• 제목/요약/키워드: Fashion Design development

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광양매화축제를 기반으로 한 패션문화상품 디자인개발 연구 (Development of Design for Cultural Fashion Products based on the Gwangyang Ume Flower Festival)

  • 김선영
    • 복식
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    • 제60권4호
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    • pp.18-29
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    • 2010
  • For the Gwangyang Ume Flower Festival, this study sought to develop competitive fashion culture goods design and to activate regional culture festival by reinterpreting ume flower image in accordance with current trends, manufacturing motive patterns, and applying them to neckties, scarves, and T-shirts. In terms of method, four basic motives were set that showed new figurative images of ume flowers using Adobe Illustrator 10. The repetitive units of each motive we combined with the ume flower motives and the geometrical patterns, such as quadrangle, triangle, and circle. The basic direction of design was set so that color and texture could have colorful, modern, and natural images using pastel tone and gradation. The set patterns were applied to the repetition, the repetition of the transformed patterns of 45 angle, and the strife patterns, making it possible to display various images in the fashion items such as neckties, scarves, handkerchiefs, or T-shirts. The development of such fashion culture goods seems to be more significant, since they can be easily accessed by general festival participants. Accordingly, the Gwangyang Ume Flower Festival seems to develop not into food-led festival, but into a cultural festival that can publicize more various programs and create profits.

구성주의 학습이론을 적용한 패션 테크니컬 디자인 교육 모형 (Fashion technical design education models applying the constructivism learning theory)

  • 임민정
    • 한국의상디자인학회지
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    • 제21권1호
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    • pp.115-129
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    • 2019
  • This study aimed to develop methods for technical design education that can be intimately connected to the industrial field. For this, technical design jobs performed in the fields of the domestic and foreign fashion industries and their required competences were examined, and educational methods based on constructivism were proposed. Korean fashion technical designers' works were identified, and then the fashion technical designer's responsibilities and qualifications were collected and analyzed from global employment sites. On the basis of the collection and analysis, hands-on staff members and education experts were interviewed about required competences for the actual business and possible suitable methods for education. The results of research showed that in the case of the US, job systems and relevant duties for technical designers were clearly defined by clothing brands, whereas in Korea, businesses were systematized around vendors, not brands, and as a result the businesses of technical package composition and specification proposals were not performed properly. This study organized the contents of technical design education into fit development and specification, the composition of technical design packages, the evaluation and approval of samples, fit schedule management and fitting, block pattern setting and pattern correction, sewing specifications appropriate for styles and materials, grading, technical terms, and production management. As for the technical design education models, the cognitive apprenticeship model, resource-based learning, the problem-based and anchored model, and the problem-based and resource-based models were proposed.

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.

놀이공원 테마를 활용한 키덜트(Kidult) 패션디자인 (Kidult Fashion Design Inspired Amusement Park)

  • 적가;이연희
    • 한국의상디자인학회지
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    • 제16권3호
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    • pp.49-60
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    • 2014
  • Kidult trend has continued to influence diverse areas such as fashion, advertisement, interior, cosmetics, and so on in the modern age. As combined word of kid and adult, a Kidult is an adult who participates in youth culture and activities traditionally intended for children. This study intends to check out how the phenomenon of Kidult trend is exhibited in fashion area as well as to develop fashion design for kidult inspired by the images shown in an amusement park. The method of study is two-fold. One is a critical review of previous literature and the other is a development of fashion design based on it. The literature study is referred to books of fashion, books of trend and data collected through internet, and design results are presented using mainly quilting and knitting techniques. The results are as follows. Firstly, a kidult fashion was expressed playful and interesting by the sensibilities of kidults that hope to return to the innocence of childhood reminiscing about the good old days. Secondly, a characteristic of the fashion design for kidults is to display the innovative and diverse design with exaggerated expression and a broad spectrum of colors. One's own unique style can be developed through memories and fantasies from fairy tales in childhood. Thirdly, themes of amusement parks were an appropriate means to show the characteristics of the kidults. A variety of characters and buildings and shapes of the rides in the amusement parks were useful for the design motive targeting for the customers with the kidult characteristics and images of fashion and accessories design. Fourthly, inspired by the amusement parks, the work in this research has presented the new kidult styles designed as various forms combining inner feelings that seek distinctive and unique styles and amusement features.

