DIRECTOR / SOFTWARE PRODUCT DESIGN NOTHING / LONDON
C. KILLORAN 2026
01 / INTRODUCTION

Chris
Killoran.

Software product design director. Sixteen years, four continents, one application — for Nothing.

我相信好的设计可以跨越语言。
wǒ xiāngxìn hǎo de shèjì kěyǐ kuàyuè yǔyán.
I believe good design works across languages.
CURRENTLY
Head of Product Design, Metrea
LANGUAGES
English · Basic Mandarin · Learning Spanish, Italian
FOCUS
Mission-critical software · Design leadership
REC
60 SECONDS — TELL ME ABOUT YOURSELF
drop video at ./videos/01-introduction.mp4
CLIP 01 · INTRODUCTION · ~60S
02 / THREE REASONS

Three reasons I'm in this conversation.

Sixteen years building software product design at the awkward stages — first UX team at Temenos, ground-up design system at Metrea inside defence-tech, design leadership at Virgin Media, BlackRock, Refinitiv and Orbus.

One. Hands-on now with on-device LLMs and multi-agent systems — Ollama, Hermes Agent, OpenClaw. Prototyping the AI-native loops Nothing has publicly committed to for 2026 — what Carl Pei has described as “intelligence that turns understanding into action.”

Two. Professional sound design and engineering training (VFS, 2009–10). Music production. Useful for Ear — and for Glyph, which is half audio anyway.

Three. I speak some Mandarin. Might be handy for the Shenzhen side of the business.

03 / ON NOTHING

Not a talent problem. A coordination problem.

Nothing has a room full of people with ideas. The director's job isn't to add more — it's to channel the ones already in flight.

Five years from a sketch to global challenger across forty markets, with a hardware-software stack built from scratch. That creates the inevitable side effect of more creative energy than aligned direction. That's not a criticism. It's the cost of doing what Nothing has done at the speed Nothing has done it.

The work, then, is wrangling. Channelling that energy toward four outcomes that don't always agree: grow the company, hold competitive position, hit business targets, keep the community's trust. Each pulls in a different direction. Design is one of the few functions that touches all four.

The unifying thread is human–computer interaction across the ecosystem. Phone, watch, buds, headphones — held together by a visual language distinctive enough to matter. Get the HCI between hardware right, and the brand carries itself. Get it wrong, and even great products feel disconnected.

That's the job I want, and that's the lens I'd bring to it.

04 / ON THE OS

The OS is the product.

REC
VISION FOR NOTHING OS
drop video at ./videos/02-os-vision.mp4
CLIP 02 · VISION · ~90S

Carl has said publicly the goal is a billion OSes for a billion people, generated on demand. That's a directional statement, not a design system. The job is converting it into something shippable.

Three layers. A stable identity layer — typography, dot-matrix language, monochrome, sound design — that never adapts, because the brand needs a constant. An intent layer where surfaces are generated per user per task, replacing static apps with conversational and ambient affordances. And a trust layer that exposes what the system is doing on the user's behalf — because the failure mode of agentic OSes is opacity.

I'd push back hard on any version where personalisation erodes the brand. The visual restraint is the product.

05 / OPERATING

London  ⇄  Shenzhen.

REC
DISTRIBUTED DESIGN LEADERSHIP
drop video at ./videos/03-operating.mp4
CLIP 03 · OPERATING · ~75S

Sixteen years across distributed design teams — USA, Singapore, Sweden, Romania, Ukraine, India. Distribution isn’t a problem to manage; it’s an advantage if you set it up right. Global culture. Specialised expertise in every timezone. Hardware-software integration at the manufacturing source.

For a setup like Nothing’s — London, Shenzhen, Bangalore — the structure I’d build:

One. A central source of truth for design — components, motion tokens, copy tone — owned by one person and governed by dedicated team members, mirrored across offices.

Two. Global standards with regional flexibility — governance respects local requirements where they genuinely differ.

Avoiding parallel design tracks saves time and resources, sustains productivity, and maintains quality and excellence.

06 / FIRST 90 DAYS

Days 1 to 90.

REC
FIRST NINETY DAYS
drop video at ./videos/04-ninety-days.mp4
CLIP 04 · PLAN · ~60S
DAYS 01 — 30

Shadow.

Sit with every designer. Watch reviews. Read the last six months of crits. Use the products as a daily driver. Spend a week in Shenzhen. No reorganisation, no manifesto.

DAYS 31 — 60

Write.

