emBODY

  • 🕵🏽🎨 Role: UX/UI Designer
  • ⏱ Duration: 3 Months

Goal

  • To design a mobile app that allows online shoppers to virtually try on clothes using augmented reality (AR).
  • Through the use of this mobile app, online shoppers will be able to make more confident purchases, resulting in a lower return rate for companies and decreased costs.

Skills

  • User Research
  • Competitor Analysis
  • User Personas
  • Task Analysis
  • Wireframing
  • User Flow
  • Rapid Prototyping
  • Usability Testing

Tools

The Design Process

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The Problem

  • In 2020, consumers spent $861 billion online with U.S. retailers. However, in the same year, online return deliveries were estimated to cost businesses $550 billion. This figure is expected to be over a trillion dollars a year in the next several years.
  • Additionally, this online return problem also affects the environment with over 25 percent of returned goods being thrown away. This ends up being over 5 billion pounds of goods a year that end up in landfills. This number is estimated to swell to 10 billion pounds around the world within the next several years.
  • With this problem at hand, the question I posed to myself was: How might I provide a solution for the economic and environmental threat that online return deliveries pose to both businesses and the environment?

    Sources: Digital Commerce 360, Shopify, CNBC‍

The Approach

  • As fashion and apparel is the top product category for all e-commerce purchases in every age group, as well as being the most frequently returned online, this product category will be the focus of this case study.
  • Millennials, aged 25 to 40, will be the target audience as they make twice as many fashion purchases online than Boomers on a yearly basis, and make up the highest percentage of US digital consumers right now at 39 percent.
  • However, Generation Z accounts for nearly 18 percent of digital consumers with that figure poised to skyrocket to 40 percent by 2023. Therefore, this mobile app will also incorporate insights from this demographic.

    Sources: SaleCycle, LiveArea‍

User Research

I interviewed four people who shop for and return clothes that were purchased online with varying degrees of frequency. The affinity map and summary of the key insights are included below as well as the user personas.

✅ Habits

  • Read reviews and examine customer photos
  • Use Pinterest or LikeToKnowIt for outfit and styling inspiration
  • Brand loyal and consistently shop at the same stores
  • Have particular style choices for certain clothing items (i.e. unbuttoned, tucked, etc.)
  • Visit multiple websites or apps per shopping session

😡 Pain Points

  • Experience anxiety about the clothes not fitting or looking the way they do online

💡Advantages

  • Know the cuts and sizes they need

User Personas

Using the insights gathered from the interviews, I created two user personas: one of a habitual shopper who loves fashion and one who shops occasionally and buys the same things over and over.

Competitor Analysis

Immersiveness: the degree to which a person's unique body measurements are being incorporated. Fit accuracy: refers to how well the clothes are projected to fit virtually compared to how they actually fit in real life.
  • Zeekit, a start-up company founded in 2013, developed the first dynamic virtual fitting room giving every person the chance to see themselves in any item of clothing found online. The company was acquired by Walmart with the retail giant stating that the AR technology will be available "soon." 
  • Amazon aims to do something similar and is currently developing its own technology so that customers can try on clothes prior to purchasing them.
  • Style.me, Asos, and Gap all have solutions available but are limited by the shopper only being able to use an avatar based on basic measurements and generic body shape selections.
  • Uniqlo offers augmented reality mirrors which allow in-person shoppers to select and try on clothes of different sizes and colors without having to grab more clothes inside the store. The fit accuracy is low because of the rudimentary way the clothing is displayed on the person's body.

Our Differentiating Factor

  • Similar to Zeekit and Amazon, emBODY will utilize highly immersive augmented reality in order to achieve a high degree of accuracy for the consumer as they shop for clothes online. However, unlike the other two companies, emBODY’s technology will be available for thousands of online stores all within one app.

The Technology

  • Our solution will require a combination of real-time image processing, computer vision, deep learning, and additional AI and augmented reality technologies in order to provide a realistic and accurate representation of how each item of clothing would fit in real life, taking into account the person’s unique body dimensions as well as the fit, size, and fabric of the garment.
  • Specifically, the real-time image processing technology will be used to map a person’s image into thousands of segments. The clothing will be processed in a similar manner with the equivalent points of the two eventually being re-mapped into one final simulation.

The Design Process

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Feature Specification

Using the insights gathered from the user interviews, I identified the two main problems and listed the app features necessary to resolve them.

Problem 1: Uncertainty About How Clothes Will Fit in Real Life

  • Able to provide an accurate representation of oneself using 3D scans
  • Able to see oneself in the clothing and in different variations (i.e. buttoned/unbuttoned, tucked/untucked)
  • Able to easily update one's shape profile as one's body changes
  • Provides a fit rating for how well the clothing will fit in real life

Problem 2: Having to Visit & Check Out from Multiple Websites

  • Able to search for clothing items from multiple stores all at once
  • Able to check out from multiple stores all at once
  • Provides a Pinterest-like page with style and outfit inspiration
  • Allows cuts, fits, styles, sizes, materials, and lengths to be defaulted to when virtually trying on clothes (also across multiple stores)

The Design Process

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Wireframing

These are the low-fidelity wireframes that I sketched. The screens include the onboarding screens (top left and right), the checkout process (bottom left), the user account screen (bottom left), the screens to try on clothing (top and bottom right), the screens for outfit inspiration (bottom right), and the screens to shop (bottom right).

User Flow

The task (top) and user flow (bottom) illustrates an ideal user experience starting with the onboarding process to the user checking out.

The Design Process

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Rapid Prototyping

The “Getting Started” screens are intended for app users to customize their experience by specifying their favorite stores and clothing items, typical sizes, and style preferences. In this onboarding sequence, the user will also be able to provide a 3D scan of themselves for trying on clothes later.

The “Explore” page was created so that app users can scroll through and search for fashion and styling inspiration before starting their own shopping session.

Being able to try on clothes virtually before purchasing them is the main purpose of the app with the "Try It On" screens being where this actually takes place. Once the user searches for and favorites items via the "Shop" screen, the 3D scan that the user was prompted to take during the onboarding process will be utilized when virtually trying on clothes.

The Design Process

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Usability Testing

Unmoderated usability tests were conducted with three out of the four interviewees participating. The instructions that were provided to each interviewee are described in the figure below.

User Feedback

After conducting the unmoderated usability tests, I asked the participants to answer questions about their experience. Below are the key questions and the participants' subsequent responses.

How was your experience using the prototype?

What would you add to the prototype?

Would you use this prototype in real-life?

Rate the effectiveness of this prototype for shopping for clothes online using a 1 to 10 scale, with 1 being very ineffective and 10 being very effective. Also, explain your reasoning for that score.

The Design Process

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Iteration

Fit Score (Now Called "Fit Rating")

One participants' feedback was that he did not understand what the fit score meant and how it translated to a best fit.

The Checkout Process

Another participant's feedback was about it not being clear if he was checking out from multiple stores or not. 

Reflections

Upon reflecting on the journey researching and designing this mobile app, there are a few things that I would have done differently.