• Title/Summary/Keyword: Creative Form

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A Study on Design Characteristics of Chanel's and Fendi's Collections under the Direction of Karl Lagerfeld (칼 라거펠트 디렉팅의 샤넬과 펜디에 대한 디자인 특성 연구)

  • Bae, Woo Ri;Kim, Yoon Kyoung;Lee, Kyoung Hee
    • The Korean Fashion and Textile Research Journal
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    • v.23 no.6
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    • pp.709-725
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    • 2021
  • The study focused on the design features of Chanel and Fendi, directed by Carl Lagerfeld, creative director of Chanel and Fendi until his recent death. The range of the study was from the 2017 S/S Collection to the 2019 F/W Collection, which collected a total of 767 fashion photographs, including 483 Chanel, 284 Fendi, with tops, bottoms and dresses at VOGUE (https://www.vogue.com). According to the data analysis criteria organized based on prior research and related literature, it was classified in the order of form, color, material, pattern, decoration, fashion image, item and coordination, and content analysis was conducted based on statistical analysis. Overall, the design characteristics of the Chanel collection, directed by Karl Lagerfeld, were rectangle form, tone in tone coloring, combination of identical materials, geometric patterns, and classical images as the main design characteristics of the Chanel collection. The design characteristics shown in the Fendi collection directed by Karl Lagerfeld were rectangle form, tone in tone coloration, hard material combination, abstract pattern, and total coordination. Comparing the design features of Chanel and Fendi, directed by Karl Lagerfeld, is as follows. Chanel and Fendi's designs show a lot of rectangle form, tone-in-tone colors, hard-materials and combination of the same material.

The User Support 3D Form Generation System Establishment (사용자 지향적 3차원 형태발상 지원 시스템 구축)

  • Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.17 no.9
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    • pp.1115-1124
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    • 2014
  • The objective of this study is to present a new design method at the idea brainstorming process, which requires a great deal of time and effort to seek their own ideas in existing design process and to develop a user support idea forms generation system called OCIGS (Openware Creative Idea Generation System) that makes it possible to create a variety and 3D forms as well as a quantitative evaluation data for the actual types that compose the aesthetic factors and designs of qualitative standards. In order to achieve these objectives : First, overcoming the limitation of 3D form generation ability by establishing visual application system, Second, accepting users' opinions by generating 3D images dynamically, analysing and giving information on the preferred ones on the web on real time, Third, identifying tendency of preference so that they can generate preferred colors and images in future by updating image combination and dropping low-preferred ones. This system would play a role as an idea or form generation application in the actual 3d form design development process.

A Study on the Form and Symbolism of Issey Miyake Dress (이세이 미야께(Issey Miyake)의 의상에 나타난 형태미와 상징성에 관한 연구)

  • 박명희
    • Journal of the Korean Home Economics Association
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    • v.28 no.1
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    • pp.9-20
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    • 1990
  • The purpose of this study was to identify the original quality of design by Issey Miyake and the relationship between the modern expression of art and his design regarding the form, internal symbolism, and Japanese tradition. The bottom current of the modern expression of art has two current: intention to autonomy or purism and intention to contingency. According to analysis of Miyake's design, it was found that Miyake has directed his attention to coexistance of fabric and the body with a pure fluid sculptured form based on two dimensional rectangular fabric. And his plasticity of dress was also made against the fitted structure form and idea of Haute Couture, emphasizaing on his own creativity and insisting on a creative collaboration between the designer and wearer. Finally, the fact that his design was inflnenced by traditionalison of Japanese costume and current modern expression of art was proved.

