Intro

TwoVera is an early-stage dating app (formerly Unlatched) built around authenticity and emotional safety.

Its standout feature is a Dual Profile, where each user has two sides to their profile: a Curated Profile that’s revealed upfront as a polished first impression, and a Candid Profile that starts locked and represents a more vulnerable side.

After matching, users play a game of Would You Rather to break the ice and unlock the Candid Profile, encouraging deeper, more intentional connections at a time when many young people struggle to show up authentically and find meaningful matches.

Generated with AI

Generated with AI

Two Vera, Two Truths, One Team

Client: Thomas Colquhoun, Founder of Two Vera

Project Context

  • Project through UX/UI Academy

  • 4 Week timeline

Resources

  • Group Sessions

  • Mentor Feedback

Tools

  • Figma

  • Zoom

Team

  • Janelle Slater - Game Feature

  • Giulia Miele - User Feed

  • Sydney Bell - Match Moment

Intro

Generated with AI

TwoVera is an early-stage dating app (formerly Unlatched) built around authenticity and emotional safety.

Its standout feature is a Dual Profile, where each user has two sides to their profile: a Curated Profile that’s revealed upfront as a polished first impression, and a Candid Profile that starts locked and represents a more vulnerable side.

After matching, users play a game of Would You Rather to break the ice and unlock the Candid Profile, encouraging deeper, more intentional connections at a time when many young people struggle to show up authentically and find meaningful matches.

Two Vera, Two Truths, One Team

Project Context

  • Project through UX/UI Academy

  • 4 Week timeline

Resources

  • Group Sessions

  • Mentor Feedback

Tools

  • Figma

  • Zoom

Client: Thomas Colquhoun, Founder of Two Vera

Team

  • Janelle Slater - Game Feature

  • Giulia Miele - User Feed

  • Sydney Bell - Match Moment

My Role as a UX Designer - Game Feature

Research:

  • Competitive Analysis

  • Usability test scripts

  • User interviews

  • User testing

  • Analyzing feedback

  • Prioritizing features

End-to-End Design of Schedule Feature:

  • Flows

  • Sketches

  • Wireframing

  • Prototyping

  • Mid-fidelity

  • Hi-Fidelity

  • Final product

  • Handoff

My Role as a UX Designer - Game Feature

Research: Competitive Analysis - Usability scripts - User interviews - User testing - Analyzing feedback - Prioritizing features

End-to-End Design: Flows - Sketches - Wireframing - Prototyping - Mid-fidelity - Hi-Fidelity - Final product - Handoff

Client: Thomas Colquhoun, Founder of Two Vera

Project Context

  • Project through UX/UI Academy

  • 4 Week timeline

Resources

  • Group Sessions

  • Mentor Feedback

Tools

  • Figma

  • Zoom

Team

  • Janelle Slater - Game Feature

  • Giulia Miele - User Feed

  • Sydney Bell - Match Moment

My Role as a UX Designer - Game Feature

Research: Competitive Analysis - Usability scripts - User interviews - User testing - Analyzing feedback - Prioritizing features

End-to-End Design: Flows - Sketches - Wireframing - Prototyping - Mid-fidelity - Hi-Fidelity - Final product - Handoff

Research

TwoVera, Too Far from True

Our team built on work from previous teams by reviewing their usability testing insights.

Key Issues Identified

  • Inconsistent Visual Style: Flows felt and looked like different apps

  • Lack of clarity: Core flows felt incomplete and untestable, and core concepts weren’t understood (Dual profile and Game unlock feature) 

  • Lack of connection: Users felt as though they were playing the game alone due to minimal signals that another person was present

  • Low interest in the Candid Profile due to:

    • Lack of clarity: Users confused about the Dual profile feature

    • Low emotional payoff: Swipe fatigue combined with cluttered match visuals reduced excitement and intention

    • Lack of authenticity: The candid profile revealed vulnerable information too early and too publicly, causing users to hold back and present a more curated version of themselves

Research

Two Vera Before

TwoVera, Too Far from True

Our team built on work from previous teams by reviewing their usability testing insights.

