Patent Publication Number: US-2017365011-A1

Title: Garment sharing infrastructure

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application claims benefit of U.S. Provisional Application 62/181,849, filed Jun. 19, 2015, hereby incorporated by reference. 
    
    
     FIELD OF THE INVENTION 
     BACKGROUND OF THE INVENTION 
     Clothing has always been an essential commodity in human societies. But since traditional clothes shopping involves travel to locate desirable items of apparel and checking the fit by trying them on, the process can be frustrating and inefficient. 
     Typical wardrobe closets merely provide a mechanism for storing a person&#39;s clothing. When selecting clothing, a person must search through the wardrobe closet and gather separate articles of clothing to form a coordinated outfit. Often times some articles of clothing may be stored in a portion of the wardrobe closet that make it unlikely that the user will select those articles of clothing. Furthermore, it is often difficult for a person to remember the characteristics of every article of clothing they have stored in their wardrobe closet. As a result, it is difficult to maximize the number of and/or optimize coordinated outfits that can be assembled from a person&#39;s clothing inventory. 
     When shopping in clothing stores or online, shoppers often look at a new article of clothing and try to determine whether or not the new article of clothing will form a coordinated outfit with one or more of the shopper&#39;s existing articles of clothing. Unfortunately, the shoppers are forced to try to remember characteristics like the colors and textures of their existing clothing before making a purchasing decision. This imperfect process often results in a shopper returning a purchased article of clothing after seeing the article of clothing next to one or more other articles of clothing. 
     Recently the Internet has revolutionized clothing sales by providing nearly instant access to retail merchants and inventories worldwide. The availability of personal computers and other similar technologies have introduced significant efficiencies. Indeed, computer-aided clothing sales volumes continue to increase. 
     SUMMARY OF THE INVENTION 
     The invention recognizes that the main thrust of online sales offerings by retail vendors, in various guises, has been to move their storefront window displays onto the Internet, occasionally with animated features, but, in accordance with the invention, it is further recognized that this is done essentially without providing the social networks traditionally used by consumers to make socially acceptable choices. Indeed, the human dynamics of clothes shopping have proved remarkably resistant to change despite the technological advances. For example, group influences conferring social acceptance of one&#39;s clothing choices follow largely traditional lines despite recent advances in technology. While online shopping for clothes and accessories over the internet is convenient, frustrations and inefficiencies remain not only for the purchaser but also for the vendor who is unable to find the target customer for their product. 
     The present invention recognizes that while the exploding success of the social media method of communication has taken on a life of its own, Facebook, Twitter and Snapchat being premier “generalized” worldwide conversation/dialogue platforms, current fashion apps, mostly all substantially standalone apps, do exist ranging from commerce apps to design and presentation apps, but suffer from significant shortcomings. More particularly, the present invention recognizes that existing apps do not provide for instant “chat” conversation or dialogue centering on a very specific topic of conversation. The present invention addresses these limitations in the prior art by providing the opportunity for a vendor to monitor and process the information in real time to provide intelligent shopping suggestions to complete an outfit. 
     For the individual Internet shopper, it is difficult to imagine how an online purchase will look on oneself, in part because one cannot mix and match with clothing and accessories already owned. For the Internet vendor, it is difficult to target an individual customer if there is no information on what other clothes are accessible to the user and what the user may be missing to “complete the look”. 
     Therefore, there exists a need in the art for a system that assists the user in managing the user&#39;s clothing inventory and facilitates adding additional articles of clothing to the user&#39;s clothing inventory. There is also a need to discuss trends in clothing, cosmetics and the general “look” that is prevalent and changes on a minute by minute basis and secondly a means to share visual representations of particular outfits with a user&#39;s social network. Without a social network and the social support provided, online shopping is an inefficient and lonely experience. Perhaps just as importantly, the invention provides a method for consumers to make more informed choices and thus not fall into the trap of purchasing garments which are unlikely to be worn. Such prevention of waste also has substantial positive effects on the environment, energy consumption and the like. 
     The present invention comprises a system and method for creating a social network for sharing fashions combined with an opportunity for vendors to target potential consumers with individualized suggestions to complete an outfit collaboratively. 
     The present invention provides a virtual wardrobe closet that assists users in selecting and purchasing clothing and assists vendors in identifying clothing or accessory needs. Users are able to share items in their closets with each other both online and in reality. The system gives the user tools to remember what was worn to specific events using a timeline of clothing and events tagged to the user. This allows people to manage the outfits they wear as part of their personal fashion statements and recurrence and give a potential vendor the opportunity to understand a user&#39;s preferences, style, and what sort of items could be useful to purchase. Likewise, closet sharing between consumers and vendors allows the assembly of consumer oriented items more likely to be purchased at full price, thus reducing losses for goods which do not sell, must be liquidated at very low prices, and then are unlikely to be used. The system also stores items of potential interest while giving a vendor a back end view. These items could be generic or from a particular vendor. 
     Rather than giving potential random and/or blindly formulated suggestions on items to purchase, a vendor is given access to a potential customer&#39;s closet, their friends&#39; closets, their social media commentary on the items and the desires of that group with normal human preferences and proclivities onto the Internet. In both cases, the near instantaneous availability of worldwide communications introduces significant efficiencies. 
     In yet another embodiment of the invention, a method of identifying clothing from a vendor that may be of interest to a consumer is provided. The system includes the steps of receiving information identifying clothing owned by the consumer and identifying clothing offered for sale by the store. Next, clothing that may be of interest to the consumer is identified. A representation of the clothing that may be of interest to the consumer is then displayed. Users are provided with an easy way to discuss fashion, discuss what to wear, to ‘try on’ new clothes with the advice of their friends and to see what is available for purchase. The discussions are analyzed for thematic content such that particular items may be found amongst friends for borrowing and amongst merchants for purchasing. Such analysis may be done by vendors for their own use, or the same may be done by the website operator and/or vendors and made available to consumers. In preferred embodiments, the system administrator could procure income from facilitating a loan (where said item requires packing and shipping), placement of pertinent, thematic, merchant sponsorship, advertising and the placement of selected items in a users ‘available’ closet for possible purchase. Likewise, shipping of shared items may be accompanied by targeted advertising generated using color laser printers at the facility of the shipper, for example when moving garments from lender to borrower or during return from borrower to lender. 
     The inventive apparatus provides for the identification and transportation of a plurality of items, the item being selected from the group consisting of clothing, garment, jewelry, accessories and footwear, owned by a plurality of entities and located at a plurality of locations, and comprises a plurality of first and second physical storage locations. A plurality of first items available for borrowing are stored in each of the first physical storage locations, and a plurality of second items available for purchase are stored in each of the second physical storage locations. A plurality of images representing the visual appearance of each of the items in the plurality of items. A central server is remotely located with respect to the plurality of physical storage locations. A member electronic processing device is associated with each of the physical storage locations, the electronic processing device being programmed to communicate with the central server and enable the processing of information under the direction of the central server, the electronic processing device being programmed to transmit information comprising image information associated with an item to the central server and to initiate an information communication comprising a search inquiry and to collect returned search information. A vendor electronic processing device is associated with a vendor entity. An electronically accessible storage system associated with the central server, the storage system containing a program of instructions responsive to communications inputs into the central server to store in the image storage device, in response to transmission of an image of a first item available to be lent out received from a member electronic processing device, an image of the first item, the image of the first item being associated with data relating to the first item. The image is stored in a storage device, in response to transmission of an image of a second item available for purchase, an image of the second item received from a vendor and available for purchase, the image of the second item being associated with data relating to the second item. In response to a search inquiry a plurality of images of a plurality of responsive items responsive to the search inquiry is output, together with any applicable pricing information and direct transmission of the same to the member electronic processing device initiating the search inquiry. The software receives from the member electronic processing device initiating the search inquiry information indicating a selection of items selected from the plurality of responsive items and generates an outfit representation using the selection of items selected from the plurality of responsive items to cause the representation to be sent to a plurality of member electronic processing devices. The system then is caused to transmit information indicating the selection of the second item to a vendor associated with the second item. The system also maintains a database tracking the number of times items available for purchase from a vendor are selected by members as well as a database of member loyalty award information tracking the number of times each member has assembled an outfit and/or made an item available for borrowing to provide a basis for loyalty rewards. This allows a generation of loyalty reward information and to maintain a database of loyalty reward information. Loyalty reward information may thus be communicated to the vendor to enable the execution of a purchase using the loyalty reward information. The system transmits to computing devices associated with members participating in the assembly of an outfit either as an assembler or as a contributor a message offering shipping services to enable acceptance of the offer and notification to a participating shipper of shipping information. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       This disclosure will present in detail the following description of preferred embodiments with reference to the following figures wherein: 
         FIG. 1 a    is an overview of an embodiment of the inventive method. 