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Consistency of Tradition and Myth of Place Re-Thinking of a Finit Representation of Ideas and Vernacular Architecture (전통의 현대적 계승과 장소의 신화 사고들의 유한적 표상과 '민속건축'에 대한 소고)

  • Byun, Tae-Ho
    • Journal of architectural history
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    • v.6 no.1 s.11
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    • pp.67-79
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    • 1997
  • Architecture is a shelter for society whose social pattern requires a specific form to accord with its material and spiritual needs. Providing a truly acceptable architecture requires our deeper understanding of cultural tradition - mythic values - not only because myth is an interpreted and configured form of 'thing' through man's second nature, such as his subjective and objective consciousness -'self-revelation of the absolute'- but also because, in the world of mythical imagination, a fragment of substantial reality -'thing'- becomes an equivalent mode to the signification, and emerges as 'its independent spiritual form' and 'the characteristic force of the logos.' In this sense, myth of place and myth behind tectonic form are the most essential sources for comprehending people's relationship to the world of inner and conscious experience. The recent efforts of modern architects to achieve cultural continuity should begin with re-interpretation and configulation of the myths behind describable material culture, especially artistic imagination inspired by deeper understanding of the myth of place. Myth provide artists with a creative inspiration, as they did in the past.

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Essay on Form and Function Design (디자인의 형태와 기능에 관한 연구)

  • 이재국
    • Archives of design research
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    • v.2 no.1
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    • pp.63-97
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    • 1989
  • There is nothing more important than the form and function in design, because every design product can be done on the basis of them. Form and Function are already existed before the word of design has been appeared and all the natural and man-made things' basic organization is based on their organic relations. The organic relations is the source of vitality which identifies the subsistance of all the objects and the evolution of living creatures has been changed their appearances by the natural law and order. Design is no exception. Design is a man-made organic thing which is developed its own way according to the purposed aim and given situations. If so, what is the ultimate goal of design. It is without saying that the goal is to make every effort to contribute to the -human beings most desirable life by the designer who is devoting himself to their convenience and well-being. Therefore, the designer can be called the man of rich life practitioner. This word implies a lot of meanings since the essence of design is improving the guality of life by the man-made things which are created by the designer. Also, the things are existed through the relations between form and function, and the things can keep their value when they are answered to the right purpose. In design, thus, it is to be a main concern how to create valuable things and to use them in the right way, and the subject of study is focused on the designer's outlook of value and uk relations between form and function. Christopher Alexander mentioned the importance of form as follows. The ultimate object of design is form. Every design problem begins with an effort to achieve fittness between the form and its context. The form is the solution to the problem: the context defmes the problem. In other words, when we speak of design, the real object of discussion is not form alone, but the ensemble comprising the form and its context. Good fit is a desirable property of this ensemble which relates to some particular division of the ensemble into form and context. Max Bill mainatined how important form is in design. Form represents a self-contained concept, and its embodiment in an object results in that object becoming a work of art. Futhermore, this explains why we use form so freguently in a comparative sense for determining whether one thing is less or more beautiful than another, and why the ideal of absolute beauty is always the standard by which we appraise form, and through form, art itself. Hence form has became synonymous with beauty. On the other hand, Laszlo Moholy-Nagy stated the importance of function as follows. Function means the task an object is designed to fulfill the task instrument is shaping the form. Unfortunately, this principle was not appreciated at the same time but through the endeavors of Frank Lloyd Wright and of the Bauhaus group and its many collegues in Europe, the idea of functionalism became the keynote of the twenites. Functionalism soon became a cheap slogan, however, and its original meaning blurred. It is neccessary to reexamine it in the light of present circumstances. Charles William Eliot expressed his idea on the relations between function and beauty. Beauty often results chiefly from fittness: indeed it is easy to manitain that nothing is fair except what is fit its uses or functions. If the function of the product of a machine be useful and valuable, an the machine be eminently fit for its function, it conspicuously has the beauty of fittness. A locomotive or a steamship has the same sort of beauty, derived from the supreme fittness for its function. As functions vary, so will those beauty..vary. However, it is impossible to study form and function in separate beings. Function can't be existed without form, and without function, form is nothing. In other words, form is a function's container, and function is content in form. It can be said that, therefore, the form and function are indispensable and commensal individuals which have coetemal relations. From the different point of view, sometimes, one is more emphasized than the other, but in this case, the logic is only accepted on the assumption of recognizing the importance of the other's entity. The fact can be proved what Frank Hoyd wright said that form and function are one. In spite of that, the form and function should be considered as independent indivisuals, because they are too important to be treated just as the simple single one. Form and function have flexible properties to the context. In other words, the context plays a role as the barometer to define the form and function, also which implies every meaning of surroun'||'&'||'not;dings. Thus, design is formed under the influence of situations. Situations are dynamic, like the design process itself, in which fixed focus can be cripping. Moreover, situations control over making the good design. Judging from the respect, I defined the good design in my thesis An Analytic Research on Desigh Ethic, "good design is to solve the problem by the most proper way in the situations." Situations are changeable, and so is design. There is no progress without change, but change is not neccessarily progress. It is highly desirable that there changes be beneficial to mankind. Our main problem is to be able to discriminate between that which should be discarded and that which should be kept, built upon, and improved. Form and Function are no exception. The practical function gives birth to the inevitable form and the $$\mu$ti-classified function is delivered to the varieties of form. All of these are depended upon changeable situations. That is precisely the situations of "situation de'||'&'||'not;sign", the concept of moving from the design of things to the design of the circumstances in which things are used. From this point of view, the core of form and function is depended upon how the designer can manage it efficiently in given situations. That is to say that the creativity designer plays an important role to fulfill the purpose. Generally speaking, creativity is the organization of a concept in response to a human need-a solution that is both satisfying and innovative. In order to meet human needs, creative design activities require a special intuitive insight which is set into motion by purposeful imagination. Therefore, creativity is the most essential quality of every designer. In addition, designers share with other creative people a compulsive ingenuity and a passion for imaginative solutions which will meet their criteria for excellence. Ultimately, it is said that the form and function is the matter which belongs to the desire of creative designers who constantly try to bring new thing into being to create new things. In accordance with that the main puppose of this thesis is to catch every meaning of the form and function and to close analyze their relations for the promotion of understanding and devising practical application to gradual progression in design. The thesis is composed of four parts: Introduction, Form, Function and Conclusion. Introduction, the purpose and background of the research are presented. In Chapter I, orgin of form, perception of form, and classification of form are studied. In Chapter II, generation of function, development of function, and diversification of function are considered. Conclusion, some concluding words are mentioned.ioned.

