征稿中 · Call Open

Vol. 0 · 创刊号

从卡牌到设计产业:玩法、视觉、服装与市场如何互相塑造? / From Cards to Design Industries: How Do Play, Graphics, Fashion, and Markets Shape Each Other?

Issue Statement

从卡牌到设计产业:玩法、视觉、服装与市场如何互相塑造?

第一期面向设计类学生、教师、玩家、设计师、市场观察者和独立写作者,关注卡牌作为游戏系统、视觉媒介、服装灵感、品牌资产、市场对象和学习材料的研究价值。

The founding issue welcomes design students, teachers, players, designers, market observers, and independent writers studying cards as game systems, visual media, fashion references, brand assets, market objects, and learning materials.

Articles

本期作品

ODCS-V0-015 · Research Article · Fashion & Society

Final Published Edition · Version 1.0

Fashion Is Political

An exploratory discussion of fashion as identity and self-expression, economic and labour politics, and the white shirt as a design object.

Myat Mon ThantVol. 0 · Founding Issue2026.09.20

ODCS-V0-014 · Fashion Design & Brand Identity

Final Published Edition · Version 2.0

Beyond Black & White

An exploratory study of seasonal colour, heritage brand identity and reversible outerwear, based on interviews with five fashion design students.

Shoon Lae Thadar Cho; Nang Seng Hom; Mya Yati MoeVol. 0 · Founding Issue2026.09.20

ODCS-V0-011 · Fashion Design & Cultural History

Final Published Edition · Version 1.0

1920s Women’s Fashion

A classroom research report on women’s fashion, social change, media and popular culture in the 1920s.

Shwe Yee Mon (Ash); Khin Thandar Naing (Chain)Vol. 0 · Founding Issue2026.09.17

ODCS-V0-009 · Media, Games & Cultural Interpretation

Final Published Edition · Version 1.0

Beyond Entertainment: The Political Power of Media

A qualitative interview study of political messages, entertainment media and audience interpretation.

Vitsitsono Seyie; Thon Phyo Nadi; Shon Lae Lae Khine; Seint Seint HtayVol. 0 · Founding Issue2026.09.17

ODCS-V0-007 · 产品设计与视觉分析 · Product Design & Visual Analysis

Final Published Edition · Version 2.0

Retro Styling and Emotional Appeal in the 2019 Volkswagen Beetle Final Edition

This qualitative visual analysis examines how the 2019 Volkswagen Beetle reinterprets its design heritage through rounded forms, a curved roofline, circular headlights and familiar proportions. Shwe Yee Win discusses three themes: retro styling and nostalgia, the emotional character of rounded form, and the balance between historical identity and contemporary design. The manuscript draws on visual interpretation and secondary literature, and explicitly distinguishes emotional appeal from demonstrated consumer attachment. This introduction was prepared by the editorial office.

Shwe Yee Win Vol. 0 · 创刊号 2026.09.16

ODCS-V0-005 · 游戏设计与研究计划 · Game Design & Research Proposal

Final Published Edition · Version 1.0

Dimension Shift: Racing Beyond Reality

The video game industry is highly competitive, and making a racing game requires more than fast cars and attractive graphics. A successful game needs clear controls, enjoyable gameplay, good planning, technical stability, and a clear understanding of its players. This research paper presents Dimension Shift, an original arcade racing game that combines high-speed futuristic driving with the ability to shift between different dimensions during a race. The main feature of Dimension Shift is dimensional shifting. Players can move between alternate versions of a racing track to find new routes, avoid obstacles, gain speed, or take risks. Each dimension may contain different environments, hazards, lighting, and track layouts. The main goal is to make dimensional shifting an important racing decision rather than only a visual effect. This paper examines the stages required to develop Dimension Shift, including research, pre- production, game design, programming, environment creation, vehicle development, prototype building, testing, and market research. The paper also discusses possible challenges, such as limited resources, technical problems, game balance, team communication, intellectual property, and competition in the gaming industry. The proposed development plan begins with a small playable prototype containing one track, two dimensions, and one fictional vehicle. Player feedback and performance tests will help the team improve the game before expanding the project. The research concludes that a focused and well-tested prototype is a practical starting point for developing an original racing game and studying its future commercial potential.