         FIG. 1 b    is an overview of a typical execution of the inventive system. 
         FIG. 2  is a schematic of the users&#39; devices interaction with the application servers and databases via wired and wireless connections to the Internet. 
         FIG. 3  is an outline of the database structure for the system. 
         FIG. 4  is a legend or key explaining the meaning of shapes and lines in the flowcharts. 
         FIG. 5  is a user and system action flowchart illustrating interaction in the context of an item. 
         FIG. 6  is a user and system action flowchart illustrating interaction in the context of an integrated closet. 
         FIG. 7  is a user and system action flowchart illustrating interaction in the context of a runway. 
         FIG. 8  is a user and system action flowchart illustrating interaction in the context of an outfit. 
         FIG. 9  is a user and system action flowchart illustrating interaction in the context of a user. 
         FIG. 10  is a screen view of the user&#39;s closet ‘items’ page, which shows what clothing items they own or have saved. 
         FIG. 11  is a screen view of the user reviewing an item and its options. 
         FIG. 12  is a screen view of the user reviewing an item and its options. 
         FIG. 13  is a screen view of the user&#39;s closet ‘outfits’ page, which shows what combinations of outfits they own or have saved. 
         FIG. 14  is a screen view of the user reviewing an outfit and its options. 
         FIG. 15  is a screen view of the user reviewing an outfit and its options. 
         FIG. 16  is a screen view of the user&#39;s closet ‘brands’ page, which shows how their behavior, choices, and other data are connected to brands. 
         FIG. 17  is a screen view of the runways that the user is involved in. 
         FIG. 18  is a screen view of a specific runway the user is viewing. 
         FIG. 19  is a screen view of the user&#39;s friends. 
         FIG. 20  is a screen view of the closet ‘items’ of a fellow user. 
         FIG. 21  is a screen view of the closet ‘outfits’ of a fellow user. 
         FIG. 22  is a screen view of the closet ‘brands’ of a fellow user. 
         FIG. 23  is a screen view of actions with which to add new content into the system. 
         FIG. 24  is a screen view of the user taking a picture to add into the system. 
         FIG. 25  is a screen view of the user adding meta data to their item. 
         FIG. 26  is a screen view of the options having added content. 
         FIG. 27  is a screen view of selecting friends or groups to interact with over the added content. 
         FIG. 28  is a screen view of the outfit creator-chooser. 
         FIG. 29  is a screen view illustrating adding more meta data to an outfit. 
     
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
     Disclosed is a system that allows online users to share fashion decisions with online friends while allowing potential vendors to be part of the suggestion and selection system. The system includes a means by which users can choose which friends to include in specific groups that they can then discuss either as a group or individually. Friends may discuss or display amongst themselves and share choices over clothes in order to help each other decide what to wear. A potential vendor has a window into and access to a forum to discuss trends in clothing, cosmetics and the general “look” that is prevalent and changes on a minute by minute basis and secondly a means to share visual representations of particular outfits with their friends. Such visual representation may be sourced from the users closet and may include any of the users owned, borrowed, available and accessible items from their closet. 
     Referring to  FIG. 1   a,  the method  1  of the present invention may be understood. In accordance with this illustrated embodiment of the invention, the inventive method  1  may be initiated at step  2 , where individuals log on to the website of the operator of the inventive method, for example by downloading an application. 
     Subsequently, users may open the inventive application and perform numerous is operations as are more fully described in the following description of  FIG. 1 , and with more particularity in the description accompanying the remaining figures and this specification. 
     For example, after opening of the inventive application, members may make connections to “friends” in the application and thus gain viewing and garment requesting access to their friends&#39; closets. In accordance with the invention it is contemplated that members will seek to have numerous friends, which will expand the number of items available for selection in the creation of outfits. Likewise, having numerous friends will enable more feedback with respect to outfit creation, as well as recommendations from friends respecting garments, which they own or see in other closets, which might fit within or improve upon a proposed outfit. In this specification the term “outfit” is meant to refer to a collection of garments and accessories to be worn together and assembled from a member&#39;s closet and those of his or her friends. By “friends” is meant individuals connected to a member and who have granted visual access to their garments and presumably are open to sharing their garments. Likewise, references to garments, clothing and accessories are meant to include any and all of them, for example such items as shirts, dresses, shoes, gloves, scarves, belts, jewelry, gowns, dresses, wigs and so forth. While, in accordance with the preferred embodiment of the invention, it is not contemplated that members will share relatively personal items, such as cosmetics, or even wigs, such is possible. However, it is contemplated that merchant members may offer the same. 
     Once users have loaded the app and become members, as members, individuals may invite other members to be their friends using the app to make connections at step  3 . Such invitations may be initiated by the member searching a database of members looking for persons that they know, or by initiating, for example through the app, a message to an individual who is not a member to “friend” them. If the invited individual is a member, the invited member need merely click an “accept” icon placed in the invitation message. If the person is not a member, clicking on the “accept” icon or on a, for example, “join” icon will bring the individual to an invitation page inviting download of the app and offering membership. 
     While the present description is framed in terms of an app which is designed to allow users to communicate with a system server programmed to provide the functionality described herein, optionally individuals may participate as nonmembers merely by getting on the website and using functionalities such as those described herein to participate in and use the inventive infrastructure. Such non-app based methodology may be in addition to app-based methodology or provided as the only available infrastructure option for practicing the method of the present invention. However, in accordance with the preferred embodiment, participation will be limited to members. 
     Returning to the description of  FIG. 1   a,  at step  4  members input items of clothing and accessories, which they wish to share. For example, this may take the form of giving the garment or other item a name like “my favorite blouse,” or “my pink shocker pantsuit.” At step  5  an image of the item is generated, for example using a camera, smart phone camera, an existing photograph excerpted using a snipping tool, or any other technique for generating an image. Once generated the image is stored at step  6 . 
     The member then inputs the attributes of the item at step  7 . Such attributes may be the type of garment, the dominant color, the secondary color, the tertiary color, other colors, the formality of the garment, the material of which the item is made, such as cotton, wool, wood, silver, plastic etc., the construction, such as woven or knitted, the season for the garment, and so forth. These attributes are then stored at step  8 , for example locally at the computer, smartphone or the like being used by the member to access the system server via the app. After the member has decided upon the attributes, the same are confirmed by clicking, for example, a “send” icon causing the attributes in the identification of the item and the identification of the member to be stored on the central server by being sent to the central server over the Internet at step  9 . 
     Alternatively, or in addition, attributes may be generated by use of an artificial intelligence algorithm at step  10  to recognize the nature of the item and determine certain characteristics, such as color. Such use of an artificial intelligence algorithm may also be used to either corroborate member attribute identification. In such case, the discovery of a discrepancy may trigger the sending of a message, through the app for example, to the member making a suggestion respecting attribute identification. 
