F.F.-H. Nah (Ed.): HCIB/HCII 2014, LNCS 8527, pp. 307–315, 2014.
© Springer International Publishing Switzerland 2014
The Performance of Self in the Context of Shopping
in a Virtual Dressing Room System
Yi Gao, Eva Petersson Brooks, and Anthony Lewis Brooks
Centre for Design, Learning and Innovation,
Department of Architecture and Media Technology,
Aalborg University, Niels Bohrs Vej 8, 6700 Esbjerg, Denmark
gao@create.aau.dk
Abstract. This paper investigates the performance of self in a virtual dressing
room based on a camera-based system reflecting a full body mirrored image of
the self. The study was based on a qualitative research approach and a user-
centered design methodology. 22 participants participated in design sessions,
semi-structured interviews and a questionnaire investigation. The results
showed that the system facilitated self-recognition, self-perception, and shared
experience, which afforded an enriched experience of the performing self.
Keywords: Virtual dressing room, mirroring, self-perception, self-recognition,
shared experience, hedonic shopping experience.
1 Introduction
In this paper, we investigate how a virtual dressing room facilitated the performance
of self in terms of self-recognition and self-perception to identify how potential
shoppers organize such interactions and experiences. In line with [1] online shopping
is considered as a creative and social activity incorporating diverse meanings where
both shopping and commodities invoke personal as well as collective interests and
motivations. The study illustrates in different ways that the virtual dressing room
system user interface invoked certain interactions that are afforded by the technique
of mirroring in line with [2].
This on-going research is financed by the Danish National Advanced Technology
Foundation to realize a turnkey solution of a Virtual Dressing Room (VDR), which
should reduce customer purchase returns. In this regard, the practice of shopping
clothes online is considered as framed by shoppers through the influence of
affordances and personal agency. This is in line with [3], who states that:
“When the behavior of the computer is coherent and the application is
designed so that a human interactor knows what to do and receives clear and
immediate feedback on the results of their actions, the interactor experiences
the pleasure of agency, of making something happen in a dynamically
responsive world.” [3, p. 100].