UX/UI Project

TWOVERA

TWOVERA

Designing a dual-profile dating experience that builds trust before vulnerability
Designing a dual-profile dating experience that builds trust before vulnerability

Project Type

Real Client based Project, UX Academy at Designlab

Role

UX/UI Designer & Project Coordinator

Tools

Figma, FigJam, Zoom, Affinity, Notion

Timeline

4 weeks - 80 hours

Overview

Dating apps promise connection but deliver exhaustion. Swipe, match, repeat - an endless cycle of dopamine hits that leaves users feeling emptier than before. TwoVera was built to break this pattern through a simple but radical idea: you can't see someone's vulnerable side until you've earned it.
The app uses dual profiles - a polished "Curated" side visible to everyone, and a vulnerable "Candid" side that only unlocks through intentional interaction.

My Role

I joined this early-stage project mid-stream as UX/UI Designer and Project Coordinator, collaborating with two other designers over 4 weeks (80 hours) to redesign the matching experience and slow-reveal game.

The Inherited Challenge

We inherited a fragmented prototype where matching felt transactional, the dual-profile system lacked clarity, and the game didn’t yet build trust - our challenge was to turn a functional concept into a cohesive, emotionally intentional experience rooted in authenticity

The outcome

We delivered an MVP-ready prototype with testing confirming users now understood the core concept and—most importantly—described the experience as making them feel "seen" and "safe."

Research

What is TwoVera?

From previous teams work we gained a clear picture of TwoVera's dual-profile concept, its target users, and the pain points previous research had surfaced. We kept these foundational insights close throughout the project - using them as a reference point to ensure our design decisions stayed grounded in what had already been validated.

What wasn't working?

The concept was sound, but execution didn't support it. We needed to redesign these experiences to feel like TwoVera - calm, intentional, and emotionally safe - not just function like a dating app.

Core mechanic wasn’t visible

Users didn’t understand the dual-profile system because Curated and Candid content were shown too early and without a clear unlock moment. When the core mechanic isn’t visible or felt, the concept itself fails.

Visual language felt fragmented

Different flows used inconsistent fonts, colors, and spacing, making the product feel unfinished and reducing trust—especially during emotionally sensitive moments.

The game felt like a solo task

There were no presence indicators, waiting states, or feedback to signal another person was involved, making the experience feel parallel rather than shared.

Emotional payoff was missing

The match moment felt generic and transactional, similar to other dating apps. Without emotional framing or context, matching felt like validation—not mutual recognition—leading to swipe fatigue.

Interactions added friction without value

Yes, absolutely. The component is built using native Framer tools, so you can tweak fonts, colors, spacing, animations, and layout however you like.

Interactions added friction without value

Features like mandatory reactions, secret notes, or “maybe” actions added complexity without improving clarity or emotional depth, increasing cognitive load and confusion.

Core mechanic wasn’t visible

Users didn’t understand the dual-profile system because Curated and Candid content were shown too early and without a clear unlock moment. When the core mechanic isn’t visible or felt, the concept itself fails.

Visual language felt fragmented

Different flows used inconsistent fonts, colors, and spacing, making the product feel unfinished and reducing trust—especially during emotionally sensitive moments.

The game felt like a solo task

There were no presence indicators, waiting states, or feedback to signal another person was involved, making the experience feel parallel rather than shared.

Emotional payoff was missing

The match moment felt generic and transactional, similar to other dating apps. Without emotional framing or context, matching felt like validation—not mutual recognition—leading to swipe fatigue.

Interactions added friction without value

Yes, absolutely. The component is built using native Framer tools, so you can tweak fonts, colors, spacing, animations, and layout however you like.

Interactions added friction without value

Features like mandatory reactions, secret notes, or “maybe” actions added complexity without improving clarity or emotional depth, increasing cognitive load and confusion.

Core mechanic wasn’t visible

Users didn’t understand the dual-profile system because Curated and Candid content were shown too early and without a clear unlock moment. When the core mechanic isn’t visible or felt, the concept itself fails.

Visual language felt fragmented

Different flows used inconsistent fonts, colors, and spacing, making the product feel unfinished and reducing trust—especially during emotionally sensitive moments.

The game felt like a solo task

There were no presence indicators, waiting states, or feedback to signal another person was involved, making the experience feel parallel rather than shared.

Emotional payoff was missing

The match moment felt generic and transactional, similar to other dating apps. Without emotional framing or context, matching felt like validation—not mutual recognition—leading to swipe fatigue.