     In accordance with the invention, it is contemplated that even with a large number of friends, just the right items to assemble an outfit with a particular look may not be available from one&#39;s own personal closet and that of one&#39;s friends. Accordingly, the invention contemplates that retailers may function as vendors of items to be included in an outfit being assembled by a member. At step  11 , vendors are thus permitted to join into the practicing of the inventive method by joining as member-vendors, for example using a vendor app. 
     is Once they become member-vendors, retailers may input items into the system at step  12 . Likewise, member vendors may generate images at step  13  (or use existing images of items) which may be stored in a local database at step  14 . This local database may be updated periodically and uploaded to the remote database used at step  9  or which is accessible to all members and, optionally, member-vendors. 
     In a manner similar to that used by members at step  7 , member-vendors may manually inspect the garments or their images and develop attributes at step  15  which are stored at step  8  and uploaded, via the Internet at step  9 , to a remote server operated by the operator of the website hosting software communicating with the member and member-vendor apps. 
     Alternatively or in addition, an artificial intelligence algorithm may be used to generate certain attributes, and, optionally, compare them to attributes generated manually by the member-vendor. Suggestions may then optionally be sent to the individual manually inputting the attributes. Attributes changed by the retailer, or, optionally, generated by the algorithm may then be stored at step  8  for periodic storage in the remote database use in conjunction with step  9 . 
     In accordance with the invention, it is contemplated that revenue to run the same will be generated by, among other things, advertising. However, advertising revenue is dependent upon use of the system. Accordingly, the invention provides databases and process steps, as are detailed below, for the storage of certain information calculated to provide incentives to members to participate in the inventive functionalities and thus view the website more often. Likewise, the system promotes participation with the effect that more garments and other items are available. This results in the system working more effectively to allow members to put together outfits using their own and their friend&#39;s garments, footwear, accessories and other items. 
     The system also provides for the possibility of multiple levels of sharing. For example, members may define two groups of friends, such as “Close Friends” and “Friends.” With their Close Friends members may share more personal or intimate items, such as footwear, lingerie and the like. However, ordinary Friends who are not Close Friends will not be able to see or ask to borrow such more personal or intimate items. 
     Returning to  FIG. 1 , members initiate the assembly of an outfit at step  17 . Optionally, they may first identify garments in their own closets, or they may recall a particular garment from the closet of a friend, perhaps a garment, which was seen in person being worn by that friend. At step  17  the outfit assembler may query the database generated at step  9  with keywords calculated to identify items with desired color, formality, material, owner, etc. The assembler then selects those items desired in the outfit and the identity of the items selected for the outfit, together with their images may then be messaged to friends at step  18 , for example, for comment and feedback. At step  17  the outfit assembler would also identify the date on which the outfit is to be worn. In this specification messaging may be used or may be replaced by an email. In setting up the app, users may specify their preference for receiving messages and such preference may be accommodated by the app. 
     At step  19 , friends who receive these messages may send opinions to the assembler. This allows the member who is assembling the outfit to inform the system at step  21  that the outfit is final. 
     However, before an outfit may be made final, all items must be available to the assembler. Accordingly, after assembly at step  17 , friends whose items have been identified in the assembled outfit receive messages at step  23  that they are being requested to contribute items to the outfit. Such messages, for example a picture message, would have the name of the requester and, optionally, would also include a composite picture of the outfit with all the various contributed, purchased (or to be purchased) and owned items. In accordance with the invention contributors confirm their contributions at step  25 . 
     As an incentive to participation, contributors are given contributor loyalty points at step  27 . Likewise, to encourage participation and also the careful handling of borrowed items, persons assembling outfits are given loyalty points at step  29 . Loyalty points have real value to members, who may redeem them for optionally dollar and/or percentage discounts, and/or free shipping to be applied to purchases from retailers who are member-vendors, as appears more fully below. 
     In accordance with the invention, participation in the inventive system is further provided by sending messages at step  25  to friends notifying them that one of their friends is allowing friends to borrow garments. This encourages persons receiving such messages to look at the closet of the person allowing the borrowing to see if there is something, which they might find interesting. 
     In accordance with the preferred embodiment, vendors are allowed to participate in the system. Accordingly, in such a system, selections must be determined to be those of a contributor or a vendor by the system proceeding after step  17  to query the database at step  31  as to whether the item comes from a vendor or contributor. If the item comes from a contributor, the same is notified to the contributor. When items are selected during outfit assembly at step  17 , if an item is determined at step  31  to be an item from a vendor, and such item must be purchased, the system proceeds at step  33  to notify the vendor. Because the vendor has been given a referral, the vendor referral is then databased at step  35 . In this manner the total number of referrals discounted, and appropriate charge may, optionally, be made to the vendor for the referral. 
     After the vendor is notified at step  33 , the vendor proceeds at step  37  to retrieve discounts and offers applicable to the outfit assembler from the points stored at steps  27  and  29 . These take the form of discounts, which are applied at step  37 . Also at step  37 , a financial institution is contacted, also over the Internet (or other distributed network which may be substituted for the Internet in all cases in accordance with the invention), to determine whether the charge is approved. The system thus proceeds at step  39  to query the bank or other institution as to whether the charges are approved. If the charges are not approved, the system sends a message or an app message to the outfit assembler who proceeds at step  17  to replace the item the purchase of which was not approved. Conversely, if the purchase is approved at step  39 , the system proceeds to query the outfit assembler as to whether the outfit selection is final. If the answer received is that it is not final, the system proceeds back to step  17  where changes may be made by the outfit assembler. 
     Periodically, in accordance with the invention, the system may optionally send emails and/or app messages to the outfit assembler at step  43  querying whether the outfit selection of items is final. Whenever the response is “no,” the system proceeds back to step  17 . However, when a positive response is achieved, the system proceeds to finalize charges at step  45 , charging the credit card and using any available discounts. Optionally, in accordance with the invention, the system may, at step  47 , also make a supplemental charge to a vendor in the event of a successful sale that has survived the vetting process of member participation. 
     Optionally, the buyer-outfit assembler may choose which discounts or offers to use on a particular purchase. To facilitate this and further to encourage consumption, members are messaged at step  49  regularly with communications giving them the number of loyalty points, which they have accumulated. 
     Optionally, at step  51 , the system may send an email or app message to the buyer and outfit assembler notifying him or her of available discounts and promotions applicable to the vendor item whose purchase is being considered. Such discounts and promotions need not be limited to loyalty point rewards but may also consist of other offers being made by the member-vendor. 
     In accordance with one embodiment of the invention, optionally, vendor-members may take a proactive role, by being informed after step  17  of the tentative, or optionally even the final, formation of an outfit, by receiving, for example, a message at step  53  describing the outfit. Once so informed at step  53 , member-vendors may study the outfit and make suggestions at step  55  to the outfit assembler, by email and/or app message. Likewise, means may be provided for regular follow-up on the outfit. 
     Further in accordance with the invention, it is contemplated that the inventive system will offer shipping options, not only for purchased items, but also for borrowed items. The same can be mechanized by the sending of messages, for example, or other communications at step  57  to all contributors offering pickup and delivery service, for example, in the event that contributors or outfit assemblers are not interested or able to make a trip to retrieve the items. 
     Referring to  FIG. 1   b,  a typical execution of the inventive method would involve a plurality of users  61 ,  63 ,  65 , and  67  downloading the app from the website operator&#39;s servers  69 , via a distributed communications network  71 , such as the Internet. Users may use smart phones or personal computers or any other suitable computing and/or communications device, using services provided by their Internet service providers. Using the app, user-members then download their items to the borrow item database  73  using server  69  which is controlled by software resident in its hard drive  75 . 
