FASHION DESIGN BASICS

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Technology Education Key Learning Area Technology and Living (Secondary 1-3) FASHION DESIGN BASICS

Booklet 1 Booklet 2 Booklet 3 Booklet 4 Booklet 5 Booklet 6 Booklet 7 Booklet 8 Booklet 9 Booklet 10 Booklet 11 Booklet 12 Booklet 13 Booklet 14 Booklet 15 Booklet 16 Booklet 17 Booklet 18 Booklet 19 Booklet 20 Family and Lifestyle Consumer Behaviour in Food Choices and Implications Health and Nutrition Chemistry of Foods Diet and Meal Planning Food Commodities Food Preparation Technology Food Hygiene Food Spoilage and Food Poisoning Food Preservation Technology Food Culture Food Science and Technology Extended Study Food Product Development Consumer Behaviour in Clothing Choices and Implications Fashion Design Basics Fibres and Fabrics Clothing Technology Culture and Fashion Design Textiles and Textile Technology Apparel Industry

Fashion Design Basics 15.1 Principles of Fashion Design The primary purpose of wearing clothes is for protection, e.g. to keep warm, modesty. Nowadays, people wear different clothes for different occasions and identities. They also choose clothes by following their aesthetic sense and the fashion trend. 15.1.1 Aesthetic Values Beauty is a quality that gives pleasure to the sense. It creates a positive emotional reaction in the viewer. Most psychologists believe beauty and aesthetic are essential to human life. 15.1.2 Principles of Aesthetic (a) Proportion Basically, proportion in fashion design is the size relationship of each of the internal spaces within a garment to one another and to the whole design. Out of Proportion Sleeves are too large for the size of skirt In Proportion Sleeves are balanced by a longer skirt 1

If the design is properly proportioned, the design effect will appear to be harmonious and pleasing. The golden mean is the proportion rule that pleases the eyes. 5:8 and 8:13 are the standard formulae. Unequal proportion can be more interesting than equal proportion. In Example 1 and 2, the 5:8 proportion is comparatively more satisfying to the eyes. Example 1 Example 2 2

In Example 3, the 6:8 and 4:8 proportion are too small and too large. Example 3 ( 6:8 ) ( 5:8 ) ( 4:8 ) Too little difference Golden Mean Too much difference (b) Balance Balance is how the internal spaces of a shape work together. The surface of a design may be broken up by structural lines, trims, fabric patterns, textures or colours. Balance can be symmetrical or asymmetrical: Formal balance Formal balance is symmetrical, both sides are the same Informal balance Informal balance is asymmetrical, its design details are divided unequally from the centre 3

(c) Rhythm In fashion design, rhythm is the flow of lines, shapes, textures and colours of garment. (d) Radiation Radiation is the use of design lines that fan out from a pivotal point. (e) Gradation Gradation is the use of a single colour, shape, size, design detail and motif. These principles featured in any gradating pattern can be done from the darkest to the lightest tone or from the smallest to the biggest size. 4

(f) Emphasis Emphasis is a centre of interest that draws attention to the focal point of a garment. Emphasis could be accomplished by the use of lines, details, colour accents, shapes, trims or accessories.. A poorly planned emphasis confuses our eyes, so that we do not know where to focus on in the garment. (g) Contrast Contrast is the use of different colours, textures and shapes. Leung Man Ying s collection in 2006 5

(h) Harmony Similarity in areas such as the use of colours or textures. Tam Wai Yin s collection 2006 (i) Unity The repetition of a design element throughout a garment creates a sense of unity. Unity No unity 6

(j) Repetition Repetition is the repeated use of certain design elements, details or trims in a garment. A feature could be repeated either regularly or irregularly. (k) Scale The term scale refers to the relationship between a garment and its design details. Right Scale Wrong Scale 7

15.2 Fashion Design Elements 15.2.1 Line and Direction The term line refers to the direction of visual interest in a garment created by construction details such as seams, fastenings, patterns, tucks, contrast stitching and trims. Vertical Lines - create an illusion of a longer and slimmer body Horizontal Lines - make the wearer look shorter and plumper Diagonal or Oblique Lines - add some sense of movement and visual impact on the design 8

15.2.2 Shape In the fashion industry, the term silhouette is normally used to describe the shape of garment. (a) Basic Garment Shapes Natural Rectangular Tent Full (b) Basic Shapes of Women s Wear Rectangle/ Tubular/ Cigarette/ Straight/ H-line Triangle/ A-line Natural Full Inverted Triangle/ Wedge/ Tapered/ Y-line Tent/ Trapeze Round/ Oval/ Cocoon/ Egg Trumpet Sheath/ Close fitted Bell Hourglass/ Body Conscious Empire 9

