Social

Social video & games app

An app for meeting new friends over video calls, with games built into the call. I designed the core experience: call, chat and games unified into one surface, plus onboarding, profiles, messaging and the landing page.

Client's country
USA
Platform
iOS · app + landing page
My role
Product Designer
Duration
3 months · 2021
A call with a stranger starts in five seconds, and a game is already waiting

Overview

An app for finding friends by shared interests. You meet someone, jump into a video call, play a game together, then decide whether to stay in touch.

The problem

The core tension: video with a stranger is high-pressure. The design's job was to remove that pressure.

The solution

Games are the ice-breaker: seven 2-player games shipped on one interaction skeleton, overlaid on the live call.

Status

The product is live today and has since evolved in a new direction; this case shows the version I designed.

Context

01

Product

Meet new people → jump into a video call → play together → decide to stay in touch. Call, chat and games on one surface.

02

Users

People who find talking to strangers awkward, which is everyone. Shy users are exactly who the product was for.

Approach

Define

Name the social tension the design has to defuse.

Architect

The game layer: how call, chat and game share one screen.

Protect

Safety mechanics: verification, masking, block and report.

Every layer answers the same question: what do two strangers do before they know what to say?

Process

Interaction architectureUser flowsGame-state design (2-player sync)Safety patternsLanding page design

01

Interaction architecture

How call, chat and game coexist on one screen without fighting each other.

02 · 2-player sync

Game-state design

Invites, countdowns, turns, win/lose and rematch: the state machine every game reuses.

03

Safety patterns

Selfie verification, avatar masking, block and report: trust designed in from the start.

04

Landing design

The product's marketing page, consistent with the app's playful visual language.

Core functionality

01

Meet people by interests

Problem

Making friends as an adult is hard. Most people do not know where to start, and a first message to a stranger feels awkward.

Hypothesis

If people are matched by shared interests and can see who is online right now, starting a conversation feels like an invitation, not a cold call.

Solution

Matching by interests and a profile card that answers three questions at a glance: who is online, where they are, and how to start. Chat or video, your choice. Prompts and interest chips give the first minute something to talk about.

Instantly meet new people

One tap to start. The card shows who is online and where, and leads straight to a chat or a call.

The welcome screen and a profile card with Gallery and Chat

02

Games inside the video call

Problem

People can talk in a chat or on video, and the research was clear that video works better: you see the person, so you talk more and remember each other. But a first video call with a stranger starts with an awkward pause.

Hypothesis

If a game sits on top of the live call, with both faces visible and turns pacing the talk, the pause disappears. The game gives you something to do and something to talk about.

Solution

Seven two-player games on one skeleton: invite, accept, countdown, play in turns over the call, result with reactions, play again. One skeleton made every new game cheap to add.

Hangman

Guess the word letter by letter. The drawing sits over the call, so you watch each other react to every miss.

Hangman drawn over a live call

Spin the wheel

Nobody has to choose. One spin, and the wheel picks the round.

Spin the wheel over the call

Invites, icebreakers, Would you rather

A game arrives as a card you accept or cancel. Between rounds, light questions keep the talk going.

A trivia invite card, an icebreaker prompt and Would you rather

Draw and guess

One draws on their own camera, the other picks the answer from four. Twenty seconds on the clock.

Drawing on the camera and guessing from four answers

Trivia

Five questions, ten seconds each. The winner is announced on the call and picks the next game.

A trivia question and the winner screen

Truth or dare

Swipe for the next card, tap the check when the answer counts. The classic, now with a face across the table.

Truth or dare cards over the call

Win or lose

Confetti for the winner, tears for the other, and a rematch one tap away.

You won and you lost screens with emoji rain

03

Game rooms and community

Problem

Showing your face to strangers from the first second is frightening, and that is exactly where people drop off.

Hypothesis

If people can play first behind an animal mask and show their face only on mutual interest, shy users stay long enough to meet someone.

Solution

Name a room, pick a game, invite friends or leave it open for anyone. While you play, everyone is an animal avatar. Afterwards you match or pass, and faces appear only if both say yes. Recent calls keep the people you played with one tap away.

Your room

A welcome card, the game choice, a waiting room behind avatars, and everyone you played with in one list.

Room setup with game choice, avatars in the waiting room and recent calls

04

Chats

Problem

After a match the conversation usually dies at “hi”, and unwanted contact has nowhere to go.

Hypothesis

If a chat carries voice notes and a quick way back into a game, and the exits are one tap away, matches turn into friendships and bad ones end cleanly.

Solution

Voice notes, photo and video replies, and a game invite right in the thread. Unmatch, block and report are always one tap away.

After the game

“Hi”, a voice note, and “Rematch after dinner?” The game gives the chat its next topic.

A chat with a voice note and a rematch invite

05

Onboarding & verification

Problem

Long forms scare people off, while without verification the place fills with fakes.

Hypothesis

A playful, short onboarding plus a selfie check keeps the door open for real people and closed for fake profiles.

Solution

Illustrated onboarding → profile basics, interests, prompt questions → selfie verification against fake profiles.

06

Marketing landing page

Problem

An app with unusual mechanics is hard to explain in a store listing, because people cannot tell what awaits them.

Solution

A landing that shows the call-plus-game moment first, then explains the rest.

Key decisions

01

Games as the ice-breaker architecture

Problem

A live video call with a stranger is the most awkward cold start in social products: silence kills the session.

Solution

Unified call, chat and game into one surface: the game is an overlay on the live call, both faces stay visible, turns pace the interaction, reactions give low-effort responses. The game supplies both an activity and a topic.

Proof

Seven games shipped on one interaction skeleton, and the pattern made the next game cheap to add.

02

Progressive identity disclosure

Problem

Showing your face to strangers up front filters out exactly the shy users the product was for; fake profiles poison trust.

Solution

Gamerooms mask players behind animal avatars: you interact first, reveal on mutual match. Selfie verification gates real identities; block, report and unmatch flows designed in from the start.

Proof

The masked gameroom mode, verification and safety flows all shipped, and the product is live to this day.

03

Prompts everywhere conversation could stall

Problem

Even after matching, chats die on “hey”.

Solution

Prompt questions in profiles, video-prompt replies in chat, Talking Prompt as a game. The same design principle applied at every layer: never leave two people without material.

Proof

The principle shipped at all three layers: profile, chat and games.

Outcome

  • Seven 2-player games on one interaction skeleton, overlaid on the live call
  • Gameroom: anonymous party rooms where people play first and reveal later
  • Selfie verification and safety patterns designed into the core loop

Onboarding, profiles, messaging and the marketing landing shipped with it, and the product is live to this day.

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