Ayush Saraogi; Nathan Wai Yan Moe Kyaw; Ashish Maharjan; Linn Vol. 0 · 创刊号 2026.09.15

ODCS-V0-006 · 游戏艺术与服装设计分析 · Game Art & Costume Design Analysis

Final Published Edition · Version 1.0

The Art and Design of American McGee’s Alice: Madness Returns

This illustrated critical essay examines the visual design of Alice: Madness Returns through Gothic aesthetics, Victorian-inspired costume, colour, character development and environmental storytelling. It considers how concept art and contrasting visual motifs connect fashion, narrative and gameplay. This introduction was prepared by the editorial office; the manuscript itself begins below.

SU PAN Vol. 0 · 创刊号 2026.09.15

ODCS-V0-004 · 设计随笔与评论 · Design Essay & Commentary

Final Published Edition · Version 1.0

The Death of Individuality

In this personal fashion essay, Su Thiri Aung-Ren reflects on the pressure to keep up with online trends and recognisable aesthetics. The essay considers how repeated exposure and comparison may shape taste, while also recognising the opportunities social media creates for independent designers and alternative communities. Its central distinction is between treating a trend as an instruction and interpreting it as inspiration: personal style need not be entirely original to carry a meaning of one's own. This introduction was prepared by the editorial office; it is not an author-supplied abstract.

Su Thiri Aung-Ren Vol. 0 · 创刊号 2026.09.13

ODCS-V0-003 · 学生研究与设计报告 · Student Research & Design Report

Final Published Edition · Version 2.0

Unconventional Product Design and Customer Interest in Tamburins’ Hand Perfume

This mini study explores how Tamburins’ unconventional product design influences customers’ interest in its hand-perfume product. The research question asks: How does Tamburins’ unconventional product design influence customers’ interest in this hand-perfume product? To answer this question, five participants were interviewed about their responses to the product’s design and appearance. The findings show two main themes: attention through unconventional design and beauty product as a wearable accessory. The interview evidence suggests that the unusual appearance of the product can attract customers’ attention because it looks different from traditional perfume products. The findings also show that the product can be understood as both a beauty product and a fashion accessory. Overall, the study suggests that unconventional product design can increase customer interest by making a product visually distinctive and expanding its function beyond traditional beauty use.

Rai Paras Hang Vol. 0 · 创刊号 2026.09.12

ODCS-V0-002 · 学生研究与设计报告 · Student Research & Design Report

Final Published Edition · Version 2.0

Borrowed Without Credit: Cultural Appropriation, Collaboration, and the Question of Recognition in Fashion

Fashion has always moved across borders, and borrowing between cultures is not new. What has changed is the scale, speed, and commercial power with which global brands now lift silhouettes, textiles, and sacred garments from source communities, most often without naming those communities, compensating them, or asking permission. This report examines the gap between fashion’s celebrated “collab culture,” in which named designers and brands co-sign a garment and share both credit and profit, and the far more common pattern of uncredited cultural borrowing, in which the original makers receive neither. Using the Isabel Marant Mixe blouse dispute, the Gucci Sikh turban controversy, and the recent renaming of the South Asian dupatta as a Western “trend” scarf as case studies, this report argues that fashion’s collaboration economy has built a working model for crediting culture, and simply chooses, more often than not, not to apply that model to communities without commercial or legal leverage. The report closes with a set of design-practice principles for crediting cultural sources honestly.

Raeesah Patel Vol. 0 · 创刊号 2026.09.08

ODCS-V0-001 · 创刊说明 · Editorial Note

创刊说明:把卡牌、设计与课堂投稿放在一起

Founding Note: Bringing Cards, Design, and Classroom Submission Together

这篇创刊说明把本刊的新定位说清楚:卡牌可以连接游戏机制、Graphic Design、服装设计、服装市场管理、IP 传播和课堂学习。本刊把真实投稿流程转化为开放的教学出版实验,让学生和创作者体验提交、评议、回应、修订与上线。