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Outline

Older Adults Designing Avatars for Self-expression

2020

https://doi.org/10.1145/3196709.3196773

Abstract

Representations of older age are frequently associated with bodies in decline. Looking old can trigger discriminatory social behaviours and conceal the richness of the lived experience. Avatars, full-body digital self-representations of the user, influence the way users think and behave in virtual environments (VE). As older adults increasingly participate in online spaces, which use avatars for self-representation, it is essential to understand how to best support their online self-representations. This thesis addresses this gap by engaging older adults in designing their full-body avatars. Across four studies using research through design, this thesis provides older adults' views about how they want to be graphically represented. In Study 1, I conducted gameplay observations and semi-structured interviews that provided an initial understanding of how older adults who play online games projected aspects of their identities into their player self-representations. The study revealed that participants designed their player self-representations by projecting aspects of their past (former) self and embracing their present older selves. For Studies 2, 3, and 4, I engaged a group of older adults aged 70-80 in designing avatars. In Study 2, older adults designed a full-body avatar during a group design workshop. The study demonstrated that older adults negotiate with ageing stereotypes when creating their avatar designs. Some participants reproduced realistic representations of the aged appearance that suggests acceptance of ageing bodies; others idealised their avatars by depicting healthy bodies or societal ideals of youth. This study highlighted that the character creation interfaces (CCIs) (where users designed the avatars) presented limited design choices to portray ageing features. Informed by the previous outcomes, Study 3 explored if the graphic styles of the avatar customisation prompted older adults' expressions of identity. Through extended individual design sessions, participants designed a photorealistic avatar and a cartoon avatar. The analysis of the individual design journeys demonstrates that participants conformed to social norms through the design of the photorealistic avatar and rebelled against these social norms through the design of the cartoon avatar. While the

FAQs

sparkles

AI

What key insights emerge from older adults designing avatars?add

The study identifies four avatar categories: Actual, Vibrant, Other, and Companion, illustrating diverse identity expressions among older adults.

How does avatar customization influence older adults' self-expression?add

Customization allows older adults to visually represent their identities, enhancing attachments to avatars and revealing past selves.

What are the implications of avatar design for older adults' identities?add

Avatars can mitigate ageist stereotypes, enabling older adults to explore identities beyond their aged appearance and enhance social interactions.

How do social contexts affect avatar choices for older adults?add

Participants favored photorealistic avatars for authenticity in reminiscence activities, underlining social norms and identities – especially in interactions with peers.

What roles do gender norms play in avatar design choices?add

Women often reduced femininity in designs, while men emphasized masculinity, reflecting societal pressures and learning opportunities tied to avatar appearance.

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  264. Have you ever spent time in a virtual world (e.g. Second Life, AltSpaceVR, VTime)?
  265. Had you ever used a virtual or mixed reality headset prior to this project (e.g. Google Cardboard, HTC Vive, Oculus Rift)?
  266. Have you ever created an avatar (virtual representation of yourself or a character representing you)?