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Realtimeboardglobal
Realtimeboardglobal

Staff Design Engineer

designfull-timeCopenhagen, DK; London, UK; Remote Europe
SALARY
Not listed
WORK TYPE
remote
JOB TYPE
full-time
INDUSTRY
general
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About the role

About the Team

The Canvas, Multiplayer & AI team sits at the heart of what Miro is: an infinite, multiplayer surface where millions of people think together, run workshops, map systems, and build things. This team owns the core interaction layer that makes the canvas feel fast, fluid, and alive — from rendering and input handling to the real-time collaboration moments that define how people work alongside each other in Miro.

The team is also at the frontier of how AI shows up on the canvas — not as a bolted-on feature, but as a genuine collaborator embedded in the way teams think and create together. These two missions are deeply connected: AI changes what's possible on the canvas, and the canvas changes what AI can mean for a team. The work this team does compounds across the whole product and across the entire design and engineering organisation.

About the Role

As a Staff Design Engineer, you will work across canvas feel, multiplayer interaction, and AI experiences, owning the craft layer that determines whether Miro feels like a place rather than a page. This is a build-first role: you prototype in code because it's the most honest medium, and you ship because you care about what lands in front of real people.

You'll embed with product teams across the canvas and AI portfolio while holding a broader charter around quality and craft standards. You'll work closely with product designers, engineers, PMs, and researchers, and you'll be a key voice in how design engineering as a practice grows at Miro. At this level, the expectation isn't just excellent individual work; it's that your presence raises the quality of everything around you.

What you'll do

  • Own the core interaction layer of the canvas, responsiveness, rendering, input handling, and spatial transitions,  working on the things users feel before they name.
  • Design and build the multiplayer moments that make working alongside someone in Miro feel genuinely different from working alone: presence, cursors, conflict, and co-creation.
  • Define what it means to have an AI collaborator in a visual, multiplayer space — shaping how AI outputs land on the canvas, how suggestions feel without being intrusive, and how generative results become part of a team's work.
  • Craft the moments of delight and magic that make Miro memorable, animations, micro-interactions, and transitions where the tool disappears and the thinking takes over.
  • Build the patterns, prototypes, and shared tooling that make the broader design and engineering organisation faster and more confident.
  • Write things down, teach by doing, and set a quality standard that propagates, contributing to coherence across the canvas, not just within your own area.
  • Collaborate closely with product designers, engineers, PMs, and researchers across Miro's canvas and AI portfolio.

What you'll need

  • Fluency in React, TypeScript, and CSS, you have strong architectural opinions that come from shipping, not reading.
  • Hands-on experience with canvas and graphics technologies: WebGL, Canvas API, SVG, and complex layout systems.
  • Deep craft in motion and timing, easing curves, transition timing, hover states, and frame budgets are as deliberate for you as layout decisions.
  • Experience designing real-time multiplayer systems: you've thought about presence, conflict, and co-authorship as UX problems, not just engineering ones.
  • Experience designing AI experiences, you understand the difference between putting a text input on a page and designing around probabilistic, latent AI outputs.
  • The instinct to prototype in code first: you reach for the browser before Figma when exploring a new interaction, and you're fast enough that prototyping doesn't feel like a cost.
  • Systems thinking across
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