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한국적 패션 디자인 분석을 통한 해체주의 패션 디자인 - 3D 가상착의를 기반으로 - (Deconstruction fashion design through an analysis of Korean fashion design - Using 3D virtual clothing -)

  • 한민재;이연희
    • 복식문화연구
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    • 제30권1호
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    • pp.66-87
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    • 2022
  • This study explores the possibility of creating new experimental hanbok designs by accommodating the latest world fashion trends and the changing needs of consumers, in order to attempt to overcome the limitations of traditional Korean fashion design. To do so, We analyze works by contemporary Korean fashion designers to investigate current developments in Korean fashion design and to identify areas of improvement within hanbok design. The results show that most contemporary hanbok designs repeat stereotypes of traditional hanbok with minor modifications. So there arises a need to create new hanbok designs that are clearly distinct from traditional hanbok but also maintain its core features. To develop such designs, I apply the techniques of deconstruction fashion, which allow making experiments with form, composition, and materials use to realize new aesthetics. The use of CLO 3D fashion design software also proves to be very efficient for developing experimental designs. The study results make meaningful contributions to the development of virtual clothing and 3D fashion for hanbok, particularly as metaBUS, a cloud-based research synthesis platform, is rapidly gaining ground, and reality and virtual reality are increasingly mixed in everyday life. This attempt at 3D design of hanbok is expected to trigger more creative experimentation in hanbok design.

디지털 유목민 문화를 위한 현대 패션디자인의 특성 연구 (A Study on the Characteristics of Modern Fashion Design for Digital Nomadic Culture)

  • 김지희
    • 한국의류산업학회지
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    • 제9권1호
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    • pp.6-14
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    • 2007
  • The purpose of this study was to delve into what type of expression mode of fashion design could suit the life style of digital nomads, as the appearance of nomadic life style was concurrent with people's modified way of thinking and sociocultural changes in today's digital society. It's basically meant to define the roles of fashion design, which was discussed as a way of improving the quality of life as a sort of 'culture,' and to suggest some of the right directions for fashion design in the future. The culture of today's digital era is marked by a pursuit of high mobility and high speed, and by nomadic disposition that is built on flexible thinking. The kind of design that lets people carry nomadic things with them and thereby improve their mobility can satisfy their needs for mobility, and body-friendly design that functions as a device of information in itself can meet their needs for mobility as well. The leading example of the latter is a wearable computer, and wearable scientific technology will be taken to another level, thanks to the advance in digital technology. In the future, that will be more accessible to people in general, and subminiature digital equipment will gain popularity in fashion industry as part of textiles and clothing or as an accessory. And specific kinds of design will be widespread, including variable design, multi-functional design and modular design. The first serves as a tool to protect the human body and to facilitate the adaptability of it to the given circumstances, and the second is characterized by a superb physical and psychological protectability. The third lets wearers bring design to completion at their own option, owing to an increase in the number of open-minded people and the development of interactive media. All these types of design could be called a wearer-friendly, human-oriented design that is specifically appropriate for the digital age. Wearers can actively be involved in design process as productive consumers, which is expected to help increase opener practices in fashion design sector.

Dart Manipulation을 활용한 재킷 디자인 연구 (A Study on the Tailored Jacket Design adapting Dart Manipulation)

  • 이진윤
    • 패션비즈니스
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    • 제19권2호
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    • pp.182-199
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    • 2015
  • This research aims to design a new style jacket by developing patterns with dart manipulation, to achieve a tailored jacket which has been familiar to us, but with a more creative design. Tailored jackets has been widely worn both by women and men, and used to create various fashion styles. Generally the classic design with a basic lapel and collar is worn the most, and this shows demonstrates an importance of its design. Giacomo Manzu's work of relief art inspired for a creative design of tailored jackets. As a result of the analysis on the visual properties of the relief sculptures, it was found that an omissions of line for cubic effect and dramatized expression give an illusion effect. Based on the illusion effect shown in the case of a relief design, it was patterned and designed with dart manipulation. Through dart manipulation, the shape of a lapel was designed to meet the rear collar, which corresponds to a background plane, by making it like a sculpture at the front background pattern. Then it was found through dart manipulation could be extensively applied for various designs, as well as used to generate massing. Hopefully this creative pattern and design development would be helpful not only in diversification of consumer's needs, but also in the educational field for pattern and development of the fashion design industry.

