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Industry scenarios in the classroom: A case for design and merchandising student collaboration 课堂上的工业场景:设计和销售学生合作的案例
Q3 BUSINESS Pub Date : 2023-02-06 DOI: 10.1080/17543266.2023.2173310
Kendra Lapolla, Lauren Copeland
ABSTRACT Students who are highly collaborative continue to gain value in the workplace. It is imperative then for higher education to cultivate collaborative students through learning environments that foster teamwork, critical thinking, communication, and creative problem solving. The researchers used a project-based assignment to illustrate an active learning approach where collaboration between 40 senior fashion merchandising and design students was implemented in a capstone course. A post project survey was conducted at the end of the semester through the online platform Qualtrics. Findings from this project illustrated how student learning was positively impacted and could be replicated in other collaborative learning environments. Students strengthened communication skills with those outside of their close discipline and practiced negotiation skills between varied disciplines to create a cohesive apparel collection. Students were able to acquire a wider understanding of their specialised roles within the fashion industry through an applied real-world project.
具有高度协作能力的学生在工作中不断获得价值。因此,高等教育必须通过培养团队合作、批判性思维、沟通和创造性解决问题的学习环境来培养合作型学生。研究人员用一个基于项目的作业来说明一种主动学习的方法,在一门顶点课程中,40名高级时装销售和设计专业的学生进行了合作。学期结束时,通过在线平台Qualtrics进行了项目后调查。这个项目的发现说明了学生的学习是如何受到积极影响的,并且可以在其他协作学习环境中复制。学生们加强了与本专业以外的人的沟通能力,并练习了不同学科之间的谈判技巧,以创造一个有凝聚力的服装系列。学生们能够通过一个实际应用的项目,对自己在时尚行业的专业角色有更广泛的了解。
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引用次数: 0
Exploring student experiences with a virtual learning environment in an apparel and textiles curriculum during the COVID-19 pandemic 在2019冠状病毒病大流行期间,通过虚拟学习环境探索服装和纺织品课程的学生体验
Q3 BUSINESS Pub Date : 2023-01-03 DOI: 10.1080/17543266.2022.2158237
Chanmi Hwang, A. Ghalachyan, Serena Song
ABSTRACT The purpose of this study was to explore how the new virtual learning environment has influenced apparel and textiles students’ learning experiences during the COVID-19 pandemic. The study aimed to explore 1) the positive and negative effects of the new virtual learning environment on academic learning, 2) students’ perceptions of online learning tools and 3) students’ perceptions in regard to their employment prospects after graduation and their career in the apparel industry. The results revealed that motivation was a major factor that influenced students to engage in learning in a virtual learning environment. Students found synchronous lectures, guest speakers, and recordings of synchronous lectures to be effective and enhance their sense of social belonging and their motivation. Students also perceived that the job market would be more competitive, and they were underprepared for employment. Suggestions are made for instructors to help increase students’ motivation to learn in a virtual environment.
摘要:本研究旨在探讨新型虚拟学习环境如何影响2019冠状病毒病疫情期间服装和纺织专业学生的学习体验。本研究旨在探讨1)新型虚拟学习环境对学术学习的正面和负面影响;2)学生对在线学习工具的看法;3)学生对毕业后就业前景和服装行业职业生涯的看法。结果表明,动机是影响学生在虚拟学习环境中参与学习的主要因素。学生发现同步讲座,嘉宾演讲和同步讲座的录音是有效的,增强了他们的社会归属感和动力。学生们还认为,就业市场的竞争将更加激烈,而他们对就业的准备不足。对教师如何提高学生在虚拟环境中学习的积极性提出了建议。
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引用次数: 4
Examining apparel design students’ self-efficacy towards using virtual reality in the design process 考察服装设计专业学生在设计过程中使用虚拟现实的自我效能感
Q3 BUSINESS Pub Date : 2022-12-26 DOI: 10.1080/17543266.2022.2140362
A. Binhajib, E. McKinney, R. Eike
ABSTRACT Virtual reality (VR) is an emerging technology in garment design that has demonstrated promising student achievement results (Wyss et al., 2014 [Cotton Island: Students’ learning motivation using a virtual world. Decision Sciences Journal of Innovative Education, 12(3), 219–232]). When educators and institutions adopt new technologies, they need to consider how the unfamiliar technology will affect student’s self-efficacy levels and to design lesson plans accordingly. Therefore, the purpose of this initial study is to examine students’ self-efficacy levels toward the adoption of VR as a design sketching tool. A multiple case study design was employed in this study. Eight undergraduate Apparel Design students enrolled in an Apparel Design course constituted the sample. Data were collected using a self-efficacy scale, and open-ended questions. The data examined levels of self-efficacy in VR use as well as factors that impacted those levels. The findings failed to show differences among factors that influence students’ self-efficacy in VR usage at each self-efficacy level. Based on the findings, research propositions were confirmed or modified, or were additionally proposed.
