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

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SMITH, Marcia Tavares<br />

ample, if it was finished product or a parts to be assemble such<br />

as a toolkit. The location of the organisation, range of prices and<br />

delivery times were also noted. Next, we used graphics to visually<br />

compare and cluster cases. The following aspects were analysed<br />

for each case:<br />

Digital innovations<br />

The types of digital innovations used. The information for this<br />

analysis was determined from the technologies uncovered<br />

through the literature review of this research.<br />

Level of co-design<br />

How far was the consumer allowed to co-design. This ranged<br />

from designing and making new forms for products to editing<br />

existing options to selecting from existing modules, colours and<br />

materials.<br />

Skills for co-design<br />

Looking at skills the consumer needed to interact with the product/service.<br />

Points of customisation<br />

Senanayake & Little’s (2010) identified five points where customisation<br />

can occur in apparel customisation: post-production,<br />

fabrication, fit, features and design. To those categories one extra<br />

was added ‘after sales’ for items that were purchased to be<br />

finished or customized by the consumer after the product was<br />

purchased.<br />

Interactions<br />

Based on Computer-Supported Cooperative Work (CSCW) Matrix<br />

(Johansen, 1988) analyzing if interactions occur at the same<br />

place and time.<br />

The image below (fig. 2) is an example of the visual analysis used.<br />

Figure 2. Example of case study analysis<br />

4. Initial Findings<br />

After analysing the 20 mini case studies four clusters emerged<br />

(most cases fall in just one of the categories, but some cases<br />

present characteristics of more than one group).<br />

Digital innovations in the making process<br />

Organisations where the designer is usually the one leading the<br />

process and experimenting with new technologies such as 3D<br />

printing, laser cutting and digital print of textiles. This is closer<br />

to a traditional approach where the consumer buys ready-made<br />

products. In some cases they were produced on demand, but in<br />

most cases they were not customisable even though they were<br />

being produced individually. Cases: 1,2,7, 10 and 19.<br />

Mass customisation<br />

In these cases, the use of digital innovations was limited to Ecommerce<br />

and ‘Design-Your-Own’ (DYO) interfaces that allow<br />

the consumer to participate in the configuration of products and<br />

place order on-line. Products created this way included t-shirts,<br />

shirts, suits, dresses, shoes and denim, some targeting specifically<br />

women, men or children and others, a general audience. In<br />

most cases consumers could choose from a small range of base<br />

products and then customise the appearance of each part of the<br />

product. They are still produced using the same processes as<br />

mass-production but some on an individual scale. Cases: 1,4, 5,<br />

8, 9, 10, 12, 13, 15, 16 and 17.<br />

Support amateur maker<br />

In this cluster are organisations that supported consumers<br />

in designing and making garment. This support was offered<br />

through toolkits, software, workshops and instructions on how<br />

to make their own garments. Also, through services to access<br />

materials and patterns that enable consumers to create their<br />

own garments. Cases: 3,6,11, 14, 18 and 20.<br />

Network of makers<br />

Here there are organisations that support amateurs through the<br />

creation of social networks for sharing information, showcasing<br />

ideas and designs. They offered customers their own online<br />

stores selling products they created within their sites. Cases:<br />

1,14 and 20.<br />

5. Conclusion<br />

These first cases show examples of new structures and systems<br />

being implemented in the clothing industry. These do not yet replace<br />

the main ways in which people acquire their garments, but<br />

point to possible ways in which the clothing industry might develop.<br />

The increasing number of ‘design-your-own’ sites for pieces<br />

of garments shows that it is possible to produce personalised<br />

garments at affor<strong>da</strong>ble prices. However mass customisation<br />

systems still rely on traditional methods in garments production<br />

that limit co-design to configuration of predetermined features.<br />

Those that have started applying digital technologies in production<br />

(for example, the company that used digital printing to produce<br />

consumer created textiles for their trainers) have allowed<br />

more consumer input in the co-design activity. The same could<br />

be said for those organisations that are allowing consumers to<br />

curate products through voting and setting up stores for customer<br />

created articles.<br />

Design Frontiers: Territiories, Concepts, Technologies 438

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