     In similar fashion, vendors  77  download items for sale onto vendor item database  79 . User  63  then communicates via the network  71  with server  69  using the app to search the vendor item database  79  and the borrow item database  73  and assembles an outfit. This outfit is communicated to two servers  69  using the app which, in turn, sends messages to other member-users  61 ,  65  and  67  informing them of the contents of the outfit and inviting them to send a message, for example, in the app, to the assembler of the outfit of member user  63 . Communication then ensues at the option of the member-users. 
     In the example, member user  63  has identified an item of clothing in the closet of member user  61 . Accordingly, this information is stored on outfit database  81 . In response to this information, server  69 , under control of the software on hard drive  75 , sends a message to user  61  that one of that user&#39;s items has been requested and identifying that item. User  61  then replies, optionally by message, or by logging onto the application, with the agreement of user  61  to lend the item to user  63 . This information is communicated to server  69 , which then offers the option of shipping to, for example, user  61 , user  63 , or users  61  and  63 . Upon receiving acceptance of a shipping offer, such information together with other needed information such as the address of the lender and borrower are emailed to shipping company  83 . Shipping company  83  then deploys a logistical system, such as a truck to pick up the item at, for example, the home of user  61  and delivers the item to user  63 . 
     In accordance with this example, member user  63  has also identified an item of clothing for purchase from vendor  77 . Accordingly, vendor  77  communicates via network  71  with financial institution  85  to have the purchase transaction approved. Upon receiving such approval, shipping company facility  83  is contacted by vendor  77 , and the shipping company deploys, for example, truck  89  to vendor facility  77  for pick up of the purchase and delivery to user  63 . In accordance with a preferred embodiment, pickup and delivery information for numerous vendors and user members is stored in a pickup and delivery point database  87  to enable efficient execution of the movement of items included in outfits. 
       FIG. 2  shows a schematic layout of the inventive system  200 . System  200  comprises application server  202 , data store  204 , computer device  206 , a first mobile device  208 , a second mobile device  210 , laptop  212 , and cellular infrastructure  214 . All devices are connected to and through the Internet  215 . 
     Application server  202  negotiates communication of the user devices such as computer  206 , cellular mobile device  208 , and wireless or mobile device  210  to each other and database  204 ; analyzes the behavior and usage of each user to determine recommendations, suggestions, market data, trends, and predictions; and facilitates the functioning of the invention across the internet. Data store  204  stores the data structure for the system. Data store  204  is described in detail in  FIG. 3 . 
     System  200  may be accessed via computer to accesses the system and the network of other devices, applications, and databases in the system. Mobile device  208  is used to accesses the system, the internet, and the network of other devices, applications, and databases in system  200  over a cellular infrastructure  214 . Mobile device  210  is used to access system  200  via the internet  215  and the network of other devices, applications, and databases in system  200  through wired or wireless connection. Laptop device  212  is used to accesses the system  200 , internet  215 , and the network of other devices, applications, and databases in system  200  through wired or wireless connection. In preferred embodiments, a mobile application (iPhone, Android/Windows), which provides seamless integration between system users with Facebook or Twitter users friends/timeline/news feed to provide a seamless fashion and clothing experience within the context of the user&#39;s existing social media world. 
     It will be appreciated that the network connections shown are exemplary and other ways of establishing a communications link between the devices can be used. The existence of any of various well-known protocols, such as TCP/IP, Frame Relay, Ethernet, FTP, HTTP and the like, is presumed, and devices can be operated in a client-server configuration to permit a user to retrieve web pages from a web-based server. Furthermore, any of various conventional web browsers can be used to display and manipulate data on web pages. 
     The operation of the components of system  200  can be controlled by a variety of different program modules. Examples of program modules are routines, programs, objects, components, data structures, etc., that perform particular tasks or implement particular abstract data types. The present invention may also be practiced with other computer system configurations, including hand-held devices, multiprocessor systems, microprocessor based or programmable consumer electronics, network PCS, minicomputers, mainframe computers, personal digital assistants and the like. Furthermore, the invention may also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a communications network. In a distributed computing environment, program modules may be located in both local and remote memory storage devices. 
       FIG. 3  is a schematic view of the database structure for the system of data store  204 . Database  216  includes the users and their associated real and meta data in the system including tags, behaviors, context, and associations marked by the user or generated by the system. The user may add emotional or sentimental tagging for clothes as well as informational tags. A user would understand the importance and significance of what they wear and share and read others&#39; stories behind their favorite articles of clothing. 
     Users in database  216  are bi-directionally connected to each other as “friends&#39; via a friend function  554  and stored in the relation store  218  of information of how users are related to each other by ‘friending.’ System  200  manages the data sets associated with users and their closet and merchants and their uses and the conversations between friend. Participate relation store  220  stores information to track how users are involved in runways, which each other, the system, and 3 rd  parties via actions  423 ,  422 ,  420 ,  418 , and  416  as detailed in the figures below. ‘Runways’ are conversations and working collaborations where users discuss, compare, and create items and outfits together. Friends may use the system to organizing parties where friends can get together to discuss and share fashion ideas and exchange clothing items. possibly with ‘fashion parades’ were friends share their best ‘dress ups’ with each other. Users could have a virtual “hall of fame” where users can “retire” certain items of clothing for other users to view. Live chats would allow users to submit questions to be asked by our moderator which could be a live person or AI. 
     Data store  222  stores information on user runways, the objects that store the conversations in the system, and their associated real and meta data in the system. The information from runways can be analyzed by the system historically for trends and market information and user behavior. System  200  can analyze user conversations for themes and memes that are then used to promote content and brands. 
     Users can tag each item of clothing with various attributes that help search for items later (color, brand, last worn, etc.). Users can browse their closet (including borrowed, available and accessible items) to see each item by various groupings or by tag selections. Relation store  224  tracks which users own which items in data store  226  in the system (and so they show in their closet as such). Users can source pictures of their clothes from merchant websites, each other, and by taking photos the clothes or of themselves wearing the clothes. A user can digitally change the color of a garment in a photo so that users can see what a garment would look like on them in a different color. 
     Data store  226  stores information on apparel and accessories uploaded by users or 3 rd  parties into the system as well as the associated real and meta data in the system. The information can be analyzed historically for trends and market information and user behavior. While data store  226  has information on the individual items, relation store  228  is used by the system to track how users ‘own’ certain outfits in the system and how the individual closets are displayed. The outfits, the objects that store the collections apparel curated by users, the system, or 3 rd  parties into ‘outfits’ are stored in data store  230  as well as their associated real and meta data. Relation data store  232  contained information on how outfits have a version history of changes made to them by users, the system, or 3 rd  parties through actions such as  470 ,  472 ,  498 ,  500 ,  502 ,  504 , and  506 . 
     By pulling together outfits, relation store  234  is used in association with  232  to track the individual items in  226  that make up the outfits in  230 . Relation store  236  tracks which outfits and their versions are associated with which runways so that those outfits may be shared, revised, used, tagged, and any other actions in conversations with other users and 3 rd  parties in the system. Relation store  238  tracks which items and their versions are associated with which runways so that those items may be shared, revised, used, tagged, and any other actions in conversations with other users and 3 rd  parties in the system. 
     Event data store  242  contains the objects that store the real world or virtual gatherings or otherwise events uploaded by users or 3 rd  parties or algorithmically generated into the system, and their associated real and meta data in the system. Contain relation store  244  tracks the information between the events  242  and runways  222  data stores and how runways ‘contain’ events so that they may appear and be coordinated and manipulated in those conversations. Contain relation store  246  connects events  242  and outfits  240  data stores to track how events ‘contain’ outfits so that they may appear and be coordinated and manipulated in relation to those events, as well as be analyzed by the system historically for trends and market information and user behavior. Attend relation store  240  connects events  242  and users  216  data stores to track how users are associated with events so that they may coordinate outfits and for specific events. The option for tagging may include Short stories describing the importance of an item or suit and events or times where they had special meaning. 
