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Job
· Principal
Member of Technical Staff, (Software Engineer, Experience)
Software Engineer
• Principal
• On-site
• Full-time
•
San Francisco, USA
The charter of Perplexity’s Core Experience team is to create a cohesive, intuitive, and delightful user experience by integrating cutting-edge AI capabilities and research into a unified system. The Core Experience team works closely with product design teams to ship a world-class web app that’s used by millions of people every day. We imagine and build the interfaces through which people experience the promise of AI. We are seeking a talented engineer with an uncompromising dedication to the craft of frontend web development. You’ll help us to define the future of human-agent collaboration: establishing intuitive mental-models, patterns, and state-representation. You’ll work closely with design to prototype, architect, and engineer novel interfaces for interacting with AI collaborators. What you’ll do Build and ship polished, high-craft, intuitive web interfaces Constantly improve high-visibility surfaces like agent chat threads, artifact editing, and message composition Partner directly with design to turn visionary ideas into production implementations Solve complex problems across architecture, state-management, animation, and performance-optimization Collaborate with capabilities and research teams to synthesize the latest research into coherent production experiences Support other product teams by designing reusable libraries and SDKs to maintain a high quality-bar across all surfaces of the product What we’re looking for Strong proficiency in modern web technologies: React, TypeScript, CSS, etc. Exceptional taste: relentless attention to detail, from aesthetics to performance to code-quality Comfortable owning projects end-to-end, working at high velocity in an ambiguous environment where the industry changes by the day Keen product sensibilities: being able to reason about what will work, what won’t, and articulate why Customer obsession: always thinking about how what you’re building will touch the person on the other side of the screen
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