Creepy Mind-Controlled Couture

Mechapolypse Gown by Nange Magro Moves Via Concentration

Nange Magro, a masters student at the London College of Fashion, has created a mind-controlled dress called the Mechapolypse gown. As bizarre as it sounds, the designer has indeed managed to create a piece of apparel that moves and morphs according to the wearer's concentration levels.

Magro has put an arduino and an EEG (electroencephalographic) chip with sensors into the gown's accompanying cap, which can measure the level of concentration on the part of the wearer. If you watch the video beginning from 1:25, you'll see that different levels of concentration correspond to different types of movement in the dress. For example, a "third level of concentration" makes the skirt change form, from a full A-line silhouette to a pencil skirt with gathering at the back.

The beginning of the video is an animated film that tells how the Mechapolypse gown is part of a larger story about a creature that is "half robot and half natural." Visit the designer's website to learn more about the Mechapolypse gown.

Mind-controlled Apparel
Advancements in wearable technology infused with brain-machine interfaces led to mind-controlled apparel showcasing the relatively unexplored field of brain and body connections
Artificial Intelligence in Fashion
Artificial Intelligence (AI) finding use in fashion designing and production to create highly personalized garments
Wearable Augmented Reality
Augmented Reality integrated with clothing to provide an interactive, immersive and personalized experience for customers

Industries Being Reshaped

Fashion & Apparel Industry
Fashion and apparel industry can leverage wearable technology and brain-machine interface to provide a unique experience to customers.
Technology Industry
Technology is bringing advancements to the fashion industry, providing an opportunity for companies in the technology industry to partner or develop innovative products.
Entertainment Industry
Wearable technology allowing entertainment industry players like film-makers and game designers to offer an immersive experience to their audience.
SCORE
4.7 out of 10
GENDER
10% Men90% Women
MARKETTop markets: North America, Europe
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 57%
Activity 76%
Freshness 8%

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