Bunkr

Bunkr

B2C

Mobile

Design Thinking

Using AR to Help Daters Break the Screen and Meet IRL

BUNKR tackles one of the biggest blockers in dating - the fear of making the first move in real life. The rise of dating apps shifted most first encounters online, leaving offline approaches rarer and more pressured. Its design uses proximity, context, and shared experiences to reduce that pressure and encourage connection.

BUNKR tackles one of the biggest blockers in dating - the fear of making the first move in real life. The rise of dating apps shifted most first encounters online, leaving offline approaches rarer and more pressured. Its design uses proximity, context, and shared experiences to reduce that pressure and encourage connection.

BUNKR tackles one of the biggest blockers in dating, the fear of making the first move in real life. The rise of dating apps shifted most first encounters online, leaving offline approaches rarer and more pressured. Its design uses proximity, context, and shared experiences to reduce that pressure and encourage connection.

Duration
8 Weeks

Duration
8 Weeks

Year
2025

Year
2025

Team
Solo UX Designer

Team
Solo UX Designer

Client
Personal Project

Client
Personal Project

Challenge

Challenge

Problem
Problem

You see someone you’d like to approach and do nothing.
Rejection feels heavier face-to-face than through a screen, and there’s no clear way to know if the interest is mutual. Dating apps tried to solve that by adding a safe buffer, but that “safety” has a side effect: people get stuck in loops of swiping and chatting that rarely leave the phone. We trade real-life sparks for controlled, low-risk interactions.

You see someone you’d like to approach and do nothing. Rejection feels heavier face-to-face than through a screen, and there’s no clear way to know if the interest is mutual. Dating apps tried to solve that by adding a safe buffer, but that “safety” has a side effect: people get stuck in loops of swiping and chatting that rarely leave the phone. We trade real-life sparks for controlled, low-risk interactions.

Goal
Goal

• Reduce the fear and ambiguity around real-life approaches
• Bring back the excitement of IRL “meet-cutes”, not just matches
• Use familiar digital patterns as a bridge into offline chemistry,
not a replacement

• Reduce the fear and ambiguity around real-life approaches
• Bring back the excitement of IRL “meet-cutes”, not just matches
• Use familiar digital patterns as a bridge into offline chemistry,
not a replacement

User research

User research

Why people stay in the app instead of making a move

Why people stay in the app instead of making
a move

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
Familiar context reduces fear
Familiar context reduces fear

Shared details (same party, same bar, mutual friend) made “approaching” feel more like continuing something that already exists.

Digital comfort feeds passivity
Digital comfort feeds passivity

Apps normalize non-action: users feel they’re “doing something” by chatting, while avoiding the real-world
risk of rejection.

Desire ≠ action
Desire ≠ action

People noticed potential IRL moments, but held back because they weren’t sure if the interest was mutual, or if it would be “weird” in that situation.

The Moment My Story Needed to Solve

The Moment My Story Needed to Solve

How might we help people move from feeling safe behind a screen to feeling equally supported when they decide to approach someone in person?

How might we help people move from feeling safe behind a screen to feeling equally supported when they decide to approach someone in person?

Competitive Analysis

Competitive Analysis

Patterns I chose to use and patterns I chose to break

Patterns I chose to use and patterns I chose to break

I grouped existing apps by the behavior they encourage,
not just features.

I grouped existing apps by the behavior they encourage, not just features.

Location-first apps — Immediacy, but shallow

Great at “who’s nearby right now”, but most interactions stay in chat or end as brief hookups. I kept the sense of immediacy, not the hookup vibe.

Discovery-first apps — Engaging, but fatiguing
Discovery-first apps
Engaging, but fatiguing

Endless feeds keep people browsing and collecting matches instead of meeting. I kept rich discovery, but designed BUNKR to cap passive scrolling and push toward an actual meetup.

Field experiments

Field experiments

Testing the Ingridients
that worked

Testing the Ingridients
that worked

Before jumping into screens, I prototyped moments of connection in real environments to see what actually helps people cross from “noticing someone” to “doing something about it”.

