Product Design

2.0

Reducing the Cognitive Load

ROle

UX · UI · Product · Research

Tools

Figma · Unity · Kinect v2 · Claude Code · C#

Timeline

3 months

Overview

From concept to prototype

TrueStyle 2.0 is my graduate capstone at the College for Creative Studies, a continuation of TrueStyle 1.0 that pushed from concept into two working artifacts: a high-fidelity Figma prototype representing the full product vision, and a physical AR prototype built on real hardware to prove the core mechanic works.

Figma Prototype

The Vision

Production UI, polished interactions, user flow, the full experience as it should exist at market. Designed without hardware constraints, this is TrueStyle if all resources were available.

Answers: What should this be? Will this solve the users problem?

Physical Prototype

The proof

Kinect v2 + Unity + C#: off-the-shelf hardware turned into a working AR styling mirror. Lower visual fidelity, same core interaction model. Built to prove the concept works in the real world.

Answers: Does it work for real users, not just in theory?

01 - The Problem

A mirror with no touchscreen creates a UX problem nobody has solved before. How do you make a novel, AI-powered interface feel effortless?

What if your mirror knew your wardrobe as well as Spotify knows your music?

That question drove two decisions:

  1. How users navigate: which led to gesture, then voice

  2. How AI fits in: not as a feature, but as the thing that makes the whole interaction disappear

02 — Defining the Flow

Mapping a product
with no playbook

This was a novel product, existing mirrors like Lululemon and Peloton weren't built for trying on clothing, so there was no direct precedent to benchmark against. I started from the user's goal instead, mapping the flow from there. That part was relatively straightforward.

The first challenge was figuring out how users would navigate without a touchscreen. I wanted it to feel intuitive and seamless, using only four gestures so users wouldn't be overwhelmed trying to memorize them.

Low fidelity sketches

(TrueStyle 1.0)

03 — Trying Gesture Navigation

Four gestures.
Everything else falls away.

With gesture navigation in mind, I initially kept all interactions on the right side so users can scroll up and down or move back and forward through selections. Having controls split across both sides would break that entirely. Centering everything on one side is what makes the four-gesture system possible. When they find something they want, a swipe right saves it to their wish list on the mobile app.

swipe_up

Swipe Up

Scroll up through outfit options

swipe_down

Swipe Down

Scroll down through outfit options

swipe_left

Swipe Left

Go back

swipe_right

Swipe Right

Make a selection / Save to wish list on mobile app

Rethinking gesture navigation

The four-gesture system worked logically, but logic isn't everything. To get to a specific outfit category, users had to swipe through multiple layers of navigation. This started to feel more cumbersome than just going to your closet and trying on an item.

04 — The Pivot

Conversational AI

The mirror has no fixed navigation. The user talks to the mirror and asks what they need

"I need a formal dress for a wedding”

Voice lets someone say exactly what they want and skip the extra steps entirely. The interaction model stayed simple and the path to the result got dramatically shorter.

TrueStyle — From Gesture to Voice
psychology_alt

Reduced Cognitive Load

Voice removes the decision of which gesture to use. Users speak their intent directly, no mapping between action and meaning.

bolt

Faster Idea → Outfit

Saying "show me something casual" is faster than swiping through categories. Voice collapses multiple navigation steps into a single request.

touch_app

No System to Learn

Gestures require learning a structure, which direction does what. Voice commands are self-documenting. Users already know the language.

route

Direct Access

Instead of navigating four layers deep to reach a category, users just ask. "Show me work outfits" bypasses the entire menu structure in a single statement.

The best interaction model is one you don’t notice. Voice lets the mirror get out of the way so the user can focus on what matters, how they look and feel.

05 — accessibility

Voice-First, Not Voice-Only

Not everyone can, or wants to, talk to their mirror. The companion app works as a remote control, with full navigation and a text-based AI stylist for users who prefer typing over speaking.

Three ways to interact

Voice is the fastest path, but it's never the only one. The system supports three input modes that cover different contexts and accessibility needs.

mic

Voice Commands

The primary input. Speak naturally to browse, save, and restyle.

smartphone

Mobile App Remote

The companion app doubles as a remote control. Browse, navigate, and swipe through outfits from your phone, for users who prefer not to speak or are in a shared space.

chat

Text-Based AI Stylist

Type to the AI stylist directly in the app. Ask for outfit ideas, describe what you're in the mood for, or request specific combinations, all without saying a word.

