Interaction - Bachelors

Fashion Acumen Reality

A project envisioned as a digital enhancer for fashion design projects. Fashion Acumen Reality creates an interactive narrative in an AR environment where the technical and creative design aspects are showcased from the designer's perspective.

Rafael Cancino Garcia

Developed using

Design Process

Superimposing 2D illustrations

Sketch illustrations being developed inside of Adobe Photoshop.

The idea of enhancing fashion exhibition was born from the idea of using VR/AR/MR technologies to combine fashion sketch drawing with its corresponding clothing item and superimposing its outline to be viewed in a three-dimensional space the user could explore and discover information about it. While working on designing the assets in Adobe Photoshop, the reference material being used contained more drawing and sketches produced during the garment’s design phase. They were referenced to develop the clothing patterns and outlines to showcase the fashion designer’s original conceptualization.

SCULPTING 3D MODELs

3D model being developed inside of Blender.

Once the 2D imagery was completed and implemented to the AR experience, it became apparent the lack of a z-axis restricted the visibility and misused the potential of moving and leaning when interacting. Using reference images and the aforementioned patterns, 3D geometrical recreations of the garment were produced inside blender and resulted in the feature of swapping its posing to differ from the original. It also resulted in the possibility of disassembling sections since the model was sculpted using individual objects for its parts (sleeves, cuffs, shoulders).

Tailoring AR exhibition

AR assets being arranged inside of Adobe Aero.

The 3D and 2D assets were imported into the AR app using Adobe dimension. By using the mobile application, placing and arranging all the elements revealed the risk of over-saturating the screen with too much information and visuals as the experience showcased the loaded information. This resulted in the simplification and consolidation of many features and assets into a more streamline version that no longer relied on free exploration, but rather a narrative guide that showed the user what the fashion designer intended to highlight or explain.

Programming ludic interactions

AR assets being programmed inside of Adobe Aero.

The platform used for the programming and running of the AR experience is Adobe Aero. Its ability to produce rapid prototyping of simple interactions and behaviors allowed to include a great amount of assets with different formats. With the inclusion of instructions and objects to touch, the user was now an active participant in the storytelling of the what, how, why, who and when of the fashion project. These interactive elements found on the final iteration include:
– Outline illustrations activated by pressing
– Digital garments activated by holding
– Geometrical buttons activated by pressing and holding
– Image slideshows activated by swiping
– Audio files activated holding

Design Insight value

This AR project was designed to be a collaboration with fashion designers to highlight the full extent their final products and the expertise behind its development. By placing the information in a digital environment, the AR experience can guide the general public through a ludic narrative that explains what goes into producing garments in the world of fashion by inciting touch-based interaction to capture engagement.

Screenshot of the AR experience showcasing the section for materials used to make the garment.

Material Identification

This section of the AR experience serves to breakdown the different materials that make up the garment. The interaction will present concealed information waiting to be revealed when pressed by the user. This includes: fabrics, linings, prints, beltings, zippers, and buttons among others.
Screenshot of the AR experience showcasing the section of information and context about the outfit.

Outfit Collection Theme

A segment that introduces the collection the outfit belongs to and the theme of the fashion project. This information will be presented at the early stage of the narrative to introduce the user to the context and the value the ensemble of garments looks to offer.
Screenshot of the AR experience showcasing the section that contains the fashion designer's profile.

Fashion Designer Profile

This field displays the designer credited for the fashion collection alongside a small “about me” statement. Highlighting the author serves the purpose of aiding the visibility of whose work and effort is being viewed integrated alongside the final product seamlessly.
Screenshot of the AR experience showcasing the section that marks the garment's parts.

Garment Components

A zone where a 3D model of the garment is generated to fully appreciate the specifications of the garment. The experience points out the placement of different parts concerning lengths, hemming, detailing, cuts, styles and items found in a three-dimensional version of the original two-dimensional garment to better be appreciated from all angles.
Screenshot of the AR experience showcasing the section explaining how the garment was manufactured.

Assembly Walkthrough

In this segment, the 3D model will allow the user to separate sections of the garment to reveal a slideshow of its manufacturing. It is accompanied by visuals of the designer’s work in progress (WIP) stage and textual description of material, techniques or configurations used to achieve the assembly.
Screenshot of the AR experience showcasing the section where a voice note can be triggered.

Designer Voice Memos

An area that contains an audio recording of the fashion designer sharing insight of the part of a garment currently being viewed. These voice memos are executed when the user interacts with them and represent the most in-depth bits of information only the author could offer regarding the design process of the garment’s section in question.

DESIGN PROCESS DOCUMENTATION

Rafael Cancino Garcia

Rafael Cancino G. is an interaction designer who is engaged on enhancing the value of tangible media with the use of virtual and IoT technologies, in the interest of digitization and personalization of media.