Eyewear must not be judged only by the skill of the designer who created it. For production of successful eyewear, we must always take into account the point of view of the wearer. Because eyewear is above all a means to correct of the visual acuity, it is a medical instrument. Therefore in any case, it should not submit to the dictatorship of fashion designer. The eyewear designer's role may therefore be summarized in following way: to have a subtle sensitivity and inspiration, and originality, know-how to develop a symbiosis between functionality and technical know-how, harmonious production of the design and concept of the human engineering. At present, the way of designing has undergone a big change to enabling us to supply the customer with technical design and rapid prototyping of eyewear with assistance to computer processing such as computer graphic and cad/cam.
In an information-oriented and internationalized society of the future, the quality and the price of goods made by each country will be equalized. That eliminates competition. But the design and appearance of products is an important factor in international competition. Indeed, design symbolizes a country's culture visually, and it can show the cultural identity and originality of a nation in international society. And that will play an important part that can contribute to creating added value. It is necessary to revive our people's old lyrical stories which are far away from our memory, and we badly need design development to revive traditional cultural merchandise through visual modernization. In this study, I chose lotus as the subject material of textile design development. And my intention for this study is to reflect Korean traditional cultural value as much as I can, and to develop textile design of Korean images by adding modern scenes. Also, I intend to print them on fabric, and apply them to cultural merchandise including scarves and ties, by using digital textile printing systems. The reasons for doing so, are to create high added value, and to let other peoples of the world, know about our excellent culture.
Such trend offers new fashion designs as a formative art with creative spontaneity. The purpose of this study is to seek to work out fashion design methods whereby fashions can be developed into an art form embracing handicraft premium textures, geometric formativeness and traditional beauty so as to satisfy the individualist expression desires of modern people who pursue practicality, originality, and beauty of simplicity. This art form also allows new images to be expressed. The corresponding methods studied include the space and technique of patchwork that can create artistry and aesthetic functionality into differentiated levels of images, and geometric ion from Mondrian' works. Fashion designs based on patchwork technique and the characteristics of Mondrian's works reveal that the patchwork technique using diverse materials is an artistic technique with high handicraft value. This technique provides new value to traditional aesthetic materials of clothing, and that Mondrian's unique designs are very effective in developing new fashion designs because they provide artistry and unique effects to modern fashion expression.
This study aimed to develop a modern textile design based on the formability of Frank Stella's paintings and to develop and present a fashion design that combines modern sensibility as a 3D virtual clothing program. The formative characteristics of Frank Stella's work were 'unity due to regular stripes', 'asymmetry due to geometric surface division', and 'decorabilitydue to colorful use'. Based on this, costume patterns and textiles based on Frank Stella's paintings were developed and six 3D virtual fashion design works were produced. The conclusion was as follows. First, it was confirmed that Frank Stella's work has a very wide range of applications to fashion products as abstract expression and minimal simplicity coexist visually. Second, various colors and forms of Frank Stella's paintings could be developed using textiles with visual formability, and originality as a fashion work applied with paintings could be maximized. Third, the development of 3D fashion using virtual programs had the ease of time efficiency, cost reduction, and spatiotemporal expansion of work processing compared to the actual costume production process. In addition, the simulation of 3D virtual wear made it easy to modify and recover the position of the textile to be applied to the costume and create a new design in the process of transforming the position of various textiles. It is expected that this study results will be used as basic data for the future conversion content industry in the painting and fashion industries.
Seidel (1981) asserted that, information produced by researchers was not being used by practicing professionals because the researchers and designers did not share the same perception of research. Nearly all of his research subjects indicated that other researchers(rather than designers) were their audience. Furthermore, criteria that were valued in academic research such as originality or choice of appropriate methods did not increase quality of information in the eyes of the designers. Instead they valued research results with relevant information, check lists, and design guidelines. More than two decades have passed since Seidel examined the gap between research and practice. Scholarly research by academics continues to be a major prerequisite to tenure and promotion. While these expectations may increase the quantity of research, the question might still be asked, "Are the data enhancing the quality of design?" The present study is an analysis on how interior design practitioners perceive and perform research. By using Seidel's research as a framework the author has developed a questionnaire in order to understand meanings and affects of research in the practitioners' field. Thus hope to serve as a step towards strengthening collaborative modes between the two communities, interior design academic and practice. practice.
Evaluation is to be seen a~ a central component of design activity. It is an attempt to ensure that the proposal which arises is accepted and that the resulting artefact itself suited to its purposes in practice. Recent surveys of Evaluation show that most methods require quantitative and explicit attributes. Always a significant part of the attributes of design proposals is qualitative. Therefore we need some study that convert qualitative attributes into quantitative scale values, because in many cases con\ulcornerclusions can be drawn about the order of the overall value of the design proposals. Following to Thurstone's psychological scaling methods, attributive values are assigned by ruting scale methods, met, hod of rank-order and method of paired comparisons. The problem of psycho\ulcornerlogical scaling is then to determine whether the stimuli can be ordered on a psychological continuum with respect to the degree of the attributes each possesses. The law of comparative judgement assumes that for a given stimulus there is associated a most frequently aroused or modal discriminal process on a psychological continuum. This paper is based upon the premise that the modal discriminul process will also be the same as the mean or median of the distribution.The objective of this paper is to argue for an acceptance of qualitative approaches to the evalua\ulcornertion of Design as a complement to the existing quantitative techniques. The scale values of 10 attri\ulcornerbutes \ulcorner(1) originality, (2) aesthetics, (3) satisfaction, (4) effeciency, (5) function, (6) size, (7) texture, (8) simplicity, (9) symbol, and (10) facility) in case of TV sets are obtained and their interactions are examined.
