User Research ⋅ Behavioral Change

Fast Fashion User Research

Fast fashion consumer behavior research in Taiwan. Aimed to reduce the unnecessary consumption of clothes.

Hero image to showcase the UI of the final design.

PROJECT OVERVIEW

To start with -
What is Fast Fashion?

The trend of fast fashion has been increasing in Taiwan and caused not only the waste of clothes but also environmental issues. Our team aimed to do user research on unnecessary consuming behavior beyond undergraduate and find out the solution.

PAIN POINT-

Hard to control consumption when shopping

enables the users to face various problems, including financial and appearance anxiety.

USER-

College students in age of 18-22

who started to have financial controlled ability to buy for their own clothes.

goal-

Make consumers aware of the waste of clothes

caused by excessive consumption, and get them to move on to change.

DURATION

3 months (Sept 2018-Dec 2018)
New Taipei City Computer Association

MY ROLE

Design Lead - User Research, Visual Design, Media Promotion

BACKGROUND

Quick look at the fast fashion trend in Taiwan.

In recent years in Taiwan, influenced by the fast fashion trends blowing from Europe and the US, the traditional fashion industry has been subverting. Fast fashion focuses on shortening the production cycle, increasing the frequency of releasing new products, and constantly introducing new products. By removing cheap, neat, and beautiful styles of clothes, consumers are enticed to consume by their "wants" instead of "needs."

Under the temptation of fast fashion, college students often consume unnecessary clothes or buy clothes beyond their actual needs, resulting in a lack of money, wardrobe space, and other extended problems that affect their quality of life.

We saw the relevance of this issue to our daily lives, not just some distant part of the world. So we hope to shout out to the public to reduce unnecessary consumption and cherish clothing resources.

A pile of clothes being throw on the floor.

process

How I go through my way to the goal.

By following the double-diamond model, we are able to discover and define the problem, develop a solution, and deliver the solution into practical actions.

The double diamond model, including 4 stages of: discover, define, develop and deliver.

DISCOVER

Does the issue worth it-
What are the user pain points?

To understand more about the users, we conducted the following two methods to gain more insight on the issue.

Literature Research

First of all, through a large number of news and literature search, we understand the issue of fast fashion, as well as the entire industry from front-end production to back-end consumer trading caused by waste.

And here are the findings...

Consumption behavior is interrelated with the context of consumers.

Consumption behavior is interrelated with the context of consumers.

Consumer consideration is more related to social identity.

However, it is worth noting that the consumption behavior itself will also affect the self-concept of consumers, and thus affect the self-identity. Therefore, the behavior of consumption and the sense of identity are mutually shaping the dynamic process.

Small Conclusion

By the literature research, we understand that the sense of identity is the deepest reason, which will eventually extend to other problems and make the project too complicates to finish within 3 months. We decided to only focus on the problem of consumer's explicit behavior.

Scenario Brainstorming

To understand users' experience, we immerse ourselves in the situation of consumers who go to a clothing store to buy clothes. By thinking our own experience and brainstorming the possible reasons why consumers decide to buy or not to buy.

And here's what we found...

Brainstorming result.

Reasons for NOT buying.

Not enough space.

Not enough space for storaging the clothes.

Poor clothes quality.

Some fast fashion clothes quality is bad, and can't wear many time.

No proper condition to wear.

Can't think of a situation to wear the clothes.

Reasons for Buying.

Keep on fashion.

Users are influenced by the fashion trends and would like to buy the latest fashion trends.

Clothes style not fit.

As users grow up and get into college, their clothing style has changed and need new outfit.

Body shape changes

When the users body shape change, they also need to consume new outfits.

Easy to throw away.

Due to the fast fashion, clothes price are very low and enable the users to throw them away easily.

Teased by friends

Users sometimes get teased by friends about their originally outfit and would like to consume new clothes.

Necessary.

Necessary consumption such as clothes for different situation.

We want to...

Encourage people to think the reasons for NOT buying,

and reduce their desire for buying.

DEFINE

Dig more into our users.

As long as consumers buy extra clothes that they do not need, it is a kind of unnecessary consumption. We decided that excessive consumption should also be included in this topic.
Therefore, the topic is finally focused on the "unnecessary consumption behavior of consumers".

Personas

Based on the empathizing stage, we created a user persona to help us understand the user deeper. After creating the personas, we can build up a solution better for the students.

Age 18-22 college students

is our main target users.

Having financial controll

to enable them to buy their own clothes.

Decide the look of themselves

to show their own personality.

Personas of the users.
A detail journey map of users.