虚拟现实(VR)是服装设计中的一项新兴技术,已经证明了有希望的学生成就结果(Wyss等人,2014)[棉花岛:学生使用虚拟世界的学习动机]。决策科学,创新教育,12(3),219-232 [j]。当教育工作者和机构采用新技术时,他们需要考虑不熟悉的技术将如何影响学生的自我效能水平,并相应地设计课程计划。因此,本初步研究的目的是考察学生对采用VR作为设计素描工具的自我效能水平。本研究采用多个案研究设计。8名参加服装设计课程的本科服装设计专业学生构成样本。使用自我效能量表和开放式问题收集数据。这些数据检查了虚拟现实使用中的自我效能水平以及影响这些水平的因素。研究结果并没有显示在每个自我效能水平上影响学生VR使用自我效能的因素之间的差异。根据调查结果,对研究命题进行确认、修改或补充提出。
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引用次数: 0
Industry-academic collaboration and problem-based service learning implemented into a trend analysis and forecasting course 将产学合作和基于问题的服务学习应用到趋势分析和预测课程中
Q3 BUSINESS Pub Date : 2022-12-19 DOI: 10.1080/17543266.2022.2155254
Eundeok Kim
ABSTRACT In order to offer students a thorough understanding of the complexity of trend analysis and forecasting and prepare them to be socially responsible citizens and professionals, the author developed an industry-academic collaboration and problem-based service-learning project for a Trend Analysis and Forecasting course. The purpose of this study was first, to explore the characteristics of problem-based service learning; second, to propose a problem-based service-learning model to guide its implementation into a learning exercise; and third, to present a case study of a problem-based service-learning project with industry-academic collaboration that was systemically implemented into a course and discuss its outcomes. Students’ participation in the project developed their sense of civic responsibility and critical-thinking skills while enhancing their discipline-specific learning. This study will help educators better understand problem-based service learning as a viable pedagogical approach and inspire them to effectively implement it into a curriculum.
摘要为了让学生深入了解趋势分析与预测的复杂性,并培养他们成为有社会责任感的公民和专业人士,作者为趋势分析与预测课程开发了一个产学合作和基于问题的服务学习项目。本研究的目的首先是探讨基于问题的服务学习的特点;第二,提出以问题为本的服务学习模式,引导服务学习成为一种学习活动;第三,介绍一个基于问题的服务学习项目的案例研究,该项目与产学研合作,系统地实施到课程中,并讨论其结果。学生在参与这个项目的过程中,培养了他们的公民责任感和批判性思维能力,同时加强了他们的专业学习。这项研究将有助于教育工作者更好地理解基于问题的服务学习作为一种可行的教学方法,并激励他们有效地将其应用到课程中。
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引用次数: 1
Can you see the feel? The absence of tactile cues in clothing e-commerce impairs consumer decision making 你能看到感觉吗?服装电子商务中缺乏触觉提示会影响消费者的决策
Q3 BUSINESS Pub Date : 2022-12-08 DOI: 10.1080/17543266.2022.2154396
Julia Wilfling, G. Havenith, Margherita Raccuglia, S. Hodder
ABSTRACT The lack of sensorial input in the e-commerce domain impairs consumers’ online apparel purchases. Therefore, it is important to identify possible compensatory cues to present the ‘feel’ of a garment in an enhanced way. This study investigates how visual interpretation of the feel of fabrics is related to the actual feel. Haptic textile attributes of seven fabric swatches were quantified in an online questionnaire (part I), simulating an online shopping experience. Separately, a physical assessment of samples mailed to participants (part II), simulating an in-person shopping experience, was performed. Part I and II comprised 20 participants each. No robust significant difference was found between sex. The comparison of the visual only and the visual-haptic assessment showed higher variability and lower scores of the haptic attributes in the visual only session. Especially textile surface structure related haptic attributes could not be conveyed visually and needed tactile sensory input to assess.