     Relation store  248  tracks how and which users from  216  ‘borrow’ or buy certain items from  226  in the system (and so they show in their closet as such) that are ‘owned’ by other users, the system, or 3 rd  parties. Relation store  250  tracks how and which users from  216  ‘borrow’ or buy certain outfits from  230  and their associated items from  226  and  248  in the system (and so they show in their closet as such) that are ‘owned’ by other users, the system, or 3 rd  parties. As well as be analyzed by the system historically for trends and market information and user behavior. 
       FIG. 4  is a flowchart key to expand upon the symbols used in connection with  FIGS. 5-9 . 
     Referring to  FIG. 5  shows a schematic view of the user and system action flowchart for interacting in the context of an item. Items  300  are the apparel, clothes, accessories, pets, ‘selfies’, 3d renderings, and otherwise content uploaded by users or 3 rd  parties into the system, and their associated real and meta data in the system. When a user is interacting with a specific item  300  from items datastore  226  (their own, another user&#39;s, the system&#39;s, or 3 rd  party&#39;s), they can interact with it by deleting it, tagging it, using it in a variety of actions, changing its color, saving it to a closet, and recommending it to other entities. The system can interact with the user and the item by suggesting a variety of actions and entities, and analyzing the behavior, context, and any other real or meta data. 
     The system via function  302  analyzes behavior, context, and any other real or meta data related to the item and users&#39; interaction with it in order to serve recommendations, trends, market data, and other machine intelligent derivations. The information is stored in behavior module  304  giving information into the behavior, context, and any other real or meta data related to the item and users&#39; interaction with it. 
     Delete function  306  allows the user to delete the item from the user&#39;s perspective, if they have sufficient privileges. This may or may not delete it from other parts of the system or the system as a whole. The user can also use the tag function  306  to tag the item with metadata. The metadata is stored in module  310  and allows users to search, understand, filter, and otherwise distinguish items while the system as a whole can analyze the information for future use. Metadata  311  is the collection of all attributes, tags, given and calculated information and otherwise data about other data in the system. 
     When the user is in the context of an item, the system via suggestion function  213  may suggests an array of entities for the user to interact with and create based on machine intelligent analysis of the item and the item&#39;s context in the other entities and learned trends in the system. Via connection  314  the system may suggest metadata to add to the item. The system suggests outfits for the user to use this item via connection  316  to be connected to datastore  230 . 
     The system via connection  318  may suggest runways from datastore  222  or via connection  320  to access events  242  for the user to use this item with.  321 . System  200  also can support the integration of virtual backdrops whereby users can see what their outfit might look like against a city street or a mall setting. “Events” are objects for storing data related to real or virtual events associated with the user, their items, and their outfits so that a user can do a number of things, including: remember what they have worn to specific events using a timeline of clothing and events you attended; manage the outfits they wear as part of their personal fashion statements and recurrence. Events also provide the means to envision how a particular outfit will look in a certain location by allowing the user to picture themselves and their friends wearing an outfit against a background of a particular event setting. By sharing with friends, friends can coordinate their outfits, along with the background of the event Via connection  322  back to user database  216 , the system may suggest other users for the user to use, recommend, revise, and otherwise interact with this item with. A vendor with or without the assistance of the system could a prediction/suggestion on what could be purchase to complete the outfit based on a number of factors including previous similar events, running trends for similar events, conversational threads and memes, and behavioral analysis in response to fashion and event stimuli. In a preferred embodiment, a user may ask for help to match an item (e.g. what items go with my item to make a suit.) They user may also be provided support for user clothing designed that can be ‘picked up’ by a manufacturer for production. 
     In a preferred embodiment, system  200  establishes an “authority” on fashion whereby users can ask what the general consensus is as far as what is ok to wear. This authority to be driven by both AI (artificial intelligence) driven by conversational analysis and by real, popularly acclaimed, fashion divas. 
     When the user is in the context of an item from anywhere in the system (other users, 3 rd  parties, algorithms) or even their own closet through the integrated closet, the user can save the item via save function  324  it into their own closet permanently (until they choose otherwise). When a user saves an item into their closet via module  326 , it is visible to them permanently by themselves and other users with access either in this users closet or other users&#39; closets through the integrated closet system. 
     When the user is in the context of an item, a user via the recommend function  328  can recommend the item to other users. Via connection  330 , users from database  216  can see that another user has recommended them an item. 
     When the user is in the context of an item, the user can use via function  332  the item with other entities in the system. Via connection  334 , using an item in an outfit adds that item to an existing or new outfit to be part of that collection of items and metadata in datastore  230  as well as throughout the system. Via connection  336 , using an item in a runway adds the item to the conversation to share, revise, and discuss it with the other users in the runway. Via connection  338 , using an item in an event adds the item to the event so that it is tracked with the event and can be coordinated with the event and other users and analyzed by the system. Via connection  340  using an item on the user&#39;s avatar virtually “tries on” the item on the user&#39;s 3d avatar so that they may get a sense of how the item would look on them. Module  341  contains A 3d avatar of particular dimensions and image, matched to the user, so that clothes can be virtually tried on for fit and look. In preferred embodiments, the clothes are replaced from a picture with digital representations of other clothes without having a ‘naked’ body view. 
     System  200  maintains a virtual closet that is a seamless set of users clothes, friend&#39;s clothes (borrowed and accessible) and merchant clothes (available for purchase). Owned clothes are place in the closet by the user, borrowed cloths are placed in the closet by the user and the owner (friend), accessible clothes are placed in the closet by friends who are willing to loan the item to the user and available clothes are placed in the closet by ‘approved’ merchants for possible purchase by the user. Merchant suggestions may be made for inclusion in a users closet by analyzing existing clothes in the users closet and matching for coordination, style and taste. The matching algorithm can bias for usage frequency and particular matches of items to provide user style preferences. The user may also tag this combination for particular occasions so that the system can make suggestions for similar occasions in the future. 
       FIG. 6  shows a user and system action flowchart for interacting in the context of an integrated closet.  350 . “Integrated Closets,” or “closets” for short, are a context the user can engage with that pool their items, the items of users they are associated with, 3 rd  party items, and system generated items into an integrated display that is prioritized to user tastes by the system&#39;s analysis. When a user is interacting with a closet module  350  (where they can access their own, another user&#39;s, the system&#39;s, or 3 rd  party&#39;s), they can interact with it by searching it, creating new content for it, saving items from it to their own closet, borrow or buy items from it, remove items from it, and viewing more detail of its entities. The system can interact with the user and the closet by suggesting a variety of actions and entities, and analyzing the behavior, context, and any other real or meta data. When a user is interacting with a closet (their own, another user&#39;s, the system&#39;s, or 3 rd  party&#39;s), content from friends&#39; closets may intermingle using module  352  with the content they are viewing as an “integrated closet” to better serve the user&#39;s content discovery process. When a user is interacting with a closet (their own, another user&#39;s, the system&#39;s, or 3 rd  party&#39;s), content from brands&#39;, 3 rd  party, or algorithmically generated closets via module  354  may intermingle with the content they are viewing as an “integrated closet” to better serve the user&#39;s content discovery process. This integrated system allows for a number of advantages including support for user clothing designed that can be ‘picked up’ by a manufacturer for production, supports for a ‘revolving closet’ where items are continuously circulated, shared, swapped or traded amongst groups of users, and supports easy packing and shipping of shared items between users. 
