Last Updated: December 2025

Circl

Uni Project

Uni Project

Role

UX/UI Designer

Researcher

Timeline

June - November 2025

Team

Jessica Lee (Myself)

Emily Arens

Yasmine Harvey

Kirita Geeves

Skills

Research and Development, HCI Design, Prototyping, User testing, Visual Design

Tools

It is within our human nature to desire connection with the people around us. Maslow's Hierarchy states that if sufficient human connection is not actualised, the individual will suffer greatly, likely leading to loneliness and depression (Ryan and Deci, 2013).


I found myself perplexed by the fact that despite the psychological desire to seek out close relationships, it is so difficult, and arguably, more so now than ever before.


That's where Circl intervenes.

Project Overview

Circl is a revised dating app aimed to redefine authentic digital connection through facilitating real-life interactions and breaking down existing stigma surrounding online dating. The app features three key points of differentiation; Users will receive a limitation on the amount of matches they can view at once, the app will offer pre-organised date events for the user and their match to attend - and finally, the introduction of an ‘un-matching’ process to mitigate ghosting and toxic cycles of rejection.

Reflection

This project taught me how to work collaboratively in a group in the presence of other strong-minded designers. We often had moments of disagreement but came to a consensus after we backed our ideas with research. I learned that to work in a team doesn't necessarily mean to abide by others' opinions, or force your ideas onto others, but to have to work toward an end-goal; To create a product that is unique, feasible and effectively addresses the problem space. If this requires push back on specific areas, it is important to verbalise this.

We also ran into roadblocks early on in our ideation process and realised that there was an underlying issue with our problem scope. Our problem space encapsulated systemic and complex issues that were too widely spread, and too unfocused to allow for a specific digital concept to solve for. We learned the importance of continually testing our ideas against our insights, and being more willing to pivot when misalignment appears. While our concept fails to address systemic issues, it can influence the contexts and interactions that shape people’s attitudes.

In future, we should prioritise reframing and scoping exercises earlier within our process. 

Process

1

Research

2

Ideation

3

Challenging assumptions

4

Prototyping

5

Concept Testing

6

Analysis and evaluation

7

Iterations

8

UI testing

9

Iterations

Problem Space

The social transitions within dating behaviours - understanding how, why, and with what mediums people connect - is more relevant now than ever. The impact of technological disruption and social movements have had a direct impact on dating behaviour, resulting in new challenges and opportunities for our current generation.

  • 13% of people report being involuntarily single.

  • 30% of people find it difficult to maintain relationships.

  • 48% of people struggle to initiate relationships.

  • 92.5% of people think that the current dating scene is more difficult than ever.

Problem Statement

Men outnumber women 3:1 on dating apps with male match rates averaging at 3%, transforming dating into a commodified marketplace of swipes and profiles. This highly competitive system subjects users to repeated cycles of rejection leading to resentment pushing people further into online communities, deepening division rather than fostering mutual understanding and authentic connections.

Solution

Research

Our initial area of research began within the prevalence of ‘rage-bait’ and the rise of extremest viewpoints growing commonplace amongst younger social media users. Finding our problem space too convoluted, we decided to narrow our scope and direct our problem area towards the radical views and rise of ‘incels’. We saw that these ‘incel’ identifying groups were having a real, tangible effect on the modern dating scene (Sparks, Zidenberg & Olver, 2023) and the notion of this led us to a more focused problem space; how a growth in gender-based prejudices have led to a more toxic modern dating culture.

We then asked ourselves; How is this being perpetuated, and what can we do to fix it?

Online Ethnography

80> analysed data fragments

Without access to male-identifying incels, I began looking at Reddit to find spaces where the discourse within this demographic occurred. The deep dive into these forums gave us insight into the raw and unfiltered thoughts behind the gendered resentment held as a radical outcome of dating app usage, as compared to relying solely on existing research papers.

