DSID 128 Final Process Book My Kim Vo
Preliminary Research Design Constraints Materials, Processes, Sustainability Research Product Goals and Requirements User Interviews Research on Existing Dating Apps and Services Ideation Phase Final Design Persona Walk-through Design Decisions and Details
Preliminary Research
The Problem At Hand Based on conducted research, the most reoccurring issues surrounding online dating apps currently include Dishonesty Lack of accountability Time-consuming Feels "unnatural" or "unreal" With our generation rapidly turning to digital interfaces as quick and convenient solutions, dating is no exception to this. As a result, human beings and their stories are boiled down to catchy biographies, interesting-enough selfies, and recycled pick-up lines curated in hopes of acquiring that "right swipe." Despite being a fast and convenient solution, dating apps have lost the empathy once present from meeting others in person.
SWOT Analysis Strengths Needed -- Tinder and other dating apps alike are becoming the norm (shallow, lifeless interfaces) Expresses my concern as a designer for maintaining meaningful relationships apart from the digital world Weaknesses Will be challenging to design a tangible product that is not an app and is compelling enough to use Opportunities Bringing back empathy and emotions beyond just a screen/swiping interface Designing a safer experience Threats World moving towards social media/digital technology and away from analog interactions
Hypothesis Existing dating apps establish fast, yet superficial connections that draws clear separation from meeting face-to-face/ "organically" How might we keep the fast and fun methods that dating apps allow us while integrating emotions from meeting organically?
By moving the platform from a digital phone app to a physical system based in reality, we can bridge the gap between artificial and human interaction.
Parameters Should be a product or system that challenges existing digital interfaces Designed either for millennials (no existing system currently focuses on serious, inperson dating for their group) Must be safe, cost-efficient, not overly invasive, convenient, quick, comfortable Fits the lifestyle of the user, not obtrusive Can be inspired by or utilizes nostalgia in meeting a potential love interest Focuses on in-person/physical interaction Thoughtful
Directions Solutions for friendship vs relationship Exploring spatial/architectural design Gameifying Speed dating Can potentially utilize AI Meaningful products linked to one another Wearables TBD
Observations Dating in real life, at a coffee shop: When observing people in a coffee shop (a common space for dating), I could recognize some levels of comfort between two individuals based on how they were sitting. For the size of the coffee shop, many seats were taken which lead to some couples naturally sitting side-by-side at the bar. One couple was doing work but were sitting in front of each other, despite having the option to sit side-by-side. Several couples gravitated to small tables for two that were faced front-to-front. One couple interestingly split up where they were seated to do work, presumably to not distract one another.
Dating in the digital world, observed from friends: Often throughout the week, I would hear some friends make small remarks about their current situations with dating apps. Since I met my partner two years ago from a dating app, I am always curious and quick to spark the conversation to hear others' experiences. Most of the remarks come from my heterosexual, male friends, where their conversations almost always hit dead-ends since girls seem to reciprocate less or aren't as enthusiastic as they are. If they do go on dates, sometimes they get surprised by what they see in reality versus online photos. When speaking to some girl friends, their experiences include some casual dates with just OK conversations, but usually nothing beyond that.
How can I design an experience that sets up a foundation for more meaningful conversations + connections?
