• Shuffle
    Toggle On
    Toggle Off
  • Alphabetize
    Toggle On
    Toggle Off
  • Front First
    Toggle On
    Toggle Off
  • Both Sides
    Toggle On
    Toggle Off
  • Read
    Toggle On
    Toggle Off
Reading...
Front

Card Range To Study

through

image

Play button

image

Play button

image

Progress

1/102

Click to flip

Use LEFT and RIGHT arrow keys to navigate between flashcards;

Use UP and DOWN arrow keys to flip the card;

H to show hint;

A reads text to speech;

102 Cards in this Set

  • Front
  • Back
Reasons for wearing clothing
Physical need
Psychological need
Social need
Physical need
-functional
-protection
Psychological need
-adornment/enhancement
-Identification
Social need
-Modesty
-Status
Conspicuous Consumption
buying simply because you have the money
-flaunting status
Economic and social influences on fashion
-sportswear
-Hollywood influence
-volume clothing production
-womens suits-like men
-natural fibers
-patriotic
1920's
-post WW1
-women's rights
-sportswear
-luxury
1930's
-Depression
-Conservative
-Hollywood influence
-Soft look
1940's
-WWII
-US designers
-strong nationalism
-Dior post-war "new look"
1950's
-Baby boom
-volume clothing production
-Classics
-at home attire
1960's
-new technology
-freedom, drugs, sex,divorce
-wild patterns, color,
-Jackie O
1970's
-Women's lib, equal rights
-Classic look, seperates
-Women's suits
1980's
-grafftti art
-music videos
-home computers
-androgynous dressing
1990's
-everyone busy
-natural fibers
-"chic grunge"
2000's
-Internet shopping
-Discounts
-Patriotism
-scantily clad = sexy
Garment
an article of wearing apparel
Accessories
the articles added to complete or enhance outfits
Styles
design, shape, or apparel item distinguished by unique characteristics
-"smart" way of doing things
Fashion
currently popular style accepted by a group of people and seen over a period of time
High Fashion
very latest or newest styles
Mass Fashion
styles produced in volume and sold at lower prices
Design
unique version of a style; the plan used to put an idea together
Avant-Garde
most daring and wild designs
Fad
temporary fashion appealing to many people for a short amount of time
Semi-Couture
market between designer and couture
Classic
style popular over an extended period of time even through fashion change
Ford
style produced at same time by by many diff. manufacturers at diff. prices
Fashion Look
total accessorized outfit
Trickle up theory
Fashions start with lower classes or youth and work its way up (versace red-light)
Trickle Down theory
Fashions start with upper class and trickle down to masses as people copy them
Trickle Across Theory
No one group ifluences fashion
Soft Goods
stages from fiber to consumer
Hard Goods
appliances, hardware
Flop Cycle
very short amount of time at the start of the increase of the Normal cycle
Fad Cycle
Middle most amount of time at peak of cycles
Normal Cycle
After classic cycle and at beginning and end of Fad cycle
Classic Cycle
least dramatic curve
4 Fashion Cycles Curve
38
Soft Goods Chain
The channel of distribution for apparel and home textiles
1)Textile Segment
2)Apparel Segment
3)Retail Segment
Textile Segment
-fiber production
-yarn produc.
-fabric manuf.
-fabric finishing
Apparel Segment
-desgining
-manuf.
-sales
Retail Segment
-Quantity Buying
- Single Item selling
4 Levels of Apparel Industry
1)Textiles and Findings Manufacturer
2)Apparel Manufacture,Contractor, Retailer
3)Retailers
4)Consumers
Apparel Retailers
cut out intermediaries and make more profit
Level 1
raw goods
Apparel Retailers
make their own private brands
Apparel Contractor
Specialty do work sent from manuf.
Apparel Manuf.
do designs from cutting and sewing
Fashion Merchandise
goods with strong current customer appeal
35 % of apparel market
Commodity merchandise
Staple items with long, steady demand
20 % of app. market
Seasonal Merchandise
Wider appeal than fashion goods but change with the seasons
45% app. market
swimsuits
-sell second longest behind commodity
Extended Problem Solving
-High financial or social risk
ex: prom dress
Limited Problem Solving
-Some prior buying experience
-moderate level of spending involved
ex: business suit
Habitual Decision Making
-Store brand, loyalty
ex: nylons
Brand loyalty
harder to get new customer than returning customer
Stages of Consumer Decision Making
1) Need Recognition
2) Information Search
3) Evaluation
4) Choice
5) Visit
6) Loyalty
Information Search
-merchandise assortment
-competition
-cost
-past experience
-percieved risk
-time pressure
Personal and societal reasons people go shopping
-self-reward
-need
-social experience
-satisfy
-entertainment
*women eat at mall more than men
Factors influenceing buying decision process
-beliefs (on performance)
-values
-attitudes
-family
-Reference group (friends, TV)
-Culture/Religion
Methods for Segmenting Retail Markets
Simplifies your understanding of the market
-geographic
-lifestyle
-demographic
-feelings and behaviors
Collection vs. line
Collection- a specific seasonal presentation of a designer
Line- cheaper version of collection
Fast Fashion
shorten time between development and selling to consumers to 2 weeks
ex: Zara
Secondary Lines
lower priced designer ready to wear
House Botiques
small retail shops owned by a designer
Licensing
when a manufacturer is granted the rights to produce brands & sell under brand label ex: polo
Franchising
given exclusive rights to distribute a brand in an area
ex: stride right, Cht Mall
Bridge
secondary lines of designer
Better
high quality at reasonable prices
Price Market Categories
Designer
Bridge
Better
Moderate
Budget
4 years
Innovations new fibers
2 Years
color projections and fabric development
18 months
Trend projections
12 months
fabric manufacturing
7-9 months
apparel designing
3-6 months
retailers order from manufacturers
2-4 months
apparel manufacturing
--retailers sell to consumers
Great Britian
Menswear
Japan
Textile dyeing techniques
China
Fine needle, high quality sewing
*coming to forefront in design
Italy
designer
marker making
make patterns on computer so have least amount of waste possible
97%
Flow Chart of apparel manufacturing
designing
pattern and sample making
edit
buy materials
pattern grading
garment construction
finish
stockroom
sell
distribute
Apparel Production costing
-Materials/Fabric
-Direct Labor
-Overhead
-Profit
-Wholesale Price
overhead
rent, maintenance, utilities
other
findings, trimmings
Apparel Production Systems
-traditional tailor
-progressive bundle
-unit production
-modular manufacturing
traditional tailor system
-one person assembles garment alone
Progressive bundle system
-make diff parts of garment and move from station to station
Unit production system
-conveyor belt goes around to stations
Modular Manufacturing
team of people make garment but everyone knows how to do ENTIRE garment
Assortment Gap
selection of products offered in retail store
The retailer as a manufacturer/consumer link
closes gap between
Retention Retailing
keep consumers coming back
Retailer as image creator
-whats refelcted in store environment
Quantity Gap
limit quantity so consumer can choose 1 item
Place Utility
Retailer brings goods to a store near you- convenient
Time utility
Lead time so that goods are available when you need them
Retailer links
Assortment Gap
Quantity Gap
Place Utility
Tme Utility
The right Product
Functional Features
Aesthetic Features
Service Features
Psychological Benefits
Operating profit=
Gross Margin-operating expenses
Gross Margin=
Net Sales-Total Cost of Goods Sold
Operating Expenses=
Payroll+Rent+Utilities+Supplies