We collected >80 data fragments and analysed each data fragment into: a) Recorded observation, b) Interpretation, c) Underlying Themes, and d) Solution Space.

r/dating_advice 3 mo. ago

ProfessorRoi

Dating apps for man is dead

30 male. I think I’m tired of it now. No matter how thoughtful I am like bringing flowers or planning and being creative on dates, I’m just shelling money at this point. Ghosted a lot, games being payed, always expected to pay every date which I don’t mind the first few dates. But even my exes, when they didn’t make much, offered to at least treat me to ice cream or pay the tip. Sometimes they’d even be like oh you already spent so much today, and it made me want to buy the world for them. But today, I just sit across the table with a woman acting like i’m lucky to be in her presence. When did dating become so transactional? I’ve dumbed it down to coffee dates, and I was called cheap for it. According to woman and their dating experiences, modern men are broke and don’t even have a car. I have a job, a car, and my own place. But I’m cheap if I take you on a coffee date? You can’t get to know me unless you have steak and caviar in front of you? Welp my bills come first especially in this economy. And when I ask my friends how to talk on dating apps, I’m like when did it become rocket science? I can’t be too interested or she’ll back away. And at the same time show interest or she’ll think I’m not serious. What are these games? Not to mention I feel like I’m interviewing them and I get half assed one to two word answers. Not even asking one thing about me. You know what it’s my fault for being on these apps. Ladies, enlighten me. I’ve heard also horror stories on your side.

DonAj20 6 mo. ago

The depressing reality of dating for modern men.

Data fragment example taken from Reddit

Recorded Observation

The Reddit user describes his frustration with the current dating scene, saying his thoughtfulness and spending go unreciprocated, coffee dates make him seem “cheap,” and conversations on apps feel one-sided and transactional

Interpretation

In tandem with the dopamine chase that gambling and online dating encourage, both contexts can eventually leave users fatigued by lack of success, eroded self worth, and increased feelings of isolation.

Underlying Themes

Dating app burnout causes emotional fatigue in the same way that excessive gambling does

Solution Space

Important to mitigate the gamification of swiping and optimise compatibility of each match to reduce rejection rates. Reducing the barrier and perceived 'complexity' of organising dates to allow face-to-face meetings to occur with ease in a low-pressure environment.

Interviews

5 interviews, 20> minutes/interview

3 female, 2 male participants

Interviews helped us understand and empathise with our demographic, and was the most helpful post-ideation, when we were developing our concept. To create an effective matching process for each user, and to understand their likes and dislikes of the current offering of dating apps, we needed to understand their values.

Some of the important findings from our interviews are outlined below.

Commonplace dating app systems enable ghosting and rejection which have harmful effects on users.

The commodification of user swiping that results in the notion of 'what if my next swipe is better?', leads to the dehumanisation of other people on the app, enabling ghosting / the reduced perception of the other person. There are no safeguards to protect people from ghosting or ghosting others.

"[Ghosting] messes with your self perception and confidence ... it sucks because…you have to be okay with that even if you never get any answers, and you just have to move on with your life and try to not let it get to you."

"When you match with somebody new and it's a cool new person ... you'll chat with them until you match with another person and then it's like, "oh that's now where my attention is" and then like you stop texting that last person"

Dating apps perpetuate gendered-resentment

The rejection experienced on apps as a result of the gamification of other users, in conjunction with the uneven ratio between female and male users, results in gendered-resentment - majorly from men to women.

“I think girls sometimes treat guys on dating apps as things with no emotions [as a results of their experiences] ... it does suck having to reap those consequences, especially when you are putting yourself out there and actually trying.”

“On dating apps guys are chasing and then like the girls are kind of receiving that chase and like filtering them out.”

Workshops

5 male participants, 2+ hours

As an all female team, our positionalities meant we struggled to empathise with our male demographic on a deeper level. Therefore, workshops helped to bridge the cognitive and emotional gap, allowing us a nuanced understanding of the male experience.

Oftentimes we find that men struggle to open up about personal experiences, particularly within the presence of other men. The nature of workshops afforded us the opportunity to dig deeper, allowing them to complete probing activities first, and discuss their creations afterward.

A lot of our findings backed up our previous research, allowing us to triangulate.

Screenshot of participants from workshop

High volume of profiles = Lack of effort

With the ability to swipe through a virtually unlimited amount of people on the apps, we found that participants perceived each individual profile as less meaningful due to the notion that there are always 'more options'. This leads to people feeling less motivated to put effort into a single interaction as other people on the app become interchangeable and disposable.

When you have 5 messages going on at once, it’s a lot to maintain. It’s super easy to be super dry.

[With the] quantity of people in the app, no one really wants you and you’re not worth the time

Authenticity of profiles inhibited in abiding to societal norms or in fear of judgement

We found that (although not limited to) men often feel pressure to present themselves in a way that conforms to the socially accepted norms of "what gets swipes", often creating their profile with their friends. As a result, profiles become generic and thus, make it harder for people to form genuine connections.

