Making dating easier (and more fun)
LUNAR’s “Moonshine” projects are a way for us to explore interesting topics, disrupt conventional creative boundaries and engage with larger conversations in the design world.
LUNAR interns regularly take on their own creative projects – known as “Moondust” – to explore a challenge and work toward a final concept with guidance from our design team.
Interns Marie Noury and Toby Stopper delivered on Valentine’s Day their takes on a topic near-and-dear to many single folks: how to ease the often awful dating experience.
Our video follows the parallel journeys of Marie and Toby as they explored compelling and promising ideas that could make dating maybe just a bit less stressful and a lot more fun.
Toby’s “Connect” concept is a wristband that helps break the ice. It would broadcast a subtle glow of light – a quiet invite – that signals you’re open to chatting. “It’s also a high-tech charm bracelet outfitted with small, abstract icons, “ Toby says. “To someone who’s in-the-know it’s a real-life ‘About Me,’ with the wearer broadcasting identifiers like ‘adventurous’ or ‘artistic’.”
Marie’s “Wizz” is a rock-like pendant that would vibrate when it senses compatibility with someone nearby, based on apps people already use (like your Netflix queue or an iTunes playlist). “I want to inject a sense of spontaneity and surprise, and play off the feeling you get when you first meet that special person – the smell, butterflies and excitement,” Marie notes. “Wizz” becomes a meaningful object that stays with you the way you might keep a small souvenir from your first date.
Both devices seek to help overcome the hesitation of an initial encounter, the equivalent of a friend whispering, “Go for it!” They tap physical tech to do for us what we’re too shy to do ourselves – validating our instincts and breaking down barriers to entry.
Marie and Toby did a great job embracing a tough “prompt” with thorough, creative and expressive solutions.
They experienced first-hand LUNAR’s design process as they applied skills they learned in school while acquiring “real world” design experience.