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TWOS

Rebuilding human connection in an AI-driven, socially fragmented world

Role

Senior Product Designer — Product Strategy, Research, UX, MVP Design & Launch

Context

VC-backed venture | 0 → MVP → Live campus pilot

TWOS Primary Showcase
TWOS Primary Showcase

01. Context & Origin

As AI products and social platforms continue to scale efficiency, discovery, and content consumption, human-to-human connection has quietly become harder, not easier.

“We exist to reconnect humanity, making life happier.”

Lonely moments are not a failure — they are an opportunity for positive, safe, 1:1 human connection that leads to growth and fulfillment.

The investor believed that algorithmic feeds optimize attention, not presence; social apps optimize identity and performance, not conversation.

At this point, Highline Beta was brought in with a clear mandate: Turn this vision into a real, global product — and launch within one year with daily active users.

02. Reframing the Core Question

How do you design a video-based, global 1:1 connection product that people feel safe starting — repeatedly — with strangers?

Before touching UI, we focused on desirability, matching logic, and emotional safety. Early risks were obvious: video amplifies vulnerability, global products amplify cultural mismatch.

03. Research Phase I — Matching & Behavior

I led extensive secondary research to ground matching decisions in behavioral science rather than intuition.

01. Personality vs. Interaction

Social chemistry at zero-acquaintance is a real-time "state" rather than a fixed "trait." Research shows Big Five measures have little correlation with how much people actually enjoy their first 15 minutes together.

02. Meta-Liking over Compatibility

The strongest driver of conversation quality is "Meta-liking"—the extent to which we believe the other person accepts us. Social enjoyment is rooted in feeling well-received rather than finding a "perfect match."

03. Context-Led Homophily

We bridge understanding via shared value-based traits. Music taste, political interests, and ethical values are far more effective at triggering initial positivity than deep-seated personality traits.

04. The Social Pessimism Gap

People systematically overestimate potential awkwardness and underestimate the cognitive rewards of talking to strangers. Product design must focus on lowering this "entry barrier" of perceived risk.

05. Scaffolding for Introverts

Topic prompting and "smart assistance" significantly improve conversation quality for neurodiverse or introverted users, providing them with the necessary "conversational common ground" to feel safe.

Matching Research Diagrams

04. Research Phase II — Market Immersion

To complement academic research, I conducted deep market immersion: Downloaded and tested 30+ global friendship apps and completed 200+ real video conversations.

This revealed consistent failure patterns: Over-designed profiles create performance pressure, and most products confuse connection frequency with connection quality.

Matching Research Diagrams

05. Brand Reset — Designing for Trust

“Trustworthy but fun” must bias toward trust first.
“Feeling better” ≠ “feeling good”.

Initially focusing on neutral systems for trust, we strategically pivoted to a more vibrant, youthful brand identity to drive higher engagement and faster feedback loops during our pilot phase.

Brand Analysis Highlights

06. Defining the MVP Shape

A single core ritual: A time-boxed, safe, 1:1 video conversation.

Duration

15-minute hard stop

Philosophy

No messaging or friend lists

Entry

Minimal pre-call info

Closure

Post-call reflection

“We are not another messenger.”

A key strategic decision was the deliberate removal of "Adding Friends." We recognized that adding friends transforms a connection into a "contact," creating the pressure of a digital trail. We wanted to protect the "fleeting magic" of the present moment, ensuring TWOS stayed focused on conversation quality rather than contact quantity like Snapchat or Messenger.

Brand Analysis Highlights

07. Validation — Campus Pilot

To accelerate learning and foster rapid iteration, we launched a high-energy campus pilot at York University. This strategic shift to a more youthful brand resonance allowed us to rapidly exceed 100 active users and observe real-world social dynamics in a high-density environment.

Concentrating Liquidity

To solve the "empty bar" problem, we fixed the matching window to a single daily ritual: 9:00 PM. This created a peak density moment that ensured high match rates and a sense of shared community.

Concierge Matching

We built a custom backend system to manage unmatched users. The founding team personally joined video calls with these students, ensuring every user left with a connection while gathering deep, unfiltered feedback.

Brand Analysis Highlights

08. Iteration & Evolution — Feature Lab

01. The Duration Pivot

30m → 15m

Initially, we believed 30 minutes was necessary for depth. By monitoring call drop-off rates and sentiment analysis of conversation content, we saw a clear pattern: small talk peaked at 5 minutes, followed by a "social fatigue" dip at 20 minutes if chemistry wasn't instant.

We pivoted to a 15-minute "Goldilocks zone." It lowered the perceived "time risk" for users while remaining long enough for core topics. To balance this, we added the Extend Call toggle—giving users the agency to continue only when the "magical chemistry" was actually present.

02. Conversational Scaffolding

Breaking the Ice

To eliminate the "What do we talk about?" anxiety, we developed Smart Conversation Prompts.

These weren't just random questions; they were psychologically designed ice-breakers (e.g., "If you had to move to a different country tomorrow, where would it be?") that appeared dynamically on-screen. This "scaffolding" allowed even introverted users to find immediate common ground.

03. Incentivizing Positive Connection

Mood-Driven Gamification

We developed a unique feedback loop by quantifying emotional impact.

By tracking a user’s mood state before and after a session, we created a scoring system that rewarded the "partner"—incentivizing them to be more present and empathetic listeners.

"A simple post-call screen would tell the user: 'You just made someone significantly happier!' This shifted the focus from self-performance to the joy of impacting others."

This gamification transformed social vulnerability into a rewarding quest for emotional contribution, rather than just empty badges or engagement metrics.

09. Iteration & Evolution — Visual Maturity

As usage increased, we simplified flows and adjusted visual language to better reflect user maturity. Branding evolved alongside behavior — not ahead of it.

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10. REFLECTION

“Some products shouldn’t optimize for engagement — they should optimize for relief.”

Designing for human connection required restraint: Less identity. Fewer signals. Stronger boundaries.

11. My Contributions

Product framing & hypothesis definition
Matching and behavioral research
Iteration of MVP features (Call duration, Extension logic)
UX for social scaffolding (Prompts & Gamification)
Strategic removal of messaging/friend-list features
Brand strategy & youthful branding pivot
Pilot launch and learning synthesis