[There are} unspoken rules in how to make your profile … [which] robs the authenticity kind of

I felt weird trying to condense everything about myself into a profile

Subconscious gamification of dating app and subsequent 'dopamine rush'

Participants reported perceiving the app almost as a game, that rewards through dopamine rushes received when another user 'likes you'. This feeling of validation becomes separated from the intention to date, and the intention of other user, which results in the depersonalisation of other people on the app.

I was on the apps for validation. the match and the messaging wasn’t enough for me to be interested in them.

The matching aspect is exhilarating, when someone who is attractive likes you and it matches

Who are we Designing for?

In analysing and synthesising our research, we had to re-centre the people we're designing for, and we did with Dean.

User persona

Final Insights

After condensing these findings into insights, we were able to form specific, defined criteria to follow when ideating a solution - ultimately creating a checklist of essential features and elements to ensure the effectiveness of our design solution in regards to the real-world needs of our target audience.

Dating Apps Operate as Commodification Engines, Not Connection Tools

Top dating apps have continued to commodify their experience, undermining connection and leading to social dissolution amongst users. These apps keep key features hidden behind pay walls and are dependent on keeping people single and swiping.

How might we design digital dating experiences that prioritise meaningful human connection over commodifcation?

Structural Imbalances Create Cycles of Rejection That Fuel Gendered Resentment

With a ratio of 3:1 - men to women, on dating apps, men are left disproportionately exposed to rejection, while women face harassment and decision fatigue. This imbalance pushes both genders towards adversarial narratives; Men perceive women as unattainable or hyperslective, and women perceive men as desperate or entitled.

How might we create more balanced matchmaking systems that reduce cycles of rejection for men while protecting women from overload and harassment?

Online Dating Causes Burnout and Loneliness and Low Self-Worth in Young Adults

People are suffering psychological deterioration from online dating: burnout, anxiety, and lower self-worth are amplified by relentless rejection, superficial interactions, and impersonal practices like ghosting and endless swiping. The current offering of dating platforms don’t just fail to provide connection—they actively undermine it, leaving users emotionally depleted and distrustful of romantic pursuit.

How might we design social and dating experiences that protect self-esteem and foster resilience for young adults navigating rejection and uncertainty in a modern dating environment?

Gen Z is Actively Abandoning the Platform Model in Search of Authentic Connection

Gen Z report the lowest levels of satisfaction, success and experience more negativity than other generations, with a sharp decline in Gen Z users active users in the last two years. Their rejection of the apps reflects erosion of trust in digital platforms perceived as superficial, judgmental, and rejection-heavy. Instead, authenticity, shared experience, and in-person bonding are becoming more valuable than the convenience of modern apps. 

How might we leverage real-world communities and shared experiences to rebuild trust and enable authentic romantic encounters?

Dating Apps Operate as Commodification Engines, Not Connection Tools

Top dating apps have continued to commodify their experience, undermining connection and leading to social dissolution amongst users. These apps keep key features hidden behind pay walls and are dependent on keeping people single and swiping.

How might we design digital dating experiences that prioritise meaningful human connection over commodifcation?

Structural Imbalances Create Cycles of Rejection That Fuel Gendered Resentment

With a ratio of 3:1 - men to women, on dating apps, men are left disproportionately exposed to rejection, while women face harassment and decision fatigue. This imbalance pushes both genders towards adversarial narratives; Men perceive women as unattainable or hyperslective, and women perceive men as desperate or entitled.

How might we create more balanced matchmaking systems that reduce cycles of rejection for men while protecting women from overload and harassment?

Online Dating Causes Burnout and Loneliness and Low Self-Worth in Young Adults

People are suffering psychological deterioration from online dating: burnout, anxiety, and lower self-worth are amplified by relentless rejection, superficial interactions, and impersonal practices like ghosting and endless swiping. The current offering of dating platforms don’t just fail to provide connection—they actively undermine it, leaving users emotionally depleted and distrustful of romantic pursuit.

How might we design social and dating experiences that protect self-esteem and foster resilience for young adults navigating rejection and uncertainty in a modern dating environment?

Gen Z is Actively Abandoning the Platform Model in Search of Authentic Connection

Gen Z report the lowest levels of satisfaction, success and experience more negativity than other generations, with a sharp decline in Gen Z users active users in the last two years. Their rejection of the apps reflects erosion of trust in digital platforms perceived as superficial, judgmental, and rejection-heavy. Instead, authenticity, shared experience, and in-person bonding are becoming more valuable than the convenience of modern apps. 

