Revamp
Extend the lifespan of clothing from your fingertips.
view prototype
Overview
Here is a case study for my capstone project that I completed as part of my education at BrainStation. During this Bootcamp, I was tasked to complete a capstone project that was to create a compelling and research driven design solution. This experience was an end to end UX design process that took me from idea generation and research to developing a mobile app interface and brand.
Skillset
User Research, Interaction & visual design, and UI/UX design
Timeline
Oct. - Dec. 2021 (3 months)
Platform
IOS Application
tools
Figma, Figjam, Miro, and Zoom
Problem
In 2018, of the 17 thousand tons of textile waste generated in the U.S., only 2 thousand tons were recycled and 11 thousand tons were sent to landfills. The biggest contributor of textile waste was generated from the fashion industry.

I took on the challenge of solving this issue through UX research and design.
Approach
I decided to follow the design thinking process. This involved understanding my users through qualitative and quantitative research methods in order to gain insights that revealed the goals, pain-points and behaviors of my potential users. With these findings, I was able to define my users and properly begin ideating and designing a solution that was validated through user testing.
Solution
Design a digital application that allowed users to ship their unwanted/damaged clothing to Revamp. Revamp would then imbed the user's material into the monthly templates that the user selected, and a unique upcycled piece of clothing would be returned to the user.
01 empathize
Secondary Research
Through extensive research I found that textile waste is the second biggest contributor to landfills. In 2018, of the 17 thousand tons of textile waste generated in the U.S., only 2 thousand tons were recycled and 11 thousand tons were sent to landfills. In addition, one of the biggest contributors to textile waste is from fast fashion consumers.
In addition...
With this data I saw an opportunity to help fashion consumers reduce their textile waste, which lead me to my HMW statement.
How might we help GenZ fast fashion consumers extend the lifespan of their clothing so that they can reduce their textile waste?
Primary research
Interviews
To better know the "why" behind my Problem Space, I created a Research Plan to speak with 4 potential users directly through user interviews. I wanted to ask some general and specific open-ended questions about their experiences and feelings around reducing their textile waste in order to get a better sense of their Pain Points, Goals, and Motivations.
Themes and Key Insights
Using the interviewee's pain points, behaviors and motivations I found 3 main themes: Users lack the proper knowledge to repair/upcycle clothing, users lack utilities and time to extend the lifespan of clothing, and users have trouble finding second hand clothes that fit their style.
Affinity Mapping
Key Insights
02 define
Opportunities for Selection
Taking my research, synthesized data, and key insights, I created a  persona to represent my primary users and an experience map that portrays their current experiences within this problem space. These methods were fueled by collective pain points, behaviors and motivations from my secondary research and the qualitative insights expressed during user interviews. By performing these UX practices I was able to unveil opportunities for design solutions that will keep our potential users’ needs at the forefront of design decisions.
Persona
03 ideate
User Stories & Epics
Using the themes that were revealed from my primary research, I created a variety of user stories to gain an idea of the functionality and features of my digital solution. These user stories then informed my main epic which was "Extending the lifespan of clothing with convenience".
Task Selection
My interviewees revealed that they would love to upcycle or turn damaged clothing into something new, but fear that that they will put a great amount of time and effort into an upcycled piece and it will end up looking bad or of poor quality. Users would rather pay professionals. So I decided to focus my task flow on uploading a piece of damaged clothing and letting professionals upcycle their material while giving users a say and being able to see a visual before any commitment is made.
User Flow
Task: upload a picture of your old material and add a custom product to your cart
04 prototype
Sketches & Wireframes
Once I established the task flow I sketched out the various layouts and design elements for each screen. Drawing inspiration from other existing UI components on Dribbble and looking at features from other e-commerce apparel companies, I began brainstorming and creating solution sketches. After numerous iterations, I had landed on an idea that would support my user’s needs.
Next, I turned my sketches into a grayscale mid-fi wireframe...
05 test
Usability Testing
Throughout the duration of the wire-framing process, I conducted usability tests on ten different individuals to obtain constructive, real-time feedback that was incorporated to improve my design and ensure a frictionless user experience. To bring clarity and consistency to my testing I devised a Testing Plan outlining the steps to validate my design solution. I conducted 2 rounds of user testing with 5 new participants within the target audience in each round. Doing so revealed feedback on what functions and features within my app were not only hurting, but also helping the user achieve their goals.
Tasks:
  • Task 1: Find upcylcle/reuse page
    Task 2: Complete walkthrough and take photo of damaged
    Task 3: Retake picture and upload
    Task 4: Find pants and select size M in black
    Task 5: Proceed with purchase
Goals & Objectives:
  • Gather honest feedback
  • Reveal friction points in the task flow
  • Uncover gaps in the experience
  • Discover actionable findings that can help improve the design
Round 1 Insights
Although all tasks were complete, I found that this prototype still had room for improvement. From participant feedback I found some valuable insights and began brainstorming solutions and used a prioritization matrix to evaluate the impact these solutions would have on usability and the effort it would take to redesign each solution.
findings...
  • Task 1:
    -
    2 users were confused on what upcycling was but still chose to select it.
    - Individual product cards are too bulky
    Task 2:
    - 2 users clicked on the image placeholder on the first walkthrough page. I believe this is do to the progress bar not providing enough information to users that this is just a walkthrough and no actions are required yet.
    Task 3:
    - Concerns that the current retake icon (x) would exit them out of the whole walkthrough.
  • Task 4:
    - Participants thought the arrows would take them to a different style of shirt, not the pants template.

