Historical snapshotsenior (5+ yrs)Captured Oct 23, 2026, 10:36 a.m.

Lead Industrial Designer, Interior

Chip

Location
Miami, United States · Onsite
Compensation
$110k – $150k
Employment
Full-time
Experience level
SENIOR (5+ years exp)
Specialization
Industrial Designer, Wellfound
Source
Wellfound

Everything people touch inside a Chip, and how it clips together, is yours.

About Chip

Chip is the first mass-market American robot. He just happens to be your car.

Chip is building a new category of vehicle. Most cars are engineered for highway speeds and long-distance range. The reality is that 60% of daily trips are under 6 miles. Chip is built for those trips: fully electric, street-legal on roads up to 35 mph, 100+ mile range, and made to fit the way people actually move through their neighborhoods.

We're also launching Chip Go!, a remote-driving service that keeps your vehicle moving when you're not inside it. Say the word and he'll go off to park himself, run an errand, get cleaned, or come get you and the family. Rolling out regionally.

We launched publicly in July 2026 and reservations are open nationally.

The role

The inside of a Chip is where the trip actually happens. Seats, dash, floor, storage, the screens and speakers Chip talks through, and the parts people add and take out again. Chip is designed to be modular and customizable at home, and the interior is where that promise gets kept or broken.

Interior parts are judged at arm's length, by a hand, in daylight. They stack up against each other, against wiring and structure, and against a knee. The surfaces come out of Blender as subdivision models and they're good. The hard part is the interfaces: where trim meets trim, how a part locates and fastens, where a screen bezel meets the dash without a shadow line nobody asked for. You'll set the standards and elevate the quality.

You'll also run the interior CAD team. Right now that's outside surfacers converting Blender to NURBS for engineering. Over time it's your own hires. Either way you decide who's good, what done looks like, and whether a corner was solved or just closed.

You'll report to the VP, Vehicle Design and the C-suite, and work alongside the engineering team.

The pipeline

Design happens in Blender, in subdivision surfaces, because iteration is fast and the same model feeds animation, the configurator, and marketing. Engineering works in Onshape. Between the two sits the conversion to NURBS, done today by outside vendors and reviewed by you. The A-surfaces have to hold their softness through that conversion or the design is gone.

What you'll do

  • Own the interior interfaces. Where trim meets trim, trim meets structure, and a hand lands. The gaps, the fixings, and the parts nobody sees that keep the ones they do see in place.
  • Design the kit logic inside. How interior modules and accessories locate, lock, and come out again, by an owner, in a driveway, without tools where we can manage it.
  • Define the interior accessory architecture. The datums, rails, and fixings future accessories attach to, so we stop designing a new interface every time we design a new part.
  • Run the interior CAD team. Brief the surfacers, review the patch layouts, accept the work or send it back. Outside vendors today, your own people as we grow.
  • Hold the surface through conversion. The Sub-D model is the design intent. You make sure the NURBS that reaches engineering still is.
  • Design for the hand at 30 centimeters. Radii, grain, gap, and the way a part feels when it's pressed, pulled, and leaned on for years.
  • Land the screens and speakers. Chip has a face and a voice. The housings, bezels, and grilles they live behind are yours.
  • Take parts to tool-ready. Draft, parting lines, undercuts, snap fits, and clips that survive the tenth removal.
  • Keep the line. When engineering needs a change, you find the answer that keeps the design whole, and you know when to give ground.

What you'll need

  • Seven or more years in interior or product design, with parts you designed that shipped and got used.
  • You've solved interfaces, not just surfaces. Trim to trim, snap fits, clips, fixings, tolerance stack-ups, and what happens to a part once it's thickened and moulded.
  • You can build A-surfaces yourself in SolidWorks, Fusion, CATIA, or Alias.
  • Fluent in Sub-D and NURBS, and honest about the difference. You can read a patch layout and say whether it was designed or patched.
  • You've led CAD hands. Briefed them, reviewed their work, sent it back, and made the final call.
  • Proactive. You do the work where and when it's needed, without waiting to be asked.
  • Comfortable in the engineering conversation. You can read a section, argue a datum, and lose gracefully when the physics wins.
  • Blender, or the will to work in it. It's where design lives here.
  • Based in Miami, where the vehicles are.

Almost nobody arrives strong on both the surface and the interface. Tell us which one you're better at and which you'd be picking up, and we'll take that seriously.

Bonus points

  • Vehicle interiors, or consumer hardware with fixings people see.
  • Soft trim, textiles, or upholstery.
  • CMF. You've owned color, material, and finish for parts people touch every day: grain, gloss, soft-touch, and how they age.
  • Injection moulding, snap-fit design, living hinges.
  • Vacuum forming.
  • Alias, ICEM, or a Class-A surfacing background.
  • Onshape.
  • Product design with moving parts: hinges, latches, mechanisms, anything that still has to work after the thousandth cycle.
  • You've shipped from a company with fewer than 50 people.

What success looks like

  • An owner swaps an interior module in a driveway and it locks in the first time.
  • Trim meets trim and the gap is the same on every car.
  • Engineering thickens a surface and nothing fails.
  • Nothing rattles.
  • The CAD team knows what good looks like without asking you.

Compensation and benefits

  • $110,000 to $150,000, depending on experience.
  • Equity in Chip.
  • Eligible for our company healthcare plan.