U.S. patent application number 13/802166 was filed with the patent office on 2014-03-06 for interactive toy dressing system.
This patent application is currently assigned to BUILD-A-BEAR WORKSHOP, INC.. The applicant listed for this patent is BUILD-A-BEAR WORKSHOP, INC.. Invention is credited to Brandon Elliott.
Application Number | 20140061295 13/802166 |
Document ID | / |
Family ID | 50186031 |
Filed Date | 2014-03-06 |
United States Patent
Application |
20140061295 |
Kind Code |
A1 |
Elliott; Brandon |
March 6, 2014 |
INTERACTIVE TOY DRESSING SYSTEM
Abstract
Systems and methods for providing an interactive toy dressing
system. The system is designed to provide not only coordinating toy
outfit purchasing advice, but can provide a play environment which
assists users in determining coordinating clothing options that are
available, and locating them for purchase.
Inventors: |
Elliott; Brandon; (St.
Charles, MO) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
BUILD-A-BEAR WORKSHOP, INC. |
St. Louis |
MO |
US |
|
|
Assignee: |
BUILD-A-BEAR WORKSHOP, INC.
St. Louis
MO
|
Family ID: |
50186031 |
Appl. No.: |
13/802166 |
Filed: |
March 13, 2013 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61697530 |
Sep 6, 2012 |
|
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Current U.S.
Class: |
235/375 |
Current CPC
Class: |
A63H 3/52 20130101; A63H
3/36 20130101; A63H 2200/00 20130101 |
Class at
Publication: |
235/375 |
International
Class: |
A63H 3/36 20060101
A63H003/36 |
Claims
1. An interactive dressing system comprising: a screen; a scanner;
and a plush toy; wherein said scanner identifies said plush toy;
and wherein, based on said identification, said screen displays a
corresponding outfit for said plush toy.
2. The interactive dressing system of claim 1, wherein said scanner
comprises a bar code reader.
3. The interactive dressing system of claim 2, wherein said scanner
identifies said plush toy by scanning a bar code on a tag attached
to said plush toy.
4. The interactive dressing system of claim 1, wherein said screen
comprises a touchscreen.
5. The interactive dressing system of claim 4, wherein said screen
comprises one of a plurality of displays which may be selected via
a touchscreen.
6. The interactive dressing system of claim 1, wherein said screen
displays said plush toy in said outfit.
7. The interactive dressing system of claim 1, further comprising a
housing for said screen.
8. The interactive dressing system of claim 7, wherein said housing
is shaped as an armoire.
9. The interactive dressing station of claim 1, wherein said screen
is part of a mobile phone.
10. The interactive dressing station of claim 1, wherein said
scanner comprises a camera.
11. An interactive dressing system comprising: a screen; a scanner;
and an initial item of clothing for a plush toy; wherein, said
scanner identifies said item of clothing; and wherein, based on
said identification, said screen displays at least one additional
item of clothing.
12. The interactive dressing station of claim 11, wherein said at
least one additional item of clothing is part of an outfit of which
said initial item of clothing is also a part.
13. The interactive dressing station of claim 11, wherein said at
least one additional item of clothing is selected to be displayed
because said at least one additional item of clothing has been
recently sold with said initial item of clothing.
14. The interactive dressing station of claim 11, wherein said at
least one additional item of clothing and said initial item of
clothing are displayed on a plush toy.
15. The interactive dressing station of claim 11 further
comprising: a plush toy; wherein said plush toy is also identified
by said scanner; and wherein said at least one additional item of
clothing and said initial item of clothing are displayed on said
plush toy.
16. The interactive dressing system of claim 11, wherein said
scanner comprises a bar code reader.
17. The interactive dressing system of claim 16, wherein said
scanner identifies said initial item of clothing by scanning a bar
code on a tag attached to said initial item of clothing.
18. The interactive dressing system of claim 11, wherein said
screen comprises a touchscreen.
19. The interactive dressing station of claim 18, wherein said
additional item of clothing can be purchased from said screen.
20. The interactive dressing station of claim 18, wherein said
additional item of clothing can be identified in an electronic
communication sent from said screen.
Description
CROSS REFERENCE TO RELATED APPLICATION(S)
[0001] This application claims the benefit of U.S. Provisional
Patent Application Ser. No. 61/697,530 filed Sep. 6, 2012, the
entire disclosure of which is incorporated herein by reference.
BACKGROUND
[0002] 1. Field of the Invention
[0003] This disclosure relates to systems and methods for providing
for an interactive matching or dressing system, particularly for
providing clothing for plush toys, that utilizes an interactive
interface to provide outfit coordination and matching advice.
