Developing an Interactive Digital Fashion Catalog on Scratch with a Skin Tone Mix and Match Game

Authors

  • Natzwa Krasumy Laisoka Department of Applied Science Fashion Design, Faculty of Vocational, Universitas Negeri Surabaya, Surabaya, 60231, INDONESIA
  • Irma Russanti Department of Applied Science Fashion Design, Faculty of Vocational, Universitas Negeri Surabaya, Surabaya, 60231, INDONESIA
  • Arman Shah Abdullah Faculty of Technical and Vocational, Universiti Pendidikan Sultan Idris, MALAYSIA

DOI:

https://doi.org/10.53797/jthkks.v6i1.8.2025

Keywords:

ADDIE, Digital Catalog, Scratch, Inclusivity, Skin Tone

Abstract

Digital technology intervention has shifted the fashion consumption paradigm, yet it has created a visual "representational gap" on e-commerce platforms that fail to represent consumer skin tone diversity. This failure negatively impacts consumer confidence and increases the potentialfor product returns. This study aims to bridge this gap by developing an accessible solution through a prototype of an interactive digital fashioncatalog using the Scratch platform. Its main functionality is the simulation of mixing and matching apparel on two skin tone variations. Using the ADDIE methodology with a qualitative approach, this research conducted interviews with three key respondents (an industry expert, apractitioner, and an academic) to evaluate the prototype. Thematic analysis results show a strong consensus regarding the urgency of the representation issue. The developed prototype was positively received for its simplicity, its effective functionality as an initial solution, and its intuitive interaction. The findings also validate the great potential of Scratch as a rapid prototyping tool that democratizes innovation for small-scale designers and as an educational medium in the fashion field, confirming that accessible solutions can be key to a more inclusive fashion ecosystem.

Downloads

Download data is not yet available.

References

Baek, E., Haines, S., Fares, O. H., Huang, Z., Hong, Y., & Lee, S. H. M. (2022). Defining digital fashion: Reshaping the field via a systematic review. Computers in Human Behavior, 137, 107407. https://doi.org/10.1016/j.chb.2022.107407

Bertola, P., & Teunissen, J. (2018). Fashion 4.0. Innovating fashion industry through digital transformation. Research journal of textile and apparel, 22(4), 352-369. Al-Ghasawneh, J. A., & Al-Saber, A. M. (2023). The effect of e-commerce service quality on customer trust and purchase intention. International Journal of Data and Network Science, 7(1), 147–

https://doi.org/10.5267/j.ijdns.2022.10.003

Bocconi, S., Chioccariello, A., Dettori, G., Ferrari, A., Engelhardt, K., Kampylis, P., & Punie, Y. (2016). Developing computational thinking in compulsory education. European Commission, JRC Science for Policy Report, 68. https://doi.org/10.2791/792158

Chen, T. T., Wang, S. J., & Huang, H. C. (2020). “Buy, buy most Americans buy”: country of reference (COR) effects and consumer purchasing decisions. International Marketing Review, 37(3), 533-558. https://doi.org/10.1108/IMR-04- 2018-0130

Fu, S., Zheng, X., & Wong, I. A. (2022). The perils of hotel technology: The robot usage resistance model. International Journal of Hospitality Management, 102, 103174. https://doi.org/10.1016/j.ijhm.2022.103174

Genay, A., Lécuyer, A., & Hachet, M. (2021). Being an avatar “for real”: a survey on virtual embodiment in augmented reality. IEEE Transactions on Visualization and Computer Graphics, 28(12), 5071-5090. https://doi.org/10.1109/TVCG.2021.3099290

Kakade, P., Patil, N., Shete, A., Roy, A., & Kalyani, Y. (2024). Digital apparel try-ons: A technological odyssey into the world of virtual dressing rooms and consumer engagement. International Research Journal on Advanced Engineering and Management (IRJAEM), 2(2), 12-19. Retrieved June 16, 2025, from https://pdfs.semanticscholar.org/fe7a/a79de93a882d249d2a26df44f73e354733cd.pdf

