Ask Me Out

Ask Me Out

Year 2025

Year 2025

Industry Entertainment

Industry Entertainment

Role Product Designer and Vibe Coder

Role Product Designer and Vibe Coder

Ask Me Out 🔗 is a pay-to-play online card game designed for couples who want to turn conversation into connection. Built for all connection levels, it guides two people through 90 questions that evolve naturally: from Small Talk to Deep Talk.

About

Ask Me Out is a pay-to-play online card game designed for couples who want to turn conversation into connection.


Built for all connection levels, it guides two people through 90 questions that evolve naturally, from Small Talk to Deep Talk.

Two can play this game.

Two can play this game.

Role

As the Product Designer, I created the full visual identity and interface in Figma, then brought the concept to life through vibe coding in Lovable, shaping the product’s flow, feel, and micro-interactions directly in code. I also curated and crafted the game’s question decks, ensuring each one felt modern, unique, emotionally intelligent, and conversation-sparking.

Role

As the Product Designer, I created the full visual identity and interface in Figma, then brought the concept to life through vibe coding in Lovable, shaping the product’s flow, feel, and micro-interactions directly in code. I also curated and crafted the game’s question decks, ensuring each one felt modern, unique, emotionally intelligent, and conversation-sparking.

Strategy

To inform the product strategy, I used Perplexity AI to perform a market scan of conversation card games, analyzing both app-based competitors and well-known physical decks.

Most existing products are either physical decks—limited by availability and context—or app-based experiences that rely on subscriptions and ongoing engagement loops. This creates friction for users who want a simple, low-commitment way to connect in the moment.

Personas

The core consumers of conversation card games tend to be millennials and Gen Z, motivated by a desire for more meaningful and authentic social experiences. Through research, three key personas emerged:


The Curious Dater - Primary

They’re in the early stages of a relationship (1-3 months), newly exclusive, or exploring a connection.
Goal: They want to deepen their connection, spark curiosity, and discover creative ways to hang out beyond dinner and a movie.


The Established Couple - Secondary

Together for a year or more, this couple knows each other well but feels the weight of routine.
Goal: They’re seeking ways to reignite curiosity, go deeper in conversation, and bring more intentional moments into their relationship.


The Early Dater - Tertiary

They’re navigating the early stages: first dates or a few dates in, casually talking, figuring out if the spark goes beyond attraction.
Goal: They want to skip the small talk, explore emotional compatibility and avoid another round of surface-level dating chatter.

Market research

To inform the product strategy, I used Perplexity AI to perform a market scan of conversation card games, analyzing both app-based competitors and well-known physical decks.

The game

From the beginning, I defined the product around two intentional constraints: it would exist without an app and operate on a pay-to-play model.

Each session draws 90 cards from a growing pool of 170+ prompts, ensuring that the experience can be replayed without feeling repetitive. Questions are organized across three talking stages — Small Talk, Real Talk, and Deep Talk — each designed to gradually shift depth. At the same time, there are three connection levels — Still new to each other, Getting to know each other, Know each other by heart — allowing the content to adapt to the relationship dynamic.

The problem

Most existing products are either physical decks—limited by availability and context—or app-based experiences that rely on subscriptions and ongoing engagement loops. This creates friction for users who want a simple, low-commitment way to connect in the moment. Ask Me Out was designed as an online, pay-to-play experience that removes those barriers: no card deck to be purchased, no app to download, no recurring fees, and no pressure to “keep coming back.”.

Personas

The core consumers of conversation card games tend to be millennials and Gen Z, motivated by a desire for more meaningful and authentic social experiences. Through research, three key personas emerged:


The Curious Dater - Primary

They’re in the early stages of a relationship (1-3 months), newly exclusive, or exploring a connection.
Goal: They want to deepen their connection, spark curiosity, and discover creative ways to hang out beyond dinner and a movie.


The Established Couple - Secondary

Together for a year or more, this couple knows each other well but feels the weight of routine.
Goal: They’re seeking ways to reignite curiosity, go deeper in conversation, and bring more intentional moments into their relationship.


The Early Dater - Tertiary

They’re navigating the early stages: first dates or a few dates in, casually talking, figuring out if the spark goes beyond attraction.
Goal: They want to skip the small talk, explore emotional compatibility and avoid another round of surface-level dating chatter.

Concept

From the beginning, I defined the product around two intentional constraints: it would exist without an app and operate on a pay-to-play model. Removing the need for installation keeps the experience spontaneous and accessible from anywhere, while the one-time purchase avoids subscription fatigue and aligns with the idea of a special moment rather than an ongoing program.


These constraints shaped the core decisions behind the game. The interface had to feel lightweight, fast, and easy to enter. The flow needed to get players into the game instantly, without onboarding or friction.

