Re:Form

Senior Capstone Design Project
Project Overview
How Might We Merge Fashion And Technology To Reimagine
How People Experience Sustainability?
Reflection and Form is a sustainability-driven fashion project centered on the creation of a capsule wardrobe designed for longevity, versatility, and conscious consumption. The collection responds to the culture of excess and disposability within modern fashion by exploring how fewer, more intentional pieces might serve a wardrobe over a longer period of time. Each garment considers how form, function, and adaptability contribute to creating clothing with lasting value.
The project extends beyond the physical garments through an interactive digital component that visualizes the capsule and encourages users to engage with the collection in a more thoughtful way. By connecting physical clothing with digital interaction, Reflection and Form asks users to reconsider how they value, maintain, and interact with the pieces they already own.
The goal is to shift the focus from constant consumption toward developing a deeper relationship with clothing through intentional use and care.
Fashion x Technology
Re:Form uses a neutral, grayscale palette to create a restrained visual language that keeps attention on the garments and the ideas behind them.
The work is envisioned within a high-end retail or exhibition environment, where the garments become part of a larger conversation around consumerism and sustainability.
The interactive experience gives this concept a physical form. Rather than encouraging consumers to immediately purchase, the installation creates a moment of pause. Through interaction, users are invited to reconsider their shopping habits, question what they need, and think more intentionally about the clothes they bring into their wardrobes. The experience turns sustainability from an abstract idea into something the consumer actively engages with.
Interactive Experiences and Consumption
Research into interactive digital experiences found that interactive tools increase user engagement by 2× compared to static content. Interaction also shapes how users process information, explore products, and make decisions. This research informed Re:Form’s interactive component, which encourages users to slow down and spend more time engaging with each garment rather than making immediate purchasing decisions.
By creating a more thoughtful and immersive experience, the project aims to build greater awareness, trust, and emotional connection with clothing while encouraging consumers to reconsider their shopping habits and move toward a more mindful approach to consumption.
User Audience
Re:Form is designed for eco-conscious fashion enthusiasts who want to refresh their wardrobes with greater intention. They value longevity, quality, and versatility, often choosing secondhand pieces or sustainable labels over fast fashion. Many are also drawn to the intersection of fashion and technology and enjoy interactive experiences that make shopping more engaging.
However, research shows that people wear roughly 70% of the clothing in their closets, while impulse purchases driven by sales, trends, or convenience often go unworn. This creates a cycle of excess, decision fatigue, and frustration when getting dressed.
Re:Form responds to this behavior by proposing a simpler wardrobe system built around fewer, more versatile pieces and more intentional relationships with clothing.
Key Objectives
The key objective of this project is to create a complete, year-round capsule wardrobe built around versatile pieces that work together through mixing, matching, and layering.
Alongside the physical collection, the project develops an interactive experience designed to encourage more mindful consumption by prompting users to reflect on their buying habits, the material value of clothing, and the longevity of each piece.
The success of Re:Form is measured through user engagement and time spent interacting with the garments, shifts in perceptions toward slow fashion and sustainability, and feedback showing greater awareness of overconsumption.
Ideation and Concept Development - Capsule Wardrobe
The Re:Form capsule wardrobe began with hand-sketched ideation, exploring silhouettes, proportions, layering, and garment relationships before moving into CLO3D.
The collection focuses on creating a cohesive system of year-round garments, combining practical silhouettes with a consistent aesthetic and material language. Each piece is designed to work interchangeably with the others, allowing the wearer to build different outfits through mixing and layering. This approach prioritizes quality, comfort, and versatility over trend-driven design, giving each garment a longer and more functional role within the wardrobe.
CLO3D supported the development process by allowing digital patterns to be created and garments to be visualized on a 3D avatar. Realistic simulations of fit, drape, and movement helped evaluate design decisions before physical production, while digital fabric and texture testing allowed different material possibilities to be explored quickly. This process shortened iteration time and reduced unnecessary material waste, creating a workflow that connects traditional fashion design with digital visualization.
Prototyping - Pattern Development
Pattern development began with draping muslin directly onto a dress form to establish the shape and structure of each garment. Through pinning, marking, and manipulating the fabric, I defined seams, proportions, and silhouettes through a hands-on and intuitive process.
The initial drapes became rough patterns, which I transferred onto pattern paper and refined through adjustments to fit and proportion. I then traced the refined patterns back onto muslin to create sample prototypes and evaluate the construction.


Alongside the physical draping process, I developed patterns digitally in CLO3D. The digital patterns were transferred onto pattern paper, traced, and refined alongside the physical samples.
Moving between the dress form, paper patterns, muslin prototypes, and digital patterns allowed me to compare physical and digital results throughout the development process and refine each garment with greater precision.

Creating an Interactive Experience Using TouchDesigner
TouchDesigner is a visual programming software used to create interactive, real-time media for installations, projections, motion graphics, and live performances. For Re:Form, I used TouchDesigner to develop a hand-tracking interface that allows users to manipulate 3D garments through gestures.
This interaction moves beyond traditional product images and scrolling by giving users a more immersive way to explore clothing. The experience encourages users to slow down, examine each garment, and engage with the collection more intentionally, with the potential to translate this approach into an interactive online shopping experience.
Gestures Used
Hand wave - Rotate garment in 3D space
Finger pinch - Scale garment size (zoom in/out)
Open palm - Reset garment position

Prototyping - Pattern Development
Pattern development began with draping muslin directly onto a dress form to establish the shape and structure of each garment. Through pinning, marking, and manipulating the fabric, I defined seams, proportions, and silhouettes through a hands-on and intuitive process.
The initial drapes became rough patterns, which I transferred onto pattern paper and refined through adjustments to fit and proportion. I then traced the refined patterns back onto muslin to create sample prototypes and evaluate the construction.
Alongside the physical draping process, I developed patterns digitally in CLO3D. The digital patterns were transferred onto pattern paper, traced, and refined alongside the physical samples.
Moving between the dress form, paper patterns, muslin prototypes, and digital patterns allowed me to compare physical and digital results throughout the development process and refine each garment with greater precision.
Final Product