[0004] 2. Description of Related Art
[0005] As the world has become more advanced, virtually every
aspect of human existence has incorporated new technologies. In
many respects, toys have been around for much of recorded human
history and are generally objects used for play to train children
for future life which are often designed to be versions of objects
used by adults. Because toys are often designed to teach intended
behavior, toys have changed as the world has changed to allow for
children to play with objects that have become commonplace.
[0006] In the last 15 years, the manufacturing process of toys has
become additionally personalized through the advent of toy stores
where the toy is not just purchased off of a rack, but is, at least
partially, manufactured by the user himself or herself. One such
type of store is the Build-a-Bear Workshop.TM. store where a person
can construct a plush toy from various provided components such as
a shell and stuffing. Part of the entertainment value of the toy is
the ability of the user to be part of the toy's process of
manufacture. In these types of on-demand and self-service
manufacturing methodologies, the user is present for the toy's
creation and construction, and the toy is often more personalized
because the user has made personal decisions about the design of
the toy. This can include decisions as to the toy's design and what
additional components or functionality it includes.
[0007] In effect, the toy becomes more capable of reflecting the
toy's owner because its owner is also, in many respects, its
creator and builder. This is beneficial both for children in making
customized toys and for toys which are given to the child. The
latter results in the toy often having a more personal connection
as it is associated by the child with the person who made and gave
the toy to the child because of the personalization. Further, the
very process of building a toy is "play" which emulates modern
manufacturing and construction techniques and can provide
entertainment and learning as well. Further, toy stores are also
increasingly becoming play destinations where the toy is viewed as
a "friend" or "companion" allowed to take part in the child's
activities instead of an inanimate object.
[0008] Personalization and anthropomorphism of toys by children as
part of their play is not new. The "reality" of toys as things
other than inanimate objects has been fertile ground for children's
literature and entertainment for many years and virtually every
child, at some time, sees a toy as more than just an object. It has
long been recognized that children have a more difficult time
separating fantasy from reality than adults and, therefore, such
anthropomorphism is easily understood. Further, anthropomorphism of
toys can allow a parent to use a child's imagination to assist in
dealing with problems created by a child's imagination.
Child-rearing books are filled with examples of using a child's
plush toy, and a child's imagination, as a powerful hero that can
defend the child from a child's imagined "monsters under the
bed."
[0009] Particularly when it comes to plush toys, the desire of
children to anthropomorphize the toys can be strong. Such toys are
very often comfort objects for children and are often used to calm
and reassure children. A teddy bear going through an X-ray scanner
prior to a child is a common image. Thus, there is often a natural
push that plush toys are seen by children as real "people". This
particular anthropomorphism, and the specificity with which it is
associated with a particular plush toy, leads to a need for play
stations and a toy assembly workshop where the particular plush
toy, regardless of its construction, is able to interact with the
play environment as a "person" instead of a "thing".
[0010] Part of the anthropomorphism of a toy, and particularly a
plush toy, is to dress it. A toy such as a doll which is
representative of a human figure is logically dressed as, in most
cultures, humans are regularly clothed and the doll is supposed to
represent a human. Learning to dress and feed an infant by dressing
and feeding a doll designed to represent an infant fits the purpose
of the toy as an object for children to learn behaviors they will
use as adults. Even adults learning to care for infants are
regularly provided with an infant doll in childbearing classes to
get used to how to hold and carry an infant. Similarly, a doll
representing a child or adult in specific situations (for example,
a soldier, ballerina, or fireman) helps teach children where
components of clothing are worn, specifics and uses of different
clothing types, how to recognize individuals in certain
professions, and how to coordinate outfits. This all fits with the
educational purpose of toys to teach certain forms of behavior.
[0011] There is not so clear an educational reason, however, for
clothing a plush toy animal (such as, but not limited to, a teddy
bear, dog, cat, or monkey). While these toys often have a vaguely
human shape and are often quite different in appearance from their
animal world counterparts, these animals generally do not wear
clothes in any circumstance outside of the toy realm. Further,
while the anatomic similarity between many teddy bears and a human
is undeniable, the ability of a person to be able to correctly
clothe a teddy bear provides only some of the same teaching benefit
as clothing a human doll.
[0012] Instead of being a training tool for correct dressing and
child care, the clothing of plush toys is often to provide for them
having a more individualized personality, reflect the personality
of the toy's owner, and to provide for increased anthropomorphism
of the toy to the owner. It is easier to see a teddy bear as a
"real" superhero when they are dressed like a superhero with whom
the child is familiar from comic books or television programs.