Key Issues Identified

  • Inconsistent Visual Style: Flows felt and looked like different apps

  • Lack of clarity: Core flows felt incomplete and untestable, and core concepts weren’t understood (Dual profile and Game unlock feature) 

  • Lack of connection: Users felt as though they were playing the game alone due to minimal signals that another person was present

  • Low interest in the Candid Profile due to:

    • Lack of clarity: Users confused about the Dual profile feature

    • Low emotional payoff: Swipe fatigue combined with cluttered match visuals reduced excitement and intention

    • Lack of authenticity: The candid profile revealed vulnerable information too early and too publicly, causing users to hold back and present a more curated version of themselves

Two Vera Before

Define

Aligning with the Client

We were given creative freedom as long as decisions were backed by research and we shared regular updates with the client. While we were able to iterate on most of the product, we maintained key requirements: the purple, green, and pink color palette, the Dual Profile concept, and the game-based unlock experience.

Our client-aligned goals were to ensure the User Feed, Match Moment, and Game Feature clearly reflected TwoVera’s core brand values—Authenticity, Emotional Safety, Intentionality, and Playfulness. We also focused on making the Dual Profile system and game-based unlocks easy to understand, while creating a cohesive experience through a shared style guide.

Generated with AI

Generated with AI

Mapping Meaningful Connections

Our team focused on redesigning three core flows for TwoVera: the User Feed, the Match Moment, and the Game Feature. This phase marked a pivotal moment in our project, where we learned to balance independent work with effective collaboration.

I led the end-to-end redesign of the Game Feature, a central experience within TwoVera that acts as an icebreaker and encourages users to reveal the Candid side of a match’s profile.

Across all flows, we encountered several usability challenges, including missing or confusing steps, which made testing difficult. While I owned the Game Feature flow, our team maintained a collaborative approach—sharing suggestions, iterating on solutions, and reviewing each other’s work to ensure all flows felt cohesive.

A critical challenge impacting all flows was users’ confusion around the dual-profile system. Addressing this was essential to creating a seamless experience across the app.

User Feed and Match Moment Flow

Problems

The dual-profile system was introduced too early, with both Curated and Candid profiles visible upfront. This removed the sense of progression and made the game feel unnecessary. As a result, users were less motivated to continue engaging or build deeper connections.

Solutions

To reduce friction and increase clarity, we shifted to a Single Reaction Flow. Users react to a specific element of a Curated Profile and can optionally leave a comment. If the other user reciprocates, it results in a match.

We made it so that users could only view each other's curated sides up front, while the candid remained locked until users matched and played a game of Would you Rather together.

This change increased intentionality and made match moments feel more meaningful, while naturally encouraging users to engage with the Game Feature as the next step.

Game Feature Flow

Problems and Exploration

The gameplay model was unclear—users didn’t know whether the game was live or turn-based, which caused confusion and limited testability. During gameplay, users also felt disconnected due to a lack of visual cues showing the other person’s presence.

We explored three approaches:

  • Live gameplay, which created the strongest sense of connection but required both users to be available at the same time

  • Scheduled sessions, which added friction and reduced spontaneity

  • Turn-based play, which was flexible but reduced momentum and excitement

Hybrid Game Flow

The final solution was a hybrid game flow. After matching, User A sends a game invite. If both users are available, they play Would You Rather live, preserving spontaneity and momentum. If User B is unavailable, the game seamlessly transitions to a turn-based mode, allowing users to continue at their own pace.

Users can re-enter the game through messages and receive notifications when it’s their turn. To further reinforce a shared experience, answer-reveal screens were added after each question, showing both users’ responses and strengthening the feeling of playing together.

This approach balanced connection and convenience and was preferred by both the client and development team.