Interactions added friction without value

Yes, absolutely. The component is built using native Framer tools, so you can tweak fonts, colors, spacing, animations, and layout however you like.

Interactions added friction without value

Features like mandatory reactions, secret notes, or “maybe” actions added complexity without improving clarity or emotional depth, increasing cognitive load and confusion.

userflow

Mapping Interaction Structure

After identifying the main breakdowns in the existing prototype, we first reframed the problems and translated our research insights into clear “How might we” questions. These focused on intentionality, emotional presence, and progression—helping us define when users should connect, how trust should build over time, and where interaction needed more structure. Rather than redesigning screens immediately, we used these questions to shape the architecture of both the matching and game experiences.

Matching User Flow

Problem

“The matching experience felt emotionally flat - both profiles were visible upfront, eliminating progression and making the game unnecessary. This created a dopamine-driven validation experience rather than meaningful recognition, reducing users' motivation to build deeper connections.”

How might we..

  • How might we create intentional browsing that encourages users to engage with content rather than mindlessly swipe through profiles?

  • How might we transform matching from dopamine-driven validation into meaningful recognition that feels calm, safe, and authentic?

Solution

Users browse the Curated profile while the Candid side remains locked to support intentional pacing and spark curiosity. To match, they react to a specific element and can add an optional comment. If the interest is mutual, a match screen appears showing what each person noticed, with the option to start the game to unlock the Candid profile or go directly to chat.

Game User Flow

Problem

“Users playing with a match need to feel actively connected during the game, because real-time interaction and shared moments are what create trust and make the experience meaningful.

How might we..

  • How might we make users feel like they're playing WITH each other, not just answering the same questions separately?

  • How might we design progressive reveals that build anticipation and connection over time?

Solution

For the Game Flow we explored three alternative models—fully asynchronous, fully real-time, and a hybrid approach—to understand how each affected presence, feasibility, and engagement. Through this process, we aligned with the client on a hybrid turn-based model, supported by a short lobby and real-time notifications. This structure preserved flexibility while reinforcing the feeling of playing together.

With these flows validated, we moved into low-fidelity wireframing to quickly explore layout options and screen-level interactions. This allowed us to iterate rapidly on structure before committing to any visual direction. From there, we refined our strongest concepts into mid-fidelity prototypes for usability testing.

Low and Mid-fidelity

From User Flows to Testable Experiences

To move beyond internal assumptions, we designed and tested four mid-fidelity flows focused on TwoVera’s core experience: matching and connection-building through gameplay.
Our goal was to understand how different interaction models impacted clarity, emotional engagement, and perceived intentionality.
Rather than optimizing for speed, we prioritized testing experiences that could foster meaningful connection.

Flow 1 - Single-Reaction

Users express interest with one clear action.

Hypothesis

Limiting users to one reaction encourages intentionality and reduces cognitive load.

Rationale

Limiting likes to encourage intention

Common behavior in most dating apps

Simpler and easier to understand

Flow 1 - Single-Reaction

Users express interest with one clear action.

Hypothesis

Limiting users to one reaction encourages intentionality and reduces cognitive load.

Rationale

Limiting likes to encourage intention

Common behavior in most dating apps

Simpler and easier to understand

Flow 1 - Single-Reaction

Users express interest with one clear action.

Hypothesis

Limiting users to one reaction encourages intentionality and reduces cognitive load.

Rationale

Limiting likes to encourage intention

Common behavior in most dating apps

Simpler and easier to understand

Flow 2 - Multi-Reaction (Experimental)

Users can react multiple times before confirming interest.

Hypothesis

Encourage intentional, expressive engagement.

Rationale

Increased time spent exploring profiles

More personality-driven interactions

Higher-quality matches based on what resonated, not just appearance.

Flow 2 - Multi-Reaction (Experimental)

Users can react multiple times before confirming interest.

Hypothesis

Encourage intentional, expressive engagement.

Rationale

Increased time spent exploring profiles

More personality-driven interactions

Higher-quality matches based on what resonated, not just appearance.

Flow 2 - Multi-Reaction (Experimental)

Users can react multiple times before confirming interest.

Hypothesis

Encourage intentional, expressive engagement.

Rationale

Increased time spent exploring profiles

More personality-driven interactions

Higher-quality matches based on what resonated, not just appearance.

