Bunkr

B2C

Mobile

Design Thinking

Using AR to Help Daters Break the Screen and Meet IRL

BUNKR is a mobile app, utilizing AR

Duration
8 Weeks

Year
2025

Team
Solo UX Designer

Client
Personal Project

Challenge

Problem

Modern dating culture was shaped by apps - where most first moves happen behind a screen - creating habits that feel safe, passive, and easy to repeat. It’s easier to swipe than to speak, and safer to stay online than risk a real-life approach, where rejection feels more personal and immediate.

While many users crave the spontaneity and meaning of in-person connection, taking the leap when those moments appear feels hard. Fear, doubt, and the comfort of digital routines hold them back. The result is a quiet frustration: a desire for real-life connection that rarely turns into action.

Goal
  1. Lower the emotional cost of making a move offline.

  2. Support users in choosing connection over comfort.

User research

Dating apps can be so daunting

To understand the challenges our users are facing, I interviewed 18 participants aged 20–30 who actively use dating apps or seek connections through social media platforms like Facebook and Instagram.

Key findings
Context Builds Curiosity

On social media, even small shared details gave users a sense of the person. This hint of a story made them more likely to engage - and less likely to ghost.

Trapped in Comfort Zones

Users often avoid real-life interaction because they’re afraid of being turned down. Apps make it easy to stay passive, reinforcing this pattern.

Constant Evaluations

Swiping culture reinforces shallow judgments based on photos, eroding users' confidence and sense of self.

From Analogy to Prototypes

Inspired by Israeli shelters, I tested real-life dating moments

The idea for BUNKR was inspired by Israeli bomb shelters.

spaces where strangers, brought together by circumstance, often leave feeling unexpectedly connected. These shelters create both a shared space and a shared emotional experience—a moment of collective vulnerability and communal faith. I used this analogy to guide two prototypes, each testing a different aspect

Prototype 1/ Interactive Elevator Prototype

To test how shared physical space could create unplanned connections, I transformed an elevator into an interactive dating space. A tablet offered playful prompts, and QR codes linked users to an app-based follow-up.

Prototype 2/ Proximity-Based Matching App

Building on the shelter analogy, I wanted to test how a shared emotional experience could be recreated using digital triggers in real-world settings.

Using the Wizard of Oz method, I simulated a loud in-app notification when two pre-matched users were physically near each other—creating a sudden, communal moment designed to spark connection.

Prototype Insights

Safety Matters Most

Many women won’t consider meeting in person unless the environment feels secure and respectful. Safety must be built into the experience from the start.

Digital Habits Are a Bridge

Users naturally rely on digital behaviors for comfort. Instead of avoiding them, the experience should use those habits to guide the shift into real-world interaction.

Shared emotional experience works

A sudden, communal moment can trigger real engagement.

Design Approach

From research insights to design guidelines

Shared Space, Shared Presence

Designing with physical context in mind means creating features that encourage users to engage while occupying the same space. Subtle prompts and proximity-aware triggers help spark interaction without forcing it.

Safe by Design

The product must foster trust in both digital and physical contexts. Features, flows, and tone should create a sense of control and comfort, especially for users concerned about privacy and safety.

Emotion as a Catalyst

Design should spark emotionally charged, shared moments—like surprise or tension—that help users move past hesitation and into real connection.

Low-fi Wireframes

At this early stage, I use rapid hand sketches to experiment freely with different design directions. I explore functionality, test potential layouts, establish hierarchy, and identify possible visual solutions. This process allows quick iteration and helps clarify the best path forward before refining the solution digitally.

Mid-fi Wireframes

Solution

Explore

Immediate, Location-Based Entry
Into Real Life

The map shifts focus from profiles to places, showing real-time activity at venues with active BUNKR users. It supports spontaneous, in-the-moment decisions based on vibe and presence. Users can search, filter, and explore. If checked in, a persistent banner keeps you anchored to your current venue and just one tap away from re-engaging.

