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iOS Concept:  Visualizing a Dating App To Apply Self-Taught Design Techniques

March 2019 - May 2019  /  6 min read

work-out-banner 1

Overview

After teaching myself the fundamentals of UX design through bootcamps, online resources, and YouTube tutorials, I was eager to put my newfound skills into practice. With a growing personal interest in fitness, I decided to conceptualize a dating app that connects people based on a shared, active lifestyle.

This case study showcases how I applied my design acumen to bring this idea to life.

Activities

UX Research, UI Design, Persona, Prototyping & Testing

To begin the research phase, I crafted a set of survey questions to gauge interest in a fitness-based dating app. With the support of my gym manager, who graciously allowed me to set up a station at the gym front desk, I distributed printouts for members to fill out. Participants had the option to return the completed surveys to the desk or email me their responses at their convenience.

Work-out Survey.1
Work-out Survey.2

I gathered responses from 16 participants, including 4 friends and 12 gym members:
 

  • Age distribution: 75% of respondents were between 19-31, and 25% were aged 32-38.

  • App appeal: Most felt that existing dating apps were too generic and expressed curiosity about a fitness-focused alternative.

  • New activities: Some participants wanted to connect with people who could introduce them to new sports. (“I like swimming, but I’d love to match with someone who enjoys yoga so I could learn something new!”)

  • Motivation and accountability: Many emphasized the importance of a partner with similar fitness goals to help maintain motivation and accountability.

  • Unexpected interest: Surprisingly, several individuals were interested in using the app to find gym buddies rather than romantic connections


I took this into account and drafted the following persona:

Persona.png

A kind gym manager and research survey

Prototype GIF loop

Concerns

  •  Redundant Workout Preference Screens: Two users noted that selecting workout preferences for both themselves and their match felt redundant, especially when their choices were the same. Repeating the process on separate screens was cumbersome.

    • Solution: I introduced a toggle on the initial workout selection screen, allowing users to apply the same preferences to their matches, streamlining the process.

  • Geographical Proximity: Users emphasized the need for more precise distance information when evaluating profiles. Several participants felt that the city label alone was insufficient and expressed a stronger preference for profiles closer in proximity.

    • Solution: I replaced the city label with more accurate distance details, both on the swipe cards and in the detailed profile views, offering users a clearer sense of geographical proximity.

Positive Feedback

  • Smooth Onboarding Experience: Users found the onboarding process intuitive and engaging. They appreciated the clear, step-by-step guidance and concise instructions.

  • Positive Feedback on Design: Participants praised the app’s clean and intuitive design. The layout, iconography, and font choices were well-received, enhancing the overall user experience.

Thanks to the email addresses provided in the survey, I was able to recruit 9 participants for usability testing sessions. Each session lasted 30 minutes, offering important insights into the user experience.

After analyzing the survey results and carefully defining my target persona, I began designing low-fidelity wireframes for the user interface. These evolved into high-fidelity screens, which I linked together to create an interactive prototype showcasing the app’s onboarding flow.

Prototype, Testing & Fixing issues

Looking back, there are several aspects I would approach differently if I were to redesign this concept today.

  • The survey results revealed that many users were interested in using the app for more than just dating, such as finding friends with shared interests or gym buddies. To address this, I would introduce a feature allowing users to switch between different modes—whether they’re looking for romantic partners, friends, or workout buddies. This would broaden the app’s functionality and cater to a wider range of user preferences, similar to how Bumble has a BFF mode.

  • Another key consideration is fostering a more inclusive and welcoming digital experience, particularly for queer individuals. By including options for gender identity, sexual orientation, and preferred relationship models, the app could create a safer, more supportive space for a wider demographic, allowing users to find community and meaningful connections.

Overall, this project gave me the opportunity to apply my UX design skills and gain hands-on experience. The insights I derived from designing and testing this app have laid the foundation for my approach to experience design, and I’ve been able to apply and refine these learnings in subsequent roles.

Reflections

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