FASHION-TECH TODAY

Livia Tenuta, Susanna Testa (POLIMI)

An overview of the state of the art of the mapped definitions, sectors and topics of the Fashion-Tech through the presentation of best practice examples interconnected to main topics of future-forward Fashion-Tech applications.

Learning Outcomes

  • Describe and define the main characteristics and roadmap of the Fashion-Tech sector.
41 MINUTES  clock-icon

DESIGN METHODOLOGY: AN INTRODUCTION TO 3D MODELLING & VIRTUAL PROTOTYPING OF GARMENTS

Marina Carulli (POLIMI)

An overview of the design process in the fashion sector and of the most innovative ICT tools used to support it and the designer's role.

 
Learning Outcomes
 

  • Describe the most important steps of the design process in the fashion sector.
  • Describe the most innovative ICT tools used to support the design process.
  • Describe the designer's role in the new design process.
  • Give examples of the different use of ICT tools used to support the design process.
  • Propose a solution to better integrate ICT tools in the new design process.
27 MINUTES  clock-icon

EXPLORING 2D & 3D DIGITAL DOMAINS

Livia Tenuta, Susanna Testa (POLIMI)

An introduction to techniques for the digital acquisition of physical materials or to the creation of digital native materials. The lecture will explain how to use these digital and digitalized materials into 3D modeling software for digital photorealistic renderings.
 

Learning Outcomes
 

  • Understand the 2D & 3D digital domains of fashion in terms of Materials digitalisation and additive production technologies.
  • Digitalise a material through mapping, texturing & rendering and to use them in professional renderings.
  • Use polygonal modelling and meshing to design wearable interfaces that can be realised by additive production technologies.
29 MINUTES  clock-icon

THE TRANSITION TOWARDS A NEW WAY OF COMBINING DESIGN AND PRODUCTION

Cinzia D’Agostino (Pespow)

An overview of opportunities and threats in the fashion system from the point of view of Pespow. The lecture focuses in particular on the introduction of 3D modeling in the fashion design system and the necessity to merge technologies with human capabilities.
 

Learning Outcomes
 

  • Gain insights on the digital transformation of fashion design inside a Company.
  • Understand strengths, opportunities, weaknesses, and limitations of 3D modeling in the fashion design system.
44 MINUTES  clock-icon

REVOLUTIONISING THE FASHION INDUSTRY WITH DIGITAL TECHNOLOGY

Alex Erinle (Thrill Digital)

An introduction to the design activities of Thrill Digital, focusing on the offered digital services of the Fashion-Tech start-up. The pitch will also provide a guide to bring a fashion-tech start-up idea to life.
 

Learning Outcomes
 

  • Gain insights about fashion-tech services based on digital and virtual design.
  • Understand activities and problems of a fashion-tech start-up.
9 MINUTES  clock-icon

TRACEABILITY ALONG GARMENT PRODUCTION SUPPLY CHAIN

Bixente Demarcq (ESTIA)

Allow students to master the different stages in the garment production supply chain. The students will learn the specificities of the different technologies that allows traceability in this supply chain.
 

Learning Outcomes
 

  • Knowing the different stages in the garment production supply chain.
  • Knowing the challenges of traceability and the return of data to the consumer.
  • Traceability technologies.
26 MINUTES  clock-icon

THE INTERNET OF THINGS & THING CENTERED DESIGN

Douglas Atkinson (UAL-LCF)

This lecture introduces the concept of the Internet of Things and briefly discusses the history of connected wearable technologies. Next it outlines the principles of ‘Posthuman Ethnographies’ and ‘Thing Centred Design’ as approaches to document, understand and analyse the life of a non-human thing and its everyday interactions with humans and other things. Finally the lecture concludes by exploring how this analysis can inform the development of design requirements for an IOT fashion wearable.
 

Learning Outcomes
 

  • Describe and define the principles of ‘Posthuman Ethnographies’ and ‘Thing Centred Design’.
  • Develop design requirements for an IOT fashion wearable.
41 MINUTES  clock-icon