Design Constraints
Ergonomic Design considerations for the user interaction The People Involved: How do people interact and behave in groups in relation to the product/service/environment (P/S/E)? What are the processes and tasks they might be doing? The Tools and Technology: How are tools and technology used? How do they affect the users' interaction with the P/S/E? The Organization: How does the organization affect the workers’ ability to complete the objective of the P/S/E? The Work Processes: How do the written procedures and norms affect people and the quality of their interactions/experiences? The Task: How does the task affect the users' ability to complete the goal of the P/S/E? (In this case, having a positive conversation, interaction, meeting, etc. with another person) The Environment: What affect does the physical environment have on the users and the task? User needs: Type of operation, instructions, warnings, hazards Human factors: Design–man-machine relationships, operation, physical and emotional well being, comfort, lighting, visibility, etc Ergonomic designs: reach, accessibility, comfort, height, layout, etc. Cybernetic: design–controls, layout, clarity, interactions https://www.faa.gov/about/initiatives/maintenance_hf/library/documents/media/mx_faa_(formerly_hfskyway)/ata_specification_113_maintenance_hu man_factors_program_guidelines/chapter7.pdf
Health & Safety Design considerations and tips for the user's safety Setting up the profile Tailored messaging so not everyone can do so. Geography settings not too invasive. Using unique photos for your dating profile apart from photos used on your other social media sites. Putting less personal details on your profile. Interacting online Setting up a fake phone number specifically for dating. Enabling users to talk to mutual friends. Users can get to know each other, but limited to sharing too many details at first. Meeting in the real world Arranging self transportation. Meeting in a public place for the first date. Users can quickly call for help from customer support (digital or physical) If interacting with food on the date Understanding allergens and notifying service for accommodations https://www.asecurelife.com/online-dating-safety/
Functional Design considerations for the user and functionality of the product/service/environment Individual Constraints: A constraint located inside the body Structural: related to the body's structure Example- height, weight, or muscle mass The P/S/E should not be overly complex in its function, should be universal in use (ie. not too heavy, tall, short, etc. when users interact with it) Functional: related to one's behavioral function Example-Attention Motivation The P/S/E should be intuitive, again universal (keeping age, mental/physical disabilities, as well as international visitors/tourists, etc. in mind, if designing physical space) Environmental Constraints: A constraint from outside of the body, the world around us Example- gravity, surfaces, gender roles, and cultural norms The P/S/E should be welcoming/inviting, again universal and not offensive--any users can approach and feel comfortable using it Task Constraints: Constraints related to outside of the body, a specific task or skill Example- goal of a task, rules about performance, or equipment Tasks should be easy to complete and understand, be easy to read, hear, or handle (in terms of buttons, knobs, screens, etc.) http://teamgymshorts4.weebly.com/newells-theory-of-constraints.html
Aesthetic Design considerations for the aesthetic of the P/S/E Designing the aesthetic based on the five senses Vision: Color, Shape, Pattern, Line, Texture, Visual weight, Balance, Scale, Proximity and Movement Sound: Loudness, Pitch, Beat, Repetition, Melody, Pattern and Noise Material: Texture, Shape, Weight, Comfort, Temperature, Vibration and Sharpness Taste and Smell: Strength, Sweetness, Sourness and Texture (for taste) The P/S/E should evoke a positive response from users that enhance the overall experience Designing for aesthetic pleasure Psychical pleasure: Pleasure derived mostly from touch, smell and taste Social pleasure: Pleasure derived from interacting with other people or with AI(still not that common) Psychological pleasure: Pleasure derived from completing a task or feeling in control and safe Ideological pleasure: This context is mostly about abstract pleasure, ie. sustainable design triggering positive reactions/feeling of responsibility The interaction and experience of the P/S/E should evoke delight and pleasure through multiple sources mentioned above https://uxdesign.cc/design-principle-aesthetics-af926f8f86fe
Economic Design considerations for the economic constraints of the P/S/E Prices of current related or similar products on market and your cost and profit Bumble Boost, $24.99/month Tinder Plus, $9.99/month for users under 30; $19.99/month for 30-plus Tinder Gold, $4.99/month added to the cost of Tinder Plus Grindr Xtra, $11.99/month OkCupid A-list, $9.99/month It's Just Lunch, $2000+ Tawkify, $900+, $99/year to get matched with clients ¡Available budget- business, user, government or local organization’s Economic design considerations for the P/S/E would need to take into account existing services on the market and exist at a comparable/competitive rate, somewhere in between the digital (more affordable) and physical (expensive) services The cost of the P/S/E would need to consider The cost for the user Maintenance costs Designing/manufacturing/distributing Its potential impact to the local/global economy https://www.vox.com/the-goods/2018/9/19/17856860/tinder-plus-gold-bumble-boost-okcupid-a-list-dating-apps-premium
Legal Design considerations for the legal constraints of the P/S/E Business Structure Sole proprietorships, partnerships, corporations and limited liability companies Licenses and Industry Regulation ie. A restaurant might be required to obtain a liquor license to sell alcohol Labor Laws Ensuring workers are being paid fairly (minimum wage or above) Laws also prevent businesses from discriminating against workers in the hiring process based upon such attributes as age, race and religion. Intellectual Property Intellectual property laws limit a company's ability to use inventions, designs and other intellectual property created and used by others, but it may also safeguard its own intellectual property against unauthorized use. Products using concepts protected by patents Design by following required state or federal codes Legality in designing product to expose personal and private life of individuals Regulations –OSHA, FAA, FDA Ethics –public safety, health, welfare and integrity Intellectual Property–patents, trademarks, copyrights It is paramount that the P/S/E follows all legal constraints for it to exist.
