

TAILOR-FREE
A VR-based fashion design system developed in collaboration with IBM, exploring how draping can be reimagined within a broader design ecosystem.
ROLE
Student Designer
DOMAIN
VR Design
UI/UX Design
Industrial Design
Design Research
TOOLS
Unity
Adobe AI/PS
Rhino
Keyshot
CLO 3D
TIMELINE
2022
3 months
CONTEXT
Fashion is rapidly evolving toward sustainability and digitalization, but its creative core remains unchanged. Early-stage design still relies on physical, iterative, and material-intensive processes, making waste not a side effect, but a built-in part of the system.

PROBLEM
Fashion thrives on continuously creating new looks. But in practice, creation itself depends on a disposable phase. Through conversations with fashion students, one stage stood out as the most waste-intensive.
Draping is where ideas are discovered, but also where material becomes most expendable. Fabric like calico is used to explore and define form, but once the design is set, it is replaced by final garment materials. It’s essential to creation, but never part of the final outcome.

Draping as a Process of Exploration
RESEARCH
I interviewed fashion students and documented their draping processes to understand how they create and where waste occurs.

When asked about alternatives, designers frequently mentioned tools like CLO3D.
CLO3D is one of the most widely used digital tools in fashion design, but it is rarely used for early-stage draping.
To understand why, I compared physical and digital workflows. Draping enables direct, intuitive interaction with material, while digital tools require navigating structured operations. This comparison reveals a deeper issue in how digital tools are structured for creation.
Physical Draping (Action-Based)
Cutting
Calico
Determine
Pattern
Garment
Making
Draping
The calico
pattern will not
be used again
Large amount
of leftover
trimmings
Repeated
attempts at
styling clothing
Final design
using expensive
new fabrics for
ready-to-wear

Multiple Repeat
Processes
Low Utilization
of Materials

High Fault
Tolerance

High Demand
for Materials

CLO3D Workflow (Tool-Based)
Draw 2D
Pattern
Stitch 2D
Pattern
Drag to the
3D Avatar
Edit 3D
Pattern





Complex interface and Unclear user flow

Lack of immersion and physical feedback
To better understand this gap, I deconstructed the interaction system of CLO3D, mapped out its tools, workflows, and user interactions to understand where the experience breaks down.

The system adds unnecessary complexity, with overlapping tools, repeated actions, and time-consuming workflows. Designers must adapt to it, rather than it supporting them.
INSIGHTS
Current systems require designers to adapt to interfaces, instead of supporting how they naturally create.
DESIGN DIRECTION
This means rethinking draping as an action-driven process, preserving its immersive nature, reducing material waste, and simplifying how designers create.


Workflow & Interface
+

Gesture Interaction
+

Immersive Environment
SOLUTION
Draping is translated into a set of direct hand-based actions, such as grabbing, pulling, pinning, and adjusting—allowing designers to interact with fabric in a continuous and embodied way.
Within a virtual environment, these gestures enable a more natural and fluid interaction without relying on menus or tools.

The workflow is simplified and restructured around actions, reducing fragmented steps and removing the need for complex tool navigation.


User Flow


Simplified Information Architecture
Based on this structure, the interface is designed within a virtual environment, translating the workflow into a clear and spatial UI system that aligns with IBM’s design language.
Tailor-Free System Interface
By placing the interaction in a virtual environment, designers can move around the form, view garments from different angles, and work in a way that mirrors physical draping. Design happens around the body, not through a screen.



IMPACT & TAKEAWAYS
🌟🌟🌟Recognized with AAA Accessibility by IBM!
The project received the highest accessibility rating, reflecting how clearly the system supports user interaction.
Appendix — Supporting Materials
The system is built using existing tools to support real-time gesture interaction in a virtual environment.


Data Management
VR soft
wa
re development requires a tool
Software Development Kits (SDKs)
.
to manage all types of digital assets, and
ef
fi
ciently store iterations

Leap Motion
Game Development
An optical hand tracking module that
Engines
captures the movements of your hands.



+
Motion-to-photon latency below the human perception threshold
Robust and reliable skeletal model
Content Creation
The headset design follows IBM’s visual language, with a focus on simple form and the use of recycled plastic.












Wanna know more?


