UX Engineer Intern (On-Device Computer Vision) in London
UX Engineer Intern (On-Device Computer Vision)

UX Engineer Intern (On-Device Computer Vision) in London

London Internship 35000 - 35000 ÂŁ / year (est.) Home office (partial)
Captur

At a Glance

  • Tasks: Design real-time feedback systems for mobile apps using cutting-edge computer vision technology.
  • Company: Join a rapidly scaling tech startup backed by top-tier investors.
  • Benefits: Competitive salary, housing stipend, flexible work arrangements, and generous holiday allowance.
  • Other info: 8-12 week internship with mentorship and excellent career growth opportunities.
  • Why this job: Make a real impact on user experience with innovative technology in a dynamic environment.
  • Qualifications: Experience in interaction design or HCI; coursework in computer vision is a plus.

The predicted salary is between 35000 - 35000 ÂŁ per year.

About Captur

Captur helps software understand real world scenes in real time with an SDK for flexible, on-demand visual recognition. We’re a small, rapidly scaling team backed by top-tier investors; we recently closed a $6M seed round to accelerate product and go‑to‑market growth. We are global leaders in edge ML and have validated +150M images on‑device for enterprise customers such as Lime. Next, expanding as a horizontal platform across use cases that require real‑time speed, high volume and coverage across a wide range of mobile devices.

About the role

The role focuses on the camera flow inside our clients' mobile apps. We don’t do single‑photo verification – our models run over the live camera stream, every frame, in real time, on the user’s phone. Whatever the user sees, and feels while they’re framing the shot is the focus of the problem you’ll be working on.

The interesting problem: model output is probabilistic and noisy, the scene is different every time, and the user is operating in the real world – on foot, in the rain, gloves on, one hand free. Visual UI alone usually isn’t enough. Haptics, symbolic cues (think game HUD), and visual feedback all need to play together, and at any given moment you have to decide what to surface, on which channel, in what order.

What you’ll do

  • Real‑time feedback design. A scooter rider photographs a finished trip in the rain. The camera streams at ~30fps; the on‑device model gives a confidence‑shaped output per frame. The job is to turn that stream into something the rider can act on inside their visual loop – usually under 300 ms.
  • Parallel feedback channels. Visual, haptic, symbolic. Each has different bandwidth, different attentional cost, different latency. Mapping the right signal to the right channel – and prioritising across them when several things are wrong at once – is the headline challenge.
  • Generalising across scenes. A courier at a doorstep, a rider at trip‑end – same SDK, different scenes, different priorities. We want a feedback system that generalises rather than one hand‑tuned per client.
  • End‑to‑end ownership. You’d scope, prototype, ship, and measure one piece of work over the internship. A 1:1 mentor helps you scope it in week one and reviews throughout.

Technical Challenges

  • Real‑time stream verification. The camera runs at ~30fps. Each frame is an input. The on‑device model emits probabilistic output per frame. The feedback layer aggregates that stream and decides what to surface, when (real‑time systems, signal processing).
  • Sub‑300 ms end‑to‑end budget. Anything you display, or vibrate has to land inside the user’s visual loop, not after they’ve moved on (HCI, perception of latency).
  • Multi‑frame smoothing – confidence over the last N frames, thresholds for triggering feedback, asymmetric thresholds (different for “shot is good” vs “shot is bad”) (signal processing, applied statistics).
  • Parallel feedback channels and priority ordering. Visual UI is one channel. Haptics, and symbolic / game‑HUD cues are others. Each has different bandwidth, different attentional cost, different latency to perception (multi‑modal interfaces, HCI).
  • Mapping signal to channel: haptics are good for “now, wrong” pulses; visual for fine‑grained framing guidance. Why? When does that mapping break (interaction design, sensory psychology adjacent).
  • Priority ordering: if three things are wrong with the shot at once, which do you tell them first? Why? Does the answer change once they’ve corrected one (information design, game UI / HUD design).

Context‑dependence across scenes. Same SDK, different scenes: courier at a doorstep, rider at trip‑end, driver photographing a damaged parcel. Different lighting, different priorities, different “what does a good shot look like” (HCI, generalisation). The model output is one signal. Time‑of‑day, IMU motion, ambient light, the user’s prior attempts in this session are others. How do you combine them into a single coherent feedback layer (sensor fusion, applied ML). How do you build a system that generalises rather than hand‑tuning per client (software architecture, declarative configuration).

Qualifications

Required

  • Some interaction design, motion design, or HCI work – coursework, a side project, or self‑directed study. Send us one example in your application.