Similarly, clothing of a toy can allow the toy to play "dress up"
with the child. The plush toy can also take a particular role based
upon its clothing, allowing for them to be a playmate. For example,
a teddy bear can get dressed in a dress for a tea party or can get
dressed as a fireman to rescue a second plush animal from a burning
bookcase.
[0013] The purchase of clothing for a toy can, however, be a
challenge for a parent, guardian, or grandparent. Many times,
clothing for plush animals is licensed so that it allows the toy to
specifically resemble a chosen character from television, movies,
or books. Further, many clothing items are designed to go together
to create a coherent outfit. However, a parent may not be entirely
familiar with the subject matter that is being licensed and how the
outfits are supposed to coordinate. The parent may not know that
the child's desired character is the one that wears red shoes, not
the one that wears blue shoes and inadvertently purchase parts of
two different outfits when the child is interested in particular
one. As any parent knows, such a fashion faux pas can result in a
great deal of drama.
[0014] Further, even if the parent knows what they are looking for,
or the child is present and can make sure there are no major
mistakes from misunderstanding a desired outfit, locating the
desired clothing from a plush toy clothing rack can in and of
itself be difficult. Plush toy clothing today often does not
involve a single item, but, much like real clothing, involves an
entire outfit and coordinating accessories that are sold
individually instead of as a complete package. This provides for
multiple price points and the ability to mix and match if the child
desires, but can increase the chance that a coordinating item is
not readily found or frustrate the child and parent in trying to
find items that match.
[0015] Thus, even if a parent has the shirt, they may not be able
to find matching pants on the rack. As plush toy clothing becomes
more sophisticated, the number of components can go up and the
number of possible ways to coordinate them can go up as well making
the ability to figure out coordinating outfits all the more
difficult.
SUMMARY
[0016] Because of these and other problems in the art, described
herein, among other things, are systems and methods for providing
an interactive toy dressing system. The system is designed to
provide not only coordinating toy outfit purchasing advice, but can
provide a play environment which assists users in determining
coordinating clothing options that are available, and locating them
for purchase. In this way, a user can be pleased that the outfit
they selected looks coherent, coordinated, and stylish.
[0017] There is described herein, an interactive dressing system
comprising: a screen; a scanner; and a plush toy; wherein, the
scanner identifies the plush toy; and wherein, based on the
identification, the screen displays a corresponding outfit for the
plush toy.
[0018] In an embodiment of the interactive dressing system, the
scanner comprises a bar code reader.
[0019] In an embodiment of the interactive dressing system, the
scanner identifies the plush toy by scanning a bar code on a tag
attached to the plush toy.
[0020] In an embodiment of the interactive dressing system, the
screen comprises a touchscreen.
[0021] In an embodiment of the interactive dressing system, the
screen display comprises one of a plurality of displays which may
be selected via the touchscreen.
[0022] In an embodiment of the interactive dressing system, the
screen display displays the plush toy in the outfit.
[0023] In an embodiment, the interactive dressing system further
comprises a housing for the screen.
[0024] In an embodiment of the interactive dressing system, the
housing is shaped as an armoire.
[0025] In an embodiment of the interactive dressing system, the
screen is part of a mobile phone.
[0026] In an embodiment of the interactive dressing system, the
scanner comprises a camera.
[0027] There is also described herein an interactive dressing
system comprising: a screen; a scanner; and an initial item of
clothing for a plush toy; wherein, the scanner identifies the item
of clothing; and wherein, based on the identification, the screen
displays at least one additional item of clothing.
[0028] In an embodiment of the interactive dressing system, the at
least one additional item of clothing is part of an outfit of which
the initial item of clothing is also a part.
[0029] In an embodiment of the interactive dressing system, the at
least one additional item of clothing is selected to be displayed
because the at least one additional item of clothing has been
recently sold with the initial item of clothing.
[0030] In an embodiment of the interactive dressing system, the at
least one additional item of clothing and the initial item of
clothing are displayed on a plush toy.
[0031] In an embodiment, the interactive dressing system further
comprises: a plush toy; wherein the plush toy is also identified by
the scanner; and wherein the at least one additional item of
clothing and the initial item of clothing are displayed on the
plush toy.
[0032] In an embodiment of the interactive dressing system, the
scanner comprises a bar code reader.
[0033] In an embodiment of the interactive dressing system, the
scanner identifies the initial item of clothing by scanning a bar
code on a tag attached to the initial item of clothing.
[0034] In an embodiment of the interactive dressing system, the
screen comprises a touchscreen.
[0035] In an embodiment of the interactive dressing system, the
additional item of clothing can be purchased from the screen.
[0036] In an embodiment of the interactive dressing system, the
additional item of clothing can be identified in an electronic
communication sent from the screen.
