Historically, creativity is widespread in many spheres of life, helping to solve problems or to express beauty through art and architecture, to the point of fusing aesthetics and functionality. Creativity and ways of expressing it have also evolved thanks to technological innovations which had historically contributed, not only to defining new modes of production but has also been a driving force in redefining the creative and design process. New technologies have often made it possible to give shape to ideas that were previously not easily represented and, therefore, often not realisable. In fashion system technology gave a boost on traditional processes, especially in the second millennium, various modes of interaction between technological innovation, the creative process, design, and production have been experienced. From visualisation software to rendering tools, from sharing platforms such as social media to immersive technologies, from production methods using 3D printers to the production of virtual products in the Metaverse, today fashion is faced with a wealth of tools and design options that can enrich not only the aesthetic language, but above all the design and creative approach. By mixing creative approaches, from the more classical such as draping or pleating, to 3D printing, different results can be achieved, simplifying processes, or achieving refined and surprising aesthetic results. This has created new professional opportunities and an opening towards other sectors such as gaming, data collecting, VR and AR, to name but a few: technologies that have not only shaped new methods of designing and producing but have also shaped the aesthetics of products. The thesis research starts by investigating the relationship between new technologies and the creative process in fashion, analysing the main creative approaches that have the most significant impact on the aesthetics of the product to create a collection that exploits digitisation and classical tailoring techniques by mixing them in a new design process. The Real/Fake project aims to create a complex-looking collection, produced in a simplified process between the digital and the real, in which the product becomes an element of illusion and disturbance in which tangible and visual effects are mixed.
La creatività è diffusa in molti ambiti della vita, contribuendo a risolvere i problemi o ad esprimere la bellezza attraverso l'arte e l'architettura, fino a fondere estetica e funzionalità. La creatività e i modi di esprimerla si sono evoluti anche grazie alle innovazioni tecnologiche che hanno storicamente contribuito, non solo alla definizione di nuovi modi di produzione, ma sono stati anche una forza trainante nella ridefinizione del processo creativo e progettuale. Le nuove tecnologie hanno spesso permesso di dare forma a idee che prima non erano facilmente rappresentate e, quindi, spesso non realizzabili. Nel fashion system la tecnologia ha dato una spinta ai processi tradizionali, soprattutto nel secondo millennio, sono state sperimentate diverse modalità di interazione tra innovazione tecnologica, processo creativo, design e produzione. Dal software di visualizzazione agli strumenti di rendering, dalla condivisione di piattaforme come i social media alle tecnologie immersive, dai metodi di produzione che utilizzano stampanti 3D alla produzione di prodotti virtuali nel Metaverse, oggi la moda si trova di fronte a una ricchezza di strumenti e opzioni di design che possono arricchire non solo il linguaggio estetico, ma soprattutto il design e l'approccio creativo. Mescolando approcci creativi, dai più classici come il drappeggio o la plissettatura, alla stampa 3D, si possono ottenere risultati diversi, semplificando i processi o ottenendo risultati estetici raffinati e sorprendenti. Questo ha creato nuove opportunità professionali e un'apertura verso altri settori come il gaming, la raccolta dati, la VR e l'AR, per citarne alcuni: tecnologie che non solo hanno plasmato nuovi metodi di progettazione e produzione, ma hanno anche plasmato l'estetica dei prodotti. La ricerca di tesi inizia indagando il rapporto tra le nuove tecnologie e il processo creativo nella moda, analizzando i principali approcci creativi che hanno impattato più significativamente sull'estetica del prodotto per creare una collezione che sfrutta la digitalizzazione e le tecniche sartoriali classiche mescolandole in un nuovo processo di progettazione. Il progetto Real/Fake mira a creare una collezione dall'aspetto complesso, prodotta attraverso un processo semplificato tra il digitale e il reale, in cui il prodotto diventa un elemento di illusione e disturbo in cui si mescolano effetti tangibili e visivi.
Real/Fake : the faces of creative approaches in fashion design
Surace, Chiara
2021/2022
Abstract
Historically, creativity is widespread in many spheres of life, helping to solve problems or to express beauty through art and architecture, to the point of fusing aesthetics and functionality. Creativity and ways of expressing it have also evolved thanks to technological innovations which had historically contributed, not only to defining new modes of production but has also been a driving force in redefining the creative and design process. New technologies have often made it possible to give shape to ideas that were previously not easily represented and, therefore, often not realisable. In fashion system technology gave a boost on traditional processes, especially in the second millennium, various modes of interaction between technological innovation, the creative process, design, and production have been experienced. From visualisation software to rendering tools, from sharing platforms such as social media to immersive technologies, from production methods using 3D printers to the production of virtual products in the Metaverse, today fashion is faced with a wealth of tools and design options that can enrich not only the aesthetic language, but above all the design and creative approach. By mixing creative approaches, from the more classical such as draping or pleating, to 3D printing, different results can be achieved, simplifying processes, or achieving refined and surprising aesthetic results. This has created new professional opportunities and an opening towards other sectors such as gaming, data collecting, VR and AR, to name but a few: technologies that have not only shaped new methods of designing and producing but have also shaped the aesthetics of products. The thesis research starts by investigating the relationship between new technologies and the creative process in fashion, analysing the main creative approaches that have the most significant impact on the aesthetics of the product to create a collection that exploits digitisation and classical tailoring techniques by mixing them in a new design process. The Real/Fake project aims to create a complex-looking collection, produced in a simplified process between the digital and the real, in which the product becomes an element of illusion and disturbance in which tangible and visual effects are mixed.File | Dimensione | Formato | |
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https://hdl.handle.net/10589/202132