• Title/Summary/Keyword: Mass customization of clothing products

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A Study on a Design Process Model for Mass-Customized Fashion Product (Part I) -On the Basis of Internet Shopping- (대량 맞춤형 의류상품을 위한 디자인 프로세스 모형 연구 (제1보) -인터넷 쇼핑 환경을 중심으로-)

  • Eun, Myung-Jin;Lee, Joo-Hyeon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.2 s.150
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    • pp.187-197
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    • 2006
  • The purpose of this study was to search for the effective mass customized fashion design process based on internet shopping, so that a total of fifteen models of mass customized fashion design processes which are different in the customized degree and in the composition of design elements was proposed in this study, and to compare their efficiencies and appropriateness with those of the existing fashion design process. The data was obtained from a survey of 180 Korean females in their twenties and thirties from Nov 17th to 29th, 2002. The results of this study were summarized as follows: First, more than half of the whole respondents appeared to prefer mass customized products. Therefore, the mass customized design process was considered to be applicable to some sectors in the present domestic clothing market. Second, Respondents generally preferred the designs by mass customized design process model to those by existing fashion design process. However, satisfaction on the designs done by the mass customized design process suggesting only one choice to prosumers was lower than that of existing fashion design process. This result suggested that mass customized fashion design process enabling at least two choices should be presented to prosumers in order to increase their design satisfaction. In addition, the design process models suggesting more that three choices presented higher satisfaction than existing fashion design process.

The Effect of Interactivity on Relationship Quality and Performance in Internet Apparel Product Shopping (인터넷 의류제품 쇼핑 시 기업-소비자 간 상호작용성이 관계의 질과 관계성과에 미치는 영향)

  • Bae, Kang-Mi;Park, Jae-Ok
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.9
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    • pp.1538-1545
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    • 2010
  • Relationship marketing can be one of the most efficient strategies that enable a company to achieve business success in the marketing environment of tough competition and the desire of consumers for diverse products. Using relationship marketing instead of mass marketing can help a company increase profits. For. proper research in relationship marketing, it is indispensable to study interactivity. This study investigates the effects of interactivity on relationship marketing. The results are as follow: The enterprise-consumer interactivity had a significantly positive effect on relationship quality (trust, satisfaction, and commitment). Especially enterprise-consumer interactivity appeared as the most positive effect on satisfaction and customization benefit appeared to be the most positive effect on trust. The enterprise-consumer interactivity had a significantly positive effect on relationship performance (long-term relationship orientation, repurchase intention, and word of mouth). Especially, enterprise-consumer interactivity appeared as the most positive effect on long-term relationship orientation. Internet shopping malls should enhance the interaction between the company and customers with the feedback system to share important information, and maintain a reliable technological environment. The company can deal with customer requirements by supplying proper products and content. The findings of this study provide both industry and academic researchers with a guide to increase customer satisfaction in the relationship marketing process.

A Comparative Study on Virtual Try-on Systems using Body Measurement Input

  • Lim, Ho-Sun;Istook, Cynthia
    • The International Journal of Costume Culture
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    • v.13 no.2
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    • pp.118-129
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    • 2010
  • Digital technology introduced into the clothing and fashion industry is evolving to digital virtual fashions and consumer-centered mass-customized production systems. Today the application of such 3D virtual try-on systems is being expanded gradually in the clothing industry. This study purposed to make virtual avatars and virtual garments using OptiTex and V-stitcher virtual software and compared the appearance of the virtual garments put on the virtual avatars. For this, we created virtual avatars and virtual garments using body measurements obtained from jive subjects of top jive body shapes, respectively, using $[TC]^2$ body scanner. According to the results of comparing the outcomes of the two different virtual software systems, virtual avatar II of V-Stitcher tended to have a more round and lifted hip and the waist line at a higher position. In addition, the body curves and shapes of a virtual avatar affect the appearance of virtual garments. This study applied the same body measurements to virtual avatars and the same pattern to virtual garments, but when different kinds of virtual software were used, the virtual avatars and virtual garments showed different appearance and fit. This result may mean that when customers buy apparel products using different kinds of virtual try-on systems, their evaluation of appearance can vary depending on the virtual try-on system. Therefore, research needs to be made actively for the development and use of linkage programs that can reflect actual body measurements between virtual software systems and 3D body scanning systems.

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A study of the wedding dress patterns for women of each body type between the ages of 25's and 34's (25~34세 여성의 웨딩드레스 원형 개발을 위한 체형 유형별 연구)

  • Kim, Hae-Yeon;Park, Sun-Kyung;Jeong, Jae-Chul
    • The Research Journal of the Costume Culture
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    • v.26 no.2
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    • pp.188-202
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    • 2018
  • This study aimed to categorize women's body shapes by type after extracting prototypes of 25~34 year old Korean woman. The standardizing research service project conducted by the Ministry of Commerce, Industry and Energy in 2005, divided the age ranges of adult women into three groups: 18~24 years (young), 25~34 years (young-adult) and 35~49 years (adult). This study utilized this age division method to create a concrete body type categorization schema with the most marriageable period, 25 to 34 years old as target age the target age group. We used, measurement data from the 7th Korean Human Body Size Survey (Size Korea) for the body shape analysis. We completed a statistical analysis using the statistical program SPSS 21. After creating the body types using CLO 3D, which is based on the 7th Korean human body measurements, we input data for the average size for each type into the Avata. We then compared and analyzed the cross sections using the Rapidform XOR program. The results of the type-specific characteristics are as follows: big square body of obese body, small square body of plain flat body with tall, plain square body of plain flat with short, triangular body of lower body obesity there was. Significantly, the results of this study should facilitate the development of various apparel products using mass customization or easy-order systems.