing, audits of existing products, with concrete recommendations instead of "trends report" presentations
- Clickable prototypes before the first line of code—Figma, with real flows and micro-interactions, not static screens
- Design systems—components, tokens, documentation; the output is something the team can keep using after handoff
- Design QA during development—following implementation and catching gaps between design and code before production
- Brand identity applied in the product—logo, palette, typography, but applied where it actually lives (on the screens), not in an 80-page brand book

We don't do "just pretty visuals for Behance" or "the designer dropped a Figma file and left." Projects are tied to development—we pick design because it works, not because it looks good in a portfolio.

What we're looking for

- 3+ years of commercial experience designing software products—not just marketing material, not just student projects
- A portfolio with products in production—you can show at least 2–3 things someone actually used, with context on what the problem was and how you solved it
- Understanding the difference between "pretty" and "usable"—you know when aesthetics lose the job and when they win it
- Experience with design systems—you've built at least one, you know why tokens matter, you know how to document for others
- Real user work—you've run at least a few user tests or interviews, you know how to synthesize findings into actionable recommendations
- Communication with developers—you understand technical constraints, you don't ship a Figma file with 80 icon variants someone has to recreate by hand
- Communication in English (Serbian is a plus)—you can clearly explain design decisions to non-designers with arguments, not "a feeling"
- Remote discipline—you work independently, show up to weekly demos, escalate problems early

Nice to have, but not required

- Experience with motion and micro-interactions—Framer, Rive, ProtoPie, or native CSS animations
- Experience with design QA tools—Chromatic, Storybook, or manual QA with screenshot diffs
- Experience with accessibility (a11y) standards—WCAG, contrast, screen reader work, not just "I added alt text"
- Domain experience—fintech, medtech, B2B SaaS, or e-commerce with a complex catalog
- Experience with AI tools in the design process—you use generative tools to speed up research and moodboarding, not to do the work for you
- Writing about design—articles, talks, or public work that shows how you think

What you get from working with us

- Paid on time and fairly—the rate is agreed before the project, paid by invoice within the agreed timeframe
- Projects that ship to production—your design doesn't sit in Figma for a year waiting for someone to start development
- A technical collaborator who gets it—you won't have to explain why a design system isn't a "waste of money," or defend the decision to run a few user tests before the wireframe
- Repeat collaboration—if the first project goes well, the next one usually comes 3–6 months later
- No "design comes later"—the designer is in the process from day one, not handed a spec and given five days to draw something on top of it

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