The online dating experience doesn't have to suck. We re-design the dating experience for Tinder to prove that.
Although dating apps have become a rather ubiquitous part of our lives today, the overall user experience unfortunately still leaves a lot to be desired. I led a team of UX Designers and Researchers in re-designing the user experience for Tinder over the course of 4 months.
Using the British Design Council's Double Diamond Design Thinking Model as our guide, we started the project with a deeper dive into the Problem by putting together a User Research Plan.
Our analysis of the subject matter convinced us to apply a Qualitative approach to gathering data, with Surveys and Interviews becoming our leading choices for research methods due to our various time and budget constraints. We designed research questions that, when boiled down to their cores, essentially asked variations of the following 3 questions:
If the Discovery stage was used to develop insight into the problem, then it was during the Define stage where we were able to hone in on what the problem was (exactly) and who we were trying to help (exactly).
Affinity Diagramming helped us zero in on recurring themes, which allowed us to organize those themes into clusters.
In similar fashion, we analyzed our Survey data using affinity mapping as well in order to figure out who our intended audience actually was. From this analysis, we created the following Persona below:
James represented the nearly half of our respondents who identified as Male, under 30, or just seeking something casual. Our other persona, Anna (not pictured), represented the other half who identified as Female, over 30, or seeking something serious.
With a clearer idea of what the problem was and who we were trying to solve it for, we conceptualized what a typical user experience journey would look like for someone like James.
As we prepared to move into the Ideation phase, we converged upon the following insights in order to help us deduce potential opportunity areas that we might want to focus on going forward.
Our respondents wanted us to know that it wasn't just 1 or 2 problems that made the experience so poor but a combination of several (all seemingly working in tandem to create a sort of "dating experience vicious cycle"). As such, my team members became split on how to best tackle what was now developing into a rather complex and multifaceted issue (and, therefore, multiple viable potential solutions).
Ironically, I found I was actually able to use this split in opinions among my teammates to our advantage by allowing a bit of the Divergent Thinking process again.
What made the dating app experience so demotivating, we came to see, was not due to users not getting matches but because the experiences that followed after getting matched were so poor.
We didn't know how (or if we even thought it prudent) to moderate what people said in their conversations after matching. But those key moments of uncertainty that existed between users during their interactions with one another? Well...that, we could definitely find a solution for.
Drawing upon our findings from the previous two stages, we began our Development phase with some brainstorming and sketching. Towards the end, we converged upon a single idea and designed storyboards and scenarios to provide illustrative support.
Using our Key Insights as a guide, we came up with the following sketches as part of our early ideas:
We had a design vision at this point, but to complete our hypothesis, we created the following scenario and storyboard in order to illustrate how we imagined the experience could look like with our new solution. We would bring this idea to test in the next phase.
The final Delivery phase focused on prototyping, testing, (learning) and refining as often and quickly as possible. We knew we were on the right track, due to our careful analysis over the previous stages, but could we actually design the right thing as well?
We designed a quick low-fidelity paper prototype to provide a general sense of how the interactions of our new feature would work.
This first prototype was only meant for our own internal use, and it helped us spot a few discrepancies here and there early on.
We fleshed out the paper prototype with our second version, which we built using Balsamiq so that we could incorporate interaction elements and test its usability with potential users. With this second iteration, we began to hone in on our Recommitment feature (which we believe helps push interactions past stalemates) as well as our Feedback feature (which provides users with a sense of closure).
Due to time constraints, we were only able to test with 3 users. (In future iterations of this project, we would recommend testing with more users as well as more often.) One of the most surprising takeaways from this was how specific features that may have seemed desirable in theory were actually not very well liked when it was put into practice.
So what did we learn?
Using what we had learned from our usability testing, we designed a high-fidelity prototype using Figma. Click on the image below to try it out.
As this was my first time filling the role of being a Project Manager for a UX project, I felt that I learned quite a lot about myself and my own management/leadership skills (in addition, of course, to improving my design thinking skills as well). But if I had to select just a few learnings and discoveries that really stood out to me during this project:
One of the biggest concerns I had as the PM was whether I was adequately adhering to the design process we had selected for this project (in this case, a modified Double Diamond). I could clearly see the logic of the model (such as why a Convergent Thinking process would make sense at specific times, or why it was ok to end the Define stage without having a solution in mind). But even the best models can't possibly account for anything and everything.
In those moments, I wasn't confident at all if I was leading my team in the right direction and so whatever successes would come as a result felt like flukes. It wasn't until we had nearly completed the project that I felt more comfortable about my relationship with design models, specifically in regards to modifying them according to the needs (and whims!) of the project (and the team).
One of the "stalemates" we came to as a team occurred at the end of our Define phase when we were trying to converge upon (more specifically define) the problem. By this point, we had thoroughly dissected our data and distilled them down to just a few specific and actionable insights. However, this was also the point at which we came to find that we each wanted to take the project in different directions, due to each of us having interpreted the "spirit" of the insights in very unique and, hence, different ways.
I felt a bit lost here. As the project manager, I wanted to steer the project forward in some capacity, but as a UX designer, I also wanted to make sure that we were "doing the right thing" before moving onto "doing things right."
There was some pressure to put things to a vote (in order to break the stalemate), but I inherently felt that turning this into a popularity contest might not necessarily be the right way to figure things out. In addition, I wanted everybody to be wholeheartedly onboard with whatever decision we made, not have half of them merely following along reluctantly.
So with no clear idea of how to push the needle forward, then, I had us all take a step back instead. (Although this ended up working very well for us in hindsight, at the time, it felt like the project was regressing and we wouldn't make any of our own deadlines.) We revisited the data to see if we could form different affinity groups that could lead to new insights. And as a result of this exercise, each of us ended up adapting or changing our original interpretations (perhaps due to being able to see how easy it is to unknowingly inject biases into our interpretations) and converging upon an unanimous narrative.
One of my teammates, who I found to be very perceptive and thoughtful, connected the dots on things much quicker than the rest of us on the team. While having this kind of person on your team may seem like quite a boon, what actually ended up happening, more often than not, was that it put her at odds with the other members of the team. But for the sake of teamwork and collaboration, she was perfectly willing to defer to the decisions of the rest of the group and go along with whatever the majority decided.
I have always felt uneasy about making decisions solely according to majority rule because, as we all know, there is no real correlation between having a majority's support and being the right thing to do. In addition, I knew she must have had good reason to raise her point due to what I had observed about her while working alongside her. And oftentimes, all it took was a little bit more explaining or time for the rest of us to catch up to her point.
And so I learned two things from this particular experience:
Because I am currently looking for full-time work in a startup environment where I can make an outsized impact from day one. If so, let's chat!