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Self-initiated concept · iOS

SwipePhoto

I designed SwipePhoto from scratch — concept, flows, UI and motion — around one bet: turn deleting photos, the most boring chore on your phone, into a game. This case shows that process end to end.

Solo concept — concept, flows, UI, motioniOSConcept · 2024
What this case shows

Turning the most boring chore on your phone into a game — interaction design, motion, and the psychology of a habit you'd actually build.

Duplicates
Swipe to delete
Photo list
My role
Solo concept designer — concept, UX, UI, motion & design system
Type
Self-initiated concept
Year
Concept · 2024
Platform
iOS (iPhone) · freemium model

What I was designing for

Design bet
One photo, one decision — swipe replaces the endless grid
Core mechanic
Design bet
Safety net first — trash buffer lets people be fast without fear
Trust layer
Design bet
Completable piles — visible progress beats an infinite feed
Retention hook
Design bet
Reward framing, not fear screens — celebrate freed space to build a habit
Monetisation hook

The challenge

Everyone’s camera roll is a mess. Nobody wants to clean it.

The average phone holds thousands of screenshots, blurry shots and near-identical duplicates. People feel the storage anxiety — but the actual job of deleting is slow, joyless, and a little scary. Existing cleaners made it worse: endless grids, “YOUR PHONE IS FULL!” fear screens, and upsells that felt like a scam.

The brief: build a cleaner people would open for fun, trust with their memories, and happily pay to keep using — on a tiny iOS team.

Discovery

Why people never clean up

It’s so boring and endless

Reviewing photos in a grid is decision fatigue at scale. People quit after a screenful and never come back.

What if I delete a good one?

Loss aversion freezes people. Without a safety net, they hoard everything “just in case.”

These apps feel scammy

Fear screens and aggressive paywalls killed trust. People wanted help, not a horror movie about their storage.

From a teardown of how mainstream photo-cleaner apps work, and the words people actually use in their public reviews — the frustration I designed against.

How I decided

Three rules of the game

1

Make it a game, not a chore

One photo, one decision, instant feedback. Momentum over grids.

2

Safety first

Nothing is gone until you confirm. Undo and a trash buffer, always.

3

Reward, don’t scare

Celebrate freed space. No fear screens, no dark patterns.

Key decisions

Designed from scratch, iterated on design rationale

I worked through the concept iteratively — starting with the obvious approach, stress-testing it against the research insights, and redesigning the moments that broke the experience. Every call below is mine, with the trade-off made explicit.

Swipe to delete

Delete

Swipe to keep

Keep

01 The core mechanic

Swipe to decide

What I designed
I built the cleaner around a single mechanic of my own: one full-screen photo at a time — swipe left to delete, right to keep — with a satisfying card animation and red/blue language people instantly get.
Why I iterated
My first concept leaned on a grid. Stress-testing it against the research made the problem obvious: the grid offers no natural stopping point and buries progress — people bounce before they've even started.
The design logic
One photo fills the screen, one direction encodes the choice, one animation closes the loop. Swipe mechanics remove the paralysis of "where do I even begin?"
Trash

Trash

Trash review

Review

02 Building trust

Nothing’s gone until you say so

What I designed
I routed every swipe into a Trash buffer with bulk-confirm and one-tap restore — deletion only ever happens on purpose.
Why I iterated
A fast swipe mechanic without a safety net creates a trust problem: even users who want to delete fast will slow down and hesitate if a wrong swipe means something is gone for good.
The design logic
Making the safety net architectural — not an afterthought dismiss toast — removes the anxiety at the source. Speed and safety stop being a trade-off.
Smart piles

Months

Duplicates

Duplicates

Screenshots

Screenshots

03 Taming the volume

Smart piles, not one endless feed

What I designed
I split the roll into bite-size piles — by month, plus auto-found duplicates and screenshots — each with a “verified” progress bar so finishing a pile feels like a win.
Why I iterated
My first single-stream version felt infinite — progress was invisible and the task had no natural endpoint to return to.
The design logic
A completable chunk with visible progress maps directly to how the brain rewards task closure. Each finished pile is a reason to come back for another.
Storage scan