BRIEF DESCRIPTION OF THE DRAWINGS
[0037] For a better understanding of the embodiments described
herein and to show more clearly how they may be carried into
effect, reference will now be made, by way of example only, to the
accompanying drawings which show at least one exemplary
embodiment.
[0038] FIG. 1 provides a perspective view of an embodiment of an
interactive toy dressing system.
[0039] FIG. 2 provides an embodiment of a screenshot of a model toy
dressed in a sample outfit.
[0040] FIG. 3 provides an embodiment of a screenshot of a scroll or
browse function.
[0041] FIG. 4 provides an embodiment of a screenshot of an outfit
selection function.
[0042] FIG. 5 provides an embodiment of a screenshot of a view of
outfit components.
[0043] FIG. 6 provides an embodiment of a screenshot of an item
selection function.
[0044] FIG. 7 provides an embodiment of a screenshot of an item
detail screen.
[0045] FIG. 8 provides an embodiment of a screenshot of an item
scan match showing a model toy.
[0046] FIG. 9 provides an embodiment of a screenshot of an outfit
selection function coming from an item scan match.
[0047] FIG. 10 provides an embodiment of a screenshot of outfit
components matching a scanned item.
[0048] FIG. 11 provides an embodiment of a screenshot of an item
detail screen including a future recall section.
[0049] FIG. 12 provides an embodiment of a screenshot of a
coordinating outfit selection from a toy scan.
[0050] FIG. 13 provides a printout of a personalized clothing
wishlist.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0051] FIG. 1 provides an embodiment of a dressing system (100)
which is designed to resemble an armoire or other piece of
furniture where clothing is traditionally stored and selected. This
is not required, but can assist in the play value of the dressing
system (100) by linking it to fashion and clothing. The dressing
system (100) will generally be positioned in a retail environment
in close proximity to racks of clothing for toys. This may be as
part of an interactive toy assembly workshop such as, but not
limited to, that described in U.S. Provisional Patent Application
Ser. No. 61/684,420, the entire disclosure of which is herein
incorporated by reference, or may be part of a more traditional
retail store.
[0052] The dressing system (100) will generally comprise a computer
having various pieces of computer hardware including, but not
limited to, digital processors, display devices, input devices,
local storage, and communication hardware, which hardware is
effectively concealed in the station to enhance seamless data
collection and eliminate the need to utilize traditional computer
interface tools to the extent possible. The computer at the
dressing system (100) may be in communication with other stations
in the workshop or retail environment and may be in communication
with remote computing tools such as storage devices and more
powerful network machines in a manner well known to those of
ordinary skill. They may also be in communication with other
networks such as, but not limited to, the Internet. These types of
networks of computers are well understood by those of ordinary
skill. In an alternative embodiment, the dressing system computer
can comprise a mobile device or client computer with the dressing
system being provided in software functionality as a mobile "app"
or Internet based application.
[0053] The embodiment of the dressing system (100) shown in FIG. 1
(which is designed for use in a retail environment) includes
functional components of an armoire including a hook (103) which
may be used to store accessories a user has already picked out
prior to purchase, and a mirror (105). These are not required but
can be useful to provide for an enhanced reality experience where
the digital content provided by the dressing system (100) is
integrated with "hands on" components. In this case, the mirror
(105), for example, can be used to view the plush toy (53) after it
is dressed, in the same manner as a dressing room, and the hook can
be used to hold hangers and related items while the plush toy (53)
is dressed so it is not necessary for the user to place these back
on clothing racks.
[0054] The dressing system (100) will generally comprise a screen
(101), which, in the depicted embodiment, is a touch screen to
provide for a simplified digital interface and can also include
speakers to provide for sound. It is preferred that the dressing
system (100) have content running at all times on the screen (101)
to provide for a pleasant appearance and to eliminate the
appearance of the screen (101) as a "black void" when not in use.
Further, this can enhance the recognition that the touchscreen
(101) is an interface device. The content presented may be simple
digital advertising, may provide for a welcome type of screen, may
provide a sampling of functional screens, or may provide a static
display indicative of the object that the dressing system (100)
represents.
[0055] The dressing system (100) may include a scanner (307) for
reading a machine readable indicia such as, but not limited to, a
standard 2-D bar code, a 3-D bar code, a QR code, or any other
machine readable code. The scanner (307) can be used to allow for
the dressing system (100) computer and any associated network, to
take in information from a user and to identify an object provided
to it in a concise fashion. Alternatively, other identification
methods, such as identification of images through a camera
interface as particular objects could alternatively or additionally
be used. This information may come from a variety of forms. In the
most basic format, the scanner (307) is capable of reading
information about a toy (53) or item of clothing by scanning a hang
tag or other indicator which allows for information about the toy
(53) to be transferred to the dressing system (100). The scanner
(307), however, may also be used for enhanced marketing or user
detection.
