scholarly journals Representation Contents of Basic Design Elements in Patterns of Fashion Design

2012 ◽  
Vol 12 (2) ◽  
pp. 196-207
Author(s):  
Jung-Mee Cho
2020 ◽  
Vol 16 (10) ◽  
pp. 57
Author(s):  
Yuru Ma ◽  
Xiangyang Bian

Chinese theme or style has a long history in international fashion design; it is a common theme for Chinese and western designers to pursue Oriental sentiment and express Oriental aesthetics. However, for contemporary Chinese theme fashion design, Chinese and western designers have different understanding and interpretation, and there are many differences in design techniques and effects. In this paper, we propose to research on contemporary Chinese theme fashion design based on the theory of aesthetic distance, and interpret the essence of Chinese theme fashion design from different aesthetic distances. In addition, the basic principles of contemporary Chinese theme clothing design are summarized through the analysis and comparison of Chinese and western design cases. The results show that Chinese theme design, to the West, represents “the other” and “exotic theme” in a modern way; while in the eyes of Chinese people, it is a contemporary embodiment of “retro theme”. The clothing design in modern Chinese fashion should, based on the design elements collected in an expansive and deep way, pursue the balance and integration of “conservative” and “avant-garde” elements and the harmony of “form” and “spirit”, abiding by the fundamental principle of “absorbing tradition” to “create the present”.


2020 ◽  
Vol 7 (1) ◽  
Author(s):  
Hoe Ryung Lee ◽  
Jongsun Kim ◽  
Jisoo Ha

AbstractToday, fashionable menswear is appropriating traditionally feminine design elements on an unparalleled international scale. This phenomenon should not be interpreted purely as a subversive gender issue, but should also be viewed as an expression of personal style and taste. In order to properly describe this phenomenon, the term ‘crosssexual’ must be introduced to English fashion vocabulary. This paper examines the innovative design characteristics of contemporary crosssexual menswear emerging prominently in men’s suits since 2015 and also raises the necessity of coining a new term: ‘neo-crosssexual’. Ultimately, this paper reveals how neo-crosssexual fashion employs a great variety of innovative silhouettes and novel design elements—ranging from structural or decorative details to colors, fabrics, patterns, and accessories—all of which enable the wearer to express whatever image of themselves they desire. Previous studies have interpreted crosssexual fashion as men simply portraying themselves as effeminate by wearing such clothing, but this conclusion is reductive and reveals there is still an unconscious recognition of limiting binary associations. The richness of neo-crosssexual fashion design, rather, gives individuals freedom to choose a sartorial image devoid of binary constraints. Conventionally classified ‘feminine designs’ are now perceived as creative and functional means to fluidity. This positive cultural shift has led to an increasing number of men choosing to wear suits that incorporate ‘feminine’ design elements, freeing this traditional garment from its limited formal use and symbolic hegemonic power.


Author(s):  
James A. Anderson

Digital computers are “protean” in that they can become almost anything through software. Their basic design elements came from a 19th-century British tradition in logic, exemplified by Boole and Babbage. It seemed natural to have logic realized in hardware. This tradition culminated in the work of Alan Turing who proposed a universal computing machine, now called a Turing machine, based on logic. Although hardware that computes logic functions lies at the core of digital hardware, low-level practical machine operations are grouped together in “words.” Programs are based on hardware operations controlling computation at the word level. This chapter presents a detailed example of what a computer does when it actually “computes.” Because human cognition finds it hard to use such an alien device, there is a brief discussion of how programming became “humanized” with the invention of software tools like assembly language and FORTRAN.


