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Uniqlo
AR Clothing Mobile Application for users to try Uniqlo's virtual clothing
Overview
For a four month period, the students of George Brown College's Digital Experience Design program were asked to create an Augmented Reality (AR) application using an existing brand as part of a project for the college. UNIQLO is a clothing apparel company, which was originally founded in Yamaguchi, Japan in 1949 as a textiles manufacturer. Now it is a global brand with over 1000 stores around the world. UNIQLO was the brand chosen for this project
The goal is to create an innovative and satisfying AR experience to attract consumers into shopping for more clothes sold by Uniqlo. The application needs to make use of AR to improve the experience of shopping at Uniqlo
Role
UI Designer, UX Designer
Ideation, User research, Visual design, Prototyping, Iteration
Sept 2023 - Dec 2023
Client
George Brown College
The Problem
UNIQLO faces the challenge of distinguishing itself and enhancing its customer shopping experience in a unique and technologically advanced way. Despite having a strong global presence, UNIQLO needs to continuously innovate to maintain customer interest and drive sales. The current shopping experience, both in-store and online, lacks interactive and personalized elements that could significantly enhance customer engagement and satisfaction.
The Process
I worked in a team with two other people and worked on the key parts of the project. The process the team used was a few processes of the Double Diamond Theory and Lean UX process. We incorporated some of the phases like Ideation, User Research, Prototyping, Implementation & Iteration based on feedback into the group project.
Ideation and Gathering Insight
Our team initiated the project with a 'hundred ideas' brainstorming session, followed by 'crazy eights' to refine our ideas, focusing on AR applications. The decision to create an AR clothing app emerged from our collective interest and the potential impact in the AR space. After conducting secondary research on various clothing brands and analyzing Uniqlo's competitors, we selected Uniqlo.
This choice was influenced by factors:
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Competitive pricing of its clothing.
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brand prominence
Low- Fidelity Prototyping and UX Research
After performing research into Uniqlo and its competitors, the team proceeded to create the low-fidelity prototype. The low-fidelity prototypes were made to be an extension of Uniqlo's existing application. Our thinking was that users should have the option for trying out clothing they like in AR while their viewing the clothing.
While we were creating the low-fidelity prototypes, we also worked on the user research during the same timeframe. I made the storyboards and the personas to understand more about the people who shop at Uniqlo, and the user experience.
High-Fidelity Prototyped and Programming with AR
I created my high fidelity mock-ups in Figma with the rest of the team. During that time, the application needed to be functional in AR and it had to work on mobile devices. The team used Meta Spark AR, Meta's augmented reality software in order to program the clothing in 2D, and go make sure it tracked body movements.
Re-Iteration
Once the project was complete, I decided to reiterate and improve on the existing project. So I decided to improve on it by building out by working on the prototype and the wireframes. I improved on the visual elements of the wireframes, and I built out the prototype on Lens Studio - Snap AR which is Snapchat's AR platform. I chose this platform because it was tailored towards body tracking, as opposed to Meta Spark AR that focuses on face tracking software.
Results
Following the delivery of the Uniqlo AR Clothing mobile Application to the client, they were surprised and impressed with how far the group got doing the project, as well as getting the prototype to work, and the reiteration. This involved us planning and walking through a design presentation that included showing our entire design process from user research to high-fidelity designs.
Project Learnings
1 Use multiple tools when designing
When designing, its easy to use a few tools or software when make a project, but that comes with its own challenges. Using multiple tools or software's when designing can make each phase of the project more efficient and less challenging.
2. Don't be afraid to try out new ideas
During projects, embracing experimentation while trying to complete them can hold a lot of uncertainty. Venturing into new ideas and approaches can also led to innovative solutions that can enrich projects.
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