Anand Suraj
Carleton UniversityResearch study

Immersive UX / User research

Immersive interaction design informed by user research

The problemAvatar representation can support social interaction or compete for attention; the design needed evidence about comfort and disclosure.

My contributionI designed avatar environments and study flows to examine comfort and self-disclosure across humanoid and abstract representations.

Avatar interaction comfort

89%

Reported comfort for humanoid avatars in the study.

Experience map · conceptual
  1. Avatar representation

    Humanoid and abstract

  2. Immersive interaction

    Comfort and disclosure

  3. Study observations

    Comfort and distraction

My role
UX researcher · Student research
Team
Academic research collaborators
Timeline
2022⁠–⁠2024
Tools
RStudio, Figma, Unity, Blender, Excel, LaTeX

Graduate VR research exploring avatar comfort and self-disclosure.

Process

The work behind the decisions.

  1. 01

    Compare representations

    Compared humanoid and abstract avatars to frame the relationship between representation, comfort and self-disclosure.

  2. 02

    Design immersive study flows

    Designed VR environments and survey-led study flows to examine participants’ experience of avatar interaction.

  3. 03

    Interpret behavioral patterns

    Analyzed reported comfort and observed disclosure patterns, including avatar-related distraction.

Original graduate-study visual: therapeutic VR room with a humanoid avatar, built for the comfort and self-disclosure study.
Original graduate-study visual: therapeutic VR room with a humanoid avatar, built for the comfort and self-disclosure study.

Key decisions

Design decisions that shaped the experience.

Decision 01

Treat appearance as interaction design

Compare how representation shapes comfort rather than selecting an avatar on visual style alone.

Trade-off

A representation that feels comfortable may still compete for attention.

Decision 02

Include distraction in the evaluation

Consider avatar-related distraction alongside comfort and disclosure when interpreting the experience.

Trade-off

Comfort and distraction are separate observations, not a single success score.

Design value & supporting evidence

Immersive interaction design informed by user research

Immersive environments and comparative study flows made avatar representation an evidence-informed interaction decision.

Humanoid avatar comfort
89%
Reported user comfort for humanoid avatars.
Attention & affordance finding
56%
Reported avatar-related distraction observation.

Reflection

Avatar design is part of the social interaction, not just its visual wrapper. Further testing would explore how representation and environment jointly affect attention and disclosure.

Next case study

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Experience map · conceptual
  1. Listening baseline

    No ads / standard ads

  2. Predictable ad moment

    UX-informed placement

  3. Recall & satisfaction

    Compare concept conditions