https://smallbusiness.chron.com/legal-constraints-business-23712.html
Life cycle Design considerations of the life cycle of the P/S/E Distribution – means of transport, nature and conditions of dispatch, rules, regulations Operation – wear and tear, special uses, working environments, lifespan Maintenance –servicing intervals, inspection, exchange and repair, cleaning, diagnostics Disposal –recycle, scrap The P/S/E should be conscious of its material use, therefore it should not produce excessive waste. It should be designed in a way that enables maintenance to be quick, efficient, and relatively inexpensive, If it does excessively use unnecessary materials, this will effect the overall experience (even if at a subconscious level) for the user
Service maintenance Design considerations for service maintenance of the P/S/E Quality assurance regulations, standards and codes Quality control relating to inspection, testing, labeling Reliability on the product’s life Percentage of design failures that requires support Ease of readability to inspect technical difficulties for maintenance and support The P/S/E should have reliable customer support that is fast and responsive, This will help enhance the overall user experience, safety, and help brand loyalty over the years. Since the P/S/E should be universal in its design, this means it should also have easy readability for those servicing the P/S/E during maintenance checks.
Social Design considerations for social constraints of the P/S/E Product used by one group that may affect the cultural ethics of another Designs that mocks or represents societies traditions, gods and beliefs Designing a revealing product for conservative target audience- scandalous, provocative, offensive, insulting, challenging, etc. Keeping in mind the age, mental/physical disabilities, language barriers, etc. of the P/S/E, it is important that it can reach a wide demographic while not being socially offensive in the above stated manners. This means designing with the utmost consideration and research of multiple cultures in the area of dating and meeting others.
Materials, Processes, Sustainability Research
Materials 1/4 1. Observations
Soft, hug-able materials, like fur, velour, cotton, and satin. Pros: Familiar, approachable, non-aggressive, nostalgic, secure Invites users to embrace, encourages physical interaction Cons: Not much structural integrity Could be limited to indoor solutions Wear over time
Materials 2/4 1. Observations
Memory foam: not only soft to the touch, but cradles and envelopes you. Pros: Molds to whatever shapes encounter it, similar to an embrace Encourages physical touch and interaction Slow-rising, calming, gentle Cons: Difficult to keep clean Could be limited to indoor solutions
Materials 3/4
Wood takes an opposite approach to soft-goods, yet is still natural, organic, and calming. Pros: High structural integrity, durable, versatile Easy to obtain and machine Sustainable Wear over time can add meaning to the aesthetic Cons: Depending on the type, some can be soft and more vulnerable to cracks, chips, etc.
Materials 4/4
Precious metals can be used to evoke a sense of sentiment to the user--that the product is something valuable that should be taken careful care of. Pros: High structural integrity, durable Machinable, can add intricate details Wear over time can add meaning to the aesthetic Cons: Can be vulnerable to scratches Expensive
Processes 1/2
Video-calling apart from just chat boxes can lead to valuable conversations prior to meeting in-person. Pros: Real-time, face-to-face conversations tell more about a person than texts do Can eliminate potential uncertainties before meeting in person, ie. pictures can be misleading Easily integrated Cons: Can be outside of people's comfort zones regarding privacy reasons, etc.
