










Dare
Improving the perception of sports competition through Interaction Design
My role
Product Designer
Challenge
Our challenge was to design a new and engaging home‑screen interaction where users compare two performances and vote for the best, in order to impress an investor and deliver a strong user experience.
Result
5 Stars on the Apple store with 20+ good reviews. The improved interaction raised satisfaction from 7.6 to 9.0, ease of use from 7.2 to 9.5, and reduced the time to understand how to switch videos from 33.5 seconds to just 8, while keeping the same “wow” effect and competitive feeling.
Deliverables
Product Design, Interaction Design, Tests, A/B Testing, Usability Testing
My role
Product Designer
Challenge
Our challenge was to design a new and engaging home‑screen interaction where users compare two performances and vote for the best, in order to impress an investor and deliver a strong user experience.
Result
5 Stars on the Apple store with 20+ good reviews. The improved interaction raised satisfaction from 7.6 to 9.0, ease of use from 7.2 to 9.5, and reduced the time to understand how to switch videos from 33.5 seconds to just 8, while keeping the same “wow” effect and competitive feeling.
Deliverables
Product Design, Interaction Design, Tests, A/B Testing, Usability Testing
My role
Product Designer
Challenge
Our challenge was to design a new and engaging home‑screen interaction where users compare two performances and vote for the best, in order to impress an investor and deliver a strong user experience.
Result
5 Stars on the Apple store with 20+ good reviews. The improved interaction raised satisfaction from 7.6 to 9.0, ease of use from 7.2 to 9.5, and reduced the time to understand how to switch videos from 33.5 seconds to just 8, while keeping the same “wow” effect and competitive feeling.
Deliverables
Product Design, Interaction Design, Tests, A/B Testing, Usability Testing
At Dare, the focus was simple: transforming the act of voting in a sports challenge into a truly competitive experience.
The key point was the real-time voting moment, where the user watched two athletes perform and decided who did better.
At Dare, the focus was simple: transforming the act of voting in a sports challenge into a truly competitive experience.
The key point was the real-time voting moment, where the user watched two athletes perform and decided who did better.
At Dare, the focus was simple: transforming the act of voting in a sports challenge into a truly competitive experience.
The key point was the real-time voting moment, where the user watched two athletes perform and decided who did better.
To solve the challenge, I aligned with stakeholders and we agreed to focus on user experience, not just investor impact.
I explored a stories-style approach, inspired by apps like TikTok and Instagram, where videos play in sequence.
This interaction is immersive, fast, and distraction-free based on habits users already know.
The idea was to test if this continuous video flow would drive curiosity and keep users moving through challenges naturally.
I used references from Tinder, Netflix, Mobbin, and Dribbble, then created and tested this version in Maze.
To solve the challenge, I aligned with stakeholders and we agreed to focus on user experience, not just investor impact.
I explored a stories-style approach, inspired by apps like TikTok and Instagram, where videos play in sequence.
This interaction is immersive, fast, and distraction-free based on habits users already know.
The idea was to test if this continuous video flow would drive curiosity and keep users moving through challenges naturally.
I used references from Tinder, Netflix, Mobbin, and Dribbble, then created and tested this version in Maze.
To solve the challenge, I aligned with stakeholders and we agreed to focus on user experience, not just investor impact.
I explored a stories-style approach, inspired by apps like TikTok and Instagram, where videos play in sequence.
This interaction is immersive, fast, and distraction-free based on habits users already know.
The idea was to test if this continuous video flow would drive curiosity and keep users moving through challenges naturally.
I used references from Tinder, Netflix, Mobbin, and Dribbble, then created and tested this version in Maze.










In this second exploration, I placed both athletes side by side to let users compare their moves visually.
The idea was to create a more intense and competitive experience, bringing a clear “versus” feeling to the screen.
This direction aimed to test whether having both videos on screen at the same time would create stronger emotional engagement and make voting feel more instinctive.
In this second exploration, I placed both athletes side by side to let users compare their moves visually.
The idea was to create a more intense and competitive experience, bringing a clear “versus” feeling to the screen.
This direction aimed to test whether having both videos on screen at the same time would create stronger emotional engagement and make voting feel more instinctive.
In this second exploration, I placed both athletes side by side to let users compare their moves visually.
The idea was to create a more intense and competitive experience, bringing a clear “versus” feeling to the screen.
This direction aimed to test whether having both videos on screen at the same time would create stronger emotional engagement and make voting feel more instinctive.