Design

Keeping it Real in Mid-Fi

I continued to own the Game Feature as I translated the user flows into mid-fidelity designs, incorporating research insights from previous teams into each iteration. The primary goal at this stage was to create a clear, complete, and fully testable prototype. Mid-fidelity designs were treated as a blueprint, prioritizing structure—such as layout, hierarchy, and flow logic—before visual refinement.

Mid-Fi Iterations - Game Feature 

  • Clarified game instructions set expectations and reduce drop-off

  • Added a progress bar to the Would You Rather game to set expectations and reduce drop-off

  • Introduced a waiting lobby to encourage live gameplay and allow smooth transition to turn-based if need be

  • Added loading animations between live turns to signal the other user’s presence and decision-making

  • Displayed active status markers on profile photos to reinforce real-time participation

  • Revealed both users' answers after each question to strengthen the sense of playing together

  • Restructured question and results screens to improve clarity during the game

Testing

Hi-Fi Heartbeats

Four people with prior dating app experience, between the ages of 25 and 30 were interviewed.

User Feed and Match Moment Insights

  • Dual-profile concept seen as unique and refreshing

  • Single Reaction flow felt simple, and intuitive

  • Confusion around pacing and labels highlighted the need for lightweight onboarding

Game Feature Insights

  • Would You Rather game worked as a natural conversation starter

  • Waiting Lobby helped users understand and anticipate live gameplay

  • Live gameplay was strongly preferred over turn-based play

Users favored unlocking the full Candid Profile after completing the game, rather than gradual reveals

Some of the biggest changes across the app focused on creating a cohesive visual system, refining the style guide, streamlining layouts and backgrounds, and updating the guide to reflect the final design decisions.

Curated/Candid Toggle Improvements

Clearer Labels: Added labels to the Candid/Curated toggle to help users understand its purpose.

Increased Visibility: Introduced a tooltip to draw attention to the toggle, addressing the issue that users were originally overlooking it.

Human Centered Copy

The text throughout the site—including instructions and button labels—was rewritten with a friendly, approachable tone. This human-centered approach helps users feel comfortable and confident expressing themselves authentically, creating a more welcoming and supportive experience.

Playful Feel to Game

To make the game flow feel more engaging and enjoyable, playful illustrations were added to elements such as question options. Animations were also introduced to bring the experience to life, making interactions feel dynamic and fun.

Game Notifications

For the turn-based version of the game, notifications were added and designed to be visually appealing to clearly indicate when it’s a user’s turn to play.

This improvement kept users engaged and informed, reducing confusion and encouraging timely participation in the game flow.

Four people with prior dating app experience, between the ages of 25 and 30 were interviewed.

User Feed and Match Moment Insights

  • Dual-profile concept seen as unique and refreshing

  • Single Reaction flow felt simple, and intuitive

  • Confusion around pacing and labels highlighted the need for lightweight onboarding

Game Feature Insights

  • Would You Rather game worked as a natural conversation starter

  • Waiting Lobby helped users understand and anticipate live gameplay

  • Live gameplay was strongly preferred over turn-based play

Users favored unlocking the full Candid Profile after completing the game, rather than gradual reveals

Some of the biggest changes across the app focused on creating a cohesive visual system, refining the style guide, streamlining layouts and backgrounds, and updating the guide to reflect the final design decisions.

Hi-Fi Heartbeats

Curated/Candid Toggle Improvements

Clearer Labels: Added labels to the Candid/Curated toggle to help users understand its purpose.

Increased Visibility: Introduced a tooltip to draw attention to the toggle, addressing the issue that users were originally overlooking it.

Testing

Hi-Fi Testing

Four people between the ages of 25 and 34 were interviewed.

User Feed & Match Moment

  • Half of the users missed the Candid/Curated toggle initially.

  • Adding tooltips increased confidence and helped users understand key interactions

Game Feature

  • The “Would You Rather” game remained a standout feature.

  • Users found it to be an effective icebreaker that was fun and low-pressure.

  • Playing the game enhances emotional connection between users.

