Odom, W., Zimmerman, J., & Forlizzi, J. (2011). Teenagers and their virtual possessions:design opportunities and issues. Paper presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Vancouver, BC, Canada.
This paper illustrates a study
conducted to assess how the value of virtual possessions is constructed among
people, and how people differ from each other in the perception of this value,
by focusing on adolescents only as an important group. The study uses a semi-structured
interview to understand participants’ everyday lives, their behaviour, how they
use technology, and what their valuable materials and virtual possessions are.
The findings show that adolescents usually keep various amounts of virtual
possessions in different forms, and they mostly are heavy users of digital
media. Moreover, they tend to store all these possessions in cloud services
where there is no access limitation, and the storage space is more than
sufficient. Furthermore, the vast majority of the participants use these
possessions as representative of their identities to specific audiences through
the privacy settings of their service provider. Finally, it finds that metadata
plays a significant role in adding value to virtual possessions by personalising
or linking these possessions to friends. The authors suggest three areas that
could be exploited to build value to these possessions, which are: accrual of
metadata, placelessness and presence, and presentation of self to
multiple audiences.
It contributes to HCI by providing a designer way of thinking about
virtual possessions, which thus gives designers a better understating of how
they could initiate or boost value of virtual possessions while considering
material-possession attachment and research on material practices. Based on the
authors’ suggestions, this could be achieved in many ways. One way is by
increasing the content a user can inject into metadata that results in more
representative possessions for an individual or a group. Another way is
designing for cloud computing, where the user could access and exchange virtual
possessions between different online repositories while considering the storage
space.
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