Processes 2/2
Apps and other online-driven dating solutions are a given, but what about meeting in-person?
Pros: Lost art, replaced by digital interfaces Feels more genuine/real Face-to-face interaction, body language, etc. tells a person's story a lot clearer than a screen Cons: Gradually becoming outdated or "old-school" Can feel unwelcome based on the approach, environment, timing etc.
Technology 1/3
Augmented reality (AR) can potentially bring depth and meaning to the 2D, digital interface of dating.
Pros: More immersive than existing 2D, unique experience Existing solutions push for real-time, real-life interactions Cons: Can be invasive in terms of user privacy agreements "Tampers" with gap between reality and virtual reality Safety concerns already exist as an issue in digital dating, AR can be counterproductive
Technology 2/3
Virtual reality is similar to AR in creating dimension, but can specifically help long distance relationships feel closer.
Pros: Immersive experience apart from 2D, can be shared between long distance couples, potentially the disabled as well Increasingly attainable Cons: Side effects such as dizziness, nausea, eye soreness, etc. Loss of reality, physical touch, etc.
Technology 3/3
Personal robots can potentially bring dating beyond the smart phone and into the 3D sphere.
Pros: Intuitive, can be friendly, useful for those with busy schedules Can potentially help with long distance relationships or the disabled Cons: Expensive Difficult to obtain Anti-physical human interaction could be less meaningful
Product Goals and Requirements
Functional In-person experience Potential for modular furniture solutions to promote interaction Potential hands-on activities/games (ie. building furniture together) to promote interaction Could take route of an escape room, planned activities to test users' teamwork Can use secondary UX/UI to input individual information (ie. age, gender, sexual orientation, and other preferences, potential for 3-min questionnaire) Ergonomic Modular solutions should be easy to lift, hold, pick-up, push, etc. (lightmedium weight) Used/handled individually vs. with two or more people Touch-screen interfaces, with or without physical buttons should be easy to read and understand Orientation should be set up to emphasize your dating partner, ie. sitting face to face vs side to side, partnered activities, etc. Aesthetic Should be fun and lighthearted to take the seriousness out of dating Should subtly emphasize the importance of meeting organically, ie. a gentle spotlight on your date if sitting face-to-face Should be appealing to the target demographic (20s) Cost goals Service shouldn't break the bank and be mindful of target demographic (would they pay for a dating service? If so, how much?)
Competitive positioning Should the service be an extension to existing brands (ie. Tinder Meet)? Or have its own self-identity? Design should be innovative, like a "breath of fresh air" compared to existing services In this phase, should examine what makes existing dating services/products successful and not successful Should emphasize meeting organically See "business goals/strategies" User goals The service is fast and convenient, easily integrated into day-to-day life Users have positive interactions/conversations from using the service Users feel their needs are well thought and designed for apart from existing services Safety User feels safe and comfortable when using the service Customer service is reliable and immediately responsive to users' concerns Service is noninvasive when collecting user data/preferences Business goals/strategies In this phase, service should utilize marketing strategies to create its self-identity (brand name, logo and corporate identity, brand story, brand personality, brand messaging, etc.) Service should take user feedback from interviews well into consideration to meet their needs
User Interviews
Current age of participants
Participants' genders
2
1.5 Female 36.4%
1
0.5
Male 63.6%
0
19
20
21
23
27
28
30
33
Age of participants when they first started using dating apps
Service(s) participants have tried Tinder
2
Bumble
Hinge
1.5
Coffee Meets Bagel
OkCupid
1
eHarmony
Plenty of Fish 0
2.5
5
7.5
10
0.5
0
Main reason(s) for using dating apps For fun, to talk to new people
Casual dating, nothing serious
Looking for something serious
Specifically hook-ups
0
2.5
5
7.5
10
17
18
19
20
22
25
26
27
Of the services you have tried, which do you like the best and why?
