• 제목/요약/키워드: fun fashion design

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감성소비시대의 펀(Fun) 패션디자인 (FUN Fashion Design in the Emotional Consumption Era)

  • 임효빈;고현진
    • 복식
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    • 제61권5호
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    • pp.93-105
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    • 2011
  • This research is aimed at examining the characteristics of the fun fashion design in the emotional consumption era from a broad perspective, and it is meaningful in the sense that it presents the ideal direction for the development of fashion products that can satisfy the changing desires of the consumers today and tomorrow. For this, the documentary study and practical case study have been executed. This paper examined the two aspects of the fun definition when it comes to the characteristics of the fun fashion design that are manifested in the emotional consumption era. First, fun fashion design that is presented by designers from the consumers' position manifests in the form of deviation from the every day life rules, use of the child-like expression mediums and unexpected turning, fun fashion design when it pertains to the deviation from the every day life rules is expressed freely, adopts object and forms it, and mixes in the alien elements, fun fashion design when it pertains to the use of child-like expression element is manifested in the form of child-like expression, child-like expression of the form, child-like drawing, introduction of the child-like object, character and graffiti. Moreover, fun fashion design of the unexpected turn is expressed with illusion and storytelling. Next, fun fashion design from the participants' position is a design created by the active participation of the consumers. As the producers who participate actively in the product design process, design is modified by the design of participation and users so that the users can enjoy it. Likewise, it is manifested in the form of design of participation.

패션디자인에서'재미'의 개념과 표현방식 (Concept and Expression Method of 'Fun' Presented in Fashion Design)

  • 장남경
    • 디자인학연구
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    • 제18권4호
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    • pp.225-236
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    • 2005
  • 경기침체 및 정치 사회적인 불안심리를 익살맞은 아이템을 통해서 해소시켜보려는 신선한 시도로 재미(fun)가 디자인 분야에서 키워드로 떠오르고 있다. 본 연구는 현대 패션디자인에 반영되어 나타나는 재미의 다양한 활용을 주제별로 유형화하고 그 표현방법을 조형적으로 분석하여 패션디자인에 있어서 재미의 개념구조에 대한 본질을 규명하고자 하였다. 2001년 S/S부터 2005년 F/W컬렉션에서 발표된 디자인 중 유머를 표현하고 있다고 판단되는 디자인 412점을 연구자료로 산정한 후, 범주화하여 분석하였다. 연구 결과 패션디자인에서의 재미의 주제에 따른 유형은 해학, 키덜트, 아이러니, 풍자와 패러디, 스토리텔링, 놀이로 분류될 수 있었으며, 디자인의 조형적 특성은 화려한 색채, 실루엣, 문자, 오브제, 드로잉의 요소와 변형/과장, 부조화, 반복의 원리를 활용하고 있음을 알 수 있었다 또한 이러한 표현들은 전통적인 유머 이론인 부조화이론, 우월성 이론, 각성 이론과 상통하며, 긍정, 따스함, 엔터테인먼트, 젊음, 모순, 의외, 일탈, 암시, 공격, 설명, 그리고 주체에 있어서는 수동적 수용뿐만 아니라 놀이와 같이 능동적 체험을 제공하는 가치를 갖는다.

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패션과 문양에 나타난 펀 이미지의 조형적 특성 (Formative Characteristics of Fun Image in Fashion and Pattern)

  • 유현정
    • 한국의상디자인학회지
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    • 제13권4호
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    • pp.41-50
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    • 2011
  • The purpose of this study is to help understanding of fun image in fashion & pattern to play a guideline's role in the development on fashion designs study. The methods of this study are academic literatures as well as practical study through case studies about actual works. Formative characteristics of fun image in fashion & pattern are summarized amusement, unexpecting, childishness, and incongruity as follows. First, Amusement pursuits pleasure, freedom, vitality of living and getting away from reality, while doing the mind gently. Second, Unexpecting leads to stop a moment by unforeseen circumstances which gives embarrassing. This embarrassing induces new ideas that led to a larger perspective on the will from exhilarating fun of the thrill of driving pleasure on fashion. Third, Childishness shows a pureness and relaxedness by approaching for innocent and naive child's Sights away from the desire required adult social roles. Fourth, Incongruity aim for fresh of fashion through humanism and freedom in mechanized and standardized society Recently fun images have received attention is interpreted that joy, pleasure, enjoyment because fun image gives emotional comfort in uncertainty, dissatisfaction, and rapid changes society.