     The system via function  356  analyzes behavior, context, and any other real or meta data related to the closet and users&#39; interaction with it in order to serve recommendations, trends, market data, and other machine intelligent derivations. Information relating to behavior, context, and any other real or meta data related to the closet and users&#39; interaction with it is stored in behavior module  358 . Via search function  359 , the user may search the closet for specific or general content filtering in the process of their content discovery. When the user is in the context of a closet, the user via create function  360  can create a number of entities in the system. 
     When the user is in the context of a closet, the system using suggest function  362  suggests an array of entities for the user to interact with and create based on machine intelligent analysis of the item and the item&#39;s context in the other entities and learned trends in the system. When the user is in the context of a closet from anywhere in the system (other users, 3 rd  parties, algorithms) or even their own closet through the integrated closet, the user via save function  364  can save or borrow or buy via borrow function  366  items, outfits, and other entities into their own closet permanently (until they choose otherwise). When the user is in the context of a closet from anywhere in the system (other users, 3 rd  parties, algorithms) for which they have sufficient privileges (most likely their own closet), the user can remove via remove function  368  items, outfits, and other entities from the closet. Via details function  370  the user can view more details of entities in the closet. 
     The user&#39;s clothing sizes may be stored in a memory module. In preferred embodiments, the user is tied to an avatar. Users may construct and use a 3d avatar of particular dimensions, matched to the user, so that clothes can be virtually tried on for fit and looks. The avatar may be shared with friends, placed in 2 or 3 dimensional ‘settings’ for particular events and occasions for conversation and commentary. These can be uploaded to and stored in various memories to include those on mobile phones, other computers, or a central data base accessible over the Internet. Once avatars and virtual clothing have been uploaded into memory, to include that on a mobile phone, or other computer, or a central data base, these items can be stored in a virtual closet. 
     Via the create function  360 , the user can create a 3d avatar of the user by importing photographing sufficient angles to build a 3d model of their body to test clothes on virtually or any other actions and then send via connection  372  store it in the avatar module  340 . Similarly via the create function  360 , the user via connection  374  can create an event with which to coordinate other users, items, outfits, and entities in the system to a real or virtual event. Connection  376  allows the user to use create function  360  to create a new outfit with the ‘outfit creator’ that has carousels of items drawn from the “integrated closet”  326  of the user, other users, and 3 rd  parties. Items may be added via connection  378  to closet  326  by importing or photographing an apparel into the system. System  200  may suggest via connection  380  events for the user to interact with, via connection  382  outfits for the user to use or create, via suggestion  384  items for the user to consider. 
     When a user saves an outfit into their closet, it is visible to them permanently by themselves and other users with access either in this users closet or other users&#39; closets through the integrated closet system via connection  386 . When a user saves an item into their closet, it is visible via connection  388  to them permanently by themselves and other users with access either in this users closet or other users&#39; closets through the integrated closet system. When a user borrows or buys an outfit, the system via  390  initiates interaction between the user and the lender/seller to transfer the outfit in the real world in a transaction. When a user borrows or buys an item, the system via connection  392  initiates interaction between the user and the lender/seller to transfer the item in the real world in a transaction. The system via connection  394  removes the outfit from the user&#39;s perspective. This may or may not delete it from other parts of the system or the system as a whole. Via connection  396 , the item is also removed from the user&#39;s perspective. This may or may not delete it from other parts of the system or the system as a whole. 
     View function  370  allows the user to view more details and interactions with a particular outfit via path  398 , while path  400  allows the user to view more details and interactions with a particular item (see  FIGS. 11 and 14 ). 
     In keeping with the world wide interest by a billion plus individuals to communicate with each other 24/7 in real time via a user-friendly website chat mode, the system provides firstly a forum by way of a runway to discuss trends in clothing, cosmetics and the general “look” that is prevalent and changes on a minute by minute basis and secondly a means to share visual representations of particular outfits with their friends. Such visual representation to be sourced from the users closet and would include any of the users owned, borrowed, available and accessible items from their closet. 
       FIG. 7  shows an expanded view of runway module  222  with the user and system action flowchart for interacting in the context of a runway. When a user is interacting with a runway stored in runway data store  410 , which is part of runway module  222 . This may be their own runway or runways of another user&#39;s, the system&#39;s, or 3 rd  party&#39;s. A user can interact with it by sending entities through it, revising entities in it, inviting entities to it, and searching it. The system can interact with the users and the runway by suggesting a variety of actions and entities, and analyzing the behavior, context, and any other real or meta data. System  200  via function  412  analyzes behavior, context, and any other real or meta data related to the runways and users&#39; interaction with it in order to serve recommendations, trends, market data, and other machine intelligent derivations. Behavior module  414  includes the behavior, context, and any other real or meta data related to the runway and users&#39; interaction with it. 
     When the user is in the context of a runway, the system via function  416  suggests an array of entities for the user to interact with and create based on machine intelligent analysis of the item and the item&#39;s context in the other entities and learned trends in the system. In a preferred embodiment a mixed language implementation may be used to accommodate multi-party countries and avoid censorship. 
     Users via send function  418  can send entities in the runway, thus adding them to the conversation to share, revise, and discuss them with the other users in the runway. Users via revised function  420  can revise entities collaboratively with other users, algorithms, systems, and 3 rd  parties in the runway and the revisions are tracked in version history. Users via invite function  422  can invite other users or to join the runway. Users may via search function  423  search the runway for specific or general content or entities, filtering in the process of their content discovery. 
     System  200  via connection  424  suggests messages for the user to create, send, revise, read, focus on, share, or otherwise interact with in the runway. System  200  suggests via connection  426  to the items  226  data store for the user to send, revise, view, focus on, share, or otherwise interact with in the runway. System  200  suggests via connection  428  suggests outfits from outfits module  230  for the user to send, revise, view, focus on, share, or otherwise interact with in the runway. System  200  suggests via connection  430  suggests events from event module  242  via connection  430  for the user to send, revise, attend, read, focus on, share, or otherwise interact with in the runway. System  200  suggests via connection  432  users from module  216  for the user to invite, focus on, share, or otherwise interact with in the runway. 
     When the user revises a message, its version history is tracked via connection  434  when the user revises an outfit its version history is tracked via connection  436  or if an item is revised its version history is tracked via connection  438 . 
     Sending an item via connection  440  in a runway adds the item to the conversation to share, revise, and discuss it with the other users in the runway while sending an outfit via connection  442  in a runway adds the item to the conversation to share, revise, and discuss it with the other users in the runway. Sending an outfit to a runway adds via connection  444  the item to the conversation to share, revise, and discuss it with the other users in the runway. Inviting a user via connection  446  to a runway adds the user to the conversation to share, revise, and discuss entities with the other users in the runway. 
     Referring to  FIG. 8 , which shows a more detailed view of outfits module  230 .  460 . Outfits are the collections apparel curated by users (individually or collaboratively), the system, or 3 rd  parties into ‘outfits’ and stored in the system, and their associated real and meta data in the system. When a user is interacting with a particular outfit  460  (their own, another user&#39;s, the system&#39;s, or 3 rd  party&#39;s), they can interact with it by deleting it, tagging it, removing entities from it, adding entities to it, using it in a variety of actions, recommending it to other entities, and saving it to a closet. The system can interact with the user and the outfit by suggesting a variety of actions and entities, and analyzing the behavior, context, and any other real or meta data. 
     When the user is in the context of an outfit from anywhere in the system (other users, 3 rd  parties, algorithms) or even their own closet through the integrated closet, the user can save via function  462  it into their own closet  464  permanently (until they choose otherwise). When a user saves an outfit into their closet, it is visible to them permanently by themselves and other users with access either in this users closet or other users&#39; closets through the integrated closet system. 
