# Tobias Ahlin > Something new Very Soon™ Location: Stockholm, Stockholm County, Sweden Profile: https://flows.cv/tobiasahlin http://tobiasahlin.com ## Work Experience ### Consultant & Speaker @ Tappily Jan 2013 – Present Product Designer, coach, and speaker. ### Principal Product Designer @ GitHub Jan 2024 – Jan 2026 | Stockholm, Stockholm County, Sweden Designing all things GitHub Copilot ### Principal Design Engineer @ GitHub Jan 2022 – Jan 2024 | Stockholm, Stockholm County, Sweden ### Staff Design Engineer @ GitHub Jan 2019 – Jan 2022 | Stockholm, Stockholm County, Sweden ### Industry Leader @ Hyper Island Jan 2015 – Jan 2022 As an educator and Industry Leader at Hyper Island, I've spent several years teaching in both full-time programs and industry-focused Masterclasses. My courses and lectures have primarily centered around: - Product Design: My teachings in product design have focused on instilling a user-centered approach mixed with a data-driven approach, blending creativity with practicality to create products that are not only innovative but also viable, profitable, and user-friendly. - Software development. I've guided students through the intricate world of coding and programming, primarily with a focus on JavaScript, HTML, CSS, and React. - A/B-testing and idea Frameworks: I've introduced students and industry experts to various frameworks for generating and refining ideas, including the Thoughtful Execution framework. - Data Analytics: Recognizing the importance of data in decision-making, I've taught how to measure, when to measure, moral consequences of measuring, as well as pitfalls and best practices for extracting insights from data. - Presentation Technique: In addition to design, product and development skills, I've taught courses on presentation technique and communication, equipping students and experts with the ability to effectively convey their ideas and work. ### Experience Design Director @ Mojang AB Jan 2017 – Jan 2019 | Stockholm, Sweden As the Experience Design Director at Mojang I started and built the UI and UX department for the Minecraft franchise, which continues to iterate and care for a now classic game. In addition to hiring and building the department, I directed the UI and UX for new and old games within the Minecraft franchise, including Minecraft and Minecraft Earth. ### Chief of Design @ Lookback Jan 2014 – Jan 2015 Lookback was founded in a small 2-seater couch from IKEA, in my old living room on Kungsholmen. Every Tuesday some friends came together to build products, hack on new tech, and occasionally play some StarCraft II. One day Nevyn Bengtsson announced that he wanted some help with a new project that he was working on, and Carl Littke took him up on the offer. A year or so later, I joined the company briefly myself. ### Design Engineer @ GitHub Jan 2013 – Jan 2014 My first time at GitHub I juggled an array of responsibilities (this was at a time when GitHub had few managers, meetings, and milestones). My primary focus was on design and development, primarily for: - GitHub.com: I worked with the design of GitHub.com, focusing on visual design, the design system, and CSS tooling. - GitHub for Mac & Windows: I worked with GitHub's Mac and Windows teams to build two distinct yet conceptually consistent native desktop applications, following each platforms guidelines and best practices. - GitHub Pages: This project had a lot of usage, but with a stagnant brand, documentation, and onboarding. I redesigned its site, built a dynamic onboarding flow, and implemented it all. (GitHub Pages, is of course, hosted on GitHub Pages, and runs on Jekyll) - GitHub Developer: The old version and brand of GitHub's developer documentation. I redesigned the site, cleaned up the implementation, and made its content searchable. ### Product Designer @ Spotify Jan 2010 – Jan 2012 Joining Spotify as a UI Designer in 2010 was exciting, a tad chaotic, and absolutely thrilling. My role quickly evolved into Product Design, where I found myself shaping Spotify's function, look, and feel across every device imaginable, from desktops, phones, and TVs to that shiny new iPad thing. When I joined, the design team was a cozy trio—just Rasmus Andersson, Andrea Rosengren, and me. Rasmus zipped off to Facebook early on, leaving Andrea and me to steer the Spotify design ship. At this time, Spotify's entire product development fit on a single floor on Birger Jarlsgatan, where developers and designers were so close-knit that the easiest way to get anything done was to walk over and tap the person responsible on the shoulder. Our processes weren't the most refined (Spotify had yet to start measuring and testing systematically), and we once launched a nyan cat easter egg that we quickly had to roll back (you get the idea). We had three product managers—Michelle Kadir, Mattias Arrelid, and Gabriel Ljungberg—and I worked closely with them, Gustav Söderström, and occasionally with Daniel Ek and Sean Parker. We launched Spotify in a couple of countries (including the US), opened up the New York office, introduced some new features, made some mistakes, learnt some things, and continued to build and iterate on the product and organization. As I left, the company had doubled in size a few times over, as had the design team. ### UI Designer @ Agigen Ltd. Jan 2009 – Jan 2010 | Stockholm, Sweden ### Design & Developer Intern @ Doberman Jan 2009 – Jan 2010 ### Digital Media Creative @ Hyper Island Jan 2008 – Jan 2010 | Stockholm, Sweden ## Education ### Digital Communication and Media/Multimedia Hyper Island ### Blekinge Institute of Technology ## Contact & Social - LinkedIn: https://linkedin.com/in/tobias-ahlin-4977b212 - Portfolio: http://tobiasahlin.com - Portfolio: http://twitter.com/tobiasahlin --- Source: https://flows.cv/tobiasahlin JSON Resume: https://flows.cv/tobiasahlin/resume.json Last updated: 2026-03-31