Final Iterations

  • Modernized Visual Style: Updated visuals, illustrations, and animations while maintaining cohesion across the app

  • Live Gameplay Emphasis: Continued preference for live play, encouraged through

    • Instructional text

    • Turn-based opt-in popup

    • Waiting lobby

    • Disabled CTA until waiting period ended

  • UI & Accessibility Enhancements: Improved timer, question cards, and turn indicators to match the app’s style and meet accessibility standards

  • Game Flow Enhancements: Users now unlock the full Candid side after one game; question screens were differentiated from answer screens for clarity.

Final Product

Final Designs Unlocked

The founder of TwoVera was highly enthusiastic about the final product, praising both the visual design and the overall flow of the app. He emphasized the strength of the team’s research-driven decisions and expressed confidence in the product’s readiness for development, stating:

“It looks incredible. It feels like an app now!”

He went on to share interest in continuing the collaboration, saying:

“If you have any interest in any further work with TwoVera, please let me know!”

In a formal review, he described the team as a:

“Skilled team of talented designers who completed thorough research and produced professionally polished work. Excellent communication and collaboration throughout. Highly recommend.”

User Feed

The founder of TwoVera was highly enthusiastic about the final product, praising both the visual design and the overall flow of the app. He emphasized the strength of the team’s research-driven decisions and expressed confidence in the product’s readiness for development, stating:

“It looks incredible. It feels like an app now!”

He went on to share interest in continuing the collaboration, saying:

“If you have any interest in any further work with TwoVera, please let me know!”

In a formal review, he described the team as a:

“Skilled team of talented designers who completed thorough research and produced professionally polished work. Excellent communication and collaboration throughout. Highly recommend.”

Final Designs Unlocked

User Feed

Live Game

The live game emerged as a standout feature for TwoVera. Users expressed excitement about using the app, and those with prior experience on dating platforms said they wished similar game mechanics had existed in the apps they previously used.

The game proved especially effective at breaking the ice, giving users a natural and engaging way to start conversations. It also added a sense of anticipation and reward to unlocking the Candid side of the Dual Profile, making the experience feel more playful and meaningful rather than forced.

Turn Based Game

Our team successfully aligned TwoVera with its core brand values of authenticity, emotional safety, intentionality, and playfulness. User feedback confirmed that these values were clearly reflected in the experience, with participants expressing strong enthusiasm for the app and stating they would use it.

The Dual Profile concept resonated especially well, landing clearly with users and reinforcing trust, engagement, and emotional comfort throughout the experience.

Live Game

The live game emerged as a standout feature for TwoVera. Users expressed excitement about using the app, and those with prior experience on dating platforms said they wished similar game mechanics had existed in the apps they previously used.

The game proved especially effective at breaking the ice, giving users a natural and engaging way to start conversations. It also added a sense of anticipation and reward to unlocking the Candid side of the Dual Profile, making the experience feel more playful and meaningful rather than forced.

Our team successfully aligned TwoVera with its core brand values of authenticity, emotional safety, intentionality, and playfulness. User feedback confirmed that these values were clearly reflected in the experience, with participants expressing strong enthusiasm for the app and stating they would use it.

The Dual Profile concept resonated especially well, landing clearly with users and reinforcing trust, engagement, and emotional comfort throughout the experience.

Turn Based Game

Conclusion

Finding Our Flow

Working on this team taught me that communication is key. It allowed us to navigate challenges such as managing schedules across different time zones, balancing tasks and priorities, and coordinating work on separate flows while maintaining a cohesive final product.

The most valuable lesson I took away, however, was that there are always new ideas to explore when designing. My teammates often built on or reimagined my ideas in ways I wouldn’t have thought of on my own, which pushed me to generate every possible idea and keep experimenting—from layouts to copy to visual elements.

This project reinforced that an app or website can always be improved, and that collaborative creativity is essential to unlocking its full potential.

Conclusion

Finding Our Flow

Working on this team taught me that communication is key. It allowed us to navigate challenges such as managing schedules across different time zones, balancing tasks and priorities, and coordinating work on separate flows while maintaining a cohesive final product.