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A study of creative humor represented in Moschino's works (모스키노의 패션 세계에 반영된 창조적 유머)

  • Kim, Sun Young
    • The Research Journal of the Costume Culture
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    • v.23 no.4
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    • pp.628-643
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    • 2015
  • This study is to assist in developing creative designs based on the humor available in the fashion world of Moschino. For the research method, this writing examined literature on humor and Moschino's fashion world and analyzed Moschino's fashion collection, show window, Maison Moschino, and collaborative products to conduct an empirical analysis of humor shown to the fashion media. The research results are as follows. The humor in Moschino's fashion appeared in the form of surrealistic humor with the depaysement technique, deconstructive wit in clothing, such as distortion, change, or exaggeration, and textual humor, including brand symbols, logos, and graffiti. Collection pieces indicated the brand's confirmative identity based on humor with the surrealistic depaysement technique and deconstructive wit through irregular phenomena, such as change, distortion, exaggeration, and illusion in clothing form. Additionally, such attributes added to Moschino's wit and humor in decorative costume components as graphic images, graffiti, and brand symbols, including smile, love, and reversal. The show window display delivered surprises and smiles through the production of surrealistic space borrowed from various objects. In particular, performance with surrealistic images helped to show the characteristics of parodic humor. Maison Moschino was a surrealistic space for the concept of the fairy tale and for practical experience, thus working as a communication channel for humor and emotion. Collaborative products also clearly reflected the identity of the designer's own humor, which showed scarcity value as well as differentiation.

