The damages of our modern society, which is based on capitalism and the unbridled use of limited earth resources, involves innumerable areas of the human life; in this thesis I want to develop a personal thought on a industry that has only been finding its disclosure from a sustainability point of view only in recent years: the textile supply chain. Considering the vastness of the theme, I analized mainly the categorization of the various problems, finding in fast fashion one of the main causes of the current situation. After my research, I understood that the environmental, humanitarian and socio-cultural disasters caused by that supply chain can be reduced, or even avoided, by changing our clothing purchasing habits and raising our standards about the quality of the products. The most direct and immediate solution could be pushing the consumer to buy fewer piece of garments, but high quality and ethically produced, with the aim of making them last as long as possible, but this is not the simplest solution to implement. The persuasion to change certain aspects of one’s lifestyle is a delicate topic, especially when it speaks against the consumeristic propaganda to which the population is subjected on a daily basis, which pushes the compulsive purchase of clothes to keep up with trends. Most consumers still turn to fast fashion brands, because they are apparently cheaper and more fashionable, ignoring the toxic components used for the production (harmful both for the environment and for the wearer) and the work situation of the people behind the creation of it. This paper, therefore, uses the theoretical research with the aim of formulating an artefact that, thanks to the knowledge in communication design, can approach the user, inform him and raise awarness about the problems of textile production. By designing a board game, belonging to the Games for Social Change category, as a tool for conveying the message, I intend to bring individuals to reflect on what they choose to wear and encourage them to research information and read as much as they can about their own clothes. The game place the players in a production phase often ignored by consumers: the chemical treatment and the coloring of textile fibers.
I danni della società moderna, basata sul capitalismo e sull’utilizzo sfrenato delle limitate risorse terrestri, coinvolgono innumerevoli ambiti della vita umana, più o meno conosciuti; in questa tesi ho voluto sviluppare una riflessione personale a proposito di un settore che solo negli ultimi anni sta trovando il suo spazio divulgativo dal punto di vista della sostenibilità: la filiera tessile. Considerata la vastità del tema, mi sono concentrata sulla categorizzazione e presentazione delle diverse problematiche, trovando nel fast fashion una delle principali cause della situazione attuale. Alla luce della mia ricerca, i disastri ambientali, umanitari e socioculturali causati dalla filiera possono essere ridotti o addirittura evitati modificando le nostre abitudini di acquisto di capi di abbigliamento e alzando le aspettative sulla qualità dei propri indumenti. Spingere il consumatore ad acquistare un minor numero di capi di alta qualità o prodotti eticamente con lo scopo di farli durare il più a lungo possibile è la soluzione più diretta e immediata, ma non la più semplice da mettere in atto. La persuasione ad un cambiamento di certi aspetti del proprio stile di vita è un argomento delicato, soprattutto quando va contro alla propaganda consumistica alla quale la popolazione è sottoposta quotidianamente, che spinge all’acquisto compulsivo di indumenti per tenere il passo dei trend. La maggior parte dei consumatori si rivolge ancora ai marchi di fast fashion, perché apparentemente più economici e alla moda, ignorando le componenti tossiche utilizzate per il confezionamento dei capi in vendita (dannosi sia per l’ambiente che per chi li indossa) e la situazione lavorativa delle persone che stanno dietro alla realizzazione del prodotto. Questo elaborato, quindi, utilizza la ricerca teorica con l’obiettivo di formulare un artefatto che, grazie alle conoscenze in design della comunicazione, possa avvicinare, informare e sensibilizzare l’utente sulle problematiche della produzione tessile. Attraverso la progettazione di un gioco da tavolo, appartenente alla categoria Games for Social Change, come strumento di veicolazione del messaggio, intendo portare gli individui a riflettere su ciò che scelgono di indossare e spingerli a ricercare il maggior numero di informazioni sui propri indumenti, ponendo i giocatori all’interno di un passaggio produttivo spesso ignorato dalla clientela: il trattamento chimico e la colorazione delle fibre tessili.
Ricucire il futuro : un approccio di design ludico interdisciplinare per una riflessione critica sul fast fashion
Colombo, Irene
2020/2021
Abstract
The damages of our modern society, which is based on capitalism and the unbridled use of limited earth resources, involves innumerable areas of the human life; in this thesis I want to develop a personal thought on a industry that has only been finding its disclosure from a sustainability point of view only in recent years: the textile supply chain. Considering the vastness of the theme, I analized mainly the categorization of the various problems, finding in fast fashion one of the main causes of the current situation. After my research, I understood that the environmental, humanitarian and socio-cultural disasters caused by that supply chain can be reduced, or even avoided, by changing our clothing purchasing habits and raising our standards about the quality of the products. The most direct and immediate solution could be pushing the consumer to buy fewer piece of garments, but high quality and ethically produced, with the aim of making them last as long as possible, but this is not the simplest solution to implement. The persuasion to change certain aspects of one’s lifestyle is a delicate topic, especially when it speaks against the consumeristic propaganda to which the population is subjected on a daily basis, which pushes the compulsive purchase of clothes to keep up with trends. Most consumers still turn to fast fashion brands, because they are apparently cheaper and more fashionable, ignoring the toxic components used for the production (harmful both for the environment and for the wearer) and the work situation of the people behind the creation of it. This paper, therefore, uses the theoretical research with the aim of formulating an artefact that, thanks to the knowledge in communication design, can approach the user, inform him and raise awarness about the problems of textile production. By designing a board game, belonging to the Games for Social Change category, as a tool for conveying the message, I intend to bring individuals to reflect on what they choose to wear and encourage them to research information and read as much as they can about their own clothes. The game place the players in a production phase often ignored by consumers: the chemical treatment and the coloring of textile fibers.File | Dimensione | Formato | |
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https://hdl.handle.net/10589/183978