电子商务领域感官输入的缺乏影响了消费者的在线服装购买。因此,识别可能的补偿性线索,以一种增强的方式呈现服装的“感觉”是很重要的。本研究探讨织物的触感的视觉诠释与实际触感的关系。通过在线问卷(第一部分)模拟网上购物体验,对七种面料样品的触觉纺织品属性进行量化。另外,对邮寄给参与者的样品进行物理评估(第二部分),模拟亲身购物体验。第一部分和第二部分各有20名参与者。性别间无显著差异。单纯视觉组与视觉-触觉组的比较显示,单纯视觉组的触觉属性变异性更大,得分更低。特别是织物表面结构相关的触觉属性无法通过视觉传达,需要触觉感官输入来评估。
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引用次数: 0
Applications of the circular economy to the second-hand textile and clothing market: the case of Humana in Portugal 循环经济在二手纺织品和服装市场的应用:以葡萄牙Humana为例
Q3 BUSINESS Pub Date : 2022-11-30 DOI: 10.1080/17543266.2022.2150447
Nívea das Virgens, Susana Silva, Erika Laranjeira
ABSTRACT The Textile and Clothing Industry plays a key role in the world’s economy. Over the last decades, increasing consumption and the emergence of ‘Fast Fashion’ made this sector one of the most harmful to the environment. The effects are felt over the entire life cycle of garments. This article focuses on the possible contribution of second-hand sales to reduce the negative environmental impacts in the context of a circular economy. By using the case study of Humana, a second-hand store, this article analyses the positive effects of clothing reuse on the environment, applying a mathematical model. From 2016 to 2020, Humana sold 1426 tons of garments in Portugal, saving 18,574,473 kg of CO2eq emissions, 80,342,082 m3 of water consumption, and 121,941 MWh of energy consumption. However, results also show a low percentage of sales when compared to collected items. Improvement in second-hand clothing markets is necessary for Portugal, and policy promotion could be useful.
纺织服装业在世界经济中占有举足轻重的地位。在过去的几十年里,不断增长的消费和“快时尚”的出现使这个行业成为对环境最有害的行业之一。这种影响贯穿于服装的整个生命周期。本文的重点是在循环经济的背景下,二手销售可能有助于减少对环境的负面影响。本文以二手服装店Humana为例,运用数学模型分析了服装再利用对环境的积极影响。从2016年到2020年,Humana在葡萄牙销售了1426吨服装,减少了18,574,473千克的二氧化碳排放量,减少了80,342,082立方米的用水量,减少了121,941兆瓦时的能耗。然而,结果也显示,与收集的物品相比,销售额的百分比很低。对葡萄牙来说,改善二手服装市场是必要的,政策推广可能是有用的。
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引用次数: 2
Toward product transparency: communicating traceability information to consumers 迈向产品透明:向消费者传达可追溯性信息
Q3 BUSINESS Pub Date : 2022-11-30 DOI: 10.1080/17543266.2022.2142677
Pantxika Ospital, Dimitri Masson, Cédrick Béler, J. Legardeur
ABSTRACT In the textile industry, corporate transparency does not provide information about products that would allow customers to make informed purchases. Based on a literature review, the concept of product transparency is defined as the disclosure of information concerning a specific product about traceability and sustainability conditions for the supplier, as well as the entire lifecycle and the buying firm's purchasing practices. A field study in the current fashion landscape evaluated the situation of actual practices concerning transparency and compared information available online and in-store regarding both product transparency and corporate transparency. The information available at the time of purchase is limited and even more so on the internet. An experiment with a brand to create a customer information model for a specific product focuses on the importance of traceability for gathering the information necessary. The authors discuss the necessity of centralising information in a Digital Product Passport for greater transparency.
在纺织行业,企业透明度不提供有关产品的信息,使客户能够做出明智的购买。基于文献综述,产品透明度的概念被定义为披露特定产品的可追溯性和供应商的可持续性条件,以及整个生命周期和采购公司的采购实践。对当前时尚领域的实地研究评估了有关透明度的实际做法的情况,并比较了关于产品透明度和公司透明度的在线和实体信息。购买时可用的信息是有限的,在互联网上更是如此。一个品牌为特定产品创建客户信息模型的实验,着重于可追溯性对于收集必要信息的重要性。作者讨论了在数字产品护照中集中信息以提高透明度的必要性。
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引用次数: 1
Fashion and game design as hybrid practices: approaches in education to creating fashion-related experiences in digital worlds 时尚和游戏设计的混合实践:在数字世界中创造时尚相关体验的教育方法
Q3 BUSINESS Pub Date : 2022-10-30 DOI: 10.1080/17543266.2022.2103591
J. Tepe, Saina Koohnavard
ABSTRACT Collaborations between fashion and digital game design practitioners are intended to provide new fashion-related experiences in digital worlds, yet often result in garment designs that resemble physical equivalents rather than constituting innovative experiences. This research aimed to investigate possible criteria for developing digital design practices in higher education in fashion design that are informed by industry experts’ experiences of fashion and digital game design. Specialists from both industries were interviewed to investigate how fashion design practices can create meaningful content for digital worlds. The findings suggest that fashion design practitioners in higher-education need to better understand the technical and socio-dynamic peculiarities of digital worlds to create meaningful fashion-related outcomes, rather than recreating physical fashion in the digital realm. The findings further suggest that fashion designers would benefit from learning about digital software, tools, and methods that are shared by digital-native design disciplines to allow for connected workflows.
