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The Project​: 
UX research and design of a mobile closet organization and clothing donation app

My Role: 
UX Designer

Teammates:
Ryan Bastian, UX Designer
Vince Cady, UX Designer
Elizabeth Hafner, UX Designer


Tools:
Figma, Miro, Whimsical, Trello
Deliverables: 
  • User Research Data
  • Affinity Diagrams
  • Competitor Analysis
  • User Scenario
  • Persona
  • Storyboard
  • Feature Brainstorm
  • Feature Prioritization Matrix
  • User Flow
  • Paper Protoype Sketches
  • Mid-Fidelity Wireframes & Prototype
  • Moodboard
  • Style Tile
  • High-Fidelity Wireframes & Prototype

User Research

Data Synthesis

Storytelling

Ideation

Prototyping & Testing

Visual Design

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The Problem

Most people tend to stick to a default daily wardrobe in order to simplify their lives while wishing they did a better job of wearing the other, either forgotten or overlooked, items in their wardrobe. They also wish to gain a sense of control and order over their clothing.

UX Hypothesis

We believe creating an app that helps manage the wardrobe of busy, overwhelmed fashion enthusiasts will allow them the opportunity to get more use out of their existing items, keep track of the items they already own, and easily donate no longer needed items.

 
Affinity Diagrams
User Research
 
Interviews
By conducting these interviews we hope to determine the best features and approach to provide the typical busy, overwhelmed fashion enthusiasts in organizing their wardrobe.
Interview Objectives: 
  • Do fashion lovers want to wear more of the clothing they own and learn which unused pieces they might be ready to donate?
  • What causes them to decide to donate an item?
  • What’s the ideal way to organize a closet?
  • What is the most common pain point for people when dealing with their closet?
 
Insights:
  • Most interviewees wish they had more space, or at least would love to make better use of the space they do have.
  • Need more ideas on how to better utilize their closet/storage space
  • Would like to donate unused items, but tend to put off actually taking items out of the closet and to a donation center. They end up in a bag/pile clogging up closet space.

Empathy Map
Definition and Ideation
User Insight Statement
 

During the user interviews + survey responses, we discovered that most people store their special occasion items in the back of their closets while keeping their everyday pieces at an easy-to-reach location, everyone would like to donate their unused, old clothing but do not get it out of their house very frequently causing it to take up space, and people take better care of their more expensive items than the fast-fashion pieces that they own. 

Therefore, we believe that if people are able to easily reference the items of clothing they already own they would get more use out of their existing clothes and that we might be able to help if we develop an app that can simplify the search process. We also believe that more people would actually donate their unused or old clothes if provided with a simple feature allowing them to immediately get donations out of their closet rather than sitting and taking up precious space in their already packed closets.

 

We might do this by providing an easy-to-use photo feature for users to build their existing wardrobe virtually, allowing users to categorize their clothing based on their preferred method of sorting, letting users create and save a virtual look-book of their favorite outfit combinations, establish set reminders for when an item hasn’t been worn in awhile and might be time to donate, and connecting them with local donation centers that can be easily scheduled to pick up items saving them the hassle of finding the time to drop them off themselves. Doing this will allow our product to help reduce people’s avoidable stress related to their disorganized wardrobe. Which in turn will save our users time by not having to dig through their house for missing clothing or spending money on something they already own.

Ideation Brainstorming: I Like, I WIsh, What If Method
COMPETITOR STRENGTHS

Culture Trip emerged as a clear competitor. The onboarding experience presents a unified, contemporary design concept. It’s clear and easy to navigate but obviously aimed at their key demographic (young discerning travelers) - the same users that Arcana aims to attract.

COMPETITOR WEAKNESSES

Every travel app presents the same popular attractions to all users, regardless of their areas of interest.

People looking for more unique experiences still have to go hunting for additional resources.

FEATURE IDEATION​

Using the I Like, I Wish, What If” ideation technique, I generate feature ideas and possible solutions.

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FEATURE PRIORITIZATION MATRIX​

Not every idea is both feasible and meaningful, so I then plugged these ideas into a prioritization matrix to weigh the technical complexity of each potential feature against the expected impact on the user.

We’re more likely to build features that are Low Complexity (requiring less investment of resources) and also High Impact (making the app functional and competitive). 

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SWOT COMPETITOR ANALYSIS​

When establishing the details of the user onboarding flow, it’s informative to examine the strengths and weaknesses of similar flows in comparable apps.

PROTOTYPING & TESTING
USER FLOW DIAGRAM​

Using the data gathered in Competitor Analysis, I outline an onboarding process that will emulate the competitions’ successes and improve upon their shortcomings.

SKETCHES​

Sketching the first prototype by hand allows me to ideate on how the onboarding process relates to the physical world in an intuitive, non-commital way.

USABILITY TESTING​

I designed and performed remote-moderated user tests on each iteration of the prototype. This process gathers insightful user feedback that hones the product.

Some surprising findings include the fact that some of my testers had no experience with the swipe gesture for apps. They also reported that they frequently abandon a new app if it forces them to create an account too soon. These are key usability elements that can have a huge impact on product adoption.

WIREFRAMES + CLICKABLE PROTOTYPES​

Wireframes act as an initial blueprint of onboarding screens, with navigation indicators and content placement. When I develop these wireframes into a clickable prototype, I make my ideas testable while retaining the ability to create rapid, agile iterations.

Mid-Fidelity Prototype Features:

  • Compliant with iOS Human Interface Guidelines (HIG)

  • Clickable and testable

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VISUAL DESIGN
MOODBOARD​

My main inspiration for Arcana's visual style were cabinets of curiosity cabints, (Wunderkammer), some gloom borrowed from my hometown of New Orleans, and the delightfully weird Museum of Jurassic Technology in Los Angeles.

 

I created a moodboard that establishes a moody, mysterious atmosphere for the app.

Moodboard
STYLE TILE​
HIGH-FIDELITY WIREFRAMES​