How might we leverage real-world communities and shared experiences to rebuild trust and enable authentic romantic encounters?

Ideation

We underwent Body Storming,Crazy 8s and Worst Possible Ideas in our ideation process which allowed us to further empathise with our demographic, and generate a large amount of concepts that helped us narrow our scope for creating our final concept.

Body Storming

During the process of Body Storming, we employed the role of a male and female communicating through a dating app. We saw that these communications can sometimes lead to superficial and misunderstood interactions, resulting in ‘unwarranted’ or unexpected rejection.

Crazy 8s

We found that in the brief amount of time we had to ideate each concept, we had mostly focused on one issue per idea. This gave us the opportunity to combine concepts in order to create more complex, multi-faceted solutions.

Worst Possible Ideas

We analysed and identified the most harmful aspects of each concept. Through each harmful aspect we were able to understand which principles were important to ensure the success of our final concept

Potential Solutions

1

1

AI Event Matching App

The app works by integrating artificial intelligence to recommend the best suited matches to users based on shared interests, lifestyles and personality. An outline of the apps' system can be seen below.

Strengths

  • User fatigue is mitigated as users are limited in who they can see and match with on the app.

  • Fear/pressure of one-on-one interactions removed

  • Users don’t feel as intimidated showing their personalities, knowing that only the app can see their submitted video responses, upholding privacy.

  • Final goal is to encourage real life experiences through the app.

Weaknesses

  • Initial motivation required to download a dating app, rather than organically ‘finding a match’

  • Users may feel frustrated with the minimal choice when looking for matches.

2

2

Guided Dating app

This app concept takes on a game system, and is designed for users intimidated by modern dating, 'coaching' them to put 'themselves out there' with a focus on building social and romantic skills. It also seeks to address extremist/sexist views of modern dating by challenging misinformation in an engaging, gamified way

Strengths

  • Takes intuitiveness of dating app model making it easily accessible to new users

  • Less intimidating than online dating with real people.

  • Strong focus on re-education approach as identified to be beneficial through our second insight.

Weaknesses

  • Potentially too reliant on AI, and could serve as a gateway to AI dependant companionship as users become overly attached to this model.

  • Minimal focus on facilitating real life meet-ups.

  • Gamification aspect could potentially reinforce negative ideologies held by anti-feminism extremists, e.g. feeling frustrated with low scores.

3

3

Conversation Kiosk

A physical structure located in public spaces, where multiple users can congregate to participate in casual conversations and activities through prompts offered by the kiosk, facilitating conversation and playful discussion. This solution removes the pressure of romantic interest, and instead sparks connection between players in an unforced, organic approach of a collaborative activity.

Strengths

  • Accessibility through random, broad prompts allowing any users to participate.

  • Allows users to express personalities without judgement due to lack of pressure or romantic expectation - a fear commonly expressed by users on dating platforms.

  • Less pressure placed upon ‘quality of conversation’ due to decreased romantic expectations and casual nature of the kiosk.

Weaknesses

  • Lacks focus on dating and instead, too much focus on platonic relationship building

  • Solution exists only in a physical setting, limiting accessibility.

  • Minimal focus on re-educating those impacted by social isolation at the most extreme degrees. The solution may still be too intimidating for identified target groups to interact with.

Decision Making

We constructed a decision matrix to guide our decision to move forward and test 3 of our concepts. Below, each key criteria point is stated, and categorised into 3 categories.

Decision Matrix Criteria

Connection to Brief

Alignment with the Interaction Design Scope

1

5

Alignment with transition

1

5

Alignment with target demographic

1

5

We included criteria connecting to the design brief such as whether it adheres to the scope and requirements of interaction design, if it targets a modern transition, and how well it addresses our target demographic. 

Insights

Addresses or healing loneliness

1

5

Supports young adult’s mental health

1

5

Addresses Gendered Imbalances

1

5

Connecting users over commodifying them

1

5

Rebuilds trust through authentic encounters

1

5

We also wanted to see how well the concept addressed each of our key insights.

Other Important Criteria

Low ethical concerns or risks

1

5

Novelty or Uniqueness

1

5

Desirability from team

1

5

Feasibility of idea

1

5

Engagement for showcase

1

5

Merges digital/physical interactions and connection

1

5

We also wanted to measure how well each of the concepts used the affordances of digital and physical mediums, as we discovered that both are equally as necessary in promoting human connection. Additionally, we evaluated ethical concerns and risks, specifically important in the presence of AI, as well as desirability and feasibility (predicting economic success) of the idea.