Two documents. A state-of-the-design memo to the CEO with what I found. A design principles document for the OS pivot, drafted with the team.

DAYS 61 — 90

Ship.

One visible win — a single OS surface or system component redesigned end-to-end — to prove the model and set the bar.

07 / TRACK RECORD

Sixteen years.

Built design systems and teams from zero, in environments that didn't tolerate ambiguity. Mission-critical software, regulated finance, consumer telco, infrastructure.

2023 — NOW
Metrea
Head of Product Design — defence-tech. Ground-up design system, international team build, mission-critical software across geo-spatial, operations, VR/AR, knowledge base, risk, hardware interaction, AI.
/01
2022
BlackRock
Senior Product Designer — iShares.com. Hands-on design and user testing.
/02
2021 — 22
Virgin Media
Lead Product Designer — ground-up customer service platform (telephone, user data, agent software). virginmedia.com content UX/UI. Netflix and O2 integrations.
/03
2021
Refinitiv (LSEG)
Senior Product Designer — visual Python builder for scripts in LSEG Workspace.
/04
2017 — 21
Orbus Software
UX Design Manager — iServer, Portal, iServer365. Research, UX, UI, design leadership.
/05
2014 — 17
Temenos
Senior UX Designer — hired and led the first UX team. Mobile, internet, private, corporate and white-label banking software.
/06
2012 — 14
GreySpark
UX Designer — client work for UBS. Web, print, corporate communication.
/07
2005 — 08
Boeing · Aeroinfo
Data Analyst — SQL queries, profiling, extraction, data-quality review, cross-audience communication.
/08
2004 — 05
Electronic Arts
Software Tester — Need For Speed: Most Wanted. PAL QA across six languages; wrote automated test scripts.
/09
08 / DAILY DRIVERS

I use what I'd be designing.

Owning the products is the cheapest form of user research. The current rotation, including the value tier — because CMF is part of how this company actually reaches the next billion users.

NOTHING
Phone (3)
Daily driver
CMF BY NOTHING
Watch Pro
Wrist
NOTHING
Ear (3)
Every day
CMF BY NOTHING
Headphones Pro
Focus / travel
09 / SOUND

Audio came first.

Sound design was my first formal discipline — Vancouver Film School, 2009–2010, Sound Design for Visual Media — before I moved into product design. It still runs underneath everything I do.

Music production studio
IMG
HOME STUDIO
drop image at ./images/studio.jpg
/ STUDIO — PRODUCTION + ENGINEERING
DJ setup
IMG
DJ RIG
drop image at ./images/dj.jpg
/ DJ — PERFORMANCE
TRACK · ORIGINAL PRODUCTION
Leopards of Sri Lanka
TOYST — production name. Born in Sri Lanka; leopards are the island's apex predator.
0:00 / --:--

Practical relevance to Nothing: Ear, Ear Pro, CMF Headphones Pro, CMF Buds, plus the Glyph as an audio-visual language. Sound isn't a peripheral concern at this company — it's a primary surface. I treat it that way.

Engineering background, performance background, daily listening background — when the audio team and the product team are arguing about a haptic, I can sit in both rooms.

10 / LINEAGE

On whose shoulders.

Every designer's taste comes from somewhere. The three that matter most for how I'd approach this role — one school, two individuals, one continuous tradition.

/ HERO 01
"Art and technology — a new unity."
The Bauhaus
Weimar · Dessau · Berlin · 1919–1933
Gropius's line from the 1923 exhibition is the closest thing Nothing has to an operating philosophy. Every decision that gets called "design" at this company is the same question: how do we hold art and technology in one product without one swallowing the other? Rams and Rand both descend from this lineage. So does the dot-matrix.
/ HERO 02
"Less, but better."
Dieter Rams
Head of Design, Braun · 1961–1995
The lineage between Braun's product language and what Nothing builds is impossible to miss. The discipline Rams put into restraint — monochrome, function-first, transparent construction — is the bar Nothing is trying to clear at scale. The ten principles are still the most useful design audit I know.
/ HERO 03
"Don't try to be original. Just try to be good."
Paul Rand
IBM · Westinghouse · ABC · UPS · NeXT
Rand's mark-making sets the bar for how a brand identity can survive decades of use without dilution. Nothing's wordmarks and dot-matrix display language operate in that modernist tradition — and Rand's writing is the clearest guide for holding that discipline as a company scales past founder-led design.
11 / NEXT

Let's talk.

Shortest path is email. Same-day reply.