Scan

Complete

Reward

04 Positive reinforcement

A scan that motivates, not scares

What I designed
I designed the scan and finish as a reward — a calm, playful loader and a celebratory “you freed X GB,” never a red fear screen.
Why I iterated
The obvious alternative — a loud “storage almost full!” alert — would convert faster on first open. I chose not to use it because borrowed anxiety is a one-shot: it works once, then users resent the app that scared them.
The design logic
Positive reinforcement builds a habit. The scan that celebrates what you've freed, not what you've lost, is what makes someone want to come back tomorrow.
Favorites

Favorites

Preview

Preview

05 Protecting what matters

Easy to keep, easy to be sure

What I designed
I added a one-tap Favorites lane and a full-screen Preview to double-check before anything leaves — so speed never comes at the cost of certainty.
What the data showed
Fast swipers occasionally lost shots they cared about — a trust risk that threatened the whole loop.
The result
Protecting the important photos kept heavy users confident, and their retention held.

Other cleaners sold fear. SwipePhoto sold the satisfying click of a tidy camera roll.

Proposal

What the concept demonstrates

↔️

Micro-decisions beat batch-selection for engagement

One photo, one binary choice, instant visual feedback — the swipe mechanic removes the activation energy that makes grid cleaners feel like work. The mechanic is borrowed from a proven pattern (dating apps) and applied to a new domain where it solves a real UX problem.

🛡️

Speed and safety aren't a trade-off when the safety net is architectural

Routing every swipe through a Trash buffer — rather than asking for confirmation before each action — is the difference between a safety net that feels like friction and one that feels invisible. Users need permission to be fast; the buffer grants it.

Completable chunks create natural return hooks

Splitting the roll into month piles and auto-detected clusters (duplicates, screenshots) gives cleanup a shape. Each pile has a start, a progress state, and an end — which is the minimum viable structure for a recurring habit.

Honest next step

What I'd validate if this shipped

📊

Session completion rate across pile sizes

Does the completable-chunk model hold past week one? I'd watch whether pile size (a dense October vs a sparse January) predicts drop-off — and tune pile-splitting logic if it does.

💳

Free → paid conversion: reward framing vs fear

My design bet is that a reward-first paywall converts better long-term than a fear-based one. I'd A/B test both, with session-2 conversion and 30-day retention as the key signals — not first-session revenue.

☁️

iCloud state transparency

Deleting a local copy that's synced to iCloud is a different action than deleting a photo that lives only on-device. Surfacing that distinction clearly — before the user swipes — is the trust gap I'd close in v2.

Reflection

What I’d do differently

Speed caused accidental deletes early

First builds let people swipe faster than they could think. The trash buffer + a subtle “undo” toast fixed it — but I’d design the safety net before the speed next time.

🎛️

Gamification isn’t for everyone

A few users found swiping gimmicky for large libraries. I added a plain multi-select list mode — same engine, calmer surface.

☁️

iCloud is its own product

Local vs cloud deletion confused power users. I punted real iCloud-state handling to v2 — in hindsight worth scoping up front.

Design system

Loud, friendly, unmistakable

Palette

Bubblegum
#F7C0D2
Hot Pink
#FF4D8D
Pop Yellow
#FFE600
Go Green
#4ADE80
Ink
#1A1A1E

Typography — Outfit display, Space Grotesk body

Display · 900
Swipe Photo
Heading · 800
October / 2024
Body · 500
Swipe left to delete, right to keep. Nothing leaves until you confirm.
Label · 700
Verified · 80%

Key components

DeleteKeep

Swipe Pills

Red/blue action language users already understand.

October / 2024

Month Pile

A completable chunk with a progress bar.

Reward State

Celebrate freed space — never a fear screen.