Initially, the goal was to understand whether the audience would prefer this app to act as a relationship app or not. Secondly, what elements would attract or repel users to these types of applications?
The initial research included auditing popular relationship apps like
Tinder, Hinge, and Bumble, as well as messaging apps with social-relationship interactions such as the Chinese app Soul, the popular messaging app WeChat, and the relationship-focused app Paired.
Next, we examined how these apps connect with their audiences. While the results consistently showed that people feel burned out by the fleeting nature of dating apps, one positive finding was the
successful use of gamification. Users noted that while dating apps tend to gamify experiences negatively, the principles of gamification were also what attracted them to these platforms.