The most valuable lesson I took away, however, was that there are always new ideas to explore when designing. My teammates often built on or reimagined my ideas in ways I wouldn’t have thought of on my own, which pushed me to generate every possible idea and keep experimenting—from layouts to copy to visual elements.

This project reinforced that an app or website can always be improved, and that collaborative creativity is essential to unlocking its full potential.

Finding Our Flow

Final Product

The founder of TwoVera was highly enthusiastic about the final product, praising both the visual design and the overall flow of the app. He emphasized the strength of the team’s research-driven decisions and expressed confidence in the product’s readiness for development, stating:

“It looks incredible. It feels like an app now!”

He went on to share interest in continuing the collaboration, saying:

“If you have any interest in any further work with TwoVera, please let me know!”

In a formal review, he described the team as a:

“Skilled team of talented designers who completed thorough research and produced professionally polished work. Excellent communication and collaboration throughout. Highly recommend.”

Final Designs Unlocked

User Feed

Live Game

The live game emerged as a standout feature for TwoVera. Users expressed excitement about using the app, and those with prior experience on dating platforms said they wished similar game mechanics had existed in the apps they previously used.

The game proved especially effective at breaking the ice, giving users a natural and engaging way to start conversations. It also added a sense of anticipation and reward to unlocking the Candid side of the Dual Profile, making the experience feel more playful and meaningful rather than forced.

Turn Based Game

Our team successfully aligned TwoVera with its core brand values of authenticity, emotional safety, intentionality, and playfulness. User feedback confirmed that these values were clearly reflected in the experience, with participants expressing strong enthusiasm for the app and stating they would use it.

The Dual Profile concept resonated especially well, landing clearly with users and reinforcing trust, engagement, and emotional comfort throughout the experience.

Conclusion

Working on this team taught me that communication is key. It allowed us to navigate challenges such as managing schedules across different time zones, balancing tasks and priorities, and coordinating work on separate flows while maintaining a cohesive final product.

The most valuable lesson I took away, however, was that there are always new ideas to explore when designing. My teammates often built on or reimagined my ideas in ways I wouldn’t have thought of on my own, which pushed me to generate every possible idea and keep experimenting—from layouts to copy to visual elements.

This project reinforced that an app or website can always be improved, and that collaborative creativity is essential to unlocking its full potential.

Finding Our Flow

Design

Keeping it Real in Mid-Fi

I continued to own the Game Feature as I translated the user flows into mid-fidelity designs, incorporating research insights from previous teams into each iteration. The primary goal at this stage was to create a clear, complete, and fully testable prototype. Mid-fidelity designs were treated as a blueprint, prioritizing structure—such as layout, hierarchy, and flow logic—before visual refinement.

Mid-Fi Iterations - Game Feature 

  • Clarified game instructions set expectations and reduce drop-off

  • Added a progress bar to the Would You Rather game to set expectations and reduce drop-off

  • Introduced a waiting lobby to encourage live gameplay and allow smooth transition to turn-based if need be

  • Added loading animations between live turns to signal the other user’s presence and decision-making

  • Displayed active status markers on profile photos to reinforce real-time participation

  • Revealed both users' answers after each question to strengthen the sense of playing together

  • Restructured question and results screens to improve clarity during the game

Define

Aligning with the Client

We were given creative freedom as long as decisions were backed by research and we shared regular updates with the client. While we were able to iterate on most of the product, we maintained key requirements: the purple, green, and pink color palette, the Dual Profile concept, and the game-based unlock experience.

Our client-aligned goals were to ensure the User Feed, Match Moment, and Game Feature clearly reflected TwoVera’s core brand values—Authenticity, Emotional Safety, Intentionality, and Playfulness. We also focused on making the Dual Profile system and game-based unlocks easy to understand, while creating a cohesive experience through a shared style guide.

Aligning with the Client

Generated with AI

Mapping Meaningful Connections

Our team focused on redesigning three core flows for TwoVera: the User Feed, the Match Moment, and the Game Feature. This phase marked a pivotal moment in our project, where we learned to balance independent work with effective collaboration.

