50K

Matches

10K+

Downloads

2M+

Messages exchange

82

SUS score

I’m Rishi. I help crafting thoughtful, user solutions.

50K

Matches

10K+

Downloads

2M+

Messages exchange

82

SUS score

I’m Rishi. I help crafting thoughtful, user solutions.

50K

Matches

10K+

Downloads

2M+

Messages exchange

82

SUS score

Less Swipe. More Spark.

A UX case study on humanizing digital dating through personality-driven design.

PROBLEM STATEMENT

The challenge was to design a platform that feels less transactional and more human, encouraging users to reveal themselves gradually while maintaining safety and comfort.

OVERVIEW

Chance is a personality-focused dating app built to humanize online dating. Instead of swiping based solely on looks, users engage through conversation prompts, interactive personality cards, and progressive profile reveals that gradually disclose information.

The idea for Chance originated from the realization that most dating apps today encourage rapid, surface-level judgments. Despite an abundance of matches, genuine connections remain rare. The goal was to design a product that makes personality the core of matchmaking, allowing users to connect through shared humor, beliefs, and quirks rather than appearances.

Role
Role
Role

End to end product design

End to end product design

End to end product design

Timeline
Timeline
Timeline

Feb '22 - Dec '22

Feb '22 - Dec '22

Feb '22 - Dec '22

Team
Team
Team

Me (Design), Shashikant (Dev)

Me (Design), Shashikant (Dev)

Me (Design), Shashikant (Dev)

RESULTS

50,000+ sparks ignited, because genuine connections start with personality.

10,000+ people chose personality over profile pictures.

2 million+ conversations that prove real chemistry can’t be swiped.

An experience users loved, rated 82 on the System Usability Scale

User research results & insights

A total of 50+ survey respondents and 8 in-depth interview participants provided input on their dating app experiences.

01. Survey Insights

a. Users valued authenticity and safety over quick matches.

b. Many users preferred apps that highlighted personality traits through prompts, humor, and hobbies.

c. The biggest frustration: predictable swiping mechanics and generic bios.

01. Survey Insights

a. Users valued authenticity and safety over quick matches.

b. Many users preferred apps that highlighted personality traits through prompts, humor, and hobbies.

c. The biggest frustration: predictable swiping mechanics and generic bios.

01. Survey Insights

a. Users valued authenticity and safety over quick matches.

b. Many users preferred apps that highlighted personality traits through prompts, humor, and hobbies.

c. The biggest frustration: predictable swiping mechanics and generic bios.

02. User Interviews

a. A comfortable space for introverts to express personality.

b. Clear safety features like reporting and blocking options.

c. A more playful visual tone to reduce the pressure of online dating.

02. User Interviews

a. A comfortable space for introverts to express personality.

b. Clear safety features like reporting and blocking options.

c. A more playful visual tone to reduce the pressure of online dating.

02. User Interviews

a. A comfortable space for introverts to express personality.

b. Clear safety features like reporting and blocking options.

c. A more playful visual tone to reduce the pressure of online dating.

03. Competitive Analysis

Popular dating apps like Tinder and Bumble rely heavily on photos and superficial bios. Chance positioned itself differently by emphasizing:

a. Values, quirks, and humour instead of looks.

b. A “reveal” feature that balances anonymity and curiosity.

03. Competitive Analysis

Popular dating apps like Tinder and Bumble rely heavily on photos and superficial bios. Chance positioned itself differently by emphasizing:

a. Values, quirks, and humour instead of looks.

b. A “reveal” feature that balances anonymity and curiosity.

03. Competitive Analysis

Popular dating apps like Tinder and Bumble rely heavily on photos and superficial bios. Chance positioned itself differently by emphasizing:

a. Values, quirks, and humour instead of looks.

b. A “reveal” feature that balances anonymity and curiosity.

04. Target Audience

a. Age group: 20–30 years

b. Personality: Young professionals and students open to meaningful conversations.

c. Goal: Foster connection through shared humor, prompts, and mutual values.

04. Target Audience

a. Age group: 20–30 years

b. Personality: Young professionals and students open to meaningful conversations.

c. Goal: Foster connection through shared humor, prompts, and mutual values.

04. Target Audience

a. Age group: 20–30 years

b. Personality: Young professionals and students open to meaningful conversations.

c. Goal: Foster connection through shared humor, prompts, and mutual values.

Initial Sketches

We did rapid pencil explorations of 12 variants (grid vs list, single page vs stepper, inline summary vs floating panel).