Venue Drawer

Building Trust, Sparking Curiosity

Not everyone feels ready to walk into a place and just talk
to someone. That’s why this screen does the
heavy lifting quietly.

It opens with a safety rating, so users know the vibe has been vetted. They see how many people are there, get a glimpse of who’s checked in (without faces), and preview shared interests to spark curiosity. A floating button invites them to navigate or check in, but only once they’ve arrived.

It’s not about pushing interaction, it’s about making people feel like something real could happen, and gently nudging them to step into it.

Check-In Screen

Designed for Immediate Action and Meaningful Connection

Designed to support immediate, confident action, this screen anchors users in the real-world venue experience. Visibility controls and editable statuses offer comfort and control, addressing key safety and privacy concerns. By prioritizing mutual interests alongside photos, profiles encourage meaningful exploration beyond looks alone. The prominent "Match" button on each profile further reduces hesitation, gently nudging users toward real-life connections.

Gender-Based Visibility Controls

Balancing User Needs with Engagement Trade-Offs

Female users have an extra visibility state—allowing them to privately browse profiles, visible only to users they actively "Match" with. The matched profiles see these interactions normally, ensuring no one knows the female user initiated first, preserving privacy.

Research indicated women prioritize safety and discretion, making this essential for their comfort. However, this added privacy could reduce overall engagement if offered universally - therefore, male users retain simpler visibility settings.

Explore

Building Trust, Sparking Curiosity

Not everyone feels ready to walk into a place and just talk
to someone. That’s why this screen does the
heavy lifting quietly.

It opens with a safety rating, so users know the vibe has been vetted. They see how many people are there, get a glimpse of who’s checked in (without faces), and preview shared interests to spark curiosity. A floating button invites them to navigate or check in, but only once they’ve arrived.

It’s not about pushing interaction, it’s about making people feel like something real could happen, and gently nudging them to step into it.

Explore

Embracing Digital Comfort
to Nudge Users Back into the
Real World

This was the most challenging—and important—part of the entire experience to get right. Helping users shift from digital interaction to real-life action meant carefully designing each detail to reduce friction and hesitation.

Rather than fighting users' preference for digital comfort, this flow embraces it—using familiar patterns and behaviors as a bridge back to the physical world. After a match is accepted, the app enters AR mode, guiding users with a directional arrow and live distance. This interface mirrors digital mapping habits, but repurposes them for face-to-face connection.

At the same time, users scroll through mutual fact cards—small shared details that build curiosity and make the person ahead feel familiar. These moments add emotional weight, keeping users engaged and motivated.

A persistent control bar allows for:

  • Exiting AR

  • Stopping the interaction

  • Starting a chat, in case help is needed locating the match

As the match comes into view, they’re highlighted with a playful aura—turning what could be an awkward moment into something light and celebratory. Floating icebreakers appear to help spark conversation and reduce hesitation.

Every element here is designed to help users take the leap—not by disrupting their habits, but by cleverly building on them.

Matches Screen

Encouraging Action, Not Accumulation

This screen was designed to solve a core problem in dating apps: users match but rarely follow through. By separating temporary and permanent matches, BUNKR creates structure and urgency. Temporary matches—formed through real-life encounters—include the location and a visible timer. If no message is sent within a set time, the match disappears. This reduces inactive match buildup, encourages immediate action, and lowers pressure around rejection. Once a conversation begins, the match moves to the permanent tab—ensuring only meaningful connections are kept.

What I’ve Learned

Focus on Essential Features with Scalability in Mind

This project has been a valuable learning experience. I discovered how powerful early prototypes can be when planned intentionally—not just for testing usability, but for capturing real reactions in the moment and validating assumptions in context. I also realized how critical it is for products to blend naturally into users' routines. If the experience feels forced, it’s far more likely to be rejected—coaxing simply doesn’t work.

I also learned:

  • The importance of designing for emotion, not just function - especially when helping users take unfamiliar or uncomfortable steps.

  • That small behavioral nudges, when timed right, can often do more than large features.

  • How crucial it is to remove friction without removing meaning - making things easy, but still intentional.

Menu

Work