Case Study

We're Not Really Strangers

Replicating the intimacy of a physical card game about deep connection — as a virtual, mobile experience.

My RoleUX Designer & Researcher
ThemeApp Design, Interaction Design, User Research
Project TimeTeam Project
We're Not Really Strangers app cover
Problem

The card game is only available to play physically.

We're Not Really Strangers is a purpose-driven card game and movement all about empowering meaningful connections, through three carefully crafted levels of questions and wildcards that deepen existing relationships and create new ones. But it only exists as a physical deck.

How can we replicate the intimate user experience of playing WNRS in a virtual experience?

Solution

Sign-up & Profile

  • A loading screen designed as a rule book, to keep the same concept and tone
  • A quick profile setup with a favorite word and favorite question
  • A friends list to add friends and invite them into games
  • A home screen offering the basics or the option to buy expansion packs

Game Setup

  • Invite friends, with distinct states for those who do and don't already have the game
  • While waiting for a partner to join, players can swipe through loving reminders
  • Players can skip and dig deeper to stay true to the spirit of the game
  • Players can skip through levels to intensify the experience
Research

Understanding why people keep playing WNRS & card games in general.

As user researchers, we wanted a better understanding of what drives a user's decision to keep playing WNRS and card games generally — spanning prior experience, feelings during play, and how people use apps to connect virtually.

A Sample of the Research Questions

  • Have you ever played We're Not Really Strangers? How many times, and with how many people?
  • What do you like most about playing WNRS?
  • How would you describe the overall social bonding experience?
  • How did playing with friends compare to playing with strangers?
  • If you could change one thing about WNRS, what would it be?
  • What apps do you use to stay connected with friends, or to meet new people?
  • Have you ever bonded with friends over a mobile game, and did it lead to deeper conversation?
Affinity Diagram

Three themes emerged.

Setting

  • Users typically play card games with friends or family at least once a month
  • WNRS is played with both friends and strangers — first dates, casual gatherings, parties

Motivation

  • Gave users a way to get closer to friends outside their usual daily interactions
  • Helped users with anxiety or communication struggles feel comfortable opening up
  • Helped users meet new people in an intentional way

Emotions

Suspenseful, fun, tense, happy, curious, warm, provoking, tearful, comfortable.

Feature Analysis — Key Findings

The competition was missing the features that make WNRS special.

  • Nearly every competitor required in-person play except one; only one offered video call
  • Zero competitors let you play with someone new — only one even permitted inviting a player
  • Only one competitor let users build their own profile
Core Features (MoSCoW)

Replicate the intimacy and emotion of WNRS.

The final card carries a written message to your partner, revealed 20 minutes after the game ends. Each question is shown only to the person whose turn it is. Moving to the next level requires mutual consent — after all, is a question ever too personal to answer, or does a partner seem to be holding back?

If I Had More Time
  • Let users join a game with a stranger, based on compatibility and consent
  • Add the ability to schedule a game in advance

Key Performance Indicators

  • User Growth Rate — reach a wider audience; measured by downloads after external invites and cards shared to social media
  • Weekly Active Users — incentivize play at least twice a week; measured by games per week and days-to-unlock an edition