时尚和数字游戏设计从业者之间的合作旨在提供数字世界中与时尚相关的新体验,但往往导致服装设计类似于物理等效物,而不是构成创新体验。这项研究旨在调查在时尚设计高等教育中发展数字设计实践的可能标准,这些标准是由行业专家在时尚和数字游戏设计方面的经验所提供的。我们采访了这两个行业的专家,探讨时装设计实践如何为数字世界创造有意义的内容。研究结果表明,接受高等教育的时装设计从业者需要更好地了解数字世界的技术和社会动态特性,以创造有意义的时尚相关成果,而不是在数字领域重现实体时尚。研究结果进一步表明,时装设计师将从学习数字原生设计学科共享的数字软件、工具和方法中受益,从而实现相互关联的工作流程。
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引用次数: 3
Exploring the value of sustainable fashion products among young Korean consumers 探索韩国年轻消费者对可持续时尚产品的价值
Q3 BUSINESS Pub Date : 2022-10-25 DOI: 10.1080/17543266.2022.2136251
Y. Lee
ABSTRACT This study examined how sustainable fashion bag products attracted Korean consumers in their 20s and 30s. To explore the attributes, motivations, and values related to the consumption of these products, this study used a means-end hierarchy theory approach that links these products and the personal values gathered from 11 in-depth interviews. The results showed four types of patterns within the means-end hierarchy value map: (1) financial, (2) self-concept, (3) social, and (4) environmental consciousness. Seven attributes, 14 consequences, and five values were identified from the attributes, consequences, and values models. This study contributes to the understanding of the features of emerging consumers’ consumption of sustainable fashion bag products and provides an idea of future strategies for successful sustainable bag brands.
摘要:本研究旨在探讨可持续时尚手袋产品如何吸引韩国二三十岁的消费者。为了探索与这些产品消费相关的属性、动机和价值观,本研究使用了手段-目的层次理论方法,将这些产品与从11个深度访谈中收集的个人价值观联系起来。结果表明,经济意识、自我概念、社会意识和环境意识在经济价值图上具有明显的差异。从属性、结果和值模型中确定了7个属性、14个结果和5个值。本研究有助于了解新兴消费者对可持续时尚手袋产品的消费特征,并为成功的可持续手袋品牌提供未来的策略思路。
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引用次数: 0
Explore U.S. retailers’ merchandising strategies for clothing made from recycled textile materials 探索美国零售商对回收纺织材料制成的服装的销售策略
Q3 BUSINESS Pub Date : 2022-10-09 DOI: 10.1080/17543266.2022.2129462
Ally Botwinick, Shengua Lu
ABSTRACT This study explored U.S. retailers’ unique merchandising strategies for recycled clothing based on a logistic regression analysis of 16,000 Stock keeping Units of apparel items sold in the U.S. retail market from 2018 to 2021. The statistical analysis shows that U.S. retailers adopt distinct product assortment strategies for clothing made from recycled materials in terms of colours, design patterns, and product categories, compared with regular new clothing. Also, U.S. retailers were statistically more likely to price recycled clothing lower than the market average but more likely to target them for the luxury and premium market segments. The study's findings create timely new knowledge about the business aspects of clothing circularity and reveal the necessity of improving recycling technologies and changing consumers’ perceptions of recycled clothing's values.
摘要本研究通过对2018年至2021年美国零售市场销售的16000个服装库存单位进行logistic回归分析,探讨了美国零售商对回收服装的独特销售策略。统计分析表明,与普通的新衣服相比,美国零售商对回收材料制成的衣服在颜色、设计图案和产品类别方面采用了不同的产品分类策略。此外,从统计数据来看,美国零售商更有可能将回收服装的价格定在低于市场平均水平的水平,但更有可能将其定位于奢侈品和高端市场。这项研究的发现及时地为服装循环的商业方面创造了新的知识,揭示了改进回收技术和改变消费者对回收服装价值观念的必要性。
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引用次数: 1
期刊
International Journal of Fashion Design, Technology and Education
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