AI-Powered Tailoring

AI-Powered Tailoring

AI-Powered Tailoring

Web-based tool for tailored clothing, using AI to provide precise body measurements with ease

My Role

Research
Ideation
Sketching
Prototyping
Visual Design
User Testing

My Role

Research
Ideation
Sketching
Prototyping
Visual Design
User Testing

My Role

Research
Ideation
Sketching
Prototyping
Visual Design
User Testing

Team

Akshat Mishra
Anyi Chen
Diganta Ghorai
Tashi Sherpa

Team

Akshat Mishra
Anyi Chen
Diganta Ghorai
Tashi Sherpa

Team

Akshat Mishra
Anyi Chen
Diganta Ghorai
Tashi Sherpa

Tools

Figma
Jira
Blender
Substance Suite
Adobe CC
Zoom

Tools

Figma
Jira
Blender
Substance Suite
Adobe CC
Zoom

Tools

Figma
Jira
Blender
Substance Suite
Adobe CC
Zoom

Duration

2 Months

Duration

2 Months

Duration

2 Months

Overview

At WEST X EAST, we developed a web-based AI-powered tailoring tool, leveraging GPT-4, to streamline bespoke tailoring. By using just two photos, height, and weight, it captures precise client measurements tailored to production needs. This tool eliminates redundant data, resolves inconsistencies, and simplifies workflows. It has replaced the expensive, inefficient tools, offering a practical, cost-effective and custom solution for our use case.

Overview

At WEST X EAST, we developed a web-based AI-powered tailoring tool, leveraging GPT-4, to streamline bespoke tailoring. By using just two photos, height, and weight, it captures precise client measurements tailored to production needs. This tool eliminates redundant data, resolves inconsistencies, and simplifies workflows. It has replaced the expensive, inefficient tools, offering a practical, cost-effective and custom solution for our use case.

Overview

At WEST X EAST, we developed a web-based AI-powered tailoring tool, leveraging GPT-4, to streamline bespoke tailoring. By using just two photos, height, and weight, it captures precise client measurements tailored to production needs. This tool eliminates redundant data, resolves inconsistencies, and simplifies workflows. It has replaced the expensive, inefficient tools, offering a practical, cost-effective and custom solution for our use case.

tinySPACES cover

Problem Statement

At WEST X EAST, we needed precise measurements for our bespoke clients, but the legacy tools we used generated inconsistent and unnecessary data. Most of the measurements weren’t relevant to the production unit, causing confusion and delays. On top of that, the tools were expensive and didn’t justify their cost, making them a poor return of investment.

Solution

We created an AI-powered tool to simplify the measurement process for bespoke clients and production. Customers access the tool right after checkout to provide accurate body measurements aligned with production needs.

Photo-Based Measurement: Uses two photos (front and side), height, and weight for precise results.

Photo-Based Measurement: Uses two photos (front and side), height, and weight for precise results.

Photo-Based Measurement: Uses two photos (front and side), height, and weight for precise results.

Production-Focused Output: Tailored measurements align directly with the production unit’s needs, eliminating redundancy.

Production-Focused Output: Tailored measurements align directly with the production unit’s needs, eliminating redundancy.

Production-Focused Output: Tailored measurements align directly with the production unit’s needs, eliminating redundancy.

User-Friendly Interface: Simplified steps ensure clients can upload photos and input data seamlessly.

User-Friendly Interface: Simplified steps ensure clients can upload photos and input data seamlessly.

User-Friendly Interface: Simplified steps ensure clients can upload photos and input data seamlessly.

Workflow Integration: Automates measurement handling, reducing manual errors and saving time.

Workflow Integration: Automates measurement handling, reducing manual errors and saving time.

Workflow Integration: Automates measurement handling, reducing manual errors and saving time.

Research

Research

Research

I conducted interviews, surveys, and competitor analysis to identify inefficiencies, user pain points, and areas for improvement.

