Grief, art and a royal wedding: How one garment contains years of history
Embroidery began as a hobby for Saito. As for many young women growing up in Kyoto in the first half of the 20th century, the art form was taught as part of a good education. When Saito's husband died while their three children were young, however, she refined her skills and turned her art into a career. Now, Saito's work is on display in the National Gallery of Victoria as part of Kimono, an exhibition showcasing the history and evolution of the iconic garment.
The work required great patience and was painstakingly exact, Tsui, who migrated to Melbourne in 1981, recalls.
Her mother's career spanned three decades. One of the most public recognitions of Tsui's skills came in 1958 when she was tasked with embroidering the engagement kimono for the then future Crown Princess Michiko. At that time Kyoto was renowned for textiles and the Imperial family would have looked at the work of artisans working there, choosing the best.
Saito later made a wedding kimono for her daughters to wear when they married. Featuring 20 vibrant orange and white cranes – a traditional wedding motif that symbolises longevity and happiness – the stunning garment took more than three months to make. While her two older sisters happily wore it, Tsui bucked the trend, opting instead for a modern version made from red silk.
She and her sisters have donated the wedding kimono to the NGV and are thrilled it is being displayed, honouring their mother. 'I'm very happy … more people can see her exquisite handmade embroidery,' Tsui says, adding that the intricate sewing was hard work.
According to curator Wayne Crothers, senior curator of Asian Art at the NGV, the kimono is a thing of great beauty. It also acts as something of a time capsule, he says, tracing the evolution of Japanese society from the 17th century to today.
The garment illustrates 'changing fashion, cultural icons, class structure and ingenuity of creativity with materials and techniques'.
'It is a very impactful exhibition – we all love beautiful objects and in that instinctual sense, it's a really nice experience,' he says. 'It's not just a textiles exhibition … it's a historical journey from the Edo period, which is when it was what everyone wore... to current day, high-end kimono fashion.'
More than 70 stunning pieces are on display, including seven dating back to the 1600s and 1700s when they were worn by the samurai and merchant classes.
But kimonos were not the exclusive domain of the wealthy; even the very poor wore kimono, sometimes creating them from scraps of material. One of these is part of the show, made in the Meiji period (1868–1912), from more than 100 pieces stitched together. It is one of the most popular designs featured, says Crothers.
Known as boro or rag kimono, ' Boro textiles are the creations of unknown craftspeople who never intended for them to be viewed as things of beauty,' as noted in the show. 'However, in a contemporary context they have a collage-like quality, their spontaneous designs imbued with a life and spirituality of their own.'
There are sleepwear kimonos, undergarments (a bit like a kimono-shaped petticoat) to wear beneath some of the more ornate designs, and insights into etiquette - short-sleeved kimono are generally worn by married women, long-sleeved are designed for young women, for example.
The obi, or belts worn with kimono, are an art in themselves, tied in different ways according to who is wearing them and the occasion on which they are worn.
Accessories such as wedding sandals and other examples of the shoes worn with kimonos, head pieces (some crafted from turtle shells), handbags, fans and more are part of the show. The attention to detail underlines the Japanese commitment to all elements of design.
Loading
Kimono also provides insights into various artistic practices, including wood printing and dying techniques – particularly shibori, a manual dyeing technique that creates patterns on fabric by binding, folding, stitching or clamping it, with its distinctive blues.
Japanese culture had a big impact on the West during the late 19th and 20th centuries, a period known in art history as Japonisme. Artists including Van Gogh and Monet created works referencing ideas and works found in Japanese art.
It wasn't just art – early 20th century Western fashion was inspired by the kimono's design and silhouette. Several examples reference this in the show, including a Liberty & Co coat, an evening coat by Parisian couturier Callot Soeurs, and a day coat by Parisian couturier Paul Poiret.
Japanese influences would come to the fore again from the 1980s onwards, as shown in more recent garments by John Galliano, Alexander McQueen, Givenchy, Zambesi and Rudi Gernreich. Sydney-based fashion designer Akira Isogawa drew heavily on the kimono as an influence, as his work shown attests; there are also two vibrant ensembles by the late Issey Miyake.
Pieces by contemporary Japanese designers Robe Japonica, Modern Antenna and Y&SONS are also on display, as is some of the latest in Harajuku street fashion and cute 'kawaii' styles.
Designer Hiroko Takahashi's creations reflect contemporary takes on the garment. She uses black and white fabric and models her work in a powerful, feisty stance, rejecting traditional imagery and gendered colours.