Author(s):  
Banu BEKCİ ◽  
Çiğdem BOGENÇ

Aim: The main purpose of the study is to create a recreational spatial organization with basic design elements and principles by emulating nature in increasing visual literacy. With this study, it was aimed to stimulate students' imagination and make them design spatial organization by emulating geological rock sections in sustainable design approaches of rural landscape areas. Method: The process of producing solutions to the design problem given was carried out by using (i) 14-week basic design training, (ii) taking thin samples from geological rocks for petrographical studies, and (iii) the analogical thinking method which was the inspiration of Goldschmidt and Smallov (2006) and Cardoso and Badke-Schavub (2011) for the transformation of their ideas into forms. Findings: By analyzing the concepts related to the given problem, the solution of the design problem began, and the designers’ abstract ideas were concretized and handled within the framework of the concept. Students, who received the subject of study during the design process, completed the product they prepared in line with the basic design education they received in order to obtain a product from the concept whichthey created in their mind by emulating geological rock sections. The process was successfully completed by adding something to the obtained product, removing something from the obtained product, and combining something with the obtained product in this process. Result: The ability to have a versatile perspective in design education, which finds common ground forart and architecture education, is vital. This study showed that in architectural education, the design process can collaborate with different disciplines and that the products may be unique and sensitive to ecosystem services.


2018 ◽  
Vol 5 (1) ◽  
pp. 11-21
Author(s):  
Muteber Erbay ◽  
Ayça A. Ustaömeroğlu ◽  
Pınar Küçük ◽  
Zeynep Sadıklar

In design-based disciplines, the basic design lesson generally covers theories of design elements-principles and Gestalt perception rules, then followed by two and three-dimensional abstract designs made by the students. All these studies play an important role in the development of visual language and expression. Particularly in the visualization of the imagination and in the process of transferring the design, the students are fed from these teachings and direct their design decisions. For this reason, the "Basic Design" course is of great importance for the students to develop a formal and aesthetic perspective. However, the transformation of these abstract thoughts into a concrete product is often not tested in the context of the course. In the scope of this study; the teachings that students gained from the   "Basic Design" course, which is given in the first semester in the Department of Interior Design at Karadeniz Technical University, was tested with a workshop. As method of the study, the functional characteristics of the furniture designed by the students and the basic design elements-principles and Gestalt perception rules used by the students were entered into the SPSS program and the obtained data were evaluated in accordance with the objectives of the study. Keywords: Furniture design; abstract thinking; design education; basic design; creativity Özet Tasarım tabanlı disiplinlerde temel tasarım dersi genel olarak; tasarım ögeleri, ilkeleri, Gestalt algı kuramlarını içeren teorik anlatımlarla verilmekte, sonrasında öğrencilere yaptırılan iki ve üç boyutlu soyut tasarımlarla desteklenmektedir. Tüm bu çalışmalar görsel dilin ve ifadenin geliştirilmesinde önemli bir rol oynamaktadır. Özellikle imgenin görselleştirilmesinde ve tasarıma aktarılması aşamasında öğrenciler, bu öğretilerden beslenerek tasarım kararlarına yön vermektedirler. Bu nedenle “Temel Tasarım” dersi, öğrencilerin biçimsel ve estetik bir bakış açısı geliştirebilmeleri için büyük bir önem arz etmektedir. Ancak bu bakış açısının soyut düşünceden, somut bir ürüne dönüştürülmesi genellikle ders kapsamında test edilememektedir. Bu çalışma kapsamında; Türkiye’nin kuzey doğusunda bir sahil kenti olan Trabzon’da bulunan Karadeniz Teknik Üniversitesi İç Mimarlık Bölümünde birinci yarıyılda verilmekte olan “Temel Tasarım” dersinin bir çıktısı olarak öğrencilerin dersten edinimleri dönem sonunda bir workshop çalışması ile sınanmıştır. Çalışmanın yöntemi olarak öğrencilerin tasarladıkları mobilyaların işlevsel özellikleri ve kullandıkları temel tasarım öge ve ilkeleri SPSS programına girilmiş, elde edilen veriler çalışmanın amaçları doğrultusunda değerlendirilmiştir. Keywords: Temel tasarım, mobilya tasarımı, yaratıcılık, soyut düşünme.


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