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Sewn or Simulated: transformational fashion realizations<br />

MARTIN, Kathi / Associate Professor / Drexel University / United States<br />

KO, Hyeong-Seok / Associate Professor / Seoul National University / South Korea<br />

Fashion design / 3D garment simulation / Multidisciplinary<br />

research / Historic fashion / Design education<br />

This paper describes developments in a fashion design program<br />

which, through the embrace of progressive technology and the<br />

interdisciplinary research opportunities afforded by a university<br />

venue, is addressing new practices for fashion design. In particular,<br />

this paper considers advanced 3D technology for production<br />

of the physically-based simulation of clothing being incorporated<br />

into the fashion design curriculum.<br />

1. A Brief History of Fashion Design<br />

Education<br />

The study of design in the United States was instituted in the latter<br />

half of the 19th century when, in the wake of the1876 Centennial<br />

Exposition in Philadelphia, financiers and philanthropists began<br />

to think about how education could be constructed to improve the<br />

quality of manufactured goods by including the practical study<br />

of the art and craft of design in vocational training. In the early<br />

Schools of Domestic Science and Arts women were trained in the<br />

skills necessary to obtain jobs in the needle trades, learning both<br />

traditional design and craft techniques, and the machine made<br />

processes into which some of these hand techniques were being<br />

translated and rethought. The Fashion Program of Drexel University<br />

began in such a milieu in 1897. Philadelphia philanthropist<br />

Anthony J. Drexel envisioned the Drexel Institute of Art, Science,<br />

and Industry as an institution of higher learning uniquely suited<br />

to the needs of a rapidly growing industrial society. Son of an<br />

artist, he understood the influence of both fine and design arts<br />

with the study of science and industry in education. (Rottenberg,<br />

1990). Collections of art, craft and dress were purchased in Europe<br />

and, when Drexel opened in 1892, these examples were on<br />

display and used as prototypes to inspire the students in their designs.<br />

In 1894, the Drexel Department of Domestic Science and<br />

Arts offered three specialized programs: domestic science, cookery,<br />

and dressmaking and millinery, the latter to teach young,<br />

mostly immigrant, women the skills to populate the growing<br />

American garment industry. By the early 20th century advances<br />

in sewing, cutting and finishing technology brought mass production<br />

to the fashion industry. The Drexel Institute continued<br />

integrating the practical requirements of industry into its curriculum<br />

and in 1936 became the Drexel Institute of Technology.<br />

In the second half of the 20th century Computer Aided Design<br />

and Manufacturing (CAD/ CAM) software migrated out of research<br />

laboratories and into design studios and the merchandising,<br />

manufacturing and distributing processes of the fashion<br />

industry. Drexel responded to the industry’s need for designers,<br />

patternmakers, drapers, sample makers, and merchandisers educated<br />

in both traditional and computer aided solutions for fashion<br />

production. In the curriculum, greater emphasis was given to<br />

the design of fashion along with the craft of fashion production.<br />

Donations from designers and benefactors enabled the Historic<br />

Costume Collection to continue to grow to be one of the finest<br />

fashion teaching collections in the United States. The Collection<br />

is used internationally by students and scholars for research on<br />

color, silhouette, embellishment, construction and theme. A.J.<br />

Drexel’s vision of an education inspired by art and kept relevant<br />

by current technology and industry demands continues to drive<br />

the Fashion program.<br />

2. Computer Aided fashion Design<br />

A review in 1990 by Willard Van De Bogart of Computer Aided<br />

Design (CAD) software available to the fashion industry determined<br />

that designers were “finding a more predominant role<br />

in all decision making within the garment industry in terms of<br />

what software best feels like a creative tool in order to design<br />

clothes.”(Bogart, 1990) Software programs like SnapFashion,<br />

with its suggested 5 MB of RAM and an 80 MB Hard Drive, provided<br />

a library of fashion design component elements which<br />

could be “snapped” together to produce new designs with pattern<br />

accuracy and speed. For example, if a particular dress silhouette<br />

did well in one season, the sleeves, neckline, length, pocket detail<br />

and fittings could be interchanged with elements retrieved from<br />

the software’s library by the designer or even the merchandiser.<br />

Print, woven, and knit design was particularly a<strong>da</strong>ptable to CAD<br />

processes. PrimaVision and Pointcarre software provided the<br />

ability to accurately visualize a textile design before it was manufactured.<br />

Additionally, software was being developed to streamline<br />

the patternmaking process. Bogart “observed the trends of<br />

interchangeability, bundled software, ease of use, and innovative<br />

design tools as to having a competitive edge in being able to accurately<br />

visualize the garment before it goes to manufacturing,<br />

and then to market” and predicted that” 3D (simulation) will be<br />

the norm rather than the exception.” (Bogart, 1990)<br />

The “Fast Fashion” revolution is driving many companies to produce<br />

new designs every two months. Recent improvements in<br />

artificial intelligence and 3D simulation help the designer to more<br />

quickly translate runway and street style into this month’s trendy<br />

“must have.” Can<strong>da</strong>ce Lombardi observes in her review CAD is the<br />

New Black, “While pin-bearing seamstresses and mannequins<br />

are still used for couture, the maker of clothing bought off the<br />

rack is more likely a piece of software.” Lectra and Gerber offer<br />

programs for design, 3D prototyping, pattern making, size grading,<br />

nesting of the pattern pieces to maximize use of materials,<br />

Design Frontiers: Territiories, Concepts, Technologies / Proceedings of the 8th Conference of the International Committee for<br />

Design History & Design Studies - ICDHS 2012 / São Paulo, Brazil / © 2012 <strong>Blucher</strong> / ISBN 978-85-212-0692-7

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