Unveiling the user’s feelings
I conducted exploratory tests not only to measure clicks but to understand users’ emotions and perceptions while interacting with both versions, identifying in which one they felt more comfortable and motivated to keep using the app with the WOW moment.
I conducted exploratory tests not only to measure clicks but to understand users’ emotions and perceptions while interacting with both versions, identifying in which one they felt more comfortable and motivated to keep using the app with the WOW moment.
Unveiling the user’s feelings
I conducted exploratory tests not only to measure clicks but to understand users’ emotions and perceptions while interacting with both versions, identifying in which one they felt more comfortable and motivated to keep using the app with the WOW moment.
Unveiling the user’s feelings
I conducted exploratory tests not only to measure clicks but to understand users’ emotions and perceptions while interacting with both versions, identifying in which one they felt more comfortable and motivated to keep using the app with the WOW moment.
In the test, many users said they needed a short tutorial to know how to switch videos.
The second version got:
7.6 satisfaction, 7.2 ease of use, and users took 33.5 seconds to understand how to switch, while the first version had better scores (8.8 and 8.0), but took 76 seconds to understand.
Still, 60% preferred the second version.
“The first one looked cooler, but the second was easier to use.”
This showed us that clarity, speed and a wow effect were more important than a perfect flow.
In the test, many users said they needed a short tutorial to know how to switch videos.
The second version got:
7.6 satisfaction, 7.2 ease of use, and users took 33.5 seconds to understand how to switch, while the first version had better scores (8.8 and 8.0), but took 76 seconds to understand.
Still, 60% preferred the second version.
“The first one looked cooler, but the second was easier to use.”
This showed us that clarity, speed and a wow effect were more important than a perfect flow.
In the test, many users said they needed a short tutorial to know how to switch videos.
The second version got:
7.6 satisfaction, 7.2 ease of use, and users took 33.5 seconds to understand how to switch, while the first version had better scores (8.8 and 8.0), but took 76 seconds to understand.
Still, 60% preferred the second version.
“The first one looked cooler, but the second was easier to use.”
This showed us that clarity, speed and a wow effect were more important than a perfect flow.


















Increasing the sense of competition
In the tests, we noticed that users preferred the second option — the one where it was possible to swipe sideways and view the other competitor. However, it still presented some challenges: the visible area of the second video was small, the “VS” element had little visual presence, and the voting buttons were too discreet.
Increasing the sense of competition
In the tests, we noticed that users preferred the second option — the one where it was possible to swipe sideways and view the other competitor. However, it still presented some challenges: the visible area of the second video was small, the “VS” element had little visual presence, and the voting buttons were too discreet.
Increasing the sense of competition
In the tests, we noticed that users preferred the second option — the one where it was possible to swipe sideways and view the other competitor. However, it still presented some challenges: the visible area of the second video was small, the “VS” element had little visual presence, and the voting buttons were too discreet.











After that, I improved the second screen by adding tutorials, animations, and clearer interactions.
In the next test:
Satisfaction went up to 9.0, ease of use to 9.5, and users understood how to switch videos in just 8 seconds.
We kept the same “wow” moment and sense of competition, our main goal.
After that, I improved the second screen by adding tutorials, animations, and clearer interactions.
In the next test:
Satisfaction went up to 9.0, ease of use to 9.5, and users understood how to switch videos in just 8 seconds.
We kept the same “wow” moment and sense of competition, our main goal.
After that, I improved the second screen by adding tutorials, animations, and clearer interactions.
In the next test:
Satisfaction went up to 9.0, ease of use to 9.5, and users understood how to switch videos in just 8 seconds.
We kept the same “wow” moment and sense of competition, our main goal.
The app is currently live and has been receiving extremely positive feedback from content creators. It now holds a 5/5 rating on the App Store and 20+ reviews, with highlights for the clarity of the experience and the sense of motivation created by the interactions.
This experience showed me in practice how interaction and emotional design can transform something simple, like voting on videos, into a truly engaging dynamic.
In addition to this stage, I also contributed with the Dare team to other app experiences, always exploring new ways to make sports competitions more fun and intuitive.