Study of the Characteristics of Dot Pattern Designs in Modern Fashion (현대패션에 나타난 도트문양의 표면유형과 특성에 관한 연구)

  • Kim, Sun-Young
    • Journal of the Korean Society of Costume
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    • v.59 no.4
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    • pp.41-53
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    • 2009
  • This study analyzed expression types of dot patterns and derived out inherent characteristics to provide fundamental resources for advancement of high value added creative designs. As a result of the study, Firstly, the circular motive was used to form silhouettes or as a symbol of a decoration. Secondly, a simple form and color dot pattern was used to create one side, or a circular shaped accessory was used to be recognized as a construction line or a decoration line. Thirdly, textile printing is mainly used but handicraft and decorative images were used to add vitality through piece technique, embroidery, collage, cut-out, patch work, etc. Fourthly, different circular motives were integrated, partitioned and duplicated for abstract geometrical images. Fifthly, variations were added by mixing different dot patterns that are arranged regularly and irregularly in different sizes and gaps creating compounded designs with handicraft touches, different angles or on top of each other. Sixthly, hybrid images were created with rearrangement of dot patterns and by adding floral shapes, stripes or other abstract and geometrical shapes. Such various and creative attempts construct new formative beauty in fashion design and I believe that it can establish the development of unique images that satisfies the taste of today's consumers.

An Observation on Characteristic of Mutual-borrowing Paradigm in Twentieth Century Fashion and Art (20세기 패션과 예술의 상호차용화(相互借用化) 패러다임 특성 고찰)

  • Park, Shin-Mi
    • Journal of the Korean Society of Costume
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    • v.61 no.7
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    • pp.80-100
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    • 2011
  • The purpose of this research is to classify that fashion and art in the twentieth century broadened the creative field by individually applying each other's ideas or through collaboration. This paper analyses the work of individual artists and fashion designers who created work on the boundaries of fashion and art. These samples are selected to extract features related to specific periods as it is proposed that contemporary creation has been developed from a combination of fashion and art, sharing their distinct concerns. Accordingly, this research will focus on the collaboration between fashion and art in the twentieth century from the aspect of 'fashion into art'/'art into fashion' in order to analyse the historical flow, and thereby examine the relationship between fashion and art. The cross-fertilization between fashion and art was initiated as an imitation of form in the early twentieth century, and led to a 'new cross-disciplinary form' which exists on the boundary of fashion and art. This paper considers the relationship between fashion and art from the perspective of sharing intrinsic concepts and the creation of a new creative sphere. It analyses the characteristics of the works of fashion designers and artists whose works lie on the boundary between fashion and art.

Reconsideration on the Agglomeration Factors of Cultural Industries

  • Hanzawa, Seiji
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.3
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    • pp.375-388
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    • 2008
  • The early studies on the cultural industries had mainly emphasized the viewpoint of "efficiency" based on the "flexible specialization" theory, but they have gradually shed light on the viewpoint of "creativity": creative human resources and various networks generating creative energies. Despite the importance of these studies, it is impossible to explain every cultural industrial agglomeration phenomena from specific and few viewpoints due to the diversity of each cultural industry. This study describes the dissimilarity of agglomeration factors between the Japanese animation and home video game industries which form salient agglomeration in the same region. Both industries share similar characteristics with industrial agglomeration of SMEs in Tokyo and close inter-firm relationships. However, they differ in their historical development paths and each firm's behavior and strategy because of their own distribution systems and production processes. In particular, the difference in distribution systems clearly affects whether a company values "efficiency" factors of agglomeration advantage or "creativity" factors of that in case of locational choice. The distribution sector of the cultural industry, compared with the production sector, has a tendency to value profitability rather than creation itself. Therefore, a cultural industry with the strong distribution sector tends to form the industrial system emphasizing profitability. The Japanese animation firm is apt to choose its location from the perspective of efficiency, which easily contributes to profitability, because television broadcasting stations are strong distribution sector. Conversely, the Japanese game firm chooses its location from the perspective of creativity due to the absence of strong distribution sector.

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