A Creative Apparel Up-cycling Design Development Using Creative Thinking Methodology

  • Minji Kim
    • 패션비즈니스
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    • 제27권6호
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    • pp.147-159
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    • 2023
  • Fashion is the second most polluting industry. We must strive to transition to a form of industry that does not cause environmental pollution. These efforts drive may fashion brands to produce and sell products with redesigned methods that delight the inventory flow. Accordingly, it is necessary to develop creative apparel up-cycling design using the creative thinking method. This study aims to produce clothing redesign works by introducing design idea types for systematic redesign creation. In this research, we conducted a literature review on the concept of up-cycling design and employed heterotopa spacial concept reflected fashion design creation methodology types. The RE;CODE, a leading domestic up-cycling design brand, was used in case analysis. According to the command of shape transformation, it is spreading, stacking, dropping, inverting and crossing, from the creative thinking method reflecting heterotopia spacial concepts, showing designers a concrete way to transform form into new apparel. Seven works of apparel up-cycling design were developed by conducting process of RE;CODE. Also, to establish an apparel up-cycling design creation process for creating works. In this study, we proposed a systematic method for apparel up-cycling design, including a method for reorganizing two or more different materials to create something new and ultimately reversing the structure. The value and significance of this study is that it proposes a systematic method for apparel up-cycling design to make it new.

백제 사비시대 사찰의 사리장엄구를 활용한 패션문화상품 디자인 개발 (Design Development of Fashion Cultural Products using the Sari Container of Baekje’s Sabi Period Temples)

  • 전희관;김혜경
    • 한국의류산업학회지
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    • 제17권6호
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    • pp.871-880
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    • 2015
  • Buddhist culture had a significant impact on the entire mode of Korean living after the introduction of Buddhism to Korea in the Three Kingdom Period. Baekje embraced Buddhism in 384 A.D.; subsequently, diverse artifacts have now been excavated from the temples. Various research on Korean temples are now in progress; however there is inadequate research on the relics and patterns excavated from the temples due to the focus on the temples’ architectural form. There is limited research on the development of fashion cultural products that use relics excavated from the temples. This study develops designs for fashion cultural products using Baekje Sabi Period relics; specifically, the sari container excavated from Buyeo’s Wangheungsaji, Neungsanrisaji, and Iksan’s Mireuksaji. The sari container’s original form, patterns, and writing were developed into patterns and applied to fashion products such as t-shirts, bags and scarves. Traditional multicolored paintwork exhibited on the temples, ‘dancheong’, was selected as the color for products that can symbolically express the nature of their origin. Adobe Illustrator CC and Adobe Photoshop CC were used to extract the motifs and develop the designs. Six patterns and nine fashion products were designed, accounting for a total of fifteen developed items. We hope that the fashion cultural product design expresses the distinct characteristics of Baekje’s Sabi Period and can be applied to various products and related fields.

패션 코디네이션을 위한 웹 사이트 개발에 관한 연구 (A Study on the Development of Website for Fashion Coordination)

  • 김효숙;강인애;최창석
    • 복식
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    • 제51권3호
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    • pp.99-109
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    • 2001
  • The purpose of this study is to propose the effective development a fashion coordination website by computer graphics and web animation programs. Today, the internet fashion shopping malls come into the spotlight as the way of marketing. The amount of clothing products sold on the internet shopping mall and interest in the website design is increasing. This means many people consider that the web site design is one of the most important thing to lead customers to purchasing. For this reasons, this study develop fashion coordination items which was designed by the computer graphics software named 'photoshop 6.0'and propose the more visual effect of fashion coordination web image which was designed by animation software named 'flash 4.0'. As a result of this study. 1 It can accumulate a database of trend garment. 2. It can help designers save a time, expenses and tries to treat design also make correction and transform their work more freely. 3. It can help develop a new textile through the various image adjustment. 4. It can give more visual and interesting effect to website by animation and multimedia. 5. It can able to communicate interactive with each other by website.

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