Before jumping into screens, I prototyped moments of connection in real environments
to see what actually helps people cross
from “noticing someone” to “doing something about it”.

Interactive Elevator:

Gamification in Shared Physical Space

Interactive Elevator:
Gamification in Shared Physical Space

I turned an elevator into a small interactive game, using prompts and light tasks that passengers could respond to together. I wanted to see whether a playful digital layer in a tight, shared space could make strangers more comfortable acknowledging each other.

Wizard of Oz:

Proximity, mutual interest, and a shared fact

Wizard of Oz:
Proximity, Initial Interest and a Mutual Fact

I simulated an in-app notification when two pre-matched participants were close by. The notification revealed a small shared fact (e.g., same favorite artist). This let me test how proximity + mutual interest + context affect people’s willingness to make a move.

Insights

Insights

Women needed safety first
Women needed safety first

Women won’t consider IRL moves unless safety and control are clear

Context shaped the conversation
Context shaped the conversation

Context shapes the first sentence and makes it feel less “random”

Shared details, even small ones, gave people something natural to start with and kept
talks flowing.

Certainty changed the risk
Certainty changed the risk

Certainty of mutual interest reduces the fear of rejection more than features do

Design Approach

Design Approach

From research insights
to design guidelines

From research insights
to design guidelines

Safety First

Give users—especially women—control over when they’re visible,
to whom, and where.

Give users, especially women, control over when they’re
visible, to whom, and where.

Digital as a bridge, not a destination

Any interaction should move users closer to showing up and doing something in person.

Any interaction should move users closer to showing up and doing
something in person.

Reduce Ambiguity in First Moves

Make “Do they want me to come over?” as clear as possible through mutual consent, shared context, and simple next steps.

Make “Do they want me to come over?” as clear as possible through
mutual consent, shared context, and simple next steps.

Low-fi Wireframes

Guidance vs. Clutter (Approach Overlay)

Low-fi Wireframes

Guidance vs. Clutter (Approach Overlay)

After matching, users tap Approach to enter AR and locate their match in a crowded venue. This screen had to do three jobs at once: wayfind fast, spark a first line, and keep safety controls obvious - without hijacking the real-world moment.

Core AR Elements (Consistent Across Iterations)

  • Match photo + directional arrow + distance (quick recognition in a busy space)

  • Shared fact + icebreaker prompt (reduces “what do I say?” anxiety)

  • Pause / End (safety + control)

After matching, users tap Approach to enter AR and locate their match in a crowded venue. This screen had to do three jobs at once: wayfind fast, spark a first line, and keep safety controls obvious - without hijacking the real-world moment.

Core AR Elements (Consistent Across Iterations)

  • Match photo + directional arrow + distance (quick recognition in a busy space)

  • Shared fact + icebreaker prompt (reduces “what do I say?” anxiety)

  • Pause / End (safety + control)

After matching, users tap Approach to enter AR and locate their match in a crowded venue. This screen had to do three jobs at once: wayfind fast, spark a first line, and keep safety controls obvious - without hijacking the real-world moment.

Core AR Elements (Consistent Across Iterations)

  • Match photo + directional arrow + distance (quick recognition in a busy space)

  • Shared fact + icebreaker prompt (reduces “what do I say?” anxiety)

  • Pause / End (safety + control)

After matching, users tap Approach to enter AR and locate their match in a crowded venue. This screen had to do three jobs at once: wayfind fast, spark a first line, and keep safety controls obvious - without hijacking the real-world moment.

Core AR Elements (Consistent Across Iterations)

  • Match photo + directional arrow + distance (quick recognition in a busy space)

  • Shared fact + icebreaker prompt (reduces “what do I say?” anxiety)

  • Pause / End (safety + control)

After matching, users tap Approach to enter AR and locate their match in a crowded venue. This screen had to do three jobs at once: wayfind fast, spark a first line, and keep safety controls obvious - without hijacking the real-world moment.

