I would have done everything manually before, so I'm seeing it as a curative measure to improve the workflow I guess but also the process. I think we mustn't forget that there is process and there's workflow. The workflow cannot exist without the process effectively processes the meat behind everything. I think so many companies are jumping straight to the end-use to the wonderful promotion, you see amazing fashion films, you see amazing really polished sleek or even quite unpolished stuff but that's really progressive. But I think at the end of the day it's about the meat. Without the design, we have no industry ultimately, or it just becomes stale or static. Ultimately, I think I'm distracted from the question somehow. But I think it's all about revisualizing this manual process, and I think from a ground level for me anyway it's about finding new ways to do all the manual stuff. It's under replacement by any means but it's certainly, I don't know, it's twofold. I'm a fan of all manual processes but they need to be integrated with digital processes. I think on a design floor level, I think one cannot negate the other however digital is another tool, and of course, there are method- I don't know, this is where it gets confusing for me because I can't negate basic pattern cutting when you can do it also on CLO 3D but then you lose the authenticity, and the instinct, and the tactility. It becomes a bit gray area. From a design point of view, I work in all manner of software from design software, to transformative software AR, I'm a coder, a self-taught, and pretty much I guess. We're trying to turn our students into in the future, students are software able and have a whole pack of new tools to work from. Building from the ground up. In education, the biggest change, the biggest solution I guess that we've seen in the whole pandemic has been students going online for learning, and not having hands-on learning which is imperative in fashion, it is imperative that a student has manual techniques. What students have done as a repercussion of this is finding new ways to produce, for so many students the computer is irrelevant and suddenly the computer has been the primary means of communication, it has also been the primary means of showing work, so many students have either taken a completely manual approach or they've entered the 3D world quite unwittingly, unwillingly, whatever but they've had to do it. What we have is students suddenly with even on a basic level of communication as a communication tool the computer suddenly entering their worlds. We have students who've suddenly started using CLO 3D, you name it, all different types of software, students using face filters AR, AI, anything they can possibly lay their hands on at home to spark up the journey to enhance their work. Looking for example at CSM, Central Saint Martin's graduates you see two pathways, you see those who have embraced technology and those who've gone completely manually, and to the point of where the only introduction of digital is just promotional. I think from a software point of view, the student has become a hacker basically, the best students are those who've learned how to hack software, how to break software, how to find new methods. I'm so tired of schools who only teach Illustrator as the premium software, CLO 3D is overtaking education. It's also exorbitantly expensive when somebody has exited school and they don't have free access anymore. Schools need to shake it up and students need to have these products available on a startup basis when they try and startup. Even myself I don't have access to CLO 3D, I use whatever I can find here and there because these things are exorbitantly expensive if you aren't subscribing, or you ain't paying annually, or you don't have a company or a school who's paying for you. This has to change. Young designers, innovators have to have better access to AR, I don't know trade fairs, everything, this has to change. It's all very good and well changing it from the top where people can afford this, where LVMH can send all their designers on a CLO 3D school. We have to find the designers who don't know anything about 3D, inject the industry with new designers who are interested and explore in 3D, and this is how we can change it, from the bottom-up anyway. I'm an activist in this way, I'm very empowered by 3D, and I think the student has changed, the industry needs to change because it's a century old. I think I speak about my own frustration, and the frustration is having all this wonderful knowledge, learning Unity 3D, and 3C shop, and all these software and tools and things, but nowhere to place it. I think the biggest leap will come when somebody actually takes that student and puts them into a key role in a company. I think the student no matter how informed they are, if they are innovative, if they're the new wave of student which I'm hoping there will be a great new wave of students. I think that the biggest leap will be somebody putting some faith in that person and actually allowing them to reshape the structure from within. I really believe that companies are hanging onto old methods and there is so much new talent, and not young necessarily talent, new talent coming from every age group, from every background. For example, I'm using game engines, I'm using Blender 3D, these are tools that are not being used. They just need to wake up a little bit, shake things up and just actually just allow something to happen. A little bit of freedom internally just to say, "Screw this, we're going forward in a new way." There's so many resources online, you just have to have an open mind and just go online and do a search and it's there. Like I said, Unity 3D, and Blender 3D, these are softwares that are free, open source and they are phenomenal what they can do, and they are changing the face of the gaming industry and real as well. They're all there, just have a little look around and you will see something. There is apps every day, there is too many apps in fact. But just to find something curious and experiment with it from an experimental point of view.