Fashion-Technology and Change in Product Development and Consumption for the High-end Menswear Sector

Author(s):  
Frances Ross

This updates a longitudinal study of Bespoke/ High End tailoring (Ross, 2007) with a secondary focus on mid-market menswear. The discussion commences with a review of key literature and practices from digital menswear studies to-date and evaluates how in the last two decades a deeply entrenched traditional sector such as tailoring has embraced numerous fashion digital-technologies from the design process to multi-channel consumption in-store, e-commerce and apps. The author utilizes a 3D-4C's process model as a structural template. The research methodology is interpretive, qualitative, online structured-observation of tailors currently utilizing digital practices plus in-depth interviews with industry experts. Those interviewed include Bespoke/Designer tailors with current 3D- platforms and International researchers providing insight into the latest developments in digital fashion including virtual design, scanning, sizing, avatars, 3D-fabric-simulations, 3D-printing, virtual-try-on and customization to establish best practices and future forecasts for proactive fashion management.

3D Printing ◽  
2017 ◽  
pp. 251-280
Author(s):  
Frances Ross

This updates a longitudinal study of Bespoke/ High End tailoring (Ross, 2007) with a secondary focus on mid-market menswear. The discussion commences with a review of key literature and practices from digital menswear studies to-date and evaluates how in the last two decades a deeply entrenched traditional sector such as tailoring has embraced numerous fashion digital-technologies from the design process to multi-channel consumption in-store, e-commerce and apps. The author utilizes a 3D-4C's process model as a structural template. The research methodology is interpretive, qualitative, online structured-observation of tailors currently utilizing digital practices plus in-depth interviews with industry experts. Those interviewed include Bespoke/Designer tailors with current 3D- platforms and International researchers providing insight into the latest developments in digital fashion including virtual design, scanning, sizing, avatars, 3D-fabric-simulations, 3D-printing, virtual-try-on and customization to establish best practices and future forecasts for proactive fashion management.


2006 ◽  
Vol 33 (1) ◽  
pp. 63-98 ◽  
Author(s):  
Deborah Keys ◽  
Shelley Mallett ◽  
Doreen Rosenthal

Numerous studies have revealed high levels of drug-taking among young people experiencing homelessness. This article draws upon 40 in-depth interviews carried out as part of a five-year longitudinal study of homeless young people (Project i). It is noteworthy that almost all of those who identified their drug use as problematic gave up or reduced their level of use without treatment or professional assistance during the period of the study. The interviews provided insight into the way in which some young people experiencing homelessness view their drug use and the actions they take in light of these understandings. Here we report their stated reasons for giving up or reducing usage and identify some commonalities that may have impacted on the outcomes.


2021 ◽  
Vol 1 ◽  
pp. 2581-2590
Author(s):  
Mark Goudswaard ◽  
James Gopsill ◽  
Mike Harvey ◽  
Chris Snider ◽  
Andy Bell ◽  
...  

AbstractThe importance of prototyping is unanimous with numerous studies into the media, types, roles and properties of prototypes. However, no recent papers have sought to examine and characterise industry practice and if and how this has changed since the early 2000s.To address this, a snapshot of industrial prototyping practice with particular attention to the what, when, why, how, and by whom is reported. The study involved five small-medium sized design companies based in the South-West of the UK and validation of the findings by two independent practitioners.The snapshot revealed that 3D printing and virtual prototyping tools have reached widespread adoption in SMEs,that their design processes are highly agile and iterative and are difficult to fit to any extant design process model.Rather, the approaches appear to implicitly comprise of three levels of design convergence: macro, meso, and micro, which correspond to finer/more detailed changes.The results also reveal the frequent transitions between digital and physical media and the need to manage these transitions to ensure the product representations in different media are appropriately up-to-date.


2015 ◽  
Author(s):  
◽  
Lushan Sun

Despite the rise of 3D printing technology in recent years, the novel technology has not yet heavily expanded to the realm of textile and apparel design. Although 3D printed design explorations have been unique and successful, the information shared only pertains to unique garment silhouettes or materials applied as oppose the insights into the specific 3D CAD process, which is the core of such digital fabrication methods. Following the Mutual Shaping of Technology framework, this study zoomed in on the ways for traditional apparel designers transition into the digital 3D modeling process from the visual and haptic cognitive aspects. This investigation involved a focus group study with 10 participants who are 3D CAD practitioners with hands-on object making backgrounds. The group study outcomes further contributed to the strategy that was then utilized in an independent case study involving studio practice and the development of a 3D printed wearable garment. The results from this exploratory study suggest that the transition from hands-on to digital modeling is a rather challenging process and relies heavily on tacit knowledge and the combination of object and spatial visualization skills interpreted in the forms of visual and haptic memory in order to develop an efficient workflow in the digital design process. The findings of this study are of great value in understanding the cognitive nature of the apparel designer's virtual design process in order to reflect on the current design curriculum. This study also is of importance to the future 3D CAD program interface design for both apparel and non-apparel design practice.


