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Haptics Jobs (NOW HIRING)

Further, knowledge of system level integration and haptics feedback in real and virtual agents will be a plus. The successful candidate must have a Ph.D. or equivalent degree in related engineering ...

Animation, micro-copy, haptics - nothing ships until it delights. Minimum Qualifications * 5+ years crafting digital products end-to-end, with a portfolio that marries beauty and usability * Proven ...

Working closely with designers, engineers, and product managers, you'll take ideas from prototype to production - sweating the animations, haptics, and micro-interactions that make every interaction ...

Working closely with designers, engineers, and product managers, you'll take ideas from prototype to production - sweating the animations, haptics, and micro-interactions that make every interaction ...

$184K - $324K/yr

Description We are a team of best-in-the-world research scientists and engineers with deep experience in computer vision, machine learning, robotics, haptics, and related areas. We work on exciting ...

Bonus: computer vision, robotics, custom hardware, cloud APIs, haptics The pay offered for this position may vary based on several individual factors, including job-related knowledge, skills, and ...

NY · On-site

The team creates next-generation in-vehicle HMI, show cars, and immersive mobility experiences by integrating light, sound, haptics, and visual content. Responsibilities * Build trusted relationships ...

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haptics information

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$15

$34

$48

How much do haptics jobs pay per hour?

As of Sep 11, 2026, the average hourly pay for haptics in the United States is $34.94, according to ZipRecruiter salary data. Most workers in this role earn between $27.16 and $40.87 per hour, depending on experience, location, and employer.

What is haptics?

Haptics is the science and technology of transmitting and understanding information through touch. In the context of technology and devices, haptics refers to the use of tactile feedback, such as vibrations or motions, to simulate the sense of touch for users. Haptic technology is commonly used in smartphones, gaming controllers, virtual reality systems, and medical devices to enhance user experience by providing physical sensations that correspond to actions on screen. This field combines engineering, neuroscience, and design to create more immersive and intuitive interfaces.

What are the key skills and qualifications needed to thrive as a haptics engineer, and why are they important?

To thrive as a Haptics Engineer, you need a solid background in electrical or mechanical engineering, physics, or computer science, often supported by a relevant degree. Familiarity with haptic device design, signal processing, embedded systems, and software tools like MATLAB or Unity is typically required. Strong problem-solving, creativity, and effective teamwork skills help professionals excel in this interdisciplinary field. These abilities are essential for developing innovative tactile technologies that enhance user experience in consumer electronics, VR, and other interactive systems.

What are some common challenges faced by professionals working in haptics development, and how can they be addressed?

Professionals in haptics development often encounter challenges such as integrating tactile feedback into compact devices, ensuring cross-platform compatibility, and balancing user experience with technical constraints. Collaboration with multidisciplinary teams—such as hardware engineers, UX designers, and software developers—is crucial to address these issues effectively. Staying updated with the latest advancements in actuator technology and user interface research can also help overcome these challenges and deliver innovative solutions.

What is the difference between Haptics vs Audio Engineer?

AspectHapticsAudio Engineer
Required CredentialsDegree in engineering, physics, or related fields; technical skills in hardware and software developmentDegree in audio engineering, music production, or related fields; technical skills in sound design and recording
Work EnvironmentResearch labs, tech companies, hardware development firmsRecording studios, live venues, broadcasting companies
Industry UsageConsumer electronics, gaming, virtual realityMusic, film, broadcasting, live events
Common Search & ComparisonHaptics vs Audio Engineer

Haptics specialists focus on tactile feedback technology used in devices like smartphones and gaming controllers, requiring engineering and hardware skills. Audio Engineers work on sound recording, mixing, and production in entertainment and media industries. While both roles involve technology and sound, Haptics emphasizes tactile feedback, whereas Audio Engineers focus on audio quality and sound design.

What are the applications of haptics?

Haptics professionals develop tactile feedback systems used in virtual reality, gaming, medical training, and robotics to simulate touch sensations. Their work involves designing and testing devices that enhance user interaction and immersion through precise force and vibration feedback.

What are the most commonly searched types of Haptics jobs?

The most popular types of Haptics jobs are:

What states have the most Haptics jobs?

States with the most job openings for Haptics jobs include:

Infographic showing various Haptics job openings in the United States as of September 2026, with employment types broken down into 91% Full Time, 2% Temporary, and 7% Contract. Highlights an 90% Physical, 2% Hybrid, and 8% Remote job distribution, with an average salary of $72,669 per year, or $34.9 per hour.

Designer-Engineer · Apple Platforms

Ashburn, VA • On-site

Other

This job post has expired today. Applications are no longer accepted.


Key responsibilities

  • Design and build the iOS app, Apple Watch app, and Mac widgets, ensuring a cohesive experience across all surfaces.

  • Implement design elements such as motion, haptics, and widget behaviors in Swift and SwiftUI, following Apple's Human Interface Guidelines.

  • Contribute to the development of the design system that unifies the user experience across multiple Apple devices.


Job description

A designer who codes, or an engineer who designs — the line doesn't matter. What matters is that you can hold the whole experience in your head: the way a glance complication should feel on the wrist, the way a widget rests on a Mac desktop, the way the iPhone app breathes in the hand. And you can build it yourself in Swift.

You're fluent in Swift and SwiftUI. You've shipped a real iOS app to production — not a course project. You know Apple's Human Interface Guidelines well enough to know when to follow them and when the practice we're building demands a quieter, slower deviation. You probably have opinions about haptics, motion curves, and font metrics, and you can defend those opinions in code reviews.

Bonus: production experience with WidgetKit, watchOS complications, Live Activities, ActivityKit, Liquid Glass, or whatever recent Apple surface has caught your attention. Bonus on top of bonus: you've built something cross-Apple-platform before and the three surfaces actually felt like one product.

What you'd work on
  • The iOS app itself — its motion, its haptics, the way each meditation arrives, holds, and ends.
  • An Apple Watch app and complication that turns a wristwatch into a quiet reminder to practice — not another notification source. The point is to return attention, not interrupt it.
  • Mac widgets that sit at the edge of the desktop the way a candle sits at the edge of a room: present, never insistent.
  • The design system that ties all three surfaces together. The Sacred Act needs to feel like one thing across three devices, not three apps with a shared logo.
What I'll bring
  • A real product in TestFlight, with users who care and a private community of testers shaping every release.
  • A founding engineer to pair with on the boundary between native Swift and the Bun + Hono backend that wraps the AI meditation generation.
  • A design language still being shaped — your taste will set its tone for years across iPhone, Watch, and Mac. There is no design team to defer to, and no committee.
  • Equity that makes the surfaces you design and ship feel partly yours, because they will be.
What I won't do
  • Ask you to ship before the surface feels right. We move slowly on the parts that matter.
  • Bury your name behind a generic "engineering" credit. Designer-engineers deserve to be seen as both.
  • Build for engagement metrics or compete with the attention economy. The product is meant to return attention to the visitor, not capture it.

If you can show me an Apple surface you've shipped that you're genuinely proud of — and one place in a currently shipping iOS app where you think the design has betrayed the calm it was meant to carry — send an application.

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