     The system via function  466  analyzes behavior, context, and any other real or meta data related to the outfit and users&#39; interaction with it in order to serve recommendations, trends, market data, and other machine intelligent derivations. Behavior module  468  includes the behavior, context, and any other real or meta data related to the outfit and users&#39; interaction with it. 
     The user may via delete function  470  delete the outfit from the user&#39;s perspective, if they have sufficient privileges. This may or may not delete it from other parts of the system or the system as a whole. The user may also via function  472  tag the outfit with metadata, which stored via connection  474  into metadata module  475  which processes data so users can search, understand, filter, and otherwise distinguish outfits while the system can run background analysis useful to vendors. 
     Via connection  476 , the system suggests metadata to add to the outfit  460 . Via connection  478 , the system suggests items from module  226  for the user to add to this outfit. The system via connection  480  suggests events from module  242  for the user to use this outfit with. The system via connection  482  suggests runways from module  222  for the user to use this outfit with. The system via connection  484  suggests other users from module  216  for the user to use, recommend, revise, and otherwise interact with this outfit with. The user may via connection  486  remove an item from the outfit or via connection  488  to add an item to the outfit. When a user indicated via connection  490  that an outfit  460  has been used in an event adds the outfit to the event module  242  so that it is tracked with the event and can be coordinated with the event and other users and analyzed by the system. 
     Using an outfit in a runway adds the outfit via connection  492  to the conversation in runway module  222  to share, revise, and discuss it with the other users in the runway. Using an outfit on the user&#39;s avatar by connecting via connection  494  to avatar module  341  virtually “tries on” the outfit on the user&#39;s 3d avatar so that they may get a sense of how the collection of items (the outfit) would look on them. Via function  496 , other users from module  210  see that the user has recommended them an item. 
     When the user is in the context of an outfit, the system via function  498  suggests an array of actions and entities for the user to interact with and create based on machine intelligent analysis of the outfit and the outfit&#39;s context in the other entities and learned trends in the system. When the user is in the context of an outfit, the user can remove via remove function  500  items from the collection. When the user is in the context of an outfit, the user via add function  502  can add items to the collection. When the user is in the context of an outfit, the user via use function  504  can use the item with other entities in the system. When the user is in the context of an outfit, the user via the recommend function  506  can recommend the outfit to other users. 
       FIG. 9  shows User and system action flowchart for interacting in the context of a user.  520 . Users are the entities using the system. When a user (user A) is interacting with another user (user B) via function  520  contained within user module  520  they can interact with them by collaborating on entities, recommending entities to them, ‘friending’ them, viewing entities that the user is connected to (or owns or borrows or is otherwise related), and searching the user for content or relations. The system can interact with the two users by suggesting a variety of actions and entities, and analyzing the behavior, context, and any other real or meta data. The system via analyze function  522  analyzes behavior, context, and any other real or meta data related to the users&#39; interaction with each other in order to serve recommendations, trends, market data, and other machine intelligent derivations. 
     Behavior module  524  includes the behavior, context, and any other real or meta data related to the outfit and users&#39; interaction with it. User A via collaborate function  526  invites user B to collaborate on entities in the system. Via connection  528 , users A and B collaborate on creating an outfit, sharing their respective closets  464  in an “integrated closet”  350  to pool their clothes for outfit creation to be stored in outfit module  460 . When the user is in the context of another user, the system via suggest function  530  suggests an array of actions and entities for the user to interact with and act on based on machine intelligent analysis of the outfit and the outfit&#39;s context in the other entities and learned trends in the system. 
     The system connects to outfit module  460  via connection  532  suggests an outfit for user A to create with, recommend to, collaborate on, or otherwise interact over with user B. The system connects to item module  300  via connection  534  suggests an item for user A to create with, recommend to, collaborate on, or otherwise interact over with user B. 
     The system may also connect to event module  321  via connection  536  to suggest an event for user A to create with, recommend to, collaborate on, or otherwise interact over with user B. The system connects to runway module  410  via connection  538  suggests a runway for user A to create with, recommend to, collaborate on, or otherwise interact over with user B. The system connects to user module  520  via connection  540  suggests another user for user A to recommend to or otherwise interact over with user B. 
     Using recommendation function  542 , User A can recommend entities for user B to interact with (with user A or with other users or alone). Via connection  544 , User A can recommend an outfit to user B. Via connection  546 , User A recommends an item to user B. Via connection  548 , User A recommends an event to user B. Via connection  550  User A recommends a runway to user B. Via connection  552  User A recommends another user to user B. Via function  554 , User A may add user B as a friend. Via connection  560  Users A and B share additional privileges regarding each others entities and privacy and interaction in the system now that they are friends. 
     Using search function  557 , User A searches user B&#39;s entities, content, data, meta data, and data relationships, as privileges allow. Using view function  558 , User A can view entities of user B&#39;s as privileges allow. Via connection  560  to closet  350 , User A can interact with user B&#39;s closet. 
     The integrated system with its real time communication and behavior analysis allows for users to collaborate creatively in real time. Groups of two or more users can share their wardrobes with each other, create outfits mixing all of their collections, share and track outfit iterations with each other while a user can suggest changes (edits) to another users&#39; outfit with contributions from either closet. The system can reference wardrobes of single and multiple users for search and filtering, filter single and multiple wardrobes by brand, or other attribute, determine the level of friendship between users by the amount they talk□about clothes, predict and suggest friends based on clothes and fashion. 
       FIGS. 10-29  are screen shots of a user interface on a smartphone that can be used in connection with the inventive system. 
       FIG. 10  is a screen view of the user&#39;s closet ‘items’ page, which shows what clothing items they own or have saved. The user may use search link  20  to type in search terms to search among those items in their virtual closet. The user via link  22  can generate ‘shelves’ to sort the items to make for more manageable viewing. Clicking on link  24  for an item initiates item-specific options (shown in more detail in ‘ FIG. 11 ’). Hanger link  26  is used to navigate to closet (the figure we are currently on). Link  28  to access and navigate to runways (shown in more detail in  FIG. 17 ) for further discussion. A user may click on link  30  to add content into the system (shown in more detail in  FIG. 23 ) while link  32  is to navigate to friends (shown in more detail in  FIG. 19 ) to then visit their closets, start runways with them, or otherwise interact. Clicking link  34  reveals further options such user account settings. 
     Link  36  is used view specific items while link  38  will pull up ‘outfits’ that are in the closet or allow the user to create outfits ( FIG. 13 ). If the user wants to search for specific brands then link  40  to go to another screen limiting the view to the selected ‘brands’ (shown in more detail in  FIG. 16 ) 
       FIGS. 11 and 12  are screen views of item page where the user can review an item and its options. After the user clicks on item link  24  (screen shown in  FIG. 10 ), link  42  may be used to access an item can be used in many contexts throughout the system. Clicking on link  44  uses the item in a runway chat (shown in more detail in  FIG. 18 ). To use the item in a new outfit click on link  46  ( FIG. 28 ) while clicking on link  48  allow the item to be used in an existing outfit ( FIG. 29 ). Clicking on link  52  shows what the item&#39;s associated shelves and link  54  allow the user to review and add additional tags and metadata to the item. When the user is finished with page  41 , link  50  may used to close this screen and return to screen  10 . Referring to  FIG. 12 , link  56  is used review everywhere that the item is used in the system (runways, outfits, and other uses). 
       FIG. 13  is a screen view of the user&#39;s closet ‘outfits’ page  50 , which shows what combinations of outfits a user owns or has saved. The user may click link  57  search outfits. Link  58  is used to select an outfit to go to its details (as shown in  FIG. 14 ). Link  60  allows the user to add a new outfit to the system. 