TAILOR-FREE
A VR-based fashion design system developed in collaboration with IBM, exploring how draping can be reimagined within a broader design ecosystem.
ROLE
Student Designer
DOMAIN
VR Design
UI/UX Design
Industrial Design
Design Research
TOOLS
Unity
Adobe AI/PS
Rhino
Keyshot
CLO 3D
TIMELINE
2022
3 months
CONTEXT
Fashion is rapidly evolving toward sustainability and digitalization, but its creative core remains unchanged. Early-stage design still relies on physical, iterative, and material-intensive processes, making waste not a side effect, but a built-in part of the system.

PROBLEM
Fashion thrives on continuously creating new looks. But in practice, creation itself depends on a disposable phase. Through conversations with fashion students, one stage stood out as the most waste-intensive.
Draping is where ideas are discovered, but also where material becomes most expendable. Fabric like calico is used to explore and define form, but once the design is set, it is replaced by final garment materials. It’s essential to creation, but never part of the final outcome.

Draping as a Process of Exploration
RESEARCH
I interviewed fashion students and documented their draping processes to understand how they create and where waste occurs.

When asked about alternatives, designers frequently mentioned tools like CLO3D.
CLO3D is one of the most widely used digital tools in fashion design, but it is rarely used for early-stage draping.
To understand why, I compared physical and digital workflows. Draping enables direct, intuitive interaction with material, while digital tools require navigating structured operations. This comparison reveals a deeper issue in how digital tools are structured for creation.
Physical Draping (Action-Based)
Cutting
Calico
Determine
Pattern
Garment
Making
Draping
The calico
pattern will not
be used again
Large amount
of leftover
trimmings
Repeated
attempts at
styling clothing
Final design
using expensive
new fabrics for
ready-to-wear

Multiple Repeat
Processes
Low Utilization
of Materials

High Fault
Tolerance

High Demand
for Materials

CLO3D Workflow (Tool-Based)
Draw 2D
Pattern
Stitch 2D
Pattern
Drag to the
3D Avatar
Edit 3D
Pattern





Complex interface and Unclear user flow

Lack of immersion and physical feedback
To better understand this gap, I deconstructed the interaction system of CLO3D, mapped out its tools, workflows, and user interactions to understand where the experience breaks down.

CLO3D Information Architecture
The system adds unnecessary complexity, with overlapping tools, repeated actions, and time-consuming workflows. Designers must adapt to it, rather than it supporting them.
INSIGHTS
Current systems require designers to adapt to interfaces, instead of supporting how they naturally create.
DESIGN DIRECTION
This means rethinking draping as an action-driven process, preserving its immersive nature, reducing material waste, and simplifying how designers create.


Workflow & Interface
+

Gesture Interaction
+

Immersive Environment
SOLUTION
Draping is translated into a set of direct hand-based actions, such as grabbing, pulling, pinning, and adjusting—allowing designers to interact with fabric in a continuous and embodied way.
Within a virtual environment, these gestures enable a more natural and fluid interaction without relying on menus or tools.

The workflow is simplified and restructured around actions, reducing fragmented steps and removing the need for complex tool navigation.


User Flow


Simplified Information Architecture
Based on this structure, the interface is designed within a virtual environment, translating the workflow into a clear and spatial UI system that aligns with IBM’s design language.
Tailor-Free System Interface
By placing the interaction in a virtual environment, designers can move around the form, view garments from different angles, and work in a way that mirrors physical draping. Design happens around the body, not through a screen.



IMPACT & TAKEAWAYS
🌟🌟🌟Recognized with AAA Accessibility by IBM!
The project received the highest accessibility rating, reflecting how clearly the system supports user interaction.
Appendix — Supporting Materials
The system is built using existing tools to support real-time gesture interaction in a virtual environment.


Data Management
VR soft
wa
re development requires a tool
Software Development Kits (SDKs)
.
to manage all types of digital assets, and
ef
fi
ciently store iterations

Leap Motion
Game Development
An optical hand tracking module that
Engines
captures the movements of your hands.



+
Motion-to-photon latency below the human perception threshold
Robust and reliable skeletal model
Content Creation
The headset design follows IBM’s visual language, with a focus on simple form and the use of recycled plastic.

Wanna know more?


