Web Design

Mobile App

Mobile app from scratch

Let’s discover how we can validate a vision, turning it into a digitally branded  product.

What is our over arching goal!

How can we create an opportunity for users to better connect with thier matches and create more meaningful, lasting relationships?

User Research

Who is using social discovery apps? What can we learn from their interactions with current technology? 

Brand Orientation

Where do we fit as a brand? Based on user data how will our brand be best represented? How can we translate this information visually?

Machine Learning

How can we best use technologies to create an improved product? What is posibile? What is not?

User Interface Design

How can we solve for these problems visually? How can we curate a user flow that is both efficient and simple?

So, where should  we start?

It’s no secret that many people are choosing to meet their future partners digitally, through social discovery dating apps. It’s also not a secret that this in itself can become seriously awkward. So, we intend to figure out why.

The Busy Metropolitan:

Meet Emily. Emily live downtown and her life revolves around a job she loves.  While she doesn’t have a lot of free time, she is ready to make time for a relationship. She is bubbly, light-hearted, and has a fun personality. She wants to find someone who challenges her intellectually and has common interests and morals. She wants to know more about someone  and their personality before she commits to meeting them in person. She doesn’t want to waste time answering a million questions about herself and browsing through a ton of matches. Communication is highly important.

The Socially Anxious

Meet Joe. Joe is a grad student whom is incredibly hardworking and inteligent. While Joe is super outgoing within his circle of friends, he suffers from social anxiety in larger groups, especially women. The more he is interested, the harder it is for him to connect. He never quite  knows what to say, so instead of trying he just puts it off.

The Self-Actualizing Creative:

Meet Scott. Scott is that person that everyone is drawn to. He is creative, witty, intelligent and the complete package. He’s deep into the art and music scene, a free spirit with an open mind. Scott adopts apps and technologies that help to expand his creativity. Scott holds deep and meaningful relationships and does not have trouble establishing this type of connection. He seeks fullfillment in his work and in his personal life.

Here is what we learned.

At the root of all this, we were taught a great  deal about social interaction. For example, as one may expect, men typically acted as suitor, while a woman’s interaction was tyically to be courted. This was to be true across all platforms, aside from the ones that were specifically designed for users to interact differently.

On average, men must send 114 messages to receive a single reply. We can conclude in many instances, even if the interest is there, men can’t seem to break the ice. At the same time women are recieving messages that they do not care to answer.

The numbers

User research can help validate our assumptions and shed light on information we may not have already known. This helps us make informed and effective design decisions. Also giving us insight on user behavior outside of direct interaction with technology.

  • Male users 52.4%
  • Female Users 47.6
  • Users who were looking for something in common 64%
  • Users who were looking for physical attraction 49%


of single American's have used online dating.




of female users said they are looking for a meaningful relationship beyond a "hookup"

Introdcing gamification

A new (and far less awkward) way for users to break the ice.

How does it work?

By allowing interaction through game play, we afforded the user a chance to make a connection without any awkward ice breaker conversations. Careful to curate games where users were required to complete tasks such as complete a haiku together. Thus allowing them to show personality traits such as their sense of humor, intelligence, and/or empathy.

The functionality of the app, including the game, was dictated within hundreds of wireframes. This was carefully documented, so we could ensure an efficient user flow, even at a low fidelity.


We made sure we kept what users expect.

Users are accustomed to certain aspects of of social discovery apps, such as the ability to match and chat, coupled with the ability to find out certain information about other users. These include, but are not limited to interests, age, sex, and even their music choice. 

Great, but how can this be monetized?

Introducing Sparkflirt, allowing users unlimited browsing but charging them only only for connections. This is how users interact within gameplay mode, as well as chat! Users are afforded  a certain amount of SparkFlirt’s. After their allotted amount is spent, they then must purchase more.


NOW WE LAUNCH! Elated is currently in beta testing, and set to launch in Canadian markets in late 2020. User interactions are constantly being monitored, while data is synthesized so version 2.0 of the app can released into US markets.