Stakeholder Meeting

I met with our Head of Operations and CEO to discuss bottlenecks in the bespoke tailoring workflow. They highlighted key challenges:

  1. Existing tools produced excessive, irrelevant data that slowed production, caused confusion, and failed to align with specific production needs.

  2. The tools were expensive and didn’t provide sufficient return of investment (ROI).

Competitive Analysis

We held a meeting with the stakeholders-who are also our mentors for the project, to review the feedback received on our Minimal Viable Product (MVP) and gain vital insights regarding the scope of the project, as well as addressed questions we had to find answers to. 

Ideation

Ideation

Ideation

Using the problem statements, I began the ideation process to develop potential solutions for the users.

Brainstorming

I brainstormed by sketching ideas and preparing a project brief, which I pitched to my teammate and collaborators as if presenting to the end-user. The sketches focused on enhancing player expression and multiplayer interaction.

Stakeholder Insights

The expanded project scope raised uncertainty about integrating multiplayer functionality within the timeline. A design review clarified priorities, task allocation, and milestones.

Key Takeaways:

  • Validate the concepts by testing interactions separately - Navigation, Customization. 

  • Curating assets and textures carefully, and determine an estimate range of options.

  • Focusing more on delivering the values than the actual isometric genre.

  • Integrating NPCs if we can not make the multiplayer feature happen by our milestone deadline.

Concept Testing - Prototype

Before progressing, we tested two key features: space customization and visiting other players’ spaces. To validate these concepts, we developed a prototype. I created all 3D assets in a low-poly art style and integrated them into the Unity build.

Concept Testing - Prototype

The 20+ users who tested this version enjoyed the isometric view and successfully navigated between spaces. They also expressed interest in playing the game on portable devices, such as Android or iOS.

Usability testing revealed that objects facing away from the light source were obscured by shadows, prompting a need to revise the lighting system. Given our extensive task list and timeline - including asset creation, UX design, and playtesting - we implemented a static lighting system to ensure scalability and consistent visuals across devices.

User Stories

We developed user stories to empathize with players’ needs and used the MoSCoW prioritization method to determine the most critical features for the game.

User Flows

These are the paths users take to complete actions within the game. We focused on the most critical paths addressing the identified problems and created three user flows: creating an account and getting started, visiting other players' spaces, and sending messages to other players.

Sketches

To bring the ideas to life, we sketched screens based on the three previously developed user flows. During the process, we focused on fundamental design principles to ensure seamless usability and intuitive navigation.

Lo-Fi Wireframes

The sketches guided the creation of wireframes in Figma and clarified the placement of visual elements within the game UI. Wireframes were designed for 16:9 screen sizes and covered the three primary user flows, along with additional flows integral to the game experience.

Mid-Fi Prototype

Faced with a crucial design decision about the placement and orientation of the build menu, we decided to run a usability test to gather direct user feedback. Collaborating with our programmer and incorporating stakeholder insights, we developed a mid-fidelity prototype based on updated wireframes that reflected the game’s new 2D-inspired art direction. This version introduced a vertical build menu, allowing players to access a furniture catalog and start customizing their spaces.

Mid-Fi Prototype Testing

Main Goal:
To evaluate the interaction of customizing spaces using furniture items from the build menu.

Test Objectives:

  • Assess users’ initial impressions of specific screens.

  • Evaluate the process of customizing a space from scratch.

  • Test the usability of the vertical build menu.

  • Understand users' cognitive processes during interactions.

Test Questions:

  • Can users select items from the build menu and place them in their spaces?

  • Can users easily move and rotate items?

  • Can users complete decorating their space without interruptions?

Mid-Fi Prototype Testing Results

85%

of users attempted to click and drag items from the build menu, uncovering a critical bug that disrupted functionality.

50%

of users found it inconvenient to move the cursor to the screen corner to exit selection mode, highlighting a key usability pain point.