1

AI Event Matching App

Decision Matrix Score:

65

2

Guided Dating App

Decision Matrix Score:

51

3

Conversation Kiosk

Decision Matrix Score:

60

Concept Development

Going forward with our highest scoring concept; 'AI Event Matching App', we developed our concept further, and ensured every design decision was backed by research and addressed our problem space.

We then underwent several round of rigorous user testing, and iterated at each round, leading to our final concept.

Our proposed design solution is the revised dating app ‘Circl’ - aiming to redefine authentic digital connection through facilitating real-life interactions and breaking down stigma surrounding online dating.

The app proposes 3 key points of differentiation:

User Testing

We mainly aimed to evaluate these key conceptual aspects of our design solution through user testing rather than the UI itself. Though a digital interface was the medium for our tests, we designed our tasks to gather results that gauged how users felt about the 3 concepts.

Therefore, we focused more on our testing protocol and developing our concept, rather than the aesthetics and usability of the screens. This was important as we wanted to save as much time and effort, but still get valuable feedback.

Testing Protocol

Research Questions

Research questions allowed us to better streamline our testing phase, and centre our protocol to address our assumptions, and gain feedback that we're actually after.

1

1

How can we best cater to people who are intimidated by modern online dating?

2

2

What features of our concept enhance the dating experience in ways that other apps fail to? - Testing our assumption of differentiation

3

3

Why is the "event based" aspect of our solution integral to facilitating real life experiences?

4

4

How does our concept attract female demographics - who have statistically been more put off by negative dating experiences?

User Testing Structure

Consent Form

Concept Overview

Demographic Screening

Task + Post-task Questions

SUS Survey

Task 1

Task 1

Observations

Observations

Think Aloud

Think Aloud

Post-test Interview

Post-test Interview

Task: Participants will view the 'Profiles Page' (as seen in the image below) on our prototype and think-aloud.

Our solution was to provide only 3 curated matches per week, but we wanted to know whether people thought this was too limiting.

Participants were provided with a scenario and task to go through each of the profile screens. We would have the observer and moderator either filling out the google form or writing down observations during the test.

User Considerations: We created both male and female profiles and ensured to ask users’ their preference before assuming.

Screens viewed by participants

Participant viewing prototype dating profile

Task 2

Task 2

Observations

Observations

Think Aloud

Think Aloud

Post-test Interview

Post-test Interview

Success Rate

Success Rate

Task: Participants will select a prompt, and record a video for their video profile.

Through our primary user research, we received some feedback against the use of videos in the dating app profiles. We wanted to understand the nuances of this feedback and whether we can use it to our benefit. Therefore, we found it important to measure the success rate of this task. To gain deeper insights we asked some follow up questions

User Considerations: We ensured to ask users if they would be comfortable with recording themselves on a likert scale of 1-5, before having them partake in the task. If their response was less than 3 we would skip this task.

Participant filming themselves responding to the given prompt

Task 3

Task 3

Observations

Observations

Think Aloud

Think Aloud

Post-test Interview

Post-test Interview

Success Rate

Success Rate

Open-ended Questions

Open-ended Questions

Task: Participants select an event to attend to with their 'match' on the app interface

We believe that the feature of providing a pre-planned event for users of the app facilitates in-person meet ups for several reasons; a) Provides a safe space amongst others, b) Reduces cognitive effort required from either party to organise the date c) Mitigates pre-conceived gender roles on men to organise dates. We wanted to test the receptivity of this concept with users.

User Considerations: This was one of the only test we were able to conduct with every test user as attitudes toward event based dating were not shaped by past dating experiences.

Participant viewing event page for ‘Bouldering with Mates’

Task 4

Task 4

Observations

Observations

A/B/C Testing

A/B/C Testing

Post-test Interview

Post-test Interview

Open-ended Questions

Open-ended Questions

Task: The participant will be asked to view a serious of 'un-matching' messages, crafted to 'let their match down easy'. They will then choose which message they think would be the best to send.

We believe that the feature of providing a pre-planned event for users of the app facilitates in-person meet ups for several reasons; a) Provides a safe space amongst others, b) Reduces cognitive effort required from either party to organise the date c) Mitigates pre-conceived gender roles on men to organise dates. We wanted to test the receptivity of this concept with users.