[0056] In an embodiment, the scanner (307) may be used outside of
toys (53) for marketing. Users may be provided with marketing
mailers, emails, or other content which may include a machine
readable indicia. This material could be to promote a certain item,
provided as a reward, or to recognize an event (such as, but not
limited to, a birthday). The content could be brought in and
scanned by the user (e.g., from a paper printout or from a screen
display on an item such as, but not limited to, a smartphone).
[0057] Upon scanning, the dressing system (100) could present
individualized or semi-individualized content. For example, for
birthday related content, the dressing system (100) could provide
birthday related imagery and wish the user a "happy birthday." This
content is semi-individualized as, while it acknowledges a specific
event related to that user, it is not specific to that user and any
user with birthday content could receive the identical message. In
personalized content, the specific birthdate or user's name could
be displayed so that message is not the same for all birthdays, but
specific to that user.
[0058] In a still further embodiment, the dressing system (100)
could react to a frequent purchaser card being scanned. This could
allow for specific information about the user to be displayed and
the enhanced reality function to interact with the user
individually. For example, the user's name could be displayed or
the dressing system could inquire as to whether an outfit is being
sought for a particular toy (53) the user previously purchased, or
if matching items to a previously purchased clothing item are
desired. If the answer is yes, the pre-purchased toy's avatar
imagery could be located and used in future queries or matches
could be automatically retrieved.
[0059] As indicated, in most cases, the scanner (307) will be used
to provide information based upon a user's current intended
purchase of clothes for a plush toy (53). As such, the dressing
system (100) will generally act on three different potential
sources of information. In the first, nothing is scanned (FIGS.
2-7) but the dressing system will still interact with a user. In
the second, an article of clothing is scanned (FIGS. 8-11), or
otherwise identified to the dressing system (100), which implies
that the user is looking for other articles coordinating with that
one. In the third mode, a plush toy (53) is scanned (FIG. 12), or
otherwise identified to the dressing system (100), implying the
user is looking for dressing suggestions for that toy (53). It
should be recognized that these three modes are all similar, in
that the goal is to help the user obtain a matching coordinated
outfit. However, these three modes of operation will be discussed
individually as they can provide slightly different forms of
information to the user.
[0060] The first mode of operation will be where a user has not
scanned any items at the dressing system (100) but the dressing
system (100) is intended to interact with the user. This mode of
operation may be the one used as a default with the dressing system
(100) operating in this mode unless and until something is scanned
or identified. Alternatively, this mode of operation may initiate
when a sleep, or similar, mode is ended, for example, by a user
touching the screen (101).
[0061] In this mode, which is called "model mode," the dressing
system (100) will generally provide for a variety of outfits which
can be selected and have further information obtained on them as a
general "fashion show". Generally, the model mode will run with an
image of a toy (53), which is dressed in an entire coordinating
outfit (55) (a "model") as shown in FIG. 2. It is important to
recognize that, in model mode, the toy images (153) are selected
based upon decisions of the operator of the dressing system (100)
and not really the user of the dressing system. Thus, the images
(153) provided can be of wholly coordinated systems where a plush
toy (53), and the outfit (55), change as different models are
considered. In this arrangement, the model may have no overlap with
the specific plush toy (53) for which the user is attempting to
locate an outfit (55).
[0062] In the embodiment shown in FIG. 2, the outfit (55) and toy
(53) making up the image (153) will generally be selected based
upon external factors. For example, the display shown would be
appropriate in the summertime (as the shirt is short-sleeved and
the outfit includes shorts). Further, factors such as external
events may also influence the choice of outfit (55) shown. In the
case of FIG. 2, the proximity to the games of the XXX Olympiad
could potentially influence interest in British themed clothing as
could having the dressing system (100) in an area of London
frequented by tourists with children.
[0063] In the embodiment of FIG. 2, the clothing outfit (55) is
shown on a plush toy (53). This provides for a better indication of
how the outfit (55) will look in use than simply providing a
picture of it. It also provides an indication of the result when
the entire outfit is purchased. As no specific plush toy (53) has
been specified (scanned) in model mode, the plush toy (53) shown
with the clothing (55) will generally be selected from available
plush toys (53) and may be selected as it works particularly well
with, or coordinates with, the particular outfit (55) the plush toy
(53) is shown wearing. The plush toy (53) may also be selected
because it is a newly released toy. For example, in FIG. 2, a
lighter colored toy (53) works better with this particular outfit
(55) which is predominantly dark colored.
