Assignment 4

Design Alternatives

Design 1
Design 2
Design 3

After analyzing the different design options, we decided to pick design 3 as our final choice. We decided not to use design 1 because it only allows the user to search by occasion, and not by any other specifications. We liked design 2, but we thought it was too busy for the home scene of the application. We liked design 3 the best because it was clear, simple, and organized and made use of effective metaphors that allow the user to connect with the two main functionalities of the application.

Overall Design and Scenario Storyboards

The main screen of the application is simple: it allows the user to choose between taking a photo to add an outfit to the virtual closet or searching for an outfit in the closet. When the user selects "Take a Photo" they can immediately take the picture with a few editing options. They can then choose to continue or retake the photo.

When the user takes a photo they must create tags for searching, so there are two ways to select tags. There is a list of recently used tags to select form and an input box for a new tag, or one that isn't shown. After saving it shows a preview of what it will look like in the closet and allow the user to edit it or go back to the home screen.

When the user chooses to search their virtual closet, they have similar options to when they tag a photo. They can either type in a tag or select recently used ones, then they select "View Outfits" and can scroll through the results of their search and view all of the outfits with the specified tags.


Esther worked as a designer by creating the interface models of the application. She used Paint to sketch storyboards of the main scenarios that occur when using the OutfITerator application. Emily worked as a designer and project manager by writing the explanations of the designs. She described the central concepts of our sketches and the steps a user will take to use the application in each scenario. Conor worked as a software developer, shaping the design by showing what was feasible and not.