Ramora

Background

Ramora is a product concept developed by a collaborative team for a Boston startup, designed entirely from ideation to prototype.

This project blended user research, UX strategy, and interface design to rethink how people consume reality tv apps.

Through user testing, iterative prototyping, and intuitive user flows, the team created an application that brings fun, lightness, and educational value to the dating app space, offering users a refreshing way to connect, learn, and have fun.

Timeline
6 week sprint
Team
2 UX Designers
My role
Project Manager
Business Plan
UX Research
Conceptual Design
UI Design
Sales Strategy
Copywriter
UX Design
Tools
Sketch
Figma
Jira
Google Suite
Photoshop
Miro

Dating Game Show App

Inspired by reality TV, Ramora brings the thrill of dating shows to the palm of your hand. Couples, matched by their dating preferences, would chat and video call while the audience watches and votes. The excitement of live interactions combined with the power of audience participation redefines the dating game show experience.

2020 Mockups
2024 Mockups

The Concept

Bringing reality TV dating shows to your fingertips
Ramora is a dating game show app where most users are the audience, and a small group are contestants participating in a structured, time-bound dating competition. Contestants are paired and have two weeks to get to know each other through video calls and text messaging inside the app.

Meanwhile, the audience watches, engages, and votes on which couple has the strongest connection. The winning couple receives a cash prize, and the cycle restarts with a new cast. The audience makes up ~99% of users, with contestants hand-selected from a waitlist by admins.
Audience
Mobile App
Watch livestreams & clips, read exchanges, vote for couples, join group chat
Contestants
Mobile App
Video call matched partner, text conversations recorded for audience viewing
Admins
Web Dashboard
Select contestants, manage pairs, control show cycles, moderate content

Challenges

Key obstacles we faced and overcame during development
User Engagement Challenges
Users hesitated to donate money to support couples, indicating a need for alternative engagement mechanisms. There was limited interest from users in participating as daters for the audience.
Protecting Participants
Shielding daters from harmful comments from the audience to ensure a safe and positive experience. Ensuring daters are not influenced by the audience's conversations and opinions during their interactions.
Cultural Sensitivity and Inclusivity
Designing the app to be culturally inclusive and sensitive to different dating practices. Considering cultural norms and behaviors for successful international scalability and broad appeal.
Monetization Strategy
Transitioning from donation-based to sponsorship and voting required careful planning to balance engagement with sustainable revenue generation while maintaining user trust.

Research & Insights

Data-driven insights that shaped every design decision
Validate desirability of a dating game show where ~99% are audience and ~1% are contestants.
Identify what motivates audiences to watch, vote, and return weekly.
De-risk core concerns: participant privacy/safety, moderation at scale, and international appeal.
Pressure-test business model assumptions (donations vs. sponsor-funded prizes and voting).

Methods & Sample

10
User Interviews
Reality-TV fans, disillusioned dating-app users, live-stream viewers
100+
Pitch Feedback Sessions
Rapid concept crits with founders, producers, and VCs
4
Competitive Audits
POF Live, Filteroff, Love or Host, LoveCast
Research Activities
  • Usability tests on low → high-fidelity Figma flows: onboarding, show hub, couple profile, voting, and results
  • Competitive analysis: Plenty of Fish Live/NextDate, Filteroff, Love or Host, LoveCast

User Persona

Ari
Age 25
Behaviors
  • Watches dating shows and social livestreams (Love Island, Twitch, TikTok Lives)
  • Follows influencer relationships and internet culture
  • Enjoys playful social spaces where they can react, vote, and comment
  • Comfortable engaging online but doesn’t always want to date themselves
Needs and Goals
  • Wants to feel part of something entertaining and communal
  • Wants to root for people, pick favorites, and participate in outcomes
  • Wants transparency and authenticity in how matches play out
  • Wants a positive, drama-light environment where things feel fun and safe
Pain Points
  • Gets bored with dating apps because they feel repetitive or performative
  • Doesn’t feel emotionally invested when swiping — wants a story to follow
  • Feels disconnected from typical streaming communities where they don’t know anyone
  • Avoids dating apps due to pressure or awkward first interactions

Key Insights

Donations ≠ Durable Motivation
Interviewees balked at donating to strangers without personal upside. Voting + sponsor-funded prizes felt fair, fun, and repeatable.
Pivoted away from donations
Voyeuristic Learning is a Hook
Audiences want to observe how others flirt/resolve conflict and 'steal' playbooks for their own dating. Highlight reels and post-call debriefs are key.
Created highlights rail feature
Psychological Safety Dictates Participation
Contestants fear public shaming more than losing. Clear community rules, AI-assisted moderation, and private-to-public controls reduce risk perception.
Implemented safety-first design
Global Curiosity, Local Logistics
A city/region map and time-zone cues aid discovery. Culturally flexible prompts widen appeal across different regions.
Added map + locale filters

Changes From Research

User insights guided shifts in interaction, content, and structure to create a more engaging, fair, and easily understandable experience.
Donations
Voting + Sponsors
Raw Streams
Curated Highlights
Generic Prompts
Cultural & Reginal
Hidden Rules
Visable 'How it Works'

Problem & Solution

Problem Statement
Dating apps often lead to shallow conversations and emotional fatigue. Users want meaningful connection but lack guidance on how to build it. Meanwhile, reality dating content is entertaining but passive, leaving a gap between watching relationships and learning how to create them.
Solution Statement
Ramora turns dating into an interactive social experience. Contestants engage in a guided, two-week dating cycle, while audiences watch them foster realationships and vote for their favorite couple. Structured prompts and moderation support authentic connection while making the experience fun, shared, and community-driven.
Our Impact
Our testing showed users felt more confident watching conversations and enjoyed following relationship storylines together. Ramora encourages supporting meaningful connection while making the process more engaging, supportive, and enjoyable.
2020 Original Concept

Where It All Began

The initial vision and early designs that sparked the Ramora journey
Early Wireframes
Marketing Website
Early Style Guide
Early User Flows

Results & Outcomes

Measurable growth in design capabilities and successful project delivery through comprehensive UX research and iterative design process
Skills Development
UI Design
50+
Wireframes & IA
User Flows
3
Pivot and Itterations
Research
1
Completed Studies
Product Management
+1
Vison & PRD's