(c) Basic Garment Shapes of Menswear Rectangle/ Straight Inverted Triangle/ Wedge Square Natural 15.2.3 Texture In fashion design, the texture is the surface interest of a fabric which depends on the variations of four factors: fibre content, yarn structure, fabric structure and finishes. Texture influences the drape of a garment. Chiffon clings and flows, making it a good choice for soft, feminine styles while canvas has the firmness and bulk suitable for more casual garments. Texture affects the colour of a fabric. Rough textures absorb light, causing the colours to appear flat. Smooth textures reflect light, causing colours to appear brighter. 10

15.2.4 Fabric Patterns Fabric patterns are coordinated by lines, dots, shapes, spaces and colours. They are created in endless varieties - geometric, floral, stripes, checkers, dots, abstract motifs and many others. (a) Geometric Patterns (b) Conventional Patterns 11

(c) Naturalistic Patterns (d) Dots and spots (e) Printing Techniques Block printing Screen printing Burn-out printing Discharge printing Engraved roller printing Heat transfer printing Digital printing 12

15.2.5 Colours (a) Colour Dimensions Hue - the name given to specific colours such as red and blue. Value - the use of darks and lights or the variation of light strength in a colour Intensity - saturation, brightness or paleness of a colour, bright colours are considered to be of high intensity; pale ones are of low intensity (b) Colour wheel 13

. (c) Other terms Primary colours - red, yellow and blue, which cannot be made by mixing other colours. Secondary colours - orange, green, violet are colours made by mixing two primary colours Tint - a pure colour mixed with white, e.g. red plus white to make pink Shade - a pure colour mixed with black, e.g. red plus black to make burgundy Tone to describe a tint or shade Complementary colours (contrast colours) - pairs of colours that appear on opposite sides of the colour wheel, e.g. red and green or violet and yellow Warm colours - red, yellow and orange, which are usually associated with fire and sun, warm colours are stimulating, aggressive and lively Cool colours - blue, green and violet, which remind people of the sky and the sea, cool colours are quiet, reserved, soothing, peaceful and calm 14

15.3 Fashion Design Presentation 15.3.1 Basic Proportions of Female Figure for Fashion Design Drawing Average Female s Proportion Fashion Drawing Proportion 15

16

15.3.2 Basic Proportions of Male Figure for Fashion Design Drawing 17

15.3.3 Production Drawing Production drawing skirt Production drawing - top 18

15.4 Fashion Design Process ANALYSE THE BRIEF identifying needs RESEACH INSPIRATION personal inspiration and concepts (mood board / colour board) RESEARCH DIRECTION (industrial designer) trends, fashion forecasting, directional and comparative, trade show reports, retail and market research CREATIVE PROCESS Ideasketch Silhouette, texture, pattern, fabric, colour and principles of design Design Development Production Drawing Presentation Drawing PRODUCTION OF PROTOTYPE flat pattern cutting, toile modeling, structure and embellished EVALUATION OF COLLECTION chosen range or collection, decision making PROMOTION promotion graphic and photographic styling 19

15.4.1 Analyse the Design Brief The information within a typical brief covers the following: (a) The type(s) of garments to be designed. For example, women s wear, menswear, eveningwear, lingerie, casual wear or knitwear. (b) The occasions or activities they are intended for. For example, surfing, dancing, etc. (c) The season. (d) The fashion image required, e.g. different age range, formal or informal style, etc. (e) The price range. (f) Title/Theme. 15.4.2 Research Inspiration Sources of inspiration may be related to designers personal experience. They can come from museums or post cards, from the Internet or family photographs. Many areas of research including paintings, flowers, architectures, furniture, raw materials or even films from different parts of the world could be used. 20

(a) Mood Board (b) Colour Board (c) Theme Board 21

15.4.3 Research Direction (a) Trends and Fashion Forecasting (b) (c) (d) (e) (f) (g) Coverage of tradeshows and fabric fairs Retail reports and directional garments Original samples Ready-to-wear fashion show Market research Fashion Internet and websites 15.4.4 Creative Process (a) Idea Sketch Idea sketches are rough sketches simply for designers to write down the ideas that they think might be useful for further design development. 22

(b) Design Development Design development is the selection of rough sketches of the designers to fully expand initial concepts. Development sketches could be finished with or without colour, depending on the availability of suitable fabric samples. (c) Production Sketch. 23

(d) Presentation Drawing Presentation drawings should contain complete figures wearing the garments in a suitable pose and feature showing the most attractive design interest. 24

15.4.5 Production of Prototype (a) (b) Flat-pattern Cutting Basic blocks such as bodices, sleeve, pants or skirts are drafted on card board and provide well-fitting shapes. The basic blocks are changed or adapted according to different styles to form new patterns. Patterns are cut into pieces of fabrics and made into first samples or muslin toiles. Toile Modeling Pattern makers use the draping, also known as modeling on the stand, to entail fitting toile fabrics such as calico or lightweight cotton muslin on dressmaking mannequins of the appropriate size or on real bodies. When the shapes and fits are correct, the toiles are removed and copied onto pattern papers or cards 25