2021 ◽  
Vol 1 ◽  
pp. 365-374
Author(s):  
Benjamin Gerschütz ◽  
Bettina Vanessa Martina Spießl ◽  
Schleich Benjamin ◽  
Sandro Wartzack

AbstractIn our modern, interconnected and globalized world, design is in motion, to adapt to new situations. But successful Design in Motion must be based on Processes in Motion. For a target-oriented adaptation of the processes to the new, challenging conditions, the as-is procedures must be captured and analysed. For this analysis, established capturing procedures from production or administration cannot be used due to some special features of design processes and workflows, which will be discussed in this contribution. To compensate for the weaknesses of existing methods, we propose an adapted method for holistic design process capturing. With the procedure, we want to enable an economic process analysis, which is crucial for small and medium-size companies in particular. To give an insight into the practical application of the method, we exemplarily analyse the process of a shaft construction and FEM-evaluation by two different employees. Based on this analysis and to verify the relevance of the presented approach, an evaluation with respect to the requirements is done.


2017 ◽  
Vol 10 (1) ◽  
pp. 14-23

This research explores consumer’s insight into the female sportswear segment for the purpose of improving product development in the clothing industry in South-East Asia, a consumer base consisting of 500 million people. The research aims to clarify the important parameters on which buying decisions are made. The parameters are based on price, function, fit, brand, and design. The methodology used in this research is qualitative and quantitative consisting of participative observations, in-depth interviews, and survey. Results shows a wide range of shopping approaches utilized by consumers. Shopping behaviour can be seen depending on products and location. Essential parameters for an exercising garment are fit and design. abundance of available options in the market can cause confusion amongst consumers. The over-availability of products contributed to the creation of such confusion or even fussiness amongst consumers. This is to suggest that the more alternatives available to consumers, the more difficult it will be to find “the right” product. Findings also suggests that consumer’s input and opinion is vital to product development and significantly contributes to product design and enhancement.


Author(s):  
C. Kong ◽  
L. Zhang

Abstract. As digital technologies are becoming gradually integrated into museums and the preservation of intangible cultural heritage (ICH), museums and the exhibitions of ICH are becoming more attractive and flexible. However, digital technologies may also bring some problems, such as cultural alienation. The participation of the inheritors and communities of ICH in the design of digital exhibitions could reduce such problems. The main contribution of this paper is a co-design process model for digital exhibitions of ICH. The study was conducted by the project, “Warm Inheritors Digital Diabolo”, which aimed to enhance the digital experience of diabolo by using virtual reality technology to implement interactive digital storytelling techniques. This project involved both designers and inheritors to realize the principle of respectful design. The results demonstrated the crucial role of inheritors and communities in the design process. This paper also offers some design recommendations.


Author(s):  
Andrea CAPRA ◽  
Ana BERGER ◽  
Daniela SZABLUK ◽  
Manuela OLIVEIRA

An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.


CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


Author(s):  
Cristian Iorga ◽  
Alain Desrochers

The expansion of the markets corroborated with product customization and short time to launch the product have led to new levels of competition among product development companies. To be successful in the globalization of the markets and to enable the evaluation and validation of products, companies have to develop methodologies focused on lifecycle analysis and reduction of product variation to obtain both quality and robustness of products. Keywords: Modeling, Evaluation, Validation, Design ProcessThis paper proposes a new design process methodology that unifies theoretical results of modeling stage and empirical findings obtained from the validation stage. The evaluations and validations of engineering design are very important and they have a high influence on product performances and their functionality, as well on the customer perceptions.Given that most companies maintain the confidentiality of their product development processes and that the existing literature does not provide more detailed aspects of this field, the proposed methodology will represent a technical and logistical support intended for students or engineers involved in academic as well as industrial projects.A generic methodology will be refined based on a new approach that will take into consideration the specification types (quantitative or qualitative), the design objectives and the product types: new/improved, structural/esthetic. Hence the new generic methodology will be composed of specific product validation algorithms taking into account the above considerations. At the end of this paper, the improvements provided by the proposed methodology into the design process will be shown in the context of the engineering student capstone projects at the Université de Sherbrooke.


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