Journey Map

Based on Sarah's persona that we created, we additionally built up a journey map that indicated Sarah's experience when going into a physical shop to shop for clothes.

Here are the key takeaways.

Consumers often does not think second time when paying.

Consumers do impulse shopping, but mostly still based on the principle of easy to dress up.

Develop

How can I find the best practice for solution?

Next, we come up with solutions to problems. We reignite ideas and build on other people's ideas to find multiple possible solutions. By using the scenario below, we think of the possible solutions.

"A customer is standing in the shop ready to consume. However, there are tons of clothes in his house only wore once or never been worn. The staff and his friends keep telling him that he looks good in the clothes. He is now in the dilemma whether to buy or not to buy."

We created the solution following the three stages.

Brainstorm for wild ideas.

At this stage, we want to generate as much solutions as we can.

Working on viable options.

Select possible solutions based on efficiency and time limited.

Executing the solutions.

Start to execute the solutions and modify after each try.

...and I have my HMW statement to help me focus throughout the whole project.

"How might we…
enable the users to see clear information of the ticket and have easy access to book the ticket,
so they can ensure they have booked the desired tickets."

Ideation

Brainstorming

By using post-it to brainstorm for solutions, we clustered into three main solutions.

Hold Challenge Games.

Both online and off line's challenge games to raise people's attention of by attending interesting games.

Create Fast-Fashion Consumer Behavior for Dummies.

Short dummies and memes to raise people's attention online and make them spread the news.

Hold Speeches with Opinion Leaders.

Find an opinion leader to speak about the fast fashion topic to use their influence in audience enable people to change.

Me and my teammate sitting around the table, writing down post-it for brainstroming.A collection of memos for our solutions.A collection of post-it for our solutions.Me and my teammate sitting around the table, writing down post-it for brainstorming.

Considering our resources and time constraints...

Creating a fast-fashion consumer behavior for dummies and promoting it online would be the most effective way to reach and impact a larger audience.

Compared to organizing challenges or collaborating with influencers for workshops, which may be time-consuming and could result in less effectiveness, developing a comprehensive cheat sheet allows us to refine the overall execution plan.

SOLUTION Showcase

Finally-
See What We've Done.

Due to the online channels where we can only passively wait for individuals to click on our information and cannot actively reach out to them, we have also brainstormed offline "flash events."

We conduct on-site promotions, distribute relevant promotional materials to introduce our ideas to them, and simultaneously invite them to share their experiences with us online. This integration of online and offline activities complements each other, generating greater benefits.

Online activities primarily aim to "broaden" the topics, while offline activities aim to "deepen" the understanding of our concepts.

Solution

Online Activity

Using Facebook's fan page to promote offline activity and increase the visibility of every post to share our idea. Posts we shared in the fan page:

Fast-Fashion Consumer Behavior for Dummies.

Giving out statistics for wasting the clothes and shouting out to consumers to think before buying.

Information of Offline Activities.

Sharing the information for flash events.

Articles from Opinion Leaders.

Some good articles about fast-fashion's waste.

A screenshot of a Facebook fan page with the online challenge about fast fashion.

Result

1370 Reach
58 Share

Solution

Offline Activity

We went to the night market which mainly sells clothes to promote the idea of thinking before buying.

Flash Event.

We gave out little bookmarks in night market that have tips to help consumers decide to buy the clothes or not. Later, we uses Google Sheet to collect feedback.

Promotion Event

Sharing the information for fast fashion by holding a small promotion in the night market.

My teammate giving out bookmarks and talking to passerbys about the disadvantages of fast fashion.
A collection of our bookmarks.

Result

131 Reach
38 Feedback

A look of the book mark that we made to give out in our off line activity, with the suggested solution printed on the bookmarks.

Context on the Bookmarks

Left:

"Do you still have money to spend in the end of the month?"​

Right:

"We have come out with a solution!
Before buying, think of the THREE STEPS:
1. Do I need the clothes?
2. How often will I wear it?
3. Is the clothes durable?
From now on, the life of the clothes is decided by YOU."

key takeaways

Something that I learned in this project.

By following the double-diamond model, we are able to discover and define the problem, develop a solution, and deliver the solution into practical actions.

Mix and Match.

Design is a constant process of improving the experience of end users. In every design stage, there is always feedback to be found by end users to optimize.

Double-Diamond Model is a tool.

Those design thinking methods are tools for the team to help empathize and find out the pain points of the users. It can be modified to best fit the team's need.

Brainstorm is a good way.

When doing design thinking, always brainstorm with the team to find out more ideas and possible thoughts. People may cover and build on each other's ideas to make it more complete.

Thank you for reading!
Interested in more works?