Wearable art, also known as Artwear or “art to wear”, refers to individually designed pieces of (usually) handmade clothing or jewellery created as fine or expressive art. While the making of any article of clothing or other wearable object typically involves aesthetic considerations, the term wearable art implies that the work is intended to be accepted as a serious and unique artistic creation or statement. Pieces may be sold and/or exhibited. The modern idea of wearable art seems to have surfaced more than once in various forms. Marbeth Schon’s book on modernist jewellery (see the section on jewellery below) refers to a “wearable art movement” spanning roughly the years 1930 to 1960. A 2003The New York Times review of a book on knitting refers to “the 60s Art to Wear movement”.
Artists creating wearable fiber art may use purchased finished fabrics or other materials, making them into unique garments, or may dye and paint virgin fabric. Countering the belief that art is something expensive, some clothing artists have started local companies to produce quality art work and clothing for a modest price. Wearable art is not restricted to jewellery but is also seen in graphic T-shirts and even pants.
As with any other art form, the talent and skills of artists in this field vary widely. Since the nature of the medium requires craft skills as well as artistic skills, an advanced artist may wish to study color theory, chemistry, sewing, clothing design, and computer software such as Photoshop and Illustrator. Classes in clothing design and marketing are offered at colleges such as the Fashion Institute of Technology in New York City.
The New Zealand city of Nelson gained a reputation in the field of wearable art, with its World of Wearable Art Awards, held annually since 1987 and run by Suzie Moncrieff. In 2005, the show moved to Wellington to a larger venue, although a museum of garments remains in Nelson. In Australia, the Shearwater Wearable Arts or W.A.V.E. (Wearable Arts Vision In Education) has developed from a high school initiative to become a leading wearable arts event.