Customization of Tactility in Garments, a Proposed New Shopping Experience
Design Project Everyday Soft Things | User-centred/ user experience Design,
ultra-personalization, Generative Design
Team: Ahmad Issa, Jing-cai Liu, Laura Maron, Tijmen Kervers, Julia van Zilt

Background

Customization and personalization are current trends in the fashion industry, they are caused by changes in customers’ purchase behavior and in technological innovations[1]. Retailers and prominent fashion brands promise user integrated designs and production processes that fit the customer’s needs. This strategy delivers highly flexible, individualized products for consumers, in this process they effectively become co-designers. Consequently, many companies have started investing in this strategy by enabling customers to alter designs on the retailers’ websites. Customization and personalization of fashion items are likely to become a significant market in the future; therefore, retailers and fashion companies are improving these customization experiences to increase profitability.

The Hypothetical Design

With this project, we present a hypothetical future shopping experience in which the user creates their garment by designing their own tactile experience. Our system consists of four steps: In the first step, the user chooses the fabric and tactility of their liking. In the second step, a 3D scan of the user is made which will be used for pattern and model generation. In the third step, the user can have their choices projected onto their body to get a preview of their coat. The fourth and final step is then trying on and picking up their final garment in the shop. We believe this personalization of tactility could enhance the customer’s appreciation of the garment and therefore satisfaction throughout, and longevity of the garment’s lifecycle.
1. The tactile library which will serve as the first input to integrate the customer’s tactility preferences by choosing a material and a texture.
2. In the body scan stage, a 3D-scan of the user is made, from this scan the system takes their measurements which are used to create the patterns for a tailored garment.
3. During the preview stage the system presents the preliminary outcome of the garment by projecting it onto the user, in this stage adjustments to the design can still be made.
4. The final product will then be made exactly to the customer’s specification. A garment is made using the fabric and color chosen by the user, tailored to the user and embellished with their chosen texture.

Reflection

In the project, I have experienced the possibilities of fashion in the future. By envisioning the future of fashion by combining different innovations such as 3D scanning, generative design, and different devices for making fashion, I realized that the future of fashion design will be much more personalized. The developments for example the 3D scanning and the body mapping to show customers how the product will fit them could have great value in improving the shopping experience of people.
+ Creativity & Aesthetics
+ Technology & Realization
+ Math Data & Computing
In this project, I have experienced the most crafting skills compared with other TU/e projects. At the beginning of this project, different mock-ups are made from fabrics for creating several tactility experiences. The mock-ups are made with 3D printing patterns on fabrics to created 3D fabric patterns. Through using different technologies from the Wearable Lab such as 3D printing, digital embroidery, industrial fashion making devices, I improved my skills in Creativity & Aesthetics. Also, I gained knowledge on how to combine these technologies to realize different fabric patterns, such as using grasshopper for creating generated patterns that fit body shapes and to laser-cut these patterns for further adjustments which have enhanced my Technology & Realization skills. Another subject that needs to be mentioned is that at the beginning, different mathematical formulas are explored on Processing to create a personalized pattern that is unique. These patterns are embroidered with the digital embroidery machine. Although these embroidered pieces are not used in the final designs, I think it was an interesting exploration that has improved my Math Data & Computing skills.

References

1. Yeung, H., Choi, T., & Chiu, C. (2010). Innovative Mass Customization in the Fashion Industry. Innovative Quick Response Programs in Logistics and Supply Chain Management, 423-454. doi:10.1007/978-3-642-04313-0_21
Theme: Overlay by Kaira