    - Two participants thought that they would be taking a photo of the whole shirt, not just a picture that showed the color and material. And thought the current shirt icon would be their whole shirt.
    Task 5:  
    - All users passed and believed it to be very self explanatory.
Round 1 Redesigns
Updates to Prototype V2
Version 1
Version 2
Version 1
Version 2
Version 1
Version 2
Version 1
Version 2
Round 2 Insights
Once again, all tasks were complete but, there was still work to be done. After the test sessions were done, participants revealed some alarming feedback. I began producing potential solutions and created another prioritization matrix.
findings...
  • Task 1:
    -
    All users passed
    Task 2:
    - Walkthrough CTAs are overwhelming
    - One user clicked the image on the first walkthrough to upload an image again, I believe this is do to not having an actual picture.
    Task 3:
    - All users passed
  • Task 4:
    - Text on arrows to select pants are too small. User stated that it was hard to see.
    Task 5:  
    - All users passed
Round 2 Redesigns
Updates to Prototype V3
Version 2
Version 3
Version 2
Version 3
06 Design
UI Design
After the mid-fi grayscale prototype has been tested twice and gone through 3 iterations, it was time to inject some life into it through user interface design.

To establish my products’ brand, I began writing a list of keywords that embody the brand’s essence and our user persona's characteristics, desired aesthetics, values as well as potential users in their normal environment
Keywords
  • Expressive
  • Joyful
  • Youthful
  • Retro
Moodboard
Using these keywords, I created a mood board to find a color palette, and typography system that expressed these words.
Color Exploration
Using my mood board, I collected various color swatches and started the process of selecting primary, secondary, accent, and semantic colors. I knew that colors had to feel young, bold, and exciting as well as have good contrast not only with each other but with neutrals in order to be accessible. 
Typography
I chose to use Brasika Display font for the wordmark and within the mobile application itself, but have made it clear that it must be used scarcely and only for titles and headers. This is because reading this font in small sizes and in blocks of text may be hard to read for users. With that being said, we did some research on how to combine serif fonts and san serif fonts because we wanted blocks of text to be easily readable considering this is an app designed for mobile screens.
Wordmark Exploration
Brand naming
I began this process by researching words that best represented the functionality of the app and conveyed my users’ goal of extending the life span of damaged or unwanted clothing. During this process we chose to use a simple/generic font so that we could better focus on the meaning of the name, rather than the visual appeal. I finally landed on...
Final Wordmark
App Icon
Hi Fidelity Prototype
Injecting my brand’s visual identity into my prototype was a challenge that I didn’t anticipate. Being a clothing brand, I found that I needed to use color sparingly as the abundance of photos that are needed to display products will be providing a lot of color and it was important to not overwhelm our users. Properly balancing out color ratios, establishing a type hierarchy that works on mobile and is accessible, and designing a unique identity required many attempts and versioning.
After countless hours using the Figma mirror app, receiving feedback, and iterations, I created my final UI prototype and developed an accompanying UI library system. I began my approach starting with atoms then molecules then started combining those elements to create larger organisms.
View Prototype
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