Research
Over the last few years, computer technology has come to play a key role in the textile and fashion industry. Digital design software has largely replaced the designer’s pencil and paper, virtual 3D renderings of garments have taken the place of cloth samples. Until recently, the end product was always a physical garment or fabric, but that too is beginning to change. Over the past two years, catalysed by the pandemic, a growing number of fashion companies has started developing digital fashion items: clothes, accessories, or even fully dressed avatars with their own body shapes, skins and hairstyles. These can be sold online to be used in the metaverse, in games or on social media.
What could that mean for the physical crafts of textile and clothing design and production? Could the digital and the physical feed into each other, and if so, how? It is a pertinent question for design developer Flavia Bon and textile designer Anita Michaluszko, two virtual design enthusiasts who were both educated in physical crafts: Bon was schooled as a tailor and subsequently as a fashion designer, Michaluszko studied textile and fashion design as well as fine arts. They applied to the Crafts Council Netherlands incentive programme to explore what would happen if digital and physical fashion and textile design would collide. Rather than products, they developed new workflows in which the physical and the digital continuously challenge each other.