Turning frustration
into excitement

Timeline

2 weeks - 2023

Mission

Product designer

Scope

Discovery + Delivery

The context

Make it happn

Love outside the box

Let's be real – the golden age of dating apps is slowly fading. Weary of the endless swiping, profile browsing, ghosting and so on, singles are experiencing dating burnout. Modern dating need a breath of fresh air.

Happn, as a major player on the dating app scene, is determined to take on this challenge. Follow us on a mission to transform online dating by closing the gap between virtual and real-life connections.

140

million users worldwide

Top 5

most download dating app

Two weeks
to design a solution

During my bootcamp at The Design Crew, Happn’s Head of Design, Paul-Antoine Campos, briefed us about this challenge they identified but hadn't found the time to tackle it just yet.

The challenge

Boosting conversion by rethinking the List of Likes

the list of like

the fastest way to get a crush

In the dating apps world, the 'List of Likes' is like your personal fan club, it gather all the profiles who previously liked you.

1st

driver to go premium

2nd

most popular feature

11%

of Happn’s negative reviews comes from the List of Likes

Drag to compare

The benchmark

Navigating the Competitive Scene

The page being the main driver of conversion, it used to look the same on all apps of the industry and to be available only to premium users. To encourage users to turn premium, platforms capitalize on user’s frustration by bluring the list of likes.

But lately some of the main competitors rethought the experience for free users and chose to display previously hidden information, offering them a sneak peek of the feature and increasing user's interest.

Bumble

Display a selection of 3 profiles to offer users a sneak peak of the feature

Hinge

Display the names and the comments to increase user's interest

User research

Swipe Right into CUSTOMER insights

To better understand our users, their behaviors, motivations and perceptions regarding the List of Likes, we decided to conduct qualitative user research

Objectives

The priority during the test was to understand :

#1

The needs, expectations, behaviour and habits of dating app users.

#2

What drives our male users to unlock their LOL and what holds back those who didn’t.

#3

The users perception of hidden likes in dating applications.

Testing modalities
User target

75% of the industry users being men, our target user was a 25-35 years old single men, user of multiple dating apps.

Panel
These are the key insights that defined the first version of our prototype :

Learning #1

The feature is a major source of frustration

  • Only available for premium user

  • Misbelief about the displayed profiles (bots and scams)

“No doubt it’s all fake. They are generating account and likes to make you pay ! Greedy app, they just want to earn !”

Learning #2

Users are reluctant to pay for a dating app

  • It reflect a bad image of themself, they feel like it’s only for the hopeless ones

  • They think it’s too expensive for what they will get

“Paying for that ? Me ?Seriously ? Are you kidding ? Never ! No, I’m not that desesparate !”

Learning #3

Users assimilate dating app TO a game

  • They feel “rewarded” by the ego boost effect

  • They also feel kind of addict to it and tend to automatically oppen the app when they have time to kill

“That dopamine rush you get when you feel fancy by someone, my ego likes it very much”

Reframing the problem

When the firSt driver of conversion BECOME THE most frustrating FEATURE

The inaccessibility of the LOL for free users exacerbate their disappointment and distort their perception of the feature. They feel even more dissuaded to pay not knowing what to expect for their money.

This begged the question :

THE first draft

INTRODUCING WINK TIME

WinkTime is a gamified feature accessible to all users on the app with no additional cost,
allowing them to preview the feature in an understanbable and interactive way.

GivE them a glimps of
what they can get

The game operation is simple :

  • Display of a grid of 9 blurred profils from the LoL

  • Unveiling of the profils for 3 second

  • Possibility to reveal temporarly 3 profil

  • Choose the one you like the most, trigger a crush
    and start a discussion right away.

CreatE excitement
with regular occasions

The feature is available once a week
to boost the visibility of the LoL
and create momentum.

InducE conversion
with micro transaction

User can unlock LoL profils one by one by buying unitary revealed.
The idea is to break down the psychological barrier of payment
through microtransactions to seduce the user step by step.

user-test

DE-RISKING the new flow

We feared that the new feature wasn't enough understandable.
In order to de-risk some of our assumptions, we test an early prototype of the design.

What worked

Microtransaction are a big hit

  • 5/5 users found the system of micro-payment engaging and fun

  • 4/5 users would buy "Winks" if it was implemented

The game makes the LOL more interactive and appealing to users

  • 5/5 users found the game recreative, funny

  • 4/5 users wanted to see more of the LOL after playing the game

What didn't worked

The game isn't
visible enough

  • 4/5 users didn't see the game

  • 5/5 users mistake the banner for an ad

Solution
  • Addition of a pop-up and a modal to feature the game

  • Re-design and re-size of the banner

The game is too fast and instructions lack clarity

  • 4/5 found that the game was too fast

  • 3/5 didn't understand the instructions

Solution
  • Creation of an intermediate screen to explain the game's operation

  • Re-design of the carousel

  • Game slowdown

THE FINAL solution

replacing frustation by craving