In this study, we analyzed the whole design of the necklace in detail, which reflects the artistic sense of handicraft in couture. The purpose of the study was to identify the characteristics of the design based on the analysis findings and to provide basic data to help fashion designers. The research method entailed analyzing trends in necklace design - viewed in fashion magazines and on websites - by year, season, brand, kind, material, color, and image. The identified necklace design characteristics were as follows. First, artistry and originality are dramatically expressed through the use of a broad range of materials. Second, due to the necklace's role as an object of perfect beauty, in a number of images, the necklaces were presented in convergence and contrast with overall costumes. Third, the dramatic effects of layering revealed a strong presence and individualized styling. Necklaces are created with diverse sculptures by realizing the creative imagination of fashion designers. Even though they looked a little different every year, there were designs in the collections constantly. Round shape and princess length were preferred. In particular, the mix type was used to express dramatic effect by focusing neck part in entire styling which different length of necklaces were layered and worn. As a result, it meets the needs of consumers who emphasize brand differentiation and diversity, and it is believed that the role of necessities in fashion will continue and it creates economic demand in the fashion industry.
In order to develop high value fashion culture products capable of reaching the global market, this study developed the original traditional clothing design of Northeast Asian countries according to a global perspective. This study applied the structural formality of traditional clothing to fashion cultural products. This study developed designs using Deel of Mongolia, Makap of China Korean Dang-ui / Dan-ryung, and Haori of Japan. The research methods are theoretically examined using literature on traditional clothing in Northeast Asia. First, it designed a shirt design using Adobe Illustrator CS6 and created a pattern with the Yuka program as well as applied CLO 5.0 (a 3D virtual dressing system from CLO Virtual Fashion Co.). A survey was also conducted on individual interest for the developed fashion cultural products. The design method obtained various design effects by applying the method of adding point detail parts of the clothes to the shirt that represented each country among their traditional clothes. This research can be used as basic data for the global fashion cultural products market that can contribute to maintaining the originality of each country in the global era, expanding tourism income to succeed and develop culture and tradition.
Journal of the Korean Society of Clothing and Textiles
/
v.44
no.5
/
pp.969-983
/
2020
Zero waste fashion design to minimize the 15% fabric waste generated during production can be difficult to industrialize instead of having strong originality. This study designed shirts that are practical and reflect trends using the zero waste pattern cutting method and suggest the possibilities for industrial production. The content of the study are as follows. First, the pattern cutting method of zero waste fashion design was studied. Second, the recent trends of shirt design were analyzed and reflected in the design development. Third, 4 zero waste shirt designs were developed and produced by applying the geometric cutting, puzzle cutting, and minimal cutting methods. As for the research method, literature research was conducted on related references; in addition, design development and production were conducted empirically. As a result, the developed zero waste shirts are practical and trendy. In addition, the results of the study are meaningful to provide basic data for the commercialization and industrial application of zero waste fashion design.
The purpose of this study was to get some pieces of prior information to eventually develop high value-added fashion cultural products design using local cultural resources, to promote the cultural tourism festival. For this purpose, this study is carried out the investigation of cultural product stores and visitors' questionnaire survey. The subjects of this study were festivals which were selected as cultural tourism festival by the Ministry of Culture, Sports and Tourism from 2000 to 2008. Of them, six festivals were finally selected but food festival was excluded. The results of this study were as follows; First, the store survey was conduced to analyze the situation of the products of cultural tourism festival. The most frequent product was accessories. And a T-shirt was found to be sold every festival probably because it was the most popular item and basic item which people could buy without burden. While the most diverse kinds of products were found in the Andong, the Jinju and Gangjin were found not to develop various products. In the design motif used for cultural products, most products did not use festival or local image. The highest use of the festival and local image was found in Gangjin and Muju. The Andong and Chungju were found to sell very common products buying anywhere rather than products using local cultural resources or image. In the material of cultural products, most products use metal. And In the price of cultural products, 10,000-30,000 won was found highest. Second, the purchase conditions of cultural tourism festival visitors were examined. The visiting goal and companion of visitors was found to vary with the type of cultural tourism festival. The types of visitors were also found to have an effect on the choice of items in the purchase of cultural products sold in the festival. Only one third of respondents responded buying one and more cultural products. The purchase rate was found high in the festival where cultural product items were various and there were many products symbolizing festival or region. The most purchased item was a mobile phone hanger and the amount of purchasing cultural products was 10,000-30,000 won. The reason not to purchase cultural products was dissatisfaction with utility, originality, possibility of a present, symbolism, and price. The most important attribute in the purchase of cultural products was design, followed by symbolism, price, originality, and innovation. The highly preferred product group included clothing, miscellaneous goods, and accessories. Specifically, T-shirt was found highest. Based on these research results, it was found that the design strategy for the cultural products development should consider both regional and festival images. The items and designs of the cultural products should reflect visitors' characteristics and the price zone should be varied.
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