CASE STUDY . 2024

Swedies Galary.

Swedies Galary.

Swedies Galary.

UX/UI Design

Adobe XD

8 weeks

End-to-end Product Designer

01

THE CHALLENGE

HOW MIGHT WE MAKE SWEATSHIRT CUSTOMIZATION SIMPLE?

Custom sweatshirt tools often make customization complicated, especially when users want to design more than just the front or back.

THE CORE QUESTION

How might we make full sweatshirt customization feel simple and intuitive?

Sweedies needed a simpler way for customers to customize the front, back, and sleeves without relying on confusing 3D editors.

02

THE GOAL

MAKE CUSTOMIZATION SIMPLE.

MAKE EVERY SIDE DESIGNABLE.

01

Make it expressive

Let customers customize the front, back, and sleeves.

02

Reduce complexity

Make switching between different areas quick and easy.

03

Keep the experience adaptable

Create a flexible interface that can be extended to different screen sizes.

03

RESEARCH AND INSIGHTS.

Reviewed existing customization experiences to identify common interaction patterns, usability gaps, and opportunities for improvement.

01

Unclear pricing

Users want to see the full cost before ordering.

02

Lack of personalization

Users want more control over how their design looks.

03

Uncertainty about the final design

Users need to clearly understand how their design will look before ordering.

01

Unclear pricing

Users want to see the full cost before ordering.

02

Lack of personalization

Users want more control over how their design looks.

03

Uncertainty about the final design

Users need to clearly understand how their design will look before ordering.

PERSONA

ADITHYA

College Student · 21 · Bangalore, India

GOALS

Create something personal

Preview the design before ordering

Keep the price clear

FRUSTRATIONS

Confusing customization tools

Limited control over the design

Difficult to visualize the final garment

BEHAVIORS

Explores designs online

Compares options before buying

Values uniqueness

04

THE SOLUTION

SOLVING THE “SLEEVE GAP”.

Most customization tools focus on the front and back, while sleeve customization is either missing or buried inside a difficult 3D editor.

I designed a Side View mode that lets users switch between Front, Back, and Side with a single tap.

05

DESIGN PROCESS

FROM WIREFRAMES TO PROTOTYPE.

I started with low-fidelity wireframes to define the catalog, editor, and cart before adding the multi-view logic.

I also tested the simplest version of switching views with a tap before moving to high-fidelity screens.

06

USABILITY STUDY FINDINGS

USABILITY STUDY.

1. Users needed a quantity selector directly in the order step - it was missing entirely.

2. Users wanted product recommendations near checkout rather than a dead end after adding to cart.

3. Primary buttons were too large, crowding the canvas on smaller screens.

07

INTERACTION ARCHITECTURE.

Making the whole customization flow work together.

08

DESIGN SYSTEM

Design System & Screens.

A small, deliberately restrained system: a neutral grayscale palette (#FFFFFF, #707070, #000000) so the garments and designs stay the visual focus, paired with a type scale (Helvetica, Proxima Nova, Palatino Linotype, Arial) used consistently across the catalog, editor, and product pages.

09


Accessibility Considerations.

Readable Typography

Clear type hierarchy and sufficient sizing improve readability.

Clear visual hierarchy

Important actions and information are visually separated to reduce cognitive load.

Predictable interactions

Interactions and navigation remain consistent across the customization flow.

10

KEY TAKEAWAYS

WHAT I LEARNED?

  1. Make complexity feel simple

  1. Design for the whole product

  1. Test before polishing

© 2026 CHANDAN M. ALL RIGHTS RESERVED.

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