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Pangolin
Pangolin

Web UI Designer

Location

Remote restrictions apply
See all remote locations

Salary Estimate

N/AIconOpenNewWindows

Seniority

N/A

Tech stacks

Figma
Software Development
Marketing strategies
+32

Permanent role
2 days ago
Apply now

What This Role Actually Is

We're a B2B marketing agency. Our clients' websites and campaign assets aren't portfolio pieces they're live sales tools that generate pipeline. When a design can't be built the way it was drawn, it costs us days of developer time. When an interface isn't accessible, it costs the client credibility and exposes them to risk. When a Figma file is a mess of ungrouped layers and magic numbers, a two-day build becomes two weeks.

We need one person who owns all of that. Not someone who designs screens and hands them off. Someone who designs them right, builds them into a system, and stays accountable for how they survive the build and the real world.

If your definition of 'done' is exporting a pretty JPG, this isn't the right role.

About Pangolin Marketing

We're a fully remote B2B marketing agency working with SaaS, climate tech, and enterprise software clients. We run websites, campaigns, content, and brand work for companies that want to own their category. Our design work spans homepages, landing pages, campaign pages, design systems, and brand direction across multiple client accounts.

You'll Fail Here If:

• Your involvement ends at the mock-up — you've never seen your own design through to a shipped build

• You've never built or extended a real design system — tokens, components, states, not just a page of nice screens

• You design in isolation from constraints — you've never had a developer tell you what's actually buildable

• You've never opened a contrast checker or thought about focus states, keyboard navigation, or heading hierarchy

• You need a pixel-perfect brief to start — real projects always have gaps and you're expected to make the call

• You treat responsive as 'shrink the desktop' — you've never designed mobile and tablet as first-class layouts

• 'The developer ruined my design' has ever been your explanation for a bad build

• You've never used Auto Layout, Components, or Variants — your files are hand-placed, hand-aligned frames

• You can't defend a design decision beyond 'it looked better'

• Your idea of handoff is sending the Figma link with no specs, no tokens, and no notes

What You'll Own

Design (60%)

  1. Design considered, responsive homepages, landing pages, and campaign pages from brand systems — across desktop, tablet, and mobile
  2. Build and extend design systems from scratch — tokens, components, variants, spacing and grid rules, not just a swatch page
  3. Turn incomplete brand concepts into production-ready systems a team can actually build from
  4. Design for accessibility from the first frame — WCAG 2.1 AA contrast, focus states, semantic hierarchy
  5. Build interactive prototypes that communicate intent and state, not just static frames
  6. Work across multiple client brands at speed — one considered landing page design per day is the baseline, not the ceiling
  7. Make the call when a brief is ambiguous — our references are thorough but real work always has gaps

Systems & Handoff (40%)

  1. Own the design system: keep components, variants, and tokens consistent so one brand change doesn't mean forty manual edits
  2. Produce dev handoff a developer can build from cold — specs, tokens, states, interaction notes, export settings, no 45-minute walkthrough call
  3. Keep Figma file hygiene: named layers, Auto Layout throughout, logical page structure, no orphaned frames
  4. QA the build against the design — you don't disappear after handoff, you check the result and flag the gaps
  5. Collaborate with developers directly — you understand enough about how things get built to design things that can be built
  6. Maintain accessibility standards across everything that ships — contrast, focus, hierarchy, alt text
  7. Set and document the responsive rules — breakpoints, reflow behaviour, touch targets — so the build is predictable.

Craft Requirements

Must-have

• Figma mastery: Auto Layout, Components, Variants, Variables/tokens, constraints — not just frames and rectangles

• Design systems: build and maintain tokens, component libraries, states, spacing and grid rules

• Responsive design: desktop, tablet, and mobile as first-class layouts, not a shrunk desktop

• Webflow or comparable design-to-web tool — build as well as design

• Accessibility: WCAG 2.1 AA — contrast ratios, focus states, semantic hierarchy, alt text

• Dev handoff: specs, redlines, tokens, and interaction notes an engineer can build from without asking

• Typography & layout: hierarchy, spacing systems, grid, rhythm — not just picking a nice font

• Prototyping: interactive flows that communicate intent and state

• Visual craft: consistency, restraint, and taste across an entire system, not one hero screen

Strong Advantage

• Motion / interaction design: micro-interactions, transitions, and knowing when animation helps vs hurts

• HTML/CSS literacy: enough to know what's cheap vs expensive to build

• Design ops: documentation, file governance, naming conventions across a team

• Brand and visual identity work: extending a concept, not just applying it

• User research basics: usability testing, heuristic evaluation, reading real behaviour

• B2B marketing or agency experience: designing for long sales cycles and considered purchases

• FigJam, Maze, or analytics to back design decisions with evidence

What You Get

• Variety: no two client brands are the same — SaaS, climate tech, enterprise software, each with its own system and constraints

• Ownership: you're not a pixel-pusher taking tickets. You make the design calls.

• Remote, async-first: your output matters more than when you're online

• Speed over bureaucracy: decisions get made fast, you won't wait two weeks for approval to fix something

• Work that actually ships: no designs that die in an endless review deck

How to Apply

Send your resume, a link to your portfolio with 2–3 shipped projects (not just concepts — work that made it into a real website or campaign, with the case study behind it), and a one-paragraph answer to this question: 'Describe the last time a design you shipped didn't survive contact with development or real users. What broke, why did it break, and what did you change about how you design because of it?' to drishti@pangolinmarketing.com

No moodboard-only portfolios. Show us process and shipped work, not just final screens. If a project you designed is no longer live, describe it and explain why.

Design (60%)

About Pangolin

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