User Considerations: This was one of the only test we were able to conduct with every test user as attitudes toward event based dating were not shaped by past dating experiences.

Screens viewed by participants

User Sensitive Protocol Adjusments

It was important for us to tailor our testing protocol to each participant. For our specific focus on online dating, it was not possible to test simply employ a ‘one size fits all’ measure to our protocol, and thus, we had to account for all different levels of dating experience for each of our participants.

We underwent pre-test user screenings to understand which tasks they should undertake to best suit each of their dating experiences/sexual preferences whilst undergoing testing.

Graph outlining our user-sensitive testing structure

Reflections on Testing

Overall, our testing session was successful - our testing protocol enabled us to adapt to various different edge cases and to both manage testing time effectively and provide the best tests to participants from our screening questions. The vast majority of our testing sessions were under 15 minutes but most took around 12 minutes overall from start to finish.


In the SUS Survey, we got a much higher average than expected of 86.75 which is categorised as an ‘A’ or ‘Excellent’ usability score. The lowest score we received was a 72.5 and the highest was a 97.5.

People seemed generally excited about the idea and found it at least interesting, even if the product wasn’t currently applicable to their lives - as reflected in our SUS results.

What Could We Improve on?

Despite the validity of our results we still identified a few areas for improvement.

Demographic Survey Refinement

Questioning participants on sexual orientation to gauge which prototype to present, was more intrusive than actually useful. Switching to a simple question about which profiles they wanted to view allowed for adequate testing without making people share things they didn’t have to. Just because a question feels standard in research doesn’t mean it’s justified.

Expanding Prototype to Cater to Queer Users

We only created two prototypes; One with male profiles and one with female, unintentionally overlooking queer participants, and limiting them to binary choices. Because of that, some people couldn’t properly experience the idea the way it was meant to work. In future, I need to think more proactively about edge cases and to design for real diversity, not just the most obvious scenarios.

Follow-up Questions & Timing Inconsistencies

We ended up asking some participants extra questions to dig deeper, which made their sessions noticeably longer than others. Looking back, we could’ve been more conscious of timing and trimmed or combined questions so everyone had a more consistent experience. In future, thinking more critically about clarity and focus of questions will ensure that good user-testing doesn't come at the cost of participant fatigue.

Feedback and Observations

The following are our most important findings from our user testing, targeting concept over UI.

Limiting matches increased perceived quality, but users want more control over matches

Participants liked the idea of receiving curated matches and agreed that three per week “felt intentional” rather than overwhelming. It gave them space to focus on a smaller scale of potential matches. However, some worried about “wasting a week” if a match didn’t work out, or feeling restricted compared to the endless choice in traditional apps. There were two sides with contrasting opinions based on experiences, some wanted less than three and some wanted much more.

We will need to re-evaluate and refine how we can tailor the matching system to best suit the unique interests of individual users. This would include potentially working towards a method where people can customise how many matches they have at once and defining how long it would take to get a new match after completing the ‘un-matching’ process.

Social scrutiny impacts authenticity of video recording

Despite the positive response to the video-based dating profiles, when we flipped the script and asked the participant if they themselves would be comfortable recording these kinds of videos, we had mixed results. Users were worried about being judged or “looking cringe”, which affected the authenticity of their video recording. Only 2/10 candidates reported saying yes confidently, whilst most others felt uncertain at first if not denying the activity completely.

Users may need more direct incentive and guidance in order to feel more comfortable to participate themselves.

Group events made connection feel natural but not always romantic

Participants responded positively to the group-date concept, as it alleviates common barriers preventing meaningful connections on online dating platforms and affords them increased convenience. However, some participants expressed uncertainty due to a general preference for one-on-one dates, and felt there may be a less romantic situation with others around.

There must be more options for event preferences, such as variety within group sizes - including options for one-on-one dates organised through the app.

Limiting matches increased perceived quality, but users want more control over matches

Participants liked the idea of receiving curated matches and agreed that three per week “felt intentional” rather than overwhelming. It gave them space to focus on a smaller scale of potential matches. However, some worried about “wasting a week” if a match didn’t work out, or feeling restricted compared to the endless choice in traditional apps. There were two sides with contrasting opinions based on experiences, some wanted less than three and some wanted much more.