Core AR Elements (Consistent Across Iterations)

  • Match photo + directional arrow + distance (quick recognition in a busy space)

  • Shared fact + icebreaker prompt (reduces “what do I say?” anxiety)

  • Pause / End (safety + control)

Iteration 1
Always-on UI

  • Easy to find controls
    and prompts

  • Top-left “X” was ambiguous (exit AR vs. end
    the interaction)

  • Bottom “Pause” read like a primary CTA

  • Large, fixed cards competed with the
    AR canvas

1

Iteration 2
Hide UI to reduce clutter

Iteration 2
Hide UI to reduce clutter
  • Collapsible drawer reduced visual load

  • Key actions got buried (extra taps to exit when stressed)

  • Risk of users missing the drawer affordance

Iteration 3 (Winner)
Calm canvas, obvious control

Iteration 3 (Winner)
Calm canvas, obvious control
  • Right-rail Pause/End
    (one-tap, familiar
    “Stories” pattern)

X icon (top left): Familiar pattern, but unclear if it ends the match or just AR

  • Peekable drawer + carousel (help is discoverable,
    not dominant)

    → Kept the AR view open while making safety and conversation support
    feel effortless.

X icon (top left): Familiar pattern, but unclear if it ends the match or just AR

Solution

Solution

Home Screen

Grounding dating in real places

The home screen centers a live map of nearby venues rather than a swipe deck or chat list, so the experience starts with where you can actually go. A persistent “You’re checked in at X” pill makes your current presence impossible to miss and gives you one-tap access to manage it, while still letting you freely explore other options if the vibe isn’t right.

Venue Drawer

Get a feel before you step in

The Venue Drawer previews each place, its vibe, activity, and history—before users decide to navigate or check in. Profiles appear with graphic overlays that protect anonymity while still signaling presence, and stories or past match stats provide social proof. This balance of intrigue and reassurance turns venues into trusted contexts for connection.

Check-In Screen

From browsing to being present

Check-In is the shift from browsing to being part of the space. By checking in, users place themselves within the venue’s social layer—visible only to others who have done the same. This moment creates immediacy and reciprocity: you signal you’re here now, ready to engage, while staying anchored in the shared physical context.

Male users visibility controls

Female users visibility controls

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.

Match Flow

Crossing the
hardest gap

Crossing the hardest gap

The Match Flow is where everything in BUNKR comes together. It answers the core problem I saw in research: people feel safe behind a screen but freeze when it’s time to approach. Instead of one big leap from match to meeting, the flow starts with a small, explicit choice: “Do I want to act on this match now?” so the move begins on the user’s terms.

If they say yes, AR guidance removes ambiguity about where to go, and a small shared fact makes the other person feel less like a stranger. When they meet, that fact becomes a light icebreaker on screen—turning the scariest moment into a guided, playful sequence that still feels like a real, in-person encounter.

Matches Screen

Keeping the follow-up alive
(without getting stuck)

After the in-venue moment, BUNKR still gives matches a place to live—but not forever. Each match keeps its context (where you met, how it started), and the “Expiring soon” area surfaces connections that are about to disappear, nudging people to either follow up or let them go instead of building an endless chat backlog.

What I learned

What I learned

What I learned

Designing around the hardest moment

Designing around the hardest moment

Designing around
the hardest moment

Designing around
the hardest moment

Designing around the hardest moment

This project taught me that the success of a dating experience is defined by its hardest moment: the decision to move from screen to real life. Keeping that moment in focus helped me:

  • Say no to features that only increase “app time”

  • Prioritize flows that reduce ambiguity, increase safety, and gently push toward action

  • Use quick, scrappy field experiments (like the elevator and proximity tests) to uncover emotional barriers interviews alone don’t show

It also reinforced a broader lesson for my practice: instead of fighting existing habits, it’s often more effective to reuse them as a bridge into new, healthier behaviors.

Next Project
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