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WALT – Learning about designing. WILF – 1 Demonstrate a good understanding of theory. 2 On time and prepared for lesson. 3 Focused approach to lesson.

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Presentation on theme: "WALT – Learning about designing. WILF – 1 Demonstrate a good understanding of theory. 2 On time and prepared for lesson. 3 Focused approach to lesson."— Presentation transcript:

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2 WALT – Learning about designing. WILF – 1 Demonstrate a good understanding of theory. 2 On time and prepared for lesson. 3 Focused approach to lesson (must be silent during exam questions). 4 Sharing ideas by discussion. TIBS – We need to build up our subject knowledge of textiles.

3 SKETCHBOOKS Sketchbooks are used by most designers. They are a portable way of recording any ideas they may have. This can include; FABRIC SAMPLES, TRIMMINGS, DRAWINGS, PHOTOGRAGHS, NOTES, COLOURWAYS, MAGAZINES...

4 MOOD BOARDS They help designers to communicate the style or ‘feel’ of their design ideas. USING MOOD BOARDS To provide a focus when designing To finalise a palette of colours, textures and patterns To develop styles for garments and products In surveys to determine client or target market requirements To communicate ideas USING MOOD BOARDS To provide a focus when designing To finalise a palette of colours, textures and patterns To develop styles for garments and products In surveys to determine client or target market requirements To communicate ideas

5 TREND FORECASTING TREND BOARDS These look similar to mood boards but focus on future trends rather than current trends. Also, are sometimes used for a specific event, such as exhibitions. TREND BOARDS These look similar to mood boards but focus on future trends rather than current trends. Also, are sometimes used for a specific event, such as exhibitions. TREND BOOKS These also focus on future trends. Can include data and images. These are referred to frequently throughout the development of a new product for the visual inspiration they provide. TREND BOOKS These also focus on future trends. Can include data and images. These are referred to frequently throughout the development of a new product for the visual inspiration they provide.

6 Designers often start work on products/garments 2 or more years before they are on our high streets. To ensure that they will be ‘on trend’ they rely on special agencies who forecast future trends. These companies collect a lot of information and data about... lifestyle, popular culture, new fibres and materials, technological developments and what is happening in other areas of design. Designers often start work on products/garments 2 or more years before they are on our high streets. To ensure that they will be ‘on trend’ they rely on special agencies who forecast future trends. These companies collect a lot of information and data about... lifestyle, popular culture, new fibres and materials, technological developments and what is happening in other areas of design. THEY USE THIS INFORMATION TO PREDICT WHAT THE MARKET WILL WANT AND WHAT COLOURS, MATERIALS, SHAPES AND STYLES WILL BE IN FASHION IN 2 OR 3 YEARS TIME

7 INITIAL IDEAS... It is a very creative process...BUT DO NOT GET CARRIED AWAY! It doesn’t matter how good and exciting that the idea is, you MUST still meet the criteria on the design specification. TO ENSURE THAT DESIGNERS STAY FOCUSED, THEY CONSTANTLY REFER TO; RESEARCH RESULTS DESIGN SPECIFICATION MOOD BOARD

8 EXPLORING IDEAS... It is important to explore different ideas and experiment with different techniques at an early stage. This will allow you to select the most appropriate ideas and techniques when you start to develop and refine your designs. THIS INCLUDES; COLOUR TEXTURE PROPORTION CONSTRUCTION FABRICS SURFACE ECORATION EMBELLISHMENT ICT COLOUR Explore alternative colour schemes Different methods of applying colour, eg fabric crayons and transfer printing Layering colour by combining techniques, eg tie- dye and fabric painting CONSTRUCTION To explore various construction methods you can model garments-at 50% scale and also practise different skills on off cuts of fabric

9 TEXTURE In textiles ‘texture’ generally refers to the tactile nature (feel) of the fabric, but some prints and patterns give the appearance of texture too. Various textures can be explored by... Looking at nature (flowers, plants, rocks, sea life) Experimenting with yarns Combining different textures Rubbing techniques – which can then be transferred to fabric Manipulating fabrics – using dry heat, steam or stitching PROPORTION Experiment with... The size/scale/ proportions of the design. It is very important that a product ‘does its job’ and is easy to use. This means that when you make decisions about size and proportion, you need to consider... Anthropometric data-average human measurements Ergonomics-use ability USING ICT... Develop patterns Change the scale of a design Create various texts Manipulate digital images.

10 FABRICS Experimenting with different fabrics will help you to understand their properties. This will make it easier to know what fabrics are most suited to certain projects. Also, will enable you to be more confident in combining various fabrics in an innovative way. FABRICS Experimenting with different fabrics will help you to understand their properties. This will make it easier to know what fabrics are most suited to certain projects. Also, will enable you to be more confident in combining various fabrics in an innovative way. EMBELLISHMENT Decorative components are used to enhance the design. This can be done by hand/machine embroidery Laminating fabrics and then embroidering from them adding sequins etc. SURFACE DECORATION This involves adding colour or texture to fabric eg, transfer printing computer generated designs onto fabric Layering prints eg. Printing designs on top of each other Batik, stencilling and painting.

11 COPYRIGHT OF DESIGNS In the textile and fashion industries, designs are sometimes copied. Copyright, patents and registered designs are just some ways in which a designer is protected. DEVELOPMENT This means to refine an idea to make it better. It should be done in the following sequence 1 Initial sketches 2 Detailed drawing 3 Further refinement of ideas Adapt and modify until all aspects meet the specification. At this stage you should also produce some modelling samples of the techniques that you have used. 4 Final Images Select the design you will use for the final product and produce final images showing front, back and side views (where necessary). They must be in proportion and have annotations of key features of the design.

12 PRODUCT SPECIFICATION Contains all the instructions and information needed to produce a prototype of the product. IT MUST BE VERY CLEAR. You should ask yourself – could someone else follow the instructions and make a prototype? It is also used to calculate the final cost of the product, so the information MUST be accurate. INDUSTRY SPECIFICATION In industry, the product and manufacturing specifications incorporate; Fabric specification – type, weight, colour, fastness, finishes, feel/texture Garment specification – style, size, dimensions, colours, type of fabrics Component specification – interlinings, zips, fastenings

13 MANUFACTURING SPECIFICATION This is produced after the prototype has been made and incorporates any final adjustments/modifications It provides a detailed set of guidelines, including written instructions, diagrams and flow charts. It SHOULD enable the manufacturer to make the product exactly how the designer envisaged. A typical manufacturing specification might include... A list of materials and components A list of tools and equipment A detailed plan of work as a flow chart Set time lines and guides for each stage of the manufacture Quality control checks Correct pattern annotation


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