Lachney, M., & Foster, E. K. (2020). Historicizing making and doing: Seymour Papert, Sherry Turkle, and epistemological foundations of the maker movement. History and Technology, 36(1), 54-82. https://doi.org/10.1080/07341512.2020.1759302

Lamberton, C., & Stephen, A. T. (2016). A thematic exploration of digital, social media, and mobile marketing: Research evolution from 2000 to 2015 and an agenda for future inquiry. Journal of marketing, 80(6), 146-172. https://doi.org/10.1509/jm.15.0415

Lee, H. W., Chang, K., Uhm, J. P., & Owiro, E. (2023). How avatar identification affects enjoyment in the metaverse: the roles of avatar customization and social engagement. Cyberpsychology, Behavior, and Social Networking, 26(4), 255-

https://doi.org/10.1089/cyber.2022.0257

Lee, J., & Hwang, J. (2019). Factors affecting the fashion purchase decision-making of single Koreans. Fashion and Textiles, 6, 1-21. https://doi.org/10.1186/s40691-019-0189-x

Levin, I., Semenov, A. L., & Gorsky, M. (2025). Smart Learning in the 21st Century: Advancing Constructionism Across Three Digital Epochs. Education Sciences, 15(1), 45. https://doi.org/10.3390/educsci15010045

Liu, B., Li, X., Zhang, J., Wang, J., He, T., Hong, S., & Wu, C. (2025). Advances and challenges in foundation agents: From brain-inspired intelligence to evolutionary, collaborative, and safe systems. arXiv preprint arXiv:2504.01990. https://doi.org/10.48550/arXiv.2504.01990

Li, X., Ma, B., & Chu, H. (2021). The impact of online reviews on product returns. Asia Pacific Journal of Marketing and Logistics, 33(8), 1814-1828. https://doi.org/10.1108/APJML-02-2020-0074

Raymond, M. A., Smith, H. R., & Carlson, L. (2024). Being inclusive means being accessible: Problems with digital media for visually impaired consumers. Journal of Global Scholars of Marketing Science, 34(1), 5-18. https://doi.org/10.1080/21639159.2023.2280319

Rus, A. C., El-Hajj, M., & Sarmah, D. K. (2024). NAISS: A reverse proxy approach to mitigate MageCart's e-skimmers in e-commerce. Computers & Security, 140, 103797. https://doi.org/10.1016/j.cose.2024.103797

Schuh, G., Doelle, C., & Schloesser, S. (2018). Agile Prototyping for technical systems–Towards an adaption of the Minimum Viable Product principle. DS 91: Proceedings of NordDesign 2018, Linköping, Sweden, 14th-17th August 2018. Retrieved June 16, 2025, from https://www.designsociety.org/publication/40886/agile_prototyping_for_technical_systems_%E2%80%93_towards_an

_adaption_of_the_minimum_viable_product_principle

Singh, K. A., & Kismawadi, E. R. (2025). Cutting-Edge Technologies for Economic Well-Being. Driving Socio- Economic Growth With AI and Blockchain, 229. https://doi.org/10.4018/979-8-3693-8664-4.ch010

Touri, M., Kabirian, F., Saadati, M., Ramakrishna, S., & Mozafari, M. (2019). Additive manufacturing of biomaterials− the evolution of rapid prototyping. Advanced Engineering Materials, 21(2), 1800511.

https://doi.org/10.1002/adem.201800511

Downloads

Published

2025-09-28

How to Cite

Laisoka, . N. K., Russanti, I., & Abdullah, A. S. . (2025). Developing an Interactive Digital Fashion Catalog on Scratch with a Skin Tone Mix and Match Game. Journal of Technology and Humanities, 6(1), 72-78. https://doi.org/10.53797/jthkks.v6i1.8.2025