Visual Design

When moving to hi-fi, we layered in visual systems that built trust and reduced anxiety:

User Testing

OVERVIEW

5 users

5 users

5 users

4 Tasks

4 Tasks

4 Tasks

Satisfaction rate 9.1

Satisfaction rate 9.1

Satisfaction rate 9.1

All tasks were completed

All tasks were completed

All tasks were completed

TASK LIST

AVG TIME

2m 13s

Avg No of steps

07 steps

CREATING AN ACCOUNT

AVG TIME

2m 13s

Avg No of steps

07 steps

CREATING AN ACCOUNT

AVG TIME

2m 13s

Avg No of steps

07 steps

CREATING AN ACCOUNT

AVG TIME

7s

Avg No of steps

01 step

SWIPING USERS ON HOME SCREEN

AVG TIME

7s

Avg No of steps

01 step

SWIPING USERS ON HOME SCREEN

AVG TIME

7s

Avg No of steps

01 step

SWIPING USERS ON HOME SCREEN

AVG TIME

50s

Avg No of steps

6 steps

REQUESTING A MATCH FOR THEIR PUBLIC PROFILE

AVG TIME

50s

Avg No of steps

6 steps

REQUESTING A MATCH FOR THEIR PUBLIC PROFILE

AVG TIME

50s

Avg No of steps

6 steps

REQUESTING A MATCH FOR THEIR PUBLIC PROFILE

AVG TIME

1m 26s

Avg No of steps

10 steps

REFERRING A FRIEND AND BUY AVATAR

AVG TIME

1m 26s

Avg No of steps

10 steps

REFERRING A FRIEND AND BUY AVATAR

AVG TIME

1m 26s

Avg No of steps

10 steps

REFERRING A FRIEND AND BUY AVATAR

What users said

Users had a lot to say — some loved the personality-first concept, while others pointed out bugs and areas for improvement.

Glitches, very slow, freezes. Late messages and repititive cards.

Abhinav

Anonymity factor is different and unique concept.

Kirti

Should add more features like sharing media/fun questions to make it more interesting.

Muskan

Glitches, very slow, freezes. Late messages and repititive cards.

Abhinav

Anonymity factor is different and unique concept.

Kirti

Should add more features like sharing media/fun questions to make it more interesting.

Muskan

Glitches, very slow, freezes. Late messages and repititive cards.

Abhinav

Anonymity factor is different and unique concept.

Kirti

Should add more features like sharing media/fun questions to make it more interesting.

Muskan

Our Learnings

Anonymity builds comfort

Users, especially girls, love the idea of being anonymous on a dating app.

Anonymity builds comfort

Users, especially girls, love the idea of being anonymous on a dating app.

Anonymity builds comfort

Users, especially girls, love the idea of being anonymous on a dating app.

Performance needs attention

App lag needs fixing in upcoming updates.

Performance needs attention

App lag needs fixing in upcoming updates.

Performance needs attention

App lag needs fixing in upcoming updates.

Conversations need more depth

Users want more features to make conversation engaging. MVP constraints 🤷‍♂️

Conversations need more depth

Users want more features to make conversation engaging. MVP constraints 🤷‍♂️

Conversations need more depth

Users want more features to make conversation engaging. MVP constraints 🤷‍♂️

Why testing mattered

A product that coordinated multiple restaurants and deliveries required strong error-handling UX:

HOMEPAGE

Improvements & Next Steps

Future Ideas - long term:

a. Introduce gamification in chats (like board games).

b. Add AR/VR filters for the in-app camera.

c. Allow social media linking for revealed accounts.

Future Ideas - long term:

a. Introduce gamification in chats (like board games).

b. Add AR/VR filters for the in-app camera.

c. Allow social media linking for revealed accounts.

Future Ideas - long term:

a. Introduce gamification in chats (like board games).

b. Add AR/VR filters for the in-app camera.

c. Allow social media linking for revealed accounts.

Next Steps - short term:

a. Continue observing user feedback post-launch

b. Build an atomic design system for scalability.

c. Add custom microinteractions to boost emotional engagement.

Next Steps - short term:

a. Continue observing user feedback post-launch

b. Build an atomic design system for scalability.

c. Add custom microinteractions to boost emotional engagement.

Next Steps - short term:

a. Continue observing user feedback post-launch

b. Build an atomic design system for scalability.

c. Add custom microinteractions to boost emotional engagement.