[0064] While a single toy (53) and outfit (55) are shown on the
screen in FIG. 2, the user is intended to advance through or browse
different screens, such as by swiping the screen (101), to obtain
another image (153) of an outfit (55) and plush toy (53)
combination. An embodiment of such advancing or browsing is shown
in FIG. 3. This model mode allows the dressing system (100) to
operate in the form of a fashion catalog or fashion show where
clothing is provided on models which serve to enhance the
clothing's appearance, but which models do not necessarily reflect
the way it will appear when placed on a different plush toy
(53).
[0065] Once a user has found a particular image (153) they find
appealing and an outfit (55) they want more information on, the
user can select that particular image as shown in FIG. 4, and, in
this case, by tapping the screen. Generally, the user would select
the image (153) because it includes an outfit (55) they are
interested in acquiring. Upon the selection being processed, the
screenshot of FIG. 5 can be provided. The screenshot of FIG. 5
moves from an image (153) which is modeling the clothing, to an
image (155) which is a component view or breakdown of all the
clothing items that are a part of the selected outfit (55) along
with descriptions and pricing information. It should be apparent
that descriptions and pricing may not be provided in an alternative
embodiment, but may be provided in an embodiment to allow for
budgeting.
[0066] As the clothing outfit (55) may be seen as a coherent whole
based on the display on the model image (153), it should be
recognized that the outfit (55) components may be titled to show
that they go together. The embodiment of this screen then generally
provides a user of the cost of a total outfit, along with the
components used to create it. FIG. 5 also includes an avatar image
(161) of a toy. In this embodiment, the avatar image (161) shows
the same toy (53) and clothing (55) as the model image (153) that
was selected. Thus, the user can see how the particular articles of
clothing are arranged on the model.
[0067] In order to get more detail on any particular clothing item,
a user may indicate a particular article of clothing, for example,
indicating the shorts (166) shown in FIG. 6, and that indication
can load a detail screen (157) with more information about that
particular item (166) as shown in FIG. 7. When a particular item
(166) has been selected, additional functionality may be provided
including a future recall option as discussed in conjunction with
FIG. 11. In an alternative embodiment, location information for
that particular item may be provided or an online electronic
ordering system may be provided.
[0068] In an embodiment, once a particular item has been selected,
the dressing system (100) can interact with inventory control or
other software to provide an indication of where an item is. For
example, in conjunction with the particular shorts (166) selected,
the system may indicate a particular location in the store where
the shorts (166) can be located. For example, if the clothing is
arranged on a vertical wall display in a grid pattern, an
alphanumeric indicator of the grid square may be provided.
Alternatively, a particular header may be indicated under which the
shorts appear. In a further embodiment, if the store currently does
not have any of the shorts (166) available, the system may indicate
that the item is out of stock and may offer a user an alternative
item which can work as a substitute which the store does have.
Alternatively, the system may provide the user with information for
ordering the item online or obtaining it from an alternative store
location.
[0069] As should be apparent from FIGS. 2-7, the dressing system
(100) provides for a simple and easy way for a user to browse
outfits that does not require them to look through disconnected
racks of clothing. Instead, the user is provided with model
presentations of the clothing which show the clothing as outfits
(55) and as it would appear on a plush toy (53). Further, when the
user sees a final outfit that they like, the user can easily get
more information and understand all of the coordinating pieces that
make it up. Further, the user can obtain additional information
about each of the coordinating pieces so that the user can find the
pieces. This can provide for a much more pleasant shopping
experience than going through racks of disconnected clothing.
[0070] In the model mode of operation, the user generally is
searching without having already settled on any item, or is not
necessarily looking for an outfit (55) that coordinates with the
plush toy (53) they have, but instead is browsing available items
to see what they like. As such, it provides for a shopping
experience that connects the clothing items both to each other and
to a particular plush toy (53) in a way that can make the clothing
options more appealing.
[0071] In the second mode of operation, the user has located a
particular clothing item (801) (or any item including, but not
limited to, a toy accessory, a toy companion, or a smaller plush
animal) and is looking for coordinating items or other items that
may be appropriately purchased together for any reason. This mode
of operation is called "clothing matching mode" and can occur
because the user has already selected a particular item of clothing
that they like and want, but needs to determine what other articles
go with it. Alternatively, the mode could be used because the user
is trying to complete an outfit of which they already have a
portion.