I led the end-to-end redesign of the Game Feature, a central experience within TwoVera that acts as an icebreaker and encourages users to reveal the Candid side of a match’s profile.

Across all flows, we encountered several usability challenges, including missing or confusing steps, which made testing difficult. While I owned the Game Feature flow, our team maintained a collaborative approach—sharing suggestions, iterating on solutions, and reviewing each other’s work to ensure all flows felt cohesive.

A critical challenge impacting all flows was users’ confusion around the dual-profile system. Addressing this was essential to creating a seamless experience across the app.

Mapping Meaningful Connections

User Feed and Match Moment Flow

Problems

The dual-profile system was introduced too early, with both Curated and Candid profiles visible upfront. This removed the sense of progression and made the game feel unnecessary. As a result, users were less motivated to continue engaging or build deeper connections.

Solutions

To reduce friction and increase clarity, we shifted to a Single Reaction Flow. Users react to a specific element of a Curated Profile and can optionally leave a comment. If the other user reciprocates, it results in a match.

We made it so that users could only view each other's curated sides up front, while the candid remained locked until users matched and played a game of Would you Rather together.

This change increased intentionality and made match moments feel more meaningful, while naturally encouraging users to engage with the Game Feature as the next step.

Game Feature Flow

Problems and Exploration

The gameplay model was unclear—users didn’t know whether the game was live or turn-based, which caused confusion and limited testability. During gameplay, users also felt disconnected due to a lack of visual cues showing the other person’s presence.

We explored three approaches:

  • Live gameplay, which created the strongest sense of connection but required both users to be available at the same time

  • Scheduled sessions, which added friction and reduced spontaneity

  • Turn-based play, which was flexible but reduced momentum and excitement

Hybrid Game Flow

The final solution was a hybrid game flow. After matching, User A sends a game invite. If both users are available, they play Would You Rather live, preserving spontaneity and momentum. If User B is unavailable, the game seamlessly transitions to a turn-based mode, allowing users to continue at their own pace.

Users can re-enter the game through messages and receive notifications when it’s their turn. To further reinforce a shared experience, answer-reveal screens were added after each question, showing both users’ responses and strengthening the feeling of playing together.

This approach balanced connection and convenience and was preferred by both the client and development team.

Testing

Four people with prior dating app experience, between the ages of 25 and 30 were interviewed.

User Feed and Match Moment Insights

  • Dual-profile concept seen as unique and refreshing

  • Single Reaction flow felt simple, and intuitive

  • Confusion around pacing and labels highlighted the need for lightweight onboarding

Game Feature Insights

  • Would You Rather game worked as a natural conversation starter

  • Waiting Lobby helped users understand and anticipate live gameplay

  • Live gameplay was strongly preferred over turn-based play

Users favored unlocking the full Candid Profile after completing the game, rather than gradual reveals

Some of the biggest changes across the app focused on creating a cohesive visual system, refining the style guide, streamlining layouts and backgrounds, and updating the guide to reflect the final design decisions.

Hi-Fi Heartbeats

Curated/Candid Toggle Improvements

Clearer Labels: Added labels to the Candid/Curated toggle to help users understand its purpose.

Increased Visibility: Introduced a tooltip to draw attention to the toggle, addressing the issue that users were originally overlooking it.

Human Centered Copy

The text throughout the site—including instructions and button labels—was rewritten with a friendly, approachable tone. This human-centered approach helps users feel comfortable and confident expressing themselves authentically, creating a more welcoming and supportive experience.

Playful Feel to Game

To make the game flow feel more engaging and enjoyable, playful illustrations were added to elements such as question options. Animations were also introduced to bring the experience to life, making interactions feel dynamic and fun.

Game Notifications

For the turn-based version of the game, notifications were added and designed to be visually appealing to clearly indicate when it’s a user’s turn to play.

This improvement kept users engaged and informed, reducing confusion and encouraging timely participation in the game flow.