70%

of users reported that the build menu reopening after placing each item disrupted their workflow and customization experience.

30%

of users expressed a desire to customize floor textures, revealing an opportunity to expand customization options.

Design

Design

Design

This digital game allows players to express themselves by customizing spaces. We aim to integrate multiplayer features where players can visit others' spaces, interact with them (rotate the space), and send notes that can be displayed, fostering a sense of community.

Moodboard

I created a mood board to define the visual aesthetics and values of tinySPACES. The selected images convey a cozy, chill vibe, reflecting a welcoming aesthetic that fosters comfort and a sense of belonging for players.

UI Inspiration

Given the game's focus on space customization, we designed a UI with a neutral and clean and sleek look to complement the diverse spaces created by players.

Style Guide

After handpicking the fonts, we selected duo tone gradients for the buttons

Game Tutorial

A clear, minimal tutorial was designed to teach players the controls, navigation, and interactions within the game. I created all tutorial animations in After Effects, breaking them into six concise steps for easy understanding.

Object Placement

Design Menu

Space Rotation

Setting Prompt

Introducing Messages

Game Tutorial 06

High Fidelity Screens

After several iterations, I designed the high-fidelity screens. Players can customize their spaces from a curated selection of over 250+ unique assets. To support this, I focused on creating minimal, visually clean screens to reduce cognitive load and enhance usability.

Hi-Fi Prototype Testing

With the Hi-Fi prototype ready, we tested both the remaining objectives and the updated versions of previous ones.

Test Objectives:

  • Overall navigation and gameplay experience.

  • Explore the impressions of the players visiting other players' spaces.

  • Test the new optimized build menu.

  • Sending notes to other players.

Test Questions:

  • Are the players reading other players' prompts before sending them notes?

  • Are the users taking inspiration from visiting other players' spaces? And if so, is it affecting their artistic expression?

  • How much time is an average user spending customizing their space?

Hi-Fi Prototype Testing Results

80%

of users spent an average of 10 minutes customizing their spaces, indicating strong engagement with the core feature.

30%

of users highlighted redundant text on the Visiting Neighbor's screen, leading to content revisions and improved typography for accessibility.

60%

of users visited others' spaces and made changes to their own after drawing inspiration, demonstrating effective social interaction mechanics.

75%

of users visited others' spaces and made changes to their own after drawing inspiration, demonstrating effective social interaction mechanics.

Final Version (Gameplay)

We began by creating an immersive experience centered around sending augmented reality notes to bring people together. After testing multiple prototypes, we had a major breakthrough: players wanted more than just messaging- they craved deeper interaction and customization. This realization led us to pivot and make customization the centerpiece of our game, shaping the experience into what it is today.

Retrospection

Retrospection

Retrospection

This project was both fun and rewarding! Running playtests and seeing players enjoy the game in real time was incredibly fulfilling.

The Outcome

Delivered a multiplayer experience centered on space customization and social interaction, achieving seamless usability and high player engagement despite strict deadlines. Designed and executed a scalable 3D asset pipeline and optimized gameplay mechanics for cross-platform compatibility.

What I Learnt

This project refined my expertise in user-centered design, agile workflows, and interactive systems. Collaborating on iterative testing and prototyping allowed me to address usability friction points effectively. Seeing real-time player engagement validated the design decisions and reinforced the importance of crafting intuitive, delightful experiences.

What’s Next

Expand core functionality to include player-driven features such as furniture trading, NPC-driven side quests, and decor challenges. Leverage advanced visualization techniques to elevate user immersion, focusing on dynamic customization tools and enhanced aesthetic elements for deeper player engagement.

Mettalic shape background image

Your vision, our future

Ready to innovate? Let's connect.

Mettalic shape background image

Your vision, our future

Ready to innovate? Let's connect.

Mettalic shape background image

Your vision, our future

Ready to innovate? Let's connect.