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Utilising 3D fashion design software to enable remanufacturing in sportswear

Sophie Wetherell, Tim Nicholson, Alana James*

*Corresponding author for this work

    Research output: Contribution to journalArticlepeer-review

    6 Citations (Scopus)
    263 Downloads (Pure)

    Abstract

    The boundaries between physical and digital practice within fashion are becoming increasingly blurred, with recent technological advancements seeing brands launching virtual collections and retailing fashion products for the Metaverse. This foray into a digital space has acted as a catalyst for the use of digital software in practical design and make applications and provided opportunities for innovation when challenging ecological parameters. Utilising an action research approach, this paper proposes three cycles of iterative problem solving, creating an interplay between physical and virtual garment experimentation. A process of product deconstruction, digitisation and remanufacture has provided insights into the possibilities of new practices enabling garment remanufacture methods for circularity. Findings have indicated that the use of 3D fashion design software can aid in the diversion of whole garments from the landfill and help enable commercial viability in methods of remanufacture within the sportswear market sector.

    Original languageEnglish
    Pages (from-to)249-259
    Number of pages11
    JournalInternational Journal of Fashion Design, Technology and Education
    Volume17
    Issue number2
    Early online date10 Nov 2023
    DOIs
    Publication statusPublished - 3 May 2024

    UN SDGs

    This output contributes to the following UN Sustainable Development Goals (SDGs)

    1. SDG 9 - Industry, Innovation, and Infrastructure
      SDG 9 Industry, Innovation, and Infrastructure

    Keywords

    • 3D fashion design software
    • Garment remanufacture
    • circular fashion
    • sustainable sportswear

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