DATNIE
/01 PRODUCT
LESS TYPING.
MORE PRESENCE.
Dating conversations often repeat the same small exchanges. Datnie explores how gesture, voice and reusable responses could make those interactions lighter.
Mixed reality became a hands-first space for exploring gesture, voice and spatial UI.
- Swipe
- Browse
- Tap
- Explore
- Double Tap
- Like
- Hold
- Voice
- Grab
- Spatial interaction
Concept
Repeated Answers
Frequently used responses could gradually surface as reusable prompts, reducing repetitive input over time.
This behavior was proposed as a product concept and was not technically implemented.
/02 ITERATION
FROM VISION
TO INTERFACE
Two directions explored Datnie from different angles: first through a music-led promotional film, then through a more interaction-focused interface.
Music / Generated with Suno
Version 1
Promotional Film
Atmosphere / Identity
Music-led visual storytelling for the repetition of modern dating.
Version 2
Refined Interface
Product / Interaction
A clearer view of browsing, profiles and gesture-based interaction.
/03 INTERACTION
INTERACTION
WITHOUT THE
KEYBOARD
The working prototype explored browsing, profile navigation, liking, voice input and spatial interaction.
03.1 / Browse
Swipe to Browse
Micro-gestures move between matches and profile sections without conventional menu navigation.
03.2 / Profile Navigation
Tap → Swipe → Tap
A simple gesture sequence moves from entry to profile navigation to deeper content.
03.3 / Like
Double Tap
A deliberate gesture adds intent to liking without a button-heavy interface.
03.4 / Voice
Hold → Voice to Text
Holding activates implemented voice input, reducing reliance on typed replies.
03.5 / Spatial Card
Grab to Interact
Profile elements can also be handled as objects in space.
Concept
Repeated responses could later surface as reusable prompts to reduce conversational repetition.
Unity interaction implementation — Siming Wang. Lisi Xie designed the UI/UX, interaction flow and visual interaction language.
/04 VISUAL DEVELOPMENT
BUILDING A
SOFTER IDENTITY
Datnie uses soft, non-literal characters to shift attention away from realistic appearance and toward interaction and compatibility.
04.1 / Character + Groom
From Blender
to Unreal
Characters were modeled and animated in Blender, then brought into Unreal for groom simulation and final rendering.
Lisi: character modelling, animation, groom development, lighting, camera and rendering.
04.2 / Promotional Film
Building the Promotional Film
The first direction used a music-led Unreal film to turn the repetition and awkwardness of modern dating into character-driven visual storytelling.
The visuals were choreographed around the lyrics and rhythm through character animation, cinematography and transitions.
Train / Scene Build
Depth-mapped imagery, AI-generated exterior motion and Unreal cinematography were combined to construct the train sequence.
Unreal Scene
Lighting, camera and scene composition inside Unreal.
Depth-Mapped Visual
Photography was converted into depth-based visual material for spatial scene construction.
/05 ROLE
ROLE &
CONTRIBUTION
My contribution moved between product thinking, interface design, character development, motion and Unreal visual prototyping.
- Product / UI Design
- Interaction flow, interface design and Figma prototyping
- Character & Motion
- Character modelling, animation and visual feedback
- Unreal Production
- Groom, lighting, camera and product-film rendering
- Visual Prototyping
- Translating interaction ideas into motion and spatial UI
Interface Design
Experience Flow
Siming Wang
XR Development
Animation
Direction
Unity interaction implementation
Lisi Xie
UI/UX Design
Character & Animation
Unreal Visual Prototyping

A VR experience translating traditional wish-making rituals into intuitive interactions.