The game

The game’s structure balances emotional pacing with organic progression. Each session draws 90 cards from a growing pool of 170+ prompts, ensuring that the experience can be replayed without feeling repetitive. Questions are organized across three talking stages — Small Talk, Real Talk, and Deep Talk — each designed to gradually shift depth. At the same time, there are three connection levels — Still new to each other, Getting to know each other, Know each other by heart — allowing the content to adapt to the relationship dynamic.

Flowchart

Wireframes

Logo

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Next

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askmeout.com

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What’s your email?

Email

Next

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Logo

How well do you two know each other?

Level 1

Level 2

Level 3

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Where are you playing from?

City

Play and play

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Logo

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Logo

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Small talk

Next card

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Stay here

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Visual identity

The visual direction was designed to feel intimate, contemporary and cinematic, yet timeless, while also being visually accessible for evening use. The dark brown background reduces eye strain during night-time dates. The burgundy evokes deepness and sensuality, while the pale yellow introduces softness and romance. Each detail was chosen to create a sense of closeness and anticipation, encouraging players to slow down and tune in.

Visual identity

The visual direction was designed to feel intimate, contemporary and cinematic, yet timeless, while also being visually accessible for evening use.

The dark brown background reduces eye strain during night-time dates. The burgundy evokes deepness and sensuality, while the pale pink introduces softness and romance.

Display

Inter

Medium

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Body

Inter

Regular

Aa

Brown

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Backgrounds

Pink

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Text

Burgundy

#71021C

Backgrounds

High fidelity designs

Every visual choice supports usability in low-light contexts and reduces cognitive load so players can stay focused on each other rather than the interface.

High fidelity designs

Every visual choice supports usability in low-light contexts and reduces cognitive load so players can stay focused on each other rather than the interface.


Components are intentionally simple: large tappable areas, consistent spacing, and predictable patterns reduce friction across the journey. Card layouts prioritize readability with ample margins, ensuring questions feel inviting rather than dense. Transitions between steps are kept linear and low-distraction.

Intro screens

Setup

Game

Support pages

Vibe coding

To bring the Figma concept into a working product, I used Lovable. The process started with a structured PRD document in collaboration with Claude, where I outlined the game logic, screen flows, and states. Based on that, I created a data schema detailing how user inputs, session progress, and card stages should be stored and retrieved.

With the foundation defined, I set up a Supabase project to handle gameplay sessions. Once the backend structure was in place, I moved into vibe coding inside Lovable.

Vibe coding

To bring the Figma concept into a working product, I used Lovable. The process started with a structured PRD document in collaboration with Claude, where I outlined the game logic, screen flows, and states. Based on that, I created a data schema detailing how user inputs, session progress, and card stages should be stored and retrieved.


With the foundation defined, I set up a Supabase project to handle gameplay sessions. Once the backend structure was in place, I moved into vibe coding inside Lovable.

1

Claude

Claude

Product docs

Product docs

Supabase

Supabase

Data storage

Data storage

2

Stripe

Stripe

Payment integration

Payment

3

Lovable

Lovable

Development

Development

4

Validation

I ran two rounds of user testing with ten couples across both primary and secondary personas and iterated the product according to feedback.

At the end, the sessions showed that the game delivered the kind of interaction couples were looking for: coming curious, leaving connected. When asked to sum up the experience, they used words like fun, effective, rewarding, and fruitful.

askmeout.app

askmeout.app

User testing

To validate the flow and emotional pacing of the experience, I ran user tests with five couples representing both The Curious Dater (primary persona) and The Established Couple (secondary persona). After playing through a full session, each pair completed a short questionnaire.


Three clear insights emerged:

• Participants weren’t always sure when or why they should move to the next stage.

• Several couples wanted the freedom to linger longer or skip ahead depending on how the conversation unfolded.

• The session structure needed to feel open and flexible.

• Talking stage progression could be clearer.


These insights guided the final interaction model: users can progress to the next stages at their own pace and move through an extended session window designed for unhurried conversation. The stage progression UX was improved using color change indicators and progress bars. After applying these changes, I ran a second round of tests with five additional couples. All previous issues were resolved, and participants consistently described the experience as positive.

Impact

Overall, the sessions showed that the game delivered the kind of interaction couples were looking for: coming curious, leaving connected. When asked to sum up the experience, they used words like fun, effective, rewarding, and fruitful, suggesting the format successfully supported deeper dialogue without feeling heavy.


The visual design also tested well. Participants described it as sleek, cozy, and comfortable to use, and several mentioned that the color palette helped set the right mood for the experience.

Importantly, all but one couple said they would play it again, which validates both the overall concept and the design adjustments made after early testing.