[0072] In FIG. 8, the user utilizes the scanner (307) to scan a
particular clothing item (801). In this case, it is a stars and
stripes headband and an image (803) of the item (801) is shown in
conjunction with the scanning. This is generally preferred so the
user knows that they got the right item scanned as tags connected
to items may become separated or mismatched. In an alternative
embodiment, alternative methods for locating a chosen item (801)
may be provided instead of just scanning. For example, a user may
be provided with a catalog of items on the screen they can scroll
through. These may be organized by type (e.g., all headbands are
together) so that, if they have an item which cannot be scanned
(e.g., it no longer has a hang tag), the user may still be able to
locate the item for the initial starting point relatively
quickly.
[0073] Upon an item (801) being scanned, the dressing system (100),
in an embodiment, will locate the outfit that the particular item
(801) is a part of and then obtain the model image of it. This is
shown in FIG. 8 with the headband being part of a stars and stripes
outfit shown in image (253). It should be noted that the image
(253) provided in this embodiment can be the same one as is
provided as one of the models in the scroll of FIG. 3, or an image
of a model that has been discontinued in the model mode. However,
in this case, the user need not scroll through other outfits to
find this outfit and additional information (such as the header
(243) showing that the item is part of this outfit) can be
provided. Further, the image (253) need not be the only image
provided. If this item goes with multiple outfits (55), or if its
corresponding outfit (55) is shown on multiple plush toys (53), all
these images (253) may be provided with a scroll function as
indicated in the model mode. Thus, this clothing matching mode can
be seen as providing a subset of the images (153) of the model mode
where the subset is selected based on the item (801) that was
scanned. Alternatively, the clothing matching mode can provide
images that are retired from active model mode status, or have
unique images (253) similar to those of model mode, but specific to
this mode.
[0074] In an alternative embodiment, the outfit may not be
presented (55) with a model or coordinated outfit, but may be
chosen based on crowd-sourced information related to sales of the
particular item (801). For example, if the user was to pick out the
headband item (801) which is a part of a stars and stripes outfit,
instead of presenting that particular coordinated outfit, the
system may determine that, recently, the particular headband (801)
scanned has been increasingly sold with the London city shirt shown
in FIG. 2 because customers have been making an "American Olympian"
of their own design. In an embodiment, this crowd-sourced
connection of outfit can be provided. Similarly to crowd-sourced
information, matching items can be selected based upon marketing
objectives, or based on inventory available, to make sure that a
user obtains the piece of clothing they may decide to seek out.
[0075] Once the outfit has been provided in image (253), the user
can again select the outfit (55) as shown in FIG. 9 to obtain
additional information about the components. This will pull up the
component view of FIG. 10. In an alternative embodiment, the image
of FIG. 10 could be provided initially, for example, if there was
no model image. Like in the image of FIG. 5, the component view
again shows the various components of the outfit (55). In this
embodiment, however, there are a couple of differences in
presentation. In the first instance, this embodiment does not
provide for pricing and description information, but that is by no
means required.
[0076] One difference is that, since the screen of FIG. 10 is
trying to provide for matching, the scanned object (although part
of the outfit) may not be shown. Specifically FIG. 10 shows only
the items of the outfit (shoes (866) and a dress (868)) other than
the headband (801) scanned. This assumes that the user likely
already has the scanned object in their hand and does not need to
locate it. Instead, they are looking for what it goes with the item
(801) and are not considering the outfit (55) in total. By not
showing the headband (801) as a component (although it is still
shown as the item (801) scanned), the screen is simplified to only
provide for the coordinating, or otherwise selected, outfit
components as shown in FIG. 10.
[0077] While the embodiment of FIG. 10 provides for only a single
coordinating outfit, it should be understood that any item (801)
may actually have a number of corresponding outfits. Should this be
the case, not showing the selected item in the component item
display can provide for a better understanding of what may
coordinate. In this scenario, the components of outfits may be more
"mix-and-match" where there is not a single coordinating outfit,
but a number of coordinating outfits formed from similar
components.
[0078] As in FIG. 6, one of the outfit components may again be
selected to provide further information as shown in FIG. 11 with
the dress of FIG. 10 having been selected. FIG. 11 also provides
for additional screen displays related to the future recall of
information. In this case, the user has selected the "email this
screen" portion of the display in FIG. 11, which has opened a
screen for the entry of email information (901) via a virtual
keyboard (903). An option to print the screen (905) is also
provided. An example of such a printed screen is provided in in
FIG. 13. The printout of FIG. 13 is designed to look like a
personalized "wish list" and includes pricing information (1301), a
picture of the bear this outfit is for (and its name) (1303), an
indication of the bear's owner (1305), and the location (1307) that
the wish list was printed or where the items would be
available.
[0079] This future recall can be useful in a variety of
circumstances. For example, the printout could be printed out and
carried around by the user in the store (or shown to an employee)
to use as a picture reference to locate the clothing item.
