Wearable Arts Project: Part A

6 lessons

Drawing Inspiration

In this lesson, you will use your knowledge and materials from previous lessons to start drawing garments.  At this point, ‘drawing’ refers to assemblage and collage just as much as sketching pen to paper. Start to think about how elements of your source material and creative play could mimic the form of a wearable garment. 

Lesson menu

Guiding questions

  • What elements of my source material and creative play could be translated into a garment? 
  • How does my source material and creative play already mimic the human form? 
  • What really makes a garment wearable? And how can I push this?


  • Pen/ Pencil
  • Notebook
  • Scissors 
  • Gluestick
  • Printer/ photocopier 
  • Your source material and creative play 
  • A printed copy of the fashion figure templates

Lesson content

  1. Now you have a better understanding of the Design Elements and Principles, it's time to bring together what you have collected/made in lessons 1 - 2 with what you have learnt so far. The whole point of wearable art is that it kind of has to be wearable right? So, in this lesson, you will be drawing onto human figures, also known as croquis

    Referencing your inspiration, you will begin morphing and moulding your imagery, source materials, and ideas into a piece of wearable art. 

    Making wearable art for the human form comes with its obvious restrictions (weight of the garment, using safe materials, etc). However, at this point, the general rule is:  if a body can get into it, the world is your oyster. 

    At this stage try not to get too caught up in the technicalities of things having to be practical and wearable. Forget zippers and armholes, for now, try to focus your energy on the aesthetics and representing your landscape well. 

    Lesson content
  1. Image 1
  1. Image 2


  1. 1

    Print templates

    First off, we need some fashion figure templates, in fashion terminology known as croquis (you can find our examples to use in the resources section below). These are basic outlines of human forms that you will ‘draw’ your wearable art on top of. 

    You will need to print these out so you can work on them physically. If you are making a garment for someone/something specific, you can draw your own template or use one you find online.

  2. 2

    Ready your resources

    Gather your source material and creative play in front of you. If you are reluctant to cut these up, then photocopy them before you start. 

    Just like when you bake a cake, it’s a smart idea to lay your ingredients out first. Mostly so you know what you are working with, as well as to make sure you have all the ‘ingredients’ you need. 

  3. 3

    Deconstruct to reconstruct

    Now finally, time to ‘draw’. There is no particular method to this madness, but we do suggest starting off by sketching basic shapes or lines you like onto your figure. These lines from your landscape might mirror a neckline or a length of a leg.

    Once you feel a bit more loosely goosey, you could start to cut, tear or fold (or any other method you can think of) your source materials and things from your creative play. 

    Place and stick them onto your figure. Using these shapes and forms you have already gathered and made, the aim is to build a garment. Remember to keep your landscape in mind while you do this, referring back to things such as line, colour, and shape. 

  4. 4

    Rinse and repeat

    Try to do this process so you have at least SIX different garments on figures. This might seem a lot but this is your opportunity to get all your ideas out and onto paper.

Tips & tricks

  • Don't be afraid to use some unconventional materials at this point as well (for example, foil could do a pretty good job at replicating rocks - just saying)
  • Take pictures before you stick down anything, this way you can revisit ideas that you didn’t pursue
  • Also, some of your ‘drawings’ may be 3D, so taking pictures instead of squishing them in a scanner or notebook is always a good idea   

Next lesson


Developing and Drawing