Wyngr is an app that is designed for both people looking for relationships and people already in relationships. We want to involve everyone in the process of finding true love in the most pain-free and secure way possible. What began as a side project quickly became a different kind of dating app.
This included the Explore storefront, search, filters and detail pages.
Helping customers get ready for their livestream with a dedicated detail page.
Entering into a livestream via mobile device browser from the detail page.
Storing customers photos and purchased items after their live session.
From a launch survey, 78% of customers would "love to experience this. with friends and family"
Private experiences have also come at a premium price, making them too expensive for customers (62% of responses).
The 1:1 nature of Explore has also restricted seller growth
Conversion on mobile was .56% compared to 1.71% on Desktop. A key reason is not being able to consume experiences on mobile devices.
76%+ of all Explore traffic came from mobile (mWeb and mShop).
58% of survey respondents indicated they would like to consume experiences on a mobile device.
Seeing the both the issues and stresses related to virtual dating will help provide insight into problems and possible solutions.
This will help find what motivates and frustrates users. By identifying the target market will help to better understand and deliver a tool to fill users needs.
From our findings we can start to evaluate and build a product to fill those needs.
Determining the success of the tasks that will include defining certain metrics(KPIs).
1. LEARN
Extensive quantitative research was done to help gather information about the potential market and key insights highlighting some metrics below:
Keywords: Security, Authenticity, Relationships
1. LEARN
Research on the current market and how they address solutions. Providing both strengths and weaknesses within each platform and possible areas that can be improved.
1. LEARN
I started off with user interviews and created a flowchart to help cover different scenarios and pain areas. The seven users interviewed ranged from into the virtual dating scene to moderate to not active at all. They ranged from age 18 - 48 both male and female.
2.DEFINE
2.DEFINE
Based on previous research personas were created to identify target audience that including needs and pain points associated with virtual dating.
2. DEFINE
To visualize all the possible actions a user could take, I created a task flow. It helped define the different profiles associated with matchmaking.
2. DEFINE
The MoSCoW method helps narrow down the essential features that are necessary for first beta launch.
3. DESIGN
3. DEFINE
Based on user flows it took several round of iterations to distill the experience down to the core flows and screens. By differentiating between the two profiles I got a better picture on what features to include.
3. DESIGN
3. DESIGN
Had to make sure that we had independent profiles that highlight two different groups. Being single vs in a relationship. Both profiles have different settings and functionality to help better manage potential matches.
3. DESIGN
Being able to both communicate with potential matches and the friends that help you setup these matches. Features both single and group messages to help better the relationship and overall sense of security and authenticity.
4.TEST
Continue to measure success with defining metrics (KPIs):
3. DESIGN
Revisiting the success metrics
Revisiting the success metrics