Tinder
Bumble
Hinge
Coffee Meets Bagel
OkCupid
eHarmony
Plenty of Fish 0
2
4
6
8
What do you not like about dating apps? (Can be general or towards a specific service)
How would you like to see dating apps changed?
Have you spent money on dating services before? Yes, $75+ 9.1%
No 90.9%
How much would you be willing to spend for a dating app/service/experience? $5-$10 9.1% $15-30 9.1%
$75+ 9.1%
I would not spend money towards a dating app/service/experience 72.7%
Results of open-ended questions related to the current dating culture/dating apps
Research on Existing Dating Apps and Services
Pros: Takes a unique approach on the "biography" compared to existing dating apps; you answer guided prompts (ie. "The key to my heart is _____") that other users can like or comment on Having meaningful responses to the prompts can potentially lead to more meaningful conversations Cons: Limited number of potential matches a day
Pros: Takes more personal approach compared to its competitors by giving users leading prompts (ie. "I am..." or "I like...") on their profiles, users then receive matches based on best suited Starting conversations is easier since the app gives users personal topics to discuss with potential matches Cons: Confusing interface; less detailed and personal prompts than Hinge.
Pros: Simple, straight-to-the-point interface of swiping left (for "no") or right (for "yes"), conversation initiates when two people swipe "yes" High number of users means many, many possibilities Cons: Quantity does not always equal quality Still widely perceived for hook-ups only
Pros: Similar to Tinder, however women control whether or not conversation is initiated, allowing them to feel more comfortable in the process Bumble Team is quick to ban men deemed "creepy" (commonly seen on dating apps) Cons: Requirement to send the first message can sometimes be stressful Men will use the app to gain ego-boost without replying to the woman
Pros: Matches users based on their responses to a survey vs. swiping based on poorly taken selfies/non-existent biographies Users connected through shared values and interests = quickly pairs you with people who better match you Cons: Doesn’t quite have the same young, fun, and carefree reputation as Bumble or Tinder
Pros: Services guarantees going out on real life dates "IJL certified matchmakers" hand-select matches and plans dates to make process faster for busy, working individuals Requires over-the-phone interviews with IJL team, very hands-on Cons: Expensive Users felt matchmakers weren't attentive enough to their needs considering the cost of the service Having to go/talk through matchmakers felt limiting Limited number of matches
Pros: Similar to "IJL," team (known as "dating concierge", or "human matchmaker") hand-selects matches, very personalized Safe; Tawkify thoroughly screens their members and dates feel less risky as a result Cons: Comes at a fee, though not as much as "IJL" Blind dates, meaning users can't see a profile or photos before they meet Long process (several months before a date) High expectations due to price and process of screening
Ideation Phase
Storyboards
Mind Map
Exploring services, wearables, and products
Concept refinement Concept 1: Compatibility Mood Ring (Wearable) Taking the uncertainty out of online dating.
Concept 2: Check-In Kiosk (Product) Integrating an in-person dating solution to already popular meet up spots.
Concept 3: Multi-Room Pop-Up (Service/ Experience) Pairs go through a series of rooms to test their teamwork, communication, patience, and other skills needed in a successful relationship.
Pairs get matched based on compatible preferences
Sketch refinement
...Almost to the final concept...
Reevaluating It was at this point in the design process when I thought I had my final concept--a check-in kiosk installed in popular dating locations to make scheduling in-person dates faster. That way, people could skip the small talk over chat boxes and learn about one another while on a date, face-to-face. After taking a step back to reevaluate the design, I liked the idea behind the concept, though the execution felt colder and less meaningful than what my original intent was. I felt like this concept was focused on making the process of dating faster, but in return it was not as meaningful.
Fake profiles
Lack of clear intentions
Easier, more effective user profiles
Tedious sign-up process
Better fitting matches through rating + algorithm
Lack of compatibility
Prioritize meeting in person
Revisiting It was back to the drawing board; I regrouped my thoughts by reminding myself of the needs of my user, and how I wanted to address those needs. When it all came down to it, I wanted to prioritize people meeting in person above all else, because there is nothing quite like the experience of first impressions, facial reactions, body language, and the natural chemistry between two matching personalities.