Crothers says there's a resurgence of interest in the traditional garment in Japan: young people are rediscovering kimonos and appreciating it as a key part of their heritage. 'They want to wear something that expresses their personality and not the kimono that their [parents and grandparents] wore,' he says. 'They want to own it for themselves.'

Try Our AI Features
Explore what Daily8 AI can do for you:
Comments
No comments yet...
Related Articles


7NEWS
4 hours ago
- 7NEWS
Actress Nicole Kidman thanks this everyday skincare product for her age-defying looks
Australian actress Nicole Kidman reveals sunscreen is the key to her daily skincare routine. The age-defying star thanked her years of dedicated SPF use for keeping her skin healthy and radiant. The Practical Magic 2 star announced on July 25 her new role as Global Brand Ambassador for Japanese skincare and beauty brand, Clé de Peau Beauté. Kidman, 58, says it's a brand her make-up artist has used on her for years. One of her favourite products from the line is the UV Protection Cream SPF 50+. 'I went to Wimbledon and this is what I wore — it's so good,' Kidman told PEOPLE. Raised in Sydney, on the Northern Beaches, the Hollywood star grew up with sunscreen as a daily essential. In an interview with Vogue, she revealed her rules on skincare. 'It's the one thing I teach my girls,' Kidman said. 'For my girls, I'll use like a 30, but I like the SPF 50 for me, which is the one that I use. 'I also love the sheer zinc because for me it's such a great protection for my nose and for my shoulders and when I'm working.' The mum-of-two also shared that building her confidence is what helps the actress feel good on the inside. 'I am raising girls in their teens — you realise the importance of empowering other women,' Kidman told PEOPLE. 'The way in which when you are empowered, that sort of inner confidence actually shows through, and to me that's very beautiful.' The new campaign also features Kidman's youngest daughter, Faith Margaret, 14, whom she shares with her husband, singer Keith Urban. 'We flew out together and we were able to just have fun on the set,' Kidman reflected. 'It was just sort of a magical, dreamlike experience, which I hope when people see the campaign, they get. 'She's my baby, and it was a sweet little way to capture her at 14. 'It was one of those things where you say, 'This isn't a job. This is actually a gift'.' Kidman and Urban's eldest daughter, Sunday Rose, 17, recently launched her modelling career. Earlier this year, the rising star landed her first major campaign, fronting a new luxury advert for Italian fashion brand Miu Miu. Loading Instagram Post Kidman added she feels most beautiful when she's with her daughters. 'I love doing hot yoga right now, so I feel really good about an hour after that,' she said. 'My daughters and I, we do it together, and we call it the glow up. 'We look red-faced and ragged when we come out, but about an hour later, wow.' Shop more SPF products in Australia:

Sydney Morning Herald
9 hours ago
- Sydney Morning Herald
This '80s pop icon is back, and it's better than ever
Donkey Kong is one of the most iconic video game characters of all time, and one of the earliest. Yet despite remaining relevant for the bulk of the past 40 years, none of the major Donkey Kong games since the 1980s have been made by any of Nintendo's internal Japanese studios, meaning the character has become a bit of a nebulous B-tier entity next to Mario and company. With the Big N solidifying its properties through movies and theme parks, as well as new games, a Donkey Kong reclamation was inevitable. The surprising part is that Nintendo threw its absolute best at the franchise. Donkey Kong Bananza is not only a contender for the best game the series has ever produced, it gives other contemporary games a run for their money when it comes to sheer fun, constant innovation and technological achievement. In the first year of the original Nintendo Switch, the company reasserted its place among the best game-makers by combining industry trends such as open-world design with its Mario and Zelda franchises to produce unexpected, delightful and utterly inimitable games. And now at the beginning of the Switch 2, Bananza sends the message that it's not slowing down. Created by the team behind Super Mario Odyssey, it combines elements of Minecraft -like permanent terrain alteration with Mario-level control and acrobatics, an evolved take on 3D platformer collectables, heaps of fresh ideas and plenty of inspiration from the past Donkey Kongs developed by Rare and Retro Studios. It has the climb-anywhere style of the recent Zeldas, but also the cathartic ability to tunnel through and destroy just about anything you see. It also sets a new tone and visual design for the series and character, which feels current but is perfectly in line with the arcade original. Bananza is set far away from DK Island, where our hero (and seemingly every other ape and monkey) is investigating a massive cache of underground gold. Donkey Kong is more interested in Banandium Gems, special jewels that look and apparently taste like the delicious yellow fruit, but unfortunately the