Tortoise
Slow by design
Contact

I design the small machinery of connection.

How do strangers become friends?
I've explored that question through four products.

Five years turning social science research into products at Harmony Labs, six years designing public spaces at Meta, and since then my own games and apps.

The idea

We are over-connected with weak ties and under-connected with deep ones. One deep conversation is worth more than a thousand likes.

The complaints about social platforms are known: negative, noisy, and lacking substance. That is two separate problems with two separate causes. The bickering comes from too much communication before any trust exists. The lack of substance comes from too many shallow connections at once, because depth requires someone focused on you, and a crowd can't do that.

Connection isn't a feature you add to a crowd. It's a sequence you design. Everything below is that sequence in a different shape.

01
Building now

Heist

SOLE DESIGNER AND DEVELOPER. ALPHA OPEN.

Trying to make a friend online is like trying to make a friend in an airport bathroom. There might be nice people in there, but the incentives are shit.

In Heist you pick a real world activity you want to rob (attend) and you're paired with a partner in crime who also wants to go. A playful AI Heist boss finds what you have in common, draws out your stories, and widens the conversation as trust (and the discount $) builds. Then it gets out of the way so the two of you can meet in person and pull off the heist.

Nearly every chatbot is built to be a companion to one person. This one sits between two, and its job is to be a fun mutual friend and leave.

Heist screen flow, step one: pick a real activity and get paired with one partner in crime Heist screen flow, step two: the Heist Boss reads both sides each round and the answer box grows as trust does Heist screen flow, step three: the meet-up unlocks, pick a night, get the plan, redeem the discount together
The AI sits between two people rather than beside one, and then it leaves.
GDC, whiteboard build

Before any of it was an app, it was a deck of blank whiteboard cards. I drew the game onto them in marker and took them to GDC, so I could sit two strangers down and watch it work or fail in front of me.

The cards wipe clean, so I redrew the rules between playtests and every new pair got the version the last pair had just broken.

Hand-drawn whiteboard prompt cards spread beside a laptop showing a social penetration theory diagram
Applying social penetration theory to dry erase cards with markers
A late night playtest on a couch, cards laid out between two players
Guessing each other's interests and finding matches on opening night.
Two people playtesting the card game at a GDC table
Two strangers playing it at GDC, topic cards face up between them.
Topic and fear cards spread across a white tablecloth
Using $1 bills as incentive for guessing your partner's interests.
What it proved
Meeting people where they already are is the smarter play, but the hard part is getting two of them into the same room.
Heist alpha testing is open.
Join the alpha
02
Where friendship lives

Captain Caption

BUILT AT META AS A SIDE PROJECT. DESIGNED FOR FACEBOOK DAILY GAMES.

Group chats are where most modern friendship actually lives, and they are almost entirely undesigned.

Captain Caption is a daily game for a group chat. The group picks the topics it cares about, an AI curates a daily image from them, everyone writes a caption, the group votes, and whoever wins is that day's Captain Caption.

The game was never the point. The point was the twenty minutes of conversation that happened after someone shared their entry back into the chat.

Slide showing Captain Caption inside Facebook Daily Games alongside the opportunity and goal statements
Where the game sits inside Facebook Daily Games, and what it was for.
Slide showing the five step Captain Caption flow with Messenger screenshots
Topics, image, captions, vote, captain. Five steps, one minute a day.
What it proved
The game is an excuse for the conversation that follows it.
03
At scale

Venues

STAFF PRODUCT DESIGN PROTOTYPER AT META. LED DESIGN FOR PUBLIC SPACES.

Venues is Meta's public gathering space in virtual reality. It shipped multiple versions and became the highest rated and most visited virtual world Meta has made, with millions of users.

A crowded room does not make anyone feel less lonely. So instead of designing a bigger room, I designed the small machinery inside it. A popcorn machine that handed the people standing near it a question to ask each other, because we need icebreakers to start. A hot air balloon that took four people to inflate, then rose and drifted over the world with awe-inspiring views, a cozy nook, and a slow clock for an intimate conversation. Collaborative games that gave strangers a shared goal to break the ice and time for snowballing conversations to get to know each other.

Annotated overhead map of the Venues hub showing how young teens, older teens, and adults are softly separated by activity zones and sightlines
The hub plan. Activities sort young teens, older teens, and adults into their own pockets, and horizontal and vertical separation blocks the sightlines between them.
Two avatars at the Venues popcorn machine, one holding a kernel with the prompt what is your dream vacation floating between them
Hands you a question, because we need icebreakers to start.
The Venues hot air balloon floating over the plaza at night with a few avatars in the basket
Four people to inflate it, then a small container and a slow clock.
What it proved
Connection is not a feature you add to a crowd, it's a sequence you design. Roles to break the ice, snowballing interactions to widen the conversation, and boomerangs to bring people back.
04
The experiment underneath

Duet

SOLE DESIGNER AND DEVELOPER.

Two people meet in a silent safe space and cannot speak to each other. They build trust, abilities and communication by cooperating. Only after a full adventure together do they earn voice chat, and find out who they have been bonding with.

Friendship is a journey, not a button.

Opening frame of the Duet prototype reel, two placeholder players in a dark tiled room Watch with sound
The audio is the point: silence, then the moment voice unlocks.
Open the reel on Instagram
Five step progression from cube hands to snipper hands, full hands, distorted voice, and full voice, arranged as a rising staircase
The progression sequence. Each stage hands the pair a little more expression, and every rung has to be earned together.
Three reasons for a voiceless game: safe matchmaking, everyone is equal, cooperation first
Why the game starts voiceless. Take away voice and you take away the fastest routes to bias and harassment.
Mood board split into world and character references with notes on progression, simple shapes, and featureless friendly characters
The art direction followed the same rule: human but with no gender, race, or culture to read, and color reserved for what you can interact with.

The sequence came out of mapping how bonding already works elsewhere. Online dating, ordinary conversation, and existing digital products all move along the same spectrum, from safe and private to vulnerable and trusted.

Plotting Duet on that spectrum told me where to start people, silence, and what to hold back until they had earned it.

Research chart plotting social bonding spectrums for online dating, real life conversation, private disclosure, Duet 2D, and Duet VR
Bonding spectrums, mapped side by side, with Duet 2D and Duet VR plotted on the same axis. Open it for the full-size chart.
What it proved
Sensory immersion turns out to be a novelty. What actually transfers is emotional, and it works in any medium, which is why the work moved to phones and group chats.
05
About

Out of many, one people.

I am an American who grew up in Jamaica, with a Chinese mother and an Indian father, both raised in Guyana. As the youngest of four I observed that people are differently similar and similarly different. Our house had culture clashes, language confusion, a cacophony of accents. It also had the thing Jamaica puts on its coat of arms: out of many, one people.

Then the internet arrived in my childhood. I went into chatrooms and talked to strangers across the globe, and I thought this is going to bring the world together just like my family. It mostly didn't happen. We got scale instead of empathy.

From 2011 to 2016 I was Senior Creative Technologist at Harmony Labs, working with neuroscientists, social scientists and data scientists on how narratives influence society, then designing products that scaled what we found. I built Narrative Observatory there, still in use today by the Gates, MacArthur and Robert Wood Johnson foundations. Then six years at Meta.

What I took from both is that the mechanisms of trust and connection are knowable, and almost none of what is known makes it into the products people actually use. Closing that gap is what I want this chapter to be about.

Live slow & meaningful lives.
clintbeharry@gmail.com LinkedIn