TAILOR-FREE
A VR-based fashion design system developed in collaboration with IBM, exploring how draping can be reimagined within a broader design ecosystem.
ROLE
Student Designer
DOMAIN
VR Design
UI/UX Design
Industrial Design
Design Research
TOOLS
Unity
Adobe AI/PS
Rhino
Keyshot
CLO 3D
TIMELINE
2022
3 months
CONTEXT
Fashion is rapidly evolving toward sustainability and digitalization, but its creative core remains unchanged. Early-stage design still relies on physical, iterative, and material-intensive processes, making waste not a side effect, but a built-in part of the system.

PROBLEM
Fashion thrives on continuously creating new looks. But in practice, creation itself depends on a disposable phase. Through conversations with fashion students, one stage stood out as the most waste-intensive.
Draping is where ideas are discovered, but also where material becomes most expendable. Fabric like calico is used to explore and define form, but once the design is set, it is replaced by final garment materials. It’s essential to creation, but never part of the final outcome.

Draping as a Process of Exploration
RESEARCH
I interviewed fashion students and documented their draping processes to understand how they create and where waste occurs.

When asked about alternatives, designers frequently mentioned tools like CLO3D.
CLO3D is one of the most widely used digital tools in fashion design, but it is rarely used for early-stage draping.
To understand why, I compared physical and digital workflows. Draping enables direct, intuitive interaction with material, while digital tools require navigating structured operations. This comparison reveals a deeper issue in how digital tools are structured for creation.
Physical Draping (Action-Based)
Cutting
Calico
Determine
Pattern
Garment
Making
Draping
The calico
pattern will not
be used again
Large amount
of leftover
trimmings
Repeated
attempts at
styling clothing
Final design
using expensive
new fabrics for
ready-to-wear

Multiple Repeat
Processes
Low Utilization
of Materials

High Fault
Tolerance

High Demand
for Materials

CLO3D Workflow (Tool-Based)
Draw 2D
Pattern
Stitch 2D
Pattern
Drag to the
3D Avatar
Edit 3D
Pattern





Complex interface and Unclear user flow

Lack of immersion and physical feedback
To better understand this gap, I deconstructed the interaction system of CLO3D, mapped out its tools, workflows, and user interactions to understand where the experience breaks down.

CLO3D Information Architecture
The system adds unnecessary complexity, with overlapping tools, repeated actions, and time-consuming workflows. Designers must adapt to it, rather than it supporting them.
INSIGHTS
Current systems require designers to adapt to interfaces, instead of supporting how they naturally create.
DESIGN DIRECTION
This means rethinking draping as an action-driven process, preserving its immersive nature, reducing material waste, and simplifying how designers create.


Workflow & Interface
+

Gesture Interaction
+

Immersive Environment
SOLUTION
Draping is translated into a set of direct hand-based actions, such as grabbing, pulling, pinning, and adjusting—allowing designers to interact with fabric in a continuous and embodied way.
Within a virtual environment, these gestures enable a more natural and fluid interaction without relying on menus or tools.

The workflow is simplified and restructured around actions, reducing fragmented steps and removing the need for complex tool navigation.


User Flow


Simplified Information Architecture
Based on this structure, the interface is designed within a virtual environment, translating the workflow into a clear and spatial UI system that aligns with IBM’s design language.
Tailor-Free System Interface
By placing the interaction in a virtual environment, designers can move around the form, view garments from different angles, and work in a way that mirrors physical draping. Design happens around the body, not through a screen.



IMPACT & TAKEAWAYS
🌟🌟🌟Recognized with AAA Accessibility by IBM!
The project received the highest accessibility rating, reflecting how clearly the system supports user interaction.
Appendix — Supporting Materials
The system is built using existing tools to support real-time gesture interaction in a virtual environment.


Data Management
VR soft
wa
re development requires a tool
Software Development Kits (SDKs)
.
to manage all types of digital assets, and
ef
fi
ciently store iterations

Leap Motion
Game Development
An optical hand tracking module that
Engines
captures the movements of your hands.



+
Motion-to-photon latency below the human perception threshold
Robust and reliable skeletal model
Content Creation
The headset design follows IBM’s visual language, with a focus on simple form and the use of recycled plastic.

Wanna know more?