Senior Product Designer
In the 1960s, the Italian artist and inventor Bruno Munari was studying spontaneous forms: shapes that emerge from the interaction of material, function, and environment.
When Danese Milano commissioned him to design a lamp that was practical, durable, affordable, and easy to transport, Munari was reminded of the traditional rice paper lanterns he had encountered when traveling in Japan. But rice paper lanterns are fragile, hard to clean, and tend to yellow over time.
Looking for an industrial alternative, he discovered filanca—a synthetic stretch nylon used exclusively for women's stockings at the time.
Munari visited hosiery factories to test the material and see what forms it could take. "We do not make lamps, sir. Only stockings," one factory told him. Munari replied, "You'll see."
The result was the Falkland lamp: only a few centimeters thick when packaged, as tall as a human when hung, its spontaneous form emerging from the elasticity of the nylon and metal rings of different diameters inserted at regular intervals, enlarged by gravity when suspended from above.
Munari didn't begin with the form of a lamp. He began with the qualities it needed, then looked outside the conventions of lighting to find the right materials and methods. We're looking for a designer who works the same way: someone who studies the systems and materials at hand, then finds a way of putting them together that feels both unexpected and inevitable.
At Co–Star, the materials are a 4,000-year-old system of astrology, planetary data from NASA, and a corpus written by astrologers and poets. The qualities we're designing for: astrology made accessible without asking anyone to learn a complex system, and a language that lets people share something intimate with their friends.
We're hiring a Senior Product Designer to continue cultivating those qualities across Co–Star and new experiments. You'll move between product architecture, interaction design, prototyping, and visual design. Ideas rarely arrive as polished specs. You'll help decide what we make next and how it works.
What you'll do:
- Own major product surfaces end-to-end: concept, flows, interaction, visual polish, ship
- Invent interaction paradigms for things that haven't existed before and moke those new paradigms legible and fun
- Use research, experimentation, analytics, and user feedback to understand what people need and where products can improve.
- Prototype constantly, in Figma and in code — we expect tools like Claude Code, Cursor, and v0 to be part of your workflow
- Partner directly with engineering and research, to refine interactions, iterate quickly, and ship high-quality work.
You might be a fit if:
- You've spent the last decade designing software people love to use.
- You're comfortable moving between interaction design, visual design, and product thinking.
- You enjoy working closely with engineers.
- You agree that good work often emerges out of many rounds of iteration. You explore wildly, always ready to kill your darlings, and rework ideas until something clicks and feels correct.
- You'd rather prototype than make a presentation.
- Work > ego
Logistics
- Full-time. Hybrid San Francisco or New York.
- Compensation: $200,000–$285,000 + benefits
To apply
A portfolio is required. We care much more about what you've made than where you've worked; if this sounds like you, apply even if you don't check every box.
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