Big Ideas

Big Ideas

Design for the life cycle includes consideration of social and environmental impacts
including manufacturing process, packaging, disposal, and recycling considerations
.
Personal design interests require the evaluation and refinement of skills.
Tools and technologies can be adapted for specific purposes.

Content

Learning Standards

Content

factors
for example, fashion illustration, technical flats, cohesion, fabric selection, sample creation
involved in fashion design and fashion collections development, including elements
including point, line, shape, form, space, colour, texture
and principles
including balance, proportion, perspective, emphasis, movement, pattern, repetition, rhythm, variety, harmony, unity
of design
the many uses
for example:
  • self, social group, or cultural expression
  • practical and functional, such as active wear or for warmth
  • contextual, such as for haute couture or musical theatre
of fashion in society
history of fashion and historical influences on current styles
social and cultural influences
for example:
  • reciprocal influences on social norms and representations, such as gender, size, and age
  • social media
  • cultural traditions
on clothing design and choices
properties
including origins, production, care, technological developments, manipulation, identification
of fibres and fabrics employed in clothing and accessory design and construction
design for the life cycle
taking into account economic costs, and social and environmental impacts of the product, from the extraction of raw materials to eventual reuse or recycling of component materials
global and local fashion supply chain
may include garment factories, wholesalers, fashion buyers, fashion showrooms, retailers
marketing and merchandising strategies
market research and targeting of consumer groups; may include fashion shows, displays, advertising, social media, celebrity endorsements
and processes for clothing and accessories, including brand development and trendsetting strategies
for example:
  • trend analysis
  • identification of fashion cycles
  • forecasting services such as coolhunting
  • colour forecasting
  • social media
  • sources of inspiration
legal considerations
for example, intellectual property, counterfeiting, branding reputation and protection
related to the fashion industry
ethical
for example, labour practices, fast fashion, body image, ethical consumerism
and environmental
for example, agricultural practices, water use, pollution created in production and disposal of clothing and accessories
considerations in the production and marketing of fashion, including cultural appropriation
using or sharing a cultural motif, theme, “voice,” image, knowledge, story, or practice without permission, without appropriate context, or in a way that may misrepresent the real experience of the people from whose culture it is drawn
future career options in the fashion industry
interpersonal and consultation skills
for example, professional communications, collaboration, follow-ups, courtesies, record keeping
, including ways to interact with clients

Curricular Competency

Learning Standards

Curricular Competency

Applied Design

Understanding context
  • Engage in user-centred research
    research done directly with potential users to understand how they do things and why, their physical and emotional needs, how they think about the world, and what is meaningful to them
    and empathetic observation
    aimed at understanding the values and beliefs of other cultures and the diverse motivations and needs of different people; may be informed by experiences of people involved; traditional cultural knowledge and approaches; First Peoples worldviews, perspectives, knowledge, and practices; places, including the land and its natural resources and analogous settings; experts and thought leaders
    to determine design opportunities and barriers
 Defining
  • Identify and analyze potential users or consumers for a chosen fashion design opportunity
  • Identify criteria for success, constraints
    limiting factors, such as available technology, expense, resources, space, materials, time, environmental impact
    , and possible unintended negative consequences
Ideating
  • Identify, critique, and use a variety of sources of inspiration
    may include personal experiences, exploration of First Peoples perspectives and knowledge, the natural environment, places, cultural influences, social media, professionals
    and information
    for example, professionals; First Nations, Métis, or Inuit community experts; secondary sources; collective pools of knowledge in communities and collaborative atmospheres
  • Take creative risks in generating ideas and add to others’ ideas in ways that enhance them
  • Screen ideas against criteria and constraints, and prioritize them for prototyping
  • Critically evaluate the impacts of competing social, ethical, economic, and environmental considerations on fashion locally, nationally, and globally
  • Work with users throughout the design process
Prototyping
for example, croquis, half-scale, pictorial drawings, mock-ups, technical drawings
  • Choose an appropriate form, scale, and level of detail for prototyping
  • Analyze the design for the life cycle and evaluate its impacts
    including social and environmental impacts of extraction and transportation of raw materials; manufacturing, packaging, and transportation to markets; servicing or providing replacement parts; expected usable lifetime; and reuse or recycling of component materials
  • Demonstrate appropriate use of a variety of tools, materials, and processes to create and refine textile items
Testing
  • Identify and communicate with sources of feedback
    may include peers; users; First Nations, Métis, or Inuit community experts; other experts and professionals both online and offline
  • Develop appropriate tests
    for example, durability, washability, fit, usability
    of the prototype
  • Evaluate design according to critiques and success criteria for continuing iterations of the prototype or abandoning the design idea
Making
  • Identify appropriate tools, technologies, materials, processes, cost implications, and time needed for production
  • Create design, incorporating feedback from self, others, and prototype tests
  • Use materials in ways that minimize waste
  • Use project management processes
    setting goals, planning, organizing, constructing, monitoring, and leading during execution
    when working individually or collaboratively to coordinate production
  • Share
    may include showing to others or use by others, giving away, or marketing and selling
    progress while creating to increase feedback, collaboration, and, if applicable, marketing exposure
Sharing
  • Decide on how and with whom to share or promote product, creativity, and, if applicable, intellectual property
    creations of the intellect such as works of art, inventions, discoveries, or design ideas to which one has legal rights of ownership
  • Critically reflect on their design thinking and processes, and identify new design goals
  • Assess ability to work effectively both as individuals and collaboratively while implementing project management processes
  • Identify and analyze new design possibilities, including how they or others might build on their concept

Applied Skills

Apply safety procedures for themselves, co-workers, and users in both physical and digital environments
Identify and critically evaluate skills needed for design and production interests, and develop specific plans to learn or refine them over time

Applied Technologies

Explore existing, new, and emerging tools, technologies
tools that extend human capabilities
, and systems to evaluate suitability for design and production interests
Evaluate impacts, including unintended negative consequences, of choices made about technology use
Analyze the role technologies play in societal change
Examine how cultural beliefs, values, and ethical positions affect the development and use of technologies on a national and global level