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