Useful

  • Coursework or projects in computer vision, ML, or signal processing.
  • Front‑end (TypeScript / React) – useful for our internal debug tools and visualisations.
  • Prototyping tools (Figma, Origami, ProtoPie, or hand‑rolled HTML / SwiftUI).
  • Game UI design, aviation HUD design, accessibility / multi‑modal interface work, or anything else where you’ve thought about feedback beyond visual UI.
  • User research methods – think‑alouds, contextual inquiry, watching your flatmate use your project.

Role Compensation and Working Details

  • 8‑12 week internship, starting on 22nd or 29th June depending on applicant availability.
  • Base salary of ÂŁ35,000 per annum, pro‑rata’d for the duration of the internship.
  • Taxable housing stipend of ÂŁ125 per week for interns whose permanent address is outside London and who need to pay for accommodation during the internship.
  • Based 3 days a week from our Liverpool Street Office, with work from home on the remaining days.
  • 25 days’ holiday plus public holidays, pro‑rata’d for the duration of the internship.
  • Dedicated company Macbook Pro for use during the internship.
  • Dedicated company Apple or Android device for UX testing during the internship.

UX Engineer Intern (On-Device Computer Vision) in London employer: Captur

Captur is an exceptional employer that fosters a dynamic and innovative work culture, perfect for aspiring UX Engineers. With a focus on real-time visual recognition technology, employees are encouraged to take ownership of their projects while benefiting from mentorship and collaboration within a rapidly scaling team. Located in the vibrant Liverpool Street area, Captur offers competitive compensation, generous holiday allowances, and a supportive environment that prioritises employee growth and development.
Captur

Contact Detail:

Captur Recruiting Team

StudySmarter Expert Advice 🤫

We think this is how you could land UX Engineer Intern (On-Device Computer Vision) in London

✨Tip Number 1

Get your networking game on! Reach out to people in the industry, especially those who work at Captur or similar companies. A friendly chat can open doors and give you insights that a job description just can't.

✨Tip Number 2

Show off your skills! If you've got a portfolio or any projects related to UX design or computer vision, make sure to highlight them in conversations. We love seeing real-world applications of your work!

✨Tip Number 3

Prepare for interviews by practising common questions and scenarios related to real-time feedback systems and multi-modal interfaces. We want to see how you think on your feet, so be ready to discuss your thought process!

✨Tip Number 4

Apply through our website! It’s the best way to ensure your application gets seen. Plus, it shows us you're genuinely interested in joining our team at Captur. Don’t miss out!

We think you need these skills to ace UX Engineer Intern (On-Device Computer Vision) in London

Real-time Feedback Design
Interaction Design
Human-Computer Interaction (HCI)
Signal Processing
Applied Statistics
Multi-modal Interfaces
Sensor Fusion
Software Architecture
Prototyping Tools (Figma, Origami, ProtoPie)
Front-end Development (TypeScript, React)
User Research Methods
Game UI Design
Accessibility Design

Some tips for your application 🫡

Show Your Passion for UX: When you're writing your application, let us see your enthusiasm for user experience design. Share any projects or coursework that highlight your interaction design skills, especially if they relate to real-time feedback systems. We love seeing candidates who are genuinely excited about the field!

Tailor Your Examples: Make sure to customise your application by including specific examples that align with the role. If you've worked on projects involving computer vision or multi-modal interfaces, mention them! This helps us understand how your experience fits into what we do at Captur.

Be Clear and Concise: Keep your application straightforward and to the point. We appreciate clarity, so avoid jargon unless it's necessary. Make it easy for us to see your qualifications and how they relate to the challenges we face in real-time systems.

Apply Through Our Website: Don't forget to submit your application through our website! It’s the best way for us to receive your details and ensures you’re considered for the role. Plus, it gives you a chance to explore more about what we do at Captur!

How to prepare for a job interview at Captur

✨Know Your Stuff

Make sure you brush up on your interaction design and HCI knowledge. Be ready to discuss any relevant coursework or projects you've done, especially those related to computer vision or real-time feedback systems. Having a solid example to share will show your passion and understanding of the field.

✨Showcase Your Prototyping Skills

Familiarise yourself with prototyping tools like Figma or ProtoPie. During the interview, be prepared to talk about how you've used these tools in past projects. If you can demonstrate your ability to create effective visual and haptic feedback designs, it’ll definitely set you apart from other candidates.

✨Think Multi-Modal

Understand the importance of multi-modal interfaces. Be ready to discuss how you would approach designing feedback systems that incorporate visual, haptic, and symbolic cues. Think about how you would prioritise feedback when multiple issues arise – this shows your problem-solving skills and understanding of user experience.

✨Ask Insightful Questions

Prepare some thoughtful questions about the role and the company. Inquire about their current challenges with real-time feedback or how they envision the future of their SDK. This not only shows your interest but also gives you a chance to demonstrate your knowledge and enthusiasm for the position.

UX Engineer Intern (On-Device Computer Vision) in London
Captur
Location: London

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