Making sense of the form Emphasizing this Over this
At this point, I understood that dating apps lack deeper human connections because they are solely based on digital phone screens, which in itself, causes a lot of problems. For example, phones are the hub of our daily distractions and are too impersonal when it comes to something as special and emotional as finding a potential soulmate. I knew my design had to come off of the phone and live as its own physical product.
New sketches When sketching, I looked into wearables because of how convenient they are, but some individuals I interviewed said they wouldn’t want a visual indication that they are single to be worn on obvious places on their body. I then looked into other ways it might be used apart from just keeping it in your pocket, so I explored adding a clip.
Mock-ups A quick, foam core mock-up allowed me to get a sense of scale for the concept as well as understand comfortable orientations for a screen and buttons.
Finding precious forms through nostalgia I also found inspiration through nostalgic pieces that were popular before the phone. For example, even though pocket watches have one function, people still find value in holding, opening, and admiring it. Lockets are sentimental because they usually hold memories, and have small, moments of tactile delight when you reveal what's inside. Even devices like Tamagotchis are interesting and relevant because they are innerconnected.
Final Design
Introducing,
the Finders
How it works
The final design concept is a dating service called, Two. To get started, users would log onto the website to get a preview for the service and its features before purchasing.
Getting started
Here are some examples of general questions the user would be asked while setting up their account
Helpful, built-in features
Based on user surveys and feedback, I learned that filling out lengthy profiles in an attempt to portray your best self can be a daunting task. Two helps with logistical heavy lifting, so users can focus on what matters.
Helpful, built-in features
Photo verification helps authenticate your profile, allowing a safer experience for everyone using the service.
Helpful, built-in features
I also learned that people wanted more tailored matching--this would save a lot of time and effort from going on dates with people who you might not be on the same page with. Transparency when it comes to "deal breakers" from the start can help with that process.
"When are you free?"
Free for Two dating
10am 2pm
Free for Two dating 1-7 pm
To make planning and scheduling dates easier, Two can connect to your schedule through apps like Google Calendars or the Calendar for iOS.
"What do you want to eat?"
To make answering the dreaded question easier, Two includes a Yelp integration. Sync your bookmarks directly from your Yelp account or start a new board from Two's curated list:
Persona
Meet Lorraine
27, Heterosexual Digital Marketing Strategist at Google Used dating apps for the last 2 years, low success rate Has lots of matches, but feels overwhelmed Convos either die, no in-person connection Looking for something serious, ready to try a new dating experience through Two
Walk-through
Finders
Keepers
27, Heterosexual Digital Marketing Strategist at Google Used dating apps for the last 2 years, low success rate Has lots of matches, but feels overwhelmed Convos either die, no in-person connection Looking for something serious, ready to try a new dating experience through Two
Once users enter a relationship, the Finders become memory Keepers, where they can now store dates and locations, and photos can also be uploaded to them.
Design Decisions and Details
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#646464
#428AAF
#333333
When choosing the colors, it was important that they were neutral and friendly to reach a wide spectrum of users regardless of their gender
When deciding which materials to use, I considered that The product will be mostly used when you’re out and about Rubbing against clothes or bags Possibility of it getting dropped
ASA - hard, high shine
ABS - hard, matte
(Top enclosure): ASA Very similar to ABS, but has better weather resistance. It can retain its gloss and color in outdoor exposure (Bottom enclosure): ABS Matte and smooth which is the part that goes against your hand, giving it a nice feel
Exploded view
2
3
13
4
1
12
11
5
1 LED 2 Top enclosure 3 Display cover film 4 Display module 5 Battery 6 Haptic feedback engine 7 Processor
6
8 Internal housing 9 Bottom enclosure 10 Clip bottom 11 Clip top 12 Screw set A 13 Screw set B
7
8
9
10
Component view
Material exploration: Metal
Secure and unobstrusive
Discreet, but distinct
All it takes is Two.
Thank you!