Gotta match 'em all

UX/UI Design
Projektart
UX/UI Design
Jahr
2026
WErkzeuge
Figma, Claude Code, React, Vercel
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“What if a dating app openly admitted that finding love was never its real goal?” This provocative question inspired Gotta Match ’Em All, a playful, gamified take on dating apps. Using a provotype approach (provocative prototyping), the project challenges conventional dating app mechanics by exaggerating their gamified and addictive nature. Through intuitive interactions, engaging visuals, and playful UI design, the concept aims to spark critical reflection on how dating platforms shape user behavior and prioritize engagement over meaningful connections.

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The concept

Dating apps promise to help people find meaningful connections. Yet many of their interaction patterns are designed to encourage continuous engagement rather than successful matchmaking.

Gotta Match ’Em All! exaggerates this contradiction by giving users just 60 seconds to find their perfect match. During this countdown, they encounter a series of colorful fantasy creatures, each with their own personality, interests, and dating profile.

The familiar swipe mechanic makes the experience immediately recognizable, while the absurd characters and humorous descriptions create a playful atmosphere.

Interaction design

The app follows a deliberately simple interaction flow. After a short introduction, users enter a timed swiping experience in which they can either like or reject potential matches.

A visible countdown creates a sense of urgency, while a score counter reinforces the impression of playing a game. Together, these elements encourage quick decisions rather than thoughtful consideration.

By compressing an entire dating experience into just one minute, the concept highlights how easily interface design can turn personal decisions into repetitive, almost automatic interactions.

Visual design

The visual direction combines the familiar interface of contemporary dating apps with a colorful, whimsical fantasy aesthetic.

Expressive 3D characters and imaginative environments give each profile its own personality, while clean white cards, rounded elements, and a purple accent color maintain the recognizable appearance of a dating platform.

This contrast was intentional: the charming illustrations and approachable interface make the experience feel lighthearted and allow various users to identify with characters.

The unexpected twist

At the end of the countdown, the experience takes an unexpected turn.

Instead of celebrating a successful match, a mischievous character appears and reveals the app's true objective: stealing 60 seconds of the user's attention.

The character even admits that the user's ideal match was deliberately withheld.

This fourth-wall-breaking moment transforms the experience from a playful dating game into a commentary on engagement-driven product design. What initially appeared to be a service helping users find love is exposed as a system designed primarily to keep them interacting.

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Design intention

With Gotta Match ’Em All!, I wanted to explore how familiar UX patterns can be used to influence behavior, often without users consciously noticing.

The project uses humor, exaggeration, and an unexpected narrative twist to make these mechanisms visible. Rather than explaining dark patterns through a traditional educational interface, the app allows users to experience a deliberately manipulative system firsthand.

Ultimately, the concept raises a simple question: Are digital products really helping us achieve our goals, or are we being encouraged to spend more time pursuing them?

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