We will need to re-evaluate and refine how we can tailor the matching system to best suit the unique interests of individual users. This would include potentially working towards a method where people can customise how many matches they have at once and defining how long it would take to get a new match after completing the ‘un-matching’ process.

Social scrutiny impacts authenticity of video recording

Despite the positive response to the video-based dating profiles, when we flipped the script and asked the participant if they themselves would be comfortable recording these kinds of videos, we had mixed results. Users were worried about being judged or “looking cringe”, which affected the authenticity of their video recording. Only 2/10 candidates reported saying yes confidently, whilst most others felt uncertain at first if not denying the activity completely.

Users may need more direct incentive and guidance in order to feel more comfortable to participate themselves.

Group events made connection feel natural but not always romantic

Participants responded positively to the group-date concept, as it alleviates common barriers preventing meaningful connections on online dating platforms and affords them increased convenience. However, some participants expressed uncertainty due to a general preference for one-on-one dates, and felt there may be a less romantic situation with others around.

There must be more options for event preferences, such as variety within group sizes - including options for one-on-one dates organised through the app.

Final Iterations

Drawing on feedback from our user testing, we underwent several iterations, the most significant of which are outlined in this section.

Developing the Matching System

During user testing, we found that some participants were confused about the matching and curation process, decreasing trust and overall experience.

We created a back-end flow that undergoes a series of filtration processes to calculate the best matches.

It begins with categorising the user based off demographical information, analysing and contextualising personality data using AI, filtering potential matches using dealbreaker information, and then a mediator algorithm processes and excludes or includes more profiles to create the final potential matches ranked in order of compatibility.

In order to communicate this, we created an extensive onboarding process, which not only explains the process but allows the user more control, to feel that they are providing the algorithm with ‘enough’ information to give them quality matches, as previously, they had only tested the video recording aspect of profile creation.

Recommendation System Flow Diagram

Toggles for dealbreakers giving more control to users

Sliders for dealbreaker importance

Furthering Connection Through Profiles

We found that although we received positive feedback of the centralisation of a introductory video as the main feature of the profile, the profile page was still lacking in other information.

We wanted to differentiate ourselves further than generic dating apps such as Hinge, that already include video and voice prompt features.

In developing our back-end matching process in tandem with our on-boarding process, we wanted to introduce consistency and further personalisation to the profiles to allow users to gauge an even better understanding of their matches.

Pre-iteration

Post-iteration

Creating Comfortability Pre-recording

We found that users felt initially uncomfortable recording themselves due to a fear of social scrutiny, and reluctance to be perceived as 'cringe'.

We took inspiration from Hinge's approach to audio prompt recordings by providing examples.

We changed the UI to allow for users to access examples, and gave context behind the value and purpose of the video recording process. We found that this overall helped improve comfortability of users in recording.

Closure Process Refinement

The use of generated or AI closure statements undermined the core focus of Circl in promoting a sense of genuineness. Therefore, we needed to rework the solution and test it again with users.

The concept remained quite similar, users would complete a short survey but instead of the app providing its our statement to the user, the app helps guide and prompt users to write their own rejection to help people deal with the rejection.

Optionally, the user can also share their answer in the survey to why they are un-matching them. This was well received by users, but the app could be more involved in this process and still provide a quite minimal closure statement if the user chooses to not write something themselves.

Limiting Matches

Users felt that three matches was too much or too little and lacked flexibility. The wait time for users to receive a new match made them feel like they were wasting time.

In order to address this without moving too far away from the core focus of our product, we included the option to select the quantity of matches received from 1 to 3 matches, with the option to pay to increase the match maximum to 6.

This we felt helped to promote genuine interactions and authentic experiences. We didn’t want to write off the user pain point we identified, but wanted to discourage users to have more then three. Therefore we felt that the paywall was an effective way to achieve this, but would require further testing to affirm.

We also changed the duration to find new matches. We still needed to add a delay, especially to account for recommendation system, but also so that users felt the algorithm was finding quality matches for them. Instead of 7 days, which was too long, users would get their new matches within 24-48 hours.

In-app Event Iterations

Users wanted more flexibility with a variety of intimate date options. We also found a general fear of in-person ghosting, a core feature we try to mitigate.

We added new categories for more intimate dates, as well as larger community events.

Additionally, in addressing fear of in-person ghosting, users will be required to pay in advance to confirm their booking for paid events. The app would then continue to remind users for upcoming events and nudge them afterwards to keep users accountable and review the event they attended. 

Final Concept

Video Demo

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