An, augmented reality experience application designed for online shopping.
Design an application that included three themes, fashion, mobile, and on-demand content or usage. While creating a visual prototype and some form of marketing material to go with it. So I went to thinking, to the benefit of the consumer and the seller, wouldn’t it be better if the consumer would be able to try on clothing or see it before they bought it?
Research and function
Within the University class, we were set into groups of four to five. Within these groups, we were asked to brainstorm and come up with a solution to the problem described above. Through this session, we learned a lot about group management and we pushed our influencing and persuasion skills to the limits.
At the end of this session as a group, we settled on an Augmented Reality based experience that could be featured in the form of an AR smart home device and could fit clothing to you via an app.
The product we envisioned would help meet the demands of the growing e-commerce industry and could reduce the risk of returning items for giants like Amazon, Ali-Express and even eBay.
Who are relentless on cost-saving measures, some even to the detriment of their own workforce and since AR is now at the forefront of modern technology we felt confident to move forward with this idea since we had limited time as part of the workshop.
How I dealt with bumps in the road?
My design finished being something that is ergonomic and as someone that has RSI, I put that as a priority. It features a design that not only looks appealing but is sensitive to the growing trend of all-screen smartphones, a trend brought forward firstly by the iPhone X in 2017.
Hence the decision to move the main UI elements to the center of the screen.
Researching the demographic
Researcher Thomas M. Greiner stationed in the US Army measured the average thumb size of 2,307 service members. He found that the average thumb size was 2.74 inches with men and 2.49 with women.
In the United Kingdom, the mean average screen-size is 5.1 inches based of the twelve most popular devices in the country.
Using these measurements, I was able to calculate the optimal placement for thumb elements. Approximately 30-48% radially from either bottom corner depending on the aspect ratio of the display.
What this means?
I was able to then find the mean screen size and thumb size to then my user interface to best suit the demographic.
The above image showcases the physical AR camera as a mockup in 3D. Its ascetic is inspired by portable speakers like the B&O Zeppelin and the Beats Pill, which both successfully sold in the millions and are usually found around the home on desks, shelves, and bookcases which are places my device would ideally be placed on or within.
The finish line
The interconnecting piece that brings this all together is that nine of ten products mentioned in this case-study are and have been sold by Apple, who is currently leading the world in AR not just in technical terms but in working AR devices too.
Therefore bringing my product in line with a demographic that is both invested and familiar to AR on mobile and tablets.
Over 2,000 applications on the IOS App Store use Apple's AR Kit in some form.
Supported IOS Devices
Apple has supported AR devices ranging from the iPhone 6 to the very latest iPhone XS Max.
Apple's AR kit
The kit itself has reached over 13 million downloads, which is more than the population of Zimbabwe.
AR currently holds a market share size of 27 billion dollars worldwide.