evil Void Kong also has his eye on them. After a dastardly scheme sinks the mine deep into the ground, DK finds himself in a subterranean world populated by all sorts of weird creatures, and partners with a lost tween named Pauline (a young take on the damsel character from the arcade game) to head to the planet core. DK's abilities seem simple – you can jump, roll, punch forward, down and up, grab stuff, slap the ground and whistle – but it all adds up to a very satisfying arsenal that's easy to deploy. You can smash directly down into the ground, or rip chunks of rock out of the wall. You can combine rolls and jumps to cover huge distances. You can surf on hunks of concrete over hazardous terrain, or use a kind of sonar to detect goodies underground and tunnel right through them. And it feels heavy, crunchy and satisfying, like the very essence of the character's benevolent aggression. The central loop of the game is pretty simple too. You're steadily descending through layers, each one with a wildly different theme and inhabitants, and each with a number of sub-layers. Most have an elder to meet, who is of course a DJ, and because Pauline has a talent for singing, she can learn a magical song from each one. That's how you unlock transformations for DK. Several of these are just hideously jacked animals with angry faces and all the aesthetic appeal of the worst AFL mascots – an ostrich, a zebra – but intentionally and humorously so, and they come with abilities you will need to explore and progress.

The Age
9 hours ago
- The Age
This '80s pop icon is back, and it's better than ever
Donkey Kong is one of the most iconic video game characters of all time, and one of the earliest. Yet despite remaining relevant for the bulk of the past 40 years, none of the major Donkey Kong games since the 1980s have been made by any of Nintendo's internal Japanese studios, meaning the character has become a bit of a nebulous B-tier entity next to Mario and company. With the Big N solidifying its properties through movies and theme parks, as well as new games, a Donkey Kong reclamation was inevitable. The surprising part is that Nintendo threw its absolute best at the franchise. Donkey Kong Bananza is not only a contender for the best game the series has ever produced, it gives other contemporary games a run for their money when it comes to sheer fun, constant innovation and technological achievement. In the first year of the original Nintendo Switch, the company reasserted its place among the best game-makers by combining industry trends such as open-world design with its Mario and Zelda franchises to produce unexpected, delightful and utterly inimitable games. And now at the beginning of the Switch 2, Bananza sends the message that it's not slowing down. Created by the team behind Super Mario Odyssey, it combines elements of Minecraft -like permanent terrain alteration with Mario-level control and acrobatics, an evolved take on 3D platformer collectables, heaps of fresh ideas and plenty of inspiration from the past Donkey Kongs developed by Rare and Retro Studios. It has the climb-anywhere style of the recent Zeldas, but also the cathartic ability to tunnel through and destroy just about anything you see. It also sets a new tone and visual design for the series and character, which feels current but is perfectly in line with the arcade original. Bananza is set far away from DK Island, where our hero (and seemingly every other ape and monkey) is investigating a massive cache of underground gold. Donkey Kong is more interested in Banandium Gems, special jewels that look and apparently taste like the delicious yellow fruit, but unfortunately the evil Void Kong also has his eye on them. After a dastardly scheme sinks the mine deep into the ground, DK finds himself in a subterranean world populated by all sorts of weird creatures, and partners with a lost tween named Pauline (a young take on the damsel character from the arcade game) to head to the planet core. DK's abilities seem simple – you can jump, roll, punch forward, down and up, grab stuff, slap the ground and whistle – but it all adds up to a very satisfying arsenal that's easy to deploy. You can smash directly down into the ground, or rip chunks of rock out of the wall. You can combine rolls and jumps to cover huge distances. You can surf on hunks of concrete over hazardous terrain, or use a kind of sonar to detect goodies underground and tunnel right through them. And it feels heavy, crunchy and satisfying, like the very essence of the character's benevolent aggression. The central loop of the game is pretty simple too. You're steadily descending through layers, each one with a wildly different theme and inhabitants, and each with a number of sub-layers. Most have an elder to meet, who is of course a DJ, and because Pauline has a talent for singing, she can learn a magical song from each one. That's how you unlock transformations for DK. Several of these are just hideously jacked animals with angry faces and all the aesthetic appeal of the worst AFL mascots – an ostrich, a zebra – but intentionally and humorously so, and they come with abilities you will need to explore and progress.