       FIGS. 14 and 15  are screen views of the user reviewing an outfit and its options. A user may click on link  62  see and click for more details and options each of the items used in this outfit. A number of functions are offered on this screen including clicking on link  64  to edit the outfit ( FIG. 28 ), clicking link  66  to use the outfit in a runway chat ( FIG. 18 ), link  68  to use the outfit in a new outfit ( FIG. 28 ). Link  70  allows the user to add the outfit to an existing outfit or ensemble ( FIG. 29 ). Link  72  allows the user to review everywhere that the item is used in the system (runways, outfits, outfit revisions, and other Users can also choose which friends to include in specific groups that they can then chat to either as a group or individually. Friends may chat amongst themselves and share choices over clothes in order to help each other decide what to wear. Chat system is to select groups of friends to be chat groups—either dynamically, per chat or statically as a persistent group of friends. All chats are exclusively private to the users that are included in the chat. 
       FIG. 16  is a screen view of the user&#39;s closet ‘brands’ page, which shows how their behavior, choices, and other data are connected to brands. Clicking on link  82  allows the user to search brands or vendors associated with the user by the user. Link  84  on the other hand brands that the user have tagged in clothes, saved a preference for, recommended to the user by algorithms, friends, or otherwise associated with you by the system. Link  86  allows the user to click for more information on the specific brand or vendor. In a preferred embodiment, the system will prompt users when they are close to a store that sells an item on their ‘want to buy’ list. 
       FIG. 17  is a screen view of the user&#39;s runways or discussions. Picture  88  may show the user you are conversing with, an item that was shared in the runway, or any other media. The runway can have a name  90  of its own or display the name of chat partners. In a group runway discussion, the displayed names  92  may be shortened. Link  94  allows the user to search through the runways associated with the user. The user can select through link  95  a specific runway to view its details and options ( FIG. 18 ). 
       FIG. 18  is a screen view of a specific runway the user is viewing. Users via link  96  can add text into the system and send it to each other. Link  98  users can show their appreciation of messages so inform the sender while the system build up preferences metadata about the user, and save the data for future reference. Users&#39; pictures  100  show with their messages and can be selected to show more details and options ( FIGS. 20, 21, and 22 ). Screen portion  102  show items and outfits that are also shared in the messaging system. By clicking on link  104  the user can add new content to the system ( FIG. 23 ) by entering text into window  106  and hitting send button  108  to send their content to others in the runway. 
       FIG. 19  is a screen view of the user&#39;s friends. Window  110  brings a drop down menu to search amongst the users&#39; friends. Picture  112  and some metadata about each friend is displayed. The user may click on a friend&#39;s name  114  to select a ‘friend’ shows details and options for them ( FIGS. 20, 21, and 22 ) 
       FIG. 20  is a screen view of the closet items of a fellow user where screen portion  116  includes the friends picture and metadata. Link  118  allows the user to search within the friend&#39;s items and the link  120  is used to select a friend&#39;s item for details and options (as shown earlier in  FIG. 11 ) 
       FIG. 21  is a screen view of the closet ‘outfits’ of a fellow user. Link  122  is used to search the friend&#39;s outfits while link  124  allows the user to select a friend&#39;s outfit for details and options (as shown earlier in  FIG. 14 ). Similarly  FIG. 22  is a screen view of the closet ‘brands’ of a fellow user where through link  126  a user can search the friend&#39;s brands. 
       FIG. 23  is a screen view of actions with which to add new content into the system where via link  128  use, the device&#39;s camera could be used (as shown in  FIG. 24 ), link  130  would search the device&#39;s photo library, and link  132  would use the user&#39;s closet to do some new action with existing content in the system. 
       FIG. 24  is a screen view of the user taking a self-picture or item-picture to add into the system b. Link  134  is used to record the picture from the device&#39;s camera and then link  136  is used to select an area of the picture to specify the item distinct from the rest of the picture contents, to be tagged in the next step of  FIG. 25 . 
       FIG. 25  is a screen view of the user adding meta data to their item. Link  138  add meta data ‘tags’ to the item such as the type of apparel, what it means, what it&#39;s for, why they liked it, inside jokes or any other associations the user would like to make. Link  140  allows the user to choose existing, new, or algorithmically generated ‘shelves’ to categorize the item. Link  142  allows the user to add additional metadata to the item such as the manufacture brand, price, where they bought it, and other retail related information. 
     The system adjusts the algorithmically generated color tags  144  to best represent the color scheme of the item so that users can manually match close based on their color palettes, and the system can make algorithmic recommendations based on the color palettes, as well as train its learning on color fashion tagging. Link  146  allows the user to review, edit, and add more ‘items’ chosen from the same image. Link allows the user to  148  save the item(s) and image into the system and also be presented with options of adding content to the image which takes the user to the screen shown in  FIG. 26 . The user can click on link  150  to save the item into the user&#39;s closet without further action ( FIG. 10 ), click on link  152  use the item in a runway discussion ( FIG. 27 ), or click on link  154  to use the item in an outfit ( FIG. 28 ). 
       FIG. 27  is a screen view of selecting friends or groups to interact with over the added content. Window  156  allows the user to search amongst friends, existing runways, and groups. Link  158  allows the user select and deselect as many friends as the user chooses. The system algorithmically recommends selections for this runway. The system maintains a history of runways, so if the user has sent something to a particular person or set of people before, this new send will bring back the context of the last runway with them in full. Then the user click on link  160  to send the content into the freshly chosen runway. 
       FIG. 28  is a screen view of the outfit creator-chooser. Window  162  displays any other users the user has ‘borrowed’ items from to create this outfit (e.g. by viewing a friend&#39;s closet,  FIG. 20 , and choosing to ‘use’ their item from  FIG. 11 ); or that the user could ‘borrow’ from by selecting their names here to add their collections to the rotating carousel of choice. Link  164  allows the user to set the contents of the outfit and go to adding metadata. Section  166  shows for example a carousel of tops and dresses. Link  168  allows the add or remove niches (shelves, categories) for the outfit. A user may move back and forth through a manually and algorithmically curated list of items that fit a particular niche in an outfit (e.g. headgear, or torso, or scarves, or overgarment, etc.). and the another shell for skirts, pants and shorts, another for footwear, and another for accessories  170 ??. Items chosen here ( FIG. 28 ) carry through as the items of the outfit ( FIG. 29 ). 
       FIG. 29  is a screen view of adding more meta data to an outfit. Link  172  allows the user to finish the outfit and use it in the system ( FIG. 26 ). A user can click on link  174  select an item to change it ( FIG. 28 ) by choosing another item from the carousel. Area  176  displays feedback from this or other users, color palette indicators, tags, or any other auxiliary content can be part of the outfit along with the items. Link  178  allows the user to review, edit, and add to all of the items in this outfit while link  180  allows the user to add further metadata (e.g. color palettes, emojies, comments, favorites, tags, etc.) to the outfit collaboratively with friends. 
     The invention has been described hereinafter with reference to specific exemplary embodiments thereof. It will, however, be evident that various modifications and changes may be made thereto without departing from the broader spirit and scope of the invention. The specification and drawings are, accordingly, to be regarded in an illustrative rather than a restrictive sense. The processing functions can be realized in hardware or software. Not only are all of these processing functions realized by the hardware or software, but also part thereof may be realized by using the hardware or software. That is, the combination of the hardware and software may be adopted. Besides, various modified examples and applied examples created or combined based on the recitation of the specification are also conceivable. It should be understood by those skilled in the art that various modifications, combinations, sub-combinations and alterations may occur depending on design requirements and other factors. It should be understood that various changes and modifications to the presently preferred embodiments described herein will be apparent to those in the art. Such changes and modifications can be made without departing from the spirit and scope of the present subject matter and without diminishing its intended advantages.