Flow 3 - Live Game

Play in real time to create immediate emotional connection

Hypothesis

Create a shared, real-time interaction with a match that lowers the barrier to starting a conversation—while remaining engaging without feeling gimmicky.

Rationale

Game is a familiar, low-stakes format

Creates a shared, real-time experience

Accelerates mutual discovery

Flow 3 - Live Game

Play in real time to create immediate emotional connection

Hypothesis

Create a shared, real-time interaction with a match that lowers the barrier to starting a conversation—while remaining engaging without feeling gimmicky.

Rationale

Game is a familiar, low-stakes format

Creates a shared, real-time experience

Accelerates mutual discovery

Flow 3 - Live Game

Play in real time to create immediate emotional connection

Hypothesis

Create a shared, real-time interaction with a match that lowers the barrier to starting a conversation—while remaining engaging without feeling gimmicky.

Rationale

Game is a familiar, low-stakes format

Creates a shared, real-time experience

Accelerates mutual discovery

Flow 4 - Async Game

Play asynchronously while preserving a shared experience.

Hypothesis

Enable users to build connection through a shared experience that accommodates real-world schedules, while preserving emotional momentum and reducing pressure to respond in real time.

Rationale

Supports asynchronous participation

Reduces social and timing pressure

Maintains intentional pacing

Flow 4 - Async Game

Play asynchronously while preserving a shared experience.

Hypothesis

Enable users to build connection through a shared experience that accommodates real-world schedules, while preserving emotional momentum and reducing pressure to respond in real time.

Rationale

Supports asynchronous participation

Reduces social and timing pressure

Maintains intentional pacing

Flow 4 - Async Game

Play asynchronously while preserving a shared experience.

Hypothesis

Enable users to build connection through a shared experience that accommodates real-world schedules, while preserving emotional momentum and reducing pressure to respond in real time.

Rationale

Supports asynchronous participation

Reduces social and timing pressure

Maintains intentional pacing

Usability testing Objectives

  • Evaluate clarity of matching and gameplay

  • Test understanding of dual profiles

  • Identify friction points

Key Insights

  • Single reactions felt clearer than multi-reactions

  • Turn-based gameplay fit users’ schedules

  • The game drove strongest emotional engagement

  • Onboarding lacked clarity

Design Decisions

  • Removed multi-reactions

  • Standardized single reactions

  • Introduced hybrid turn-based flow

  • Added lightweight onboarding

branding

Establishing the design system

Previous Designlab teams had established core brand foundations, including color, logo, and tone. Building on this work, we translated these guidelines into a cohesive design system to ensure consistency and scalability across the product. While staying aligned with the original vision, we introduced Poppins as a complementary typeface to improve readability and hierarchy throughout complex flows.

High-fidelity

Refining for Clarity, Warmth, and Confidence

With validated interaction patterns and a shared design system in place, we developed the first high-fidelity prototype. This version translated mid-fidelity learnings into polished screens, incorporating clearer hierarchy, warmer microcopy, refined animations, and consistent component usage. We created a fully interactive prototype and tested it with new participants to evaluate clarity, confidence, and emotional response - ensuring that visual refinement supported usability rather than masking remaining friction.

Iteration & Final Validation

High-fidelity testing & Final Validation

High-fidelity testing showed that our core direction was strong: users clearly understood the dual-profile system, felt emotionally supported during matching, and consistently valued the game as a meaningful connection tool. Remaining friction points were concentrated around discoverability, pacing, and feedback - not core concepts.
This confirmed that the experience was working, but still needed refinement so we made targeted improvements across key moments in the journey, so we made some iterations based on that.

Final Outcome

MVP-ready prototype

After this iteration cycle, the final prototype demonstrated strong usability, emotional clarity, and product readiness. Participants completed core tasks confidently, described the experience as “intentional” and “safe,” and clearly understood how connection progressed over time.

This final version balanced warmth, structure, and scalability - providing the client with a validated, MVP-ready foundation.

Final Takeaways

What This Project Taught Me:

  • Organization is design work. Creating structure in scattered, inherited projects is essential before meaningful progress can happen.

  • Research builds alignment. Testing both client ideas and team hypotheses helped us make confident, evidence-based decisions.

  • Leadership is about clarity. Leading a small team strengthened my ability to align different perspectives into one cohesive experience.

  • Design can be messy but with structure, empathy and iterative testing you can turn complexity into a clear, meaningful experience.