06 — the vision 

What TrueStyle delivers

The Figma prototype represents the full product vision: the UI, the interaction model, the experience as it should exist at market.

Four core features, together they turn the mirror from a passive surface into an active styling partner.

auto_awesome

AI Styling

A learning model that studies your style goals over time — not just what you wear, but how you want to dress. The more you use it, the sharper the suggestions get.

checkroom

Digital Wardrobe

Your full wardrobe, digitized and browsable. Every piece cataloged, tagged, and ready to be styled — so nothing gets forgotten at the back of the rack.

person

Virtual Try-On

See outfits on your mirror avatar before committing. Evaluate fit, proportion, and pairings without changing clothes.

shopping_bag

Smart Shopping

Gap analysis meets capsule wardrobe building. The mirror identifies what's missing and recommends versatile pieces that work with what you already own — fewer items, more outfits.

07 — What I Learned

What I learned

This project lived in two forms, a Figma prototype exploring what TrueStyle should be, and a physical prototype testing whether it could work. Each one taught me something different.

Figma Prototype

Designing for a surface that doesn't exist yet

Edge-only UI was the right call

Keeping all controls outside the user's reflection wasn't just an aesthetic decision, it was the only one that made sense. The moment a UI element overlaps your face or body, the illusion breaks. Designing for the edges forced a kind of restraint that made the whole system feel more intentional.

Voice changed the IA entirely

Gesture navigation was still putting the mental load on the user, forcing them to style themselves. Voice revealed something different, users come with intent already formed. They know the occasion, the mood, the general direction. They just need the system to execute it. That's a fundamentally different mental model, and it changed how I thought about hierarchy, depth, and what "navigation" even means for this product.

AI reframes what "navigation" means

Without AI interpreting what a user means, voice becomes just another button. AI is what makes the interaction feel like talking to a stylist rather than manually styling themselves.

physical Prototype

What Figma can't teach you

Standing in front of it changes everything

Decisions that felt resolved in Figma revealed themselves the moment I was standing in front of the mirror. The timing of overlays, the weight of a swipe, the gap between an intentional gesture and an accidental one, none of that exists in a prototype file. You only find it by building.

The hardest problems were invisible in design

Depth axis inversion between Kinect and Unity, swipe intent detection, skeleton tracking latency, none of these show up in Figma. But they're core to whether the experience works. Building the physical prototype forced me to solve design problems I didn't know I had.

The bigger lesson

The gap between concept and prototype is where most ideas die and also where the real design decisions get made. TrueStyle 2.0 taught me that building something, even imperfectly, is the only way to know if the design actually works. The Figma prototype shows where this product should go. The physical prototype proves it's worth going there.

Building the physical prototype

08 — The Physical Prototype

How it actually works

The TrueStyle prototype runs on a vertical TV, a Kinect v2 camera, and Unity: off-the-shelf hardware turned into a working AR styling mirror. Kinect tracks 25 skeleton joints in real time and streams that data to Unity over UDP. Unity overlays clothing onto a live camera feed, anchoring tops to shoulder and spine joints and bottoms to hips. Everything scales dynamically as you move toward or away from the mirror.

Kinect v2 depth sensor hardware
sensors
Kinect v2 Sensor
Depth camera captures the user's full body and tracks 25 skeleton joints in real time
Depth + IR
Real-time joint tracking with green dots overlaid on body
accessibility_new
Joint Tracking
25 body joints detected and mapped in 3D space, updated every frame
30 FPS
KinectDataServer running in PowerShell terminal
dns
KinectDataServer
C# server extracts joint positions and streams them over UDP to Unity
UDP :7681
Unity editor with TrueStyle scene and clothing overlay
gamepad
Unity Engine
Receives joint data and overlays clothing onto the live camera feed
Unity 6 LTS

09 — Next Steps

Next steps

view_in_ar

Mesh 3D Textures

Using 3D substance, I would like to create my own mesh models and apply those instead of static PNG.

voice_chat

Incorpate Conversational AI

Integrate an LLM to enable natural conversation, allowing users to search and request specific clothing items through an intuitive chat interface.

science

User Test

Conduct moderated testing sessions to evaluate usability, engagement, and perceived value of the AR try-on experience.

Next
Next

The Autonomous College Commute, Reimagined (Category) (UI) (UX) (Product) (Research) (DesignSystems)