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패션 플래그쉽 스토어에 나타난 퍼놀로지(Funology) 공간 특성연구 (A Study on Characteristics of Funology Spatial of the Fashion Flagship Store)

  • 오혜린;김개천
    • 한국실내디자인학회논문집
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    • 제26권6호
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    • pp.191-201
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    • 2017
  • In the 21st century, modern society is rapidly changing paradigm of environment with advancement of advanced technology and improving income levels. Such a paradigm reflected in modern design and emerged as a new spatial aspect through various cultural and artistic expressions, thus becoming a crucial role in commercial space. Reflecting on this phenomenon, fashion brands have expanded the concept of a variety of cultural, artistic, and experience cultures with a variety of cultural and artistic sectors in each of the world's major cities. The fashion companies began to focus on fashion programs featuring "Funology" as the fun which creates a sense of curiosity rather than a meaningless space and a fun experience. Therefore, this study analyzes the spatial characteristics of fashion flagship store sites using characteristics of fashion flagship store presented in the expressions of fashion, and analyzes the spatial characteristics of the fashion flagship store based on the spatial characteristics derived from the spatial characteristics of the fashion scene. Based on these results, we confirm the relationship between the Fashion Flagship and the Funology. Design Aspects of the Fashion Flagship Store with Elements of Fun and We expect continuous research as a strategic factor that provides limitless ideas for many design and creative activities.

Walter Van Beirendonck 패션에 재현된 펀 모티프 (Fun Motifs Represented in Walter Van Beirendonck's Fashion)

  • 이상례
    • 패션비즈니스
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    • 제18권5호
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    • pp.171-183
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    • 2014
  • In general, the idea of fun is understood to be associated with interesting things, playfulnesses, joy, pleasure, etc. The "fun culture," which seeks enjoyment and pleasure through life, is a characteristic of elements observed in today's society and culture. This exerts a powerful impacts on the business operation, marketing, and product manufacturing. Moreover, it is accepted as one of remarkable phenomena representing the changing trends of fashion in the 21st century. The objectives of this study were to analyze and categorize the fun motifs observed in fashion designer Walter Van Beirendonck 's collections, to examine their formative characteristics, and to establish academic approaches and analytic framework in studying the fun phenomenon emerging in fashion. As to research methods, this study laid a theoretical ground by reviewing the related literature and previous studies, and conducted a positive case study using the data on Walter Van Beirendonck's collections and exhibitions. According to the results of this study, the fun motifs represented in Walter Van Beirendonck's collections are largely categorized into "deviation from rules," "humorous and obscene graphic images," "introduction and transformation of heterogeneous elements," "women with male gender' etc. On the other side of Walter Van Beirendonck's fashion are sex, sexual humors, sexuality, fetishism, love, form, body, language, social phenomena, harmony between nature and life, consumerism, race, shamanism, tribal rituals, nation, cultural collision, transcendent things, science fictions, cyber Space, dream, alien, future, fairytale, fantasy etc. which are expressed by using fun motifs. Moreover, these themes are led to masculinity and fantasy.

증강현실 매장의 인지된 기술혁신성이 재방문 및 구전의도에 미치는 영향 -호기심과 재미를 중심으로- (Effect of Perceived Technological Innovativeness on Revisit and Word-of-Mouth Intention in Augmented Reality Store -Focusing on Curiosity and Fun-)

  • 김혜경;이희윤;남궁현;최서연;양희순
    • 한국의류학회지
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    • 제44권4호
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    • pp.676-690
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    • 2020
  • This study proposes a research model that examines the impact of perceived technological innovativeness on curiosity and fun, which influence revisit and word-of-mouth intentions for an augmented reality store. Data was collected from 189 female consumers in their 20s and 30s living in the Seoul metropolitan area using a convenient sampling method. The results of the study were summarized as follows. First, perceived technological innovativeness was found to have positive effects on curiosity and fun. Second, curiosity had a positive relationship with fun. Third, curiosity had positive effects on revisit and word-of-mouth intention toward the augmented reality store, while fun had no effect on revisit and word-of-mouth intention. Fourth, curiosity mediated the relationship between perceived technological innovativeness and revisit intention, and between perceived technological innovativeness and word-of-mouth intention. The introduction of innovative technology in the offline store leads to a positive response through curiosity rather than fun; therefore, it is suggested that fashion companies develop and utilize augmented reality content that stimulates more curiosity.

소비자 중심의 현대 패션제품 디자인 개발에 대한 연구 (The Customized Modern Fashion Product Design)

  • 고현진
    • 복식
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    • 제58권3호
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    • pp.93-104
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    • 2008
  • The purposes of this study are to examine the concept of customized fashion product design as a new industrial paradigm reflecting individual customers' needs in modern society, and to grasp its sociocultural meaning. It is thought that this study will be helpful to investigate the cultural thinking of contemporaries represented through the consumption. For this, the documentary study and practical case study have been executed. As modern fashion business becomes more consumer-oriented due to the industrial paradigm shift, there appeared the prosumer as both consumer and producer. The type of customized fashion product design can be classified as 1) the traditional custom-made design in haute couture and classic tailoring 2) the tailor-made design in the prestige line of ready to wear 3) DIY custom design 4) mass customized design of customer involvement. The traditional custom-made design in haute couture and classic tailoring and the tailor-made design in the prestige line of ready to wear is to provide the distinguished product which has the best quality as well as the excellent beauty for VIP consumer. The DIY custom design is for creative consumer searching for the fun of craftsmanship to take part in producing personally. The mass customized design of customer involvement is to personalize product by selecting design module in mass production. Ultimately the sociocultural meaning of the customized fashion product design can be interpreted as (1)endowing special meaning to personal identity (2)distinguishing the privilege by rarefied authenticity (3)returning to analog sensibility 4)pursuing creative fun 5)thinking in a user-centered way.

