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Priscila Lena Farias / Anna Calvera Marcos da Costa ... - Blucher

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Digital clothing manufacture: digital innovation and co-Design changing the clothing industry<br />

involved in the creation of garments and accessories, broadening<br />

the definition to encompasses the consumer perception of being<br />

involved in the design process.<br />

Co-design can be approached as a direct interaction between designers<br />

and user. Von Hippel (2005) suggested that organisations<br />

worked together to co-design innovations with lead users through<br />

the adoption of open innovation approaches. However, co-design<br />

doesn’t have always to involve designers and user working together<br />

collocated and at the same time. Sometimes this collaboration<br />

can be mediated by a product, service or system. Toolkits, for<br />

example, could be a way in aiding the user in the design activity<br />

(Thomke & von Hippel, 2002; Carolan & Cruickshank, 2010).<br />

Another approach to co-design can occur through mass customisation.<br />

The term ‘mass customisation’ refers to the activity that delivers<br />

products that meet individual consumers demands but still produced<br />

with mass production efficiency. According to Piller (2008),<br />

a greater interest in mass customisation was brought by the web<br />

2.0 and social networking tools used in commerce. Piller (2004)<br />

identified two factors in adopting mass customization strategies.<br />

First, a flexible production process that can cope with modular or<br />

platform based production of goods to ensure efficiency. Also, an<br />

interaction tool or interface that enables the user to co-design with<br />

the organisation. Through mass customization, consumers may<br />

have the perception of being involved in the creating of the garment,<br />

which adds value to that product. According to Sanders and<br />

Simons (2009) value can be monetary, user experience or societal,<br />

depending on how early users are involved in the design process.<br />

2. Methodology<br />

As mentioned above, the research involves a mix of case studies<br />

and interventions. Case studies have been used to ascertain how<br />

businesses in the clothing industry are making use of digital innovations<br />

and how consumers are being involved in designing<br />

their own products. A methodology based on case studies was<br />

considered ideal for providing exemplars of a situation, capturing<br />

detailed information (Thomas, 2011) and will help describe what<br />

is going on in the intersection of clothing industry, co-design and<br />

digital innovations. Case studies are also useful comparing organisations<br />

in their “real life context” (Dul & Hak, 2007), using<br />

qualitative methods for collecting and analyzing the <strong>da</strong>ta to elicit<br />

possible solutions for the future. The methodology was divided<br />

in three stages, as shown in the graphic below (fig. 1):<br />

Figure 1. Three stage methodology.<br />

The initial stage consisted in identifying and collating 20 short<br />

descriptive case studies that will be discussed in the next section.<br />

In the second stage, four cases will be selected for in-depth<br />

interviews and observations to capture the breadth of the use of<br />

digital innovations and also importantly the role of consumer cocreation<br />

in those organisations. The last stage is then the development<br />

of an intervention to try out how digital technology and<br />

co-creation could be further utilised in clothing manufacture.<br />

3. Stage One: Mini Cases Studies<br />

The first stage of the methodology consisted 20 mini case studies.<br />

These cases were drawn from literature and internet searches.<br />

To be selected a case must feature one of the following criteria:<br />

be a digital innovation, use a co-design approach or make<br />

use of digital tools in the design or production of the products/<br />

services supplied.<br />

Applying the initial criteria, over 40 possible cases were identified.<br />

As the objective of this stage was to produce examples of<br />

organisations in the context of the research, case studies were<br />

selected for being representative of a type of product or service.<br />

Other case studies were selected if they provided any novel characteristics,<br />

for example if they provided a combination of digital<br />

innovation and co-creation approaches. In addition, factors such<br />

as the amount of information and documentation available and<br />

the location of the organisations, were taken into consideration<br />

when deciding which cases would be included.<br />

The table below lists the current selection:<br />

Design Frontiers: Territiories, Concepts, Technologies 437<br />

1<br />

Customised footwear made<br />

with digitally printed textile<br />

11<br />

Made-to-measure outdoor garments,<br />

patterns and materials<br />

for home sewing<br />

2 Laser cut t-shirts for women 12 Customized trainers<br />

3<br />

Toolkits with patterns and<br />

materials to make garments for<br />

women and children<br />

4 Customised of girl’s garments 14<br />

13 Customized jeans<br />

Amateur artwork and peercurate<br />

t-shirts<br />

5 Customised men’s shirts 15 Customized teddy bears<br />

6 Software that generate patterns<br />

for home sewing<br />

7<br />

3D printed jewellery, accessories<br />

and bags<br />

8 Customized t-shirts 18<br />

9 Customized modular dresses 19<br />

10<br />

Customized women’s garments<br />

with digitally printed textiles<br />

16 Customized sportswear<br />

17 Customized modular shoes<br />

20<br />

Women’s garments and workshops<br />

in dress making<br />

Haute couture 3D printed<br />

garments<br />

Digital printed textiles for home<br />

sewing<br />

Analysis<br />

The information was compiled into a table and then individual<br />

cards were created for each case. Information concerning the<br />

products and services offered was collected including, type of<br />

product, if it was a stan<strong>da</strong>rd size or made to measure, if it was<br />

customised and the stage in which the product was sold, for ex-

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