Alternatively, the user could bring in a piece of clothing that
they have and determine the rest of a coordinating outfit, printing
out all the remaining components to use as a potential gift list
for a relative. The specific clothing items could also be sent via
email to a different person who may be interested in purchasing the
clothing items as a gift.
[0080] In this way, the information on the specific clothing item
can be sent to the appropriate person and that person can order it
directly from an online ordering system, or can print the email and
bring it to the store to make sure they get the correct item. In
order to facilitate the item being correctly purchased, the email
could include a machine readable indicia which is suitable for use
with the scanner (307) so that, if a printout was brought in, the
printout could be scanned into the dressing system (100) and the
specific item be shown on the screen along with associated purchase
and/or location information as discussed previously.
[0081] FIG. 12 provides for an alternative mode also based on a
scan. However, in this mode, the scan is of a plush toy (53)
instead of scanning an article of clothing and is thus referred to
as a "toy scan mode." Based on this scan, the system presents at
least one outfit that is designed to coordinate with this toy (53).
In the depicted image, there are four outfits pictured which are
seen to coordinate with this toy (53). As discussed above, the
outfits may be selected from a variety of criteria including, but
not limited to, crowd-sourced information, purposeful marketing, or
product availability.
[0082] In order to show another embodiment of display, each of the
outfits in this FIG. 12 does not include all the accessories for
each outfit (55) in this image, but only a basic indication of the
main components of the outfit (55). As has been indicated, the
specific information displayed on each screen is interchangeable
between modes. Further, the outfits (55) may not be shown on a
plush toy (53) but instead shown alone. The outfits (55) of the
mode of FIG. 12 may be selected for a variety of reasons including
those discussed above in conjunction with a scanned clothing
item.
[0083] Further, depending on the design of the toy (53), the toy
(53) may only have certain outfits that are suitable for use with
it. For example, a dog toy may not fit into clothes designed for a
bear toy. Thus, the initial selection may generally be for outfits
(55) suitable for the specific type of toy (53). A second level of
decision may be made based on outfits (55) that coordinate with the
toy (53) or where there are pictures available of that particular
toy (53) in a particular outfit. In this way, the standard image of
the toy (53) in an outfit (55) can be presented if the user selects
any of the outfits (55).
[0084] In a still further embodiment, other matching criteria can
be used. For example, as can be seen in FIG. 12, the bear selected
has a floral pattern. As such, it is more likely that this plush
toy (53) has been selected by a female child and therefore the
matches depicted are generally representative of female clothing.
The assumption that the plush toy (53) has been selected as having
a female gender (which is more likely by a female child but also
possible if a male child had selected this toy) is not necessarily
correct, but as an initial guide for selecting which outfits are
pictured, it may be useful in certain embodiments. Further, gender
of the owner of the toy (53) can be obtained from other sources
including over the network of which the dressing system (100) is
part to verify the assumption.
[0085] It should be recognized that such assumed criteria may only
be partially assumed in an embodiment. For example, in FIG. 12
instead of 4 generally female outfits, 3 generally female outfits
and a gender neutral outfit or male outfit for the toy may be
provided. If this male outfit was selected, further alternatives
comporting with a male gender may be provided. Also, as in other
modes, the ability to browse through multiple screens of
information is also provided.
[0086] When a user selects one of the outfits (55) of FIG. 12, the
dressing system (100) may provide a screen similar to that of FIG.
2 which may show the specific scanned toy (53) in the outfit (55),
or a model toy (53) in the outfit (55), and proceed in accordance
with the selection process of the model mode. Alternatively,
selection of an outfit (55) may provide an indication of matching
accessories in accordance with the clothing matching mode of
operation. In a still further embodiment, the selection may result
in the system bypassing a presentation of the plush toy (53) in the
outfit (55), and go straight to a component display screen as is
shown in FIGS. 5 and 11.
[0087] In this embodiment, the plush toy avatar (161) provided in
the corner of the various screens may be selected to correspond
with the scanned toy (53) as opposed to the model toy (53). In this
way, the connection between the outfit (55) and the scanned toy
(53) may be maintained, even if no imagery exists of this toy (53)
in this outfit (55).
[0088] While the invention has been disclosed in conjunction with a
description of certain embodiments, including those that are
currently believed to be the preferred embodiments, the detailed
description is intended to be illustrative and should not be
understood to limit the scope of the present disclosure. As would
be understood by one of ordinary skill in the art, embodiments
other than those described in detail herein are encompassed by the
present invention. Modifications and variations of the described
embodiments may be made without departing from the spirit and scope
of the invention.
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