2000년대 패션에 표현된 페이크 디자인 연구 (A Study of Fake Design in the Fashion of the 2000s)

  • 박은경
    • 복식
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    • 제60권3호
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    • pp.110-122
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    • 2010
  • The purpose of this study is to analyze the expressional traits and internal meanings of fake design in the 2000s' fashion, based on study of art and design area. For achieving the purpose, this study performed related research works and a demonstrative analysis of fashion collection photographs. The scope of this study is from 2000 to 2009. The results are as follows. Fake design uses trompe-l'oeil which is an art technique related to the meanings of 'deceive or fool the eye'. This eye-deceiving technique has been used for a long time in the art, and particularly noticed as one of techniques of Surrealism. Art works using trompe-l'oeil express familiar and unreasonable world at the same time, and also the fusion of reality and fabrication. Fake design in design area of the 2000s makes people take daily life in unfamiliar way by unusualness and breaking the boundary between real and fake. By fake design, people can enjoy fun and a sense of freedom with amusement rather than unpleasant of being deceived. Fake design in the fashion of the 2000s uses eye-deceiving technique and also focuses on the concept of 'fake'. The expressional traits were categorized as realistic expression, surrealistic expression and fake value expression. The internal meanings were analyzed as breaking boundary between real and fake, rediscover dailiness, new attitude to traditional thinking. In conclusion, fake design in the fashion of the 2000s gives playfulness, fun, feeling of release and will be pursued continually.

소비자들의 인터넷 쇼핑가치에 따른 관계품질 및 구매행동특성 - 의류제품 구매를 중심으로 - (The Characteristics of Relational Quality and Buying Behavior Depending on Consumer's Internet Shopping Value - Focused on Clothing Purchase -)

  • 지혜경
    • 한국의상디자인학회지
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    • 제11권1호
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    • pp.63-75
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    • 2009
  • This study aims to find out the dimension of consumers' shopping values in internet clothing purchase, and the relation of their relational quality with shopping malls and their shopping behavior depending on the type of their shopping values. For this purpose, this study surveyed 343 male and female consumers in their 20s or 30s for empirical analysis who have ever purchased clothing through internet shopping malls. Respondents are selected using the convenience sampling through internet survey in July 2008. For statistical analysis, descriptive statistics, factor analysis, ANOVA analysis, Duncan test, and $X^2$-test are carried out using SPSS for Windows 12.0. The results are as follows. First, consumers' shopping value dimensions in internet shopping for clothes are found 4 factors of fun, economic utility, information, and shopping convenience. Second, based on shopping value dimensions, consumers are categorized into an practicality-seeking, an economic utility/fun-seeking, a fun-seeking, and an information/fun-seeking group. Third, there are significant differences in relational quality, customer loyalty, favorable word of mouth, and repurchase intention depending on shopping value-based consumer types. In particular, the economic utility/fun-seeking and information/fun-seeking group have higher values on relational quality and shopping behavior variables than other groups. Thus internet shopping mall businesses need to recognize these group of consumers as their core customers and develop programs to maintain a long-term relationship with them.

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패션브랜드 메타버스 가상현실매장 체험이 지각된 아바타 동일시성, 지각된 즐거움, 소비자-브랜드 자아 일치성에 미치는 영향 (Effect of Experience of Fashion Brand Metaverse Virtual Reality Store on Perceived Avatar Identification, Perceived Fun, and Consumer-Brand Self-Congruity)

  • 이은정;전지혜
    • 문화기술의 융합
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    • 제8권4호
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    • pp.387-395
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    • 2022
  • 본 연구는 패션 브랜드의 메타버스 속 가상 매장에서의 소비자 경험의 특성이 해당 매체에 대한 소비자들의 지각된 효용 및 자아 일치성 정도에 미치는 영향에 대해 실증 연구했다. 분석 결과, 패션 브랜드 메타버스 가상현실 매장 체험특성의 세 요인(사실성, 편재성, 익명성)은 모두 지각된 아바타 일치성에 유의한 정적 영향을 미쳤다. 한편 사실성과 편재성은 지각된 재미에 유의한 정적 영향을 미쳤으나, 익명성이 지각된 재미에 미치는 영향은 유의하지 않았다. 한편 지각된 아바타 동일시성은 지각된 소비자-브랜드 자아 일치성에 유의한 정의 영향을 주는 것으로 나타났다. 마지막으로 메타버스 패션브랜드 가상현실 매장에서 지각된 재미는 통계적으로 지각된 소비자-브랜드 자아 일치성에 유의한 정의 영향을 주는 것으로 나타났다.