B2C
Mobile
Design Thinking
Using AR to Help Daters Break the Screen and Meet IRL
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
Shared details (same party, same bar, mutual friend) made “approaching” feel more like continuing something that already exists.
Apps normalize non-action: users feel they’re “doing something” by chatting, while avoiding the real-world
risk of rejection.
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.
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.

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.
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”.
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.
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.
Women won’t consider IRL moves unless safety and control are clear
Certainty of mutual interest reduces the fear of rejection more than features do
Safety First
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.
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.
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.


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.
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.
Solution

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.

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
The Match Flow is the heart of BUNKR—and its biggest challenge. Once two people match, the app carefully guides them from digital interest to real-life encounter. The process is gradual: users stay in control but are nudged forward. First, they decide whether to act when the match notification appears. If they choose to approach, an AR view playfully leads them with arrows, distance, and shared facts that make the other person feel familiar. When they arrive, the match is highlighted, and those facts transform into light icebreakers, easing the first words.
This flow turns what research showed as the most paralyzing moment—making the move—into a structured yet playful experience that lowers hesitation and makes meeting feel natural.

Matches Screen
Chats with a twist
Designed to prevent passivity
In BUNKR, matches don’t linger forever. The “Expiring Soon” tab shows connections about to disappear, nudging users to take action instead of stockpiling conversations that never leave the app. This reinforces the premise of immediacy—keeping dating grounded in the moment rather than the backlog.
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.






