Participants choose a small visual representation that travels with them through the scenes. The choice is purely cosmetic. It does not change prompts, scenes, behaviour, or anything in the data model, it is recorded only as a single field on the session row, so we can later check whether choice of skin correlates with anything (or, more likely, confirm that it doesn't).
The point of offering a choice at all is to give the participant agency without demanding anything.
A candidate skin earns its place only if all six are true:
prefers-reduced-motion.The set deliberately spans aesthetics from naturalistic to abstract, and covers the interest categories that the franchise-shaped suggestions (Star Wars / Roblox / Minecraft) were trying to reach, in IP-safe form.
Fox, owl, hedgehog, hare, or pine marten. Naturalistic illustration, not cartoon. Animals are a near-universal entry point for PDA young people, and being an animal sidesteps social-self pressure. Probably the most chosen option.
Octopus, jellyfish, axolotl, or sea slug. Slow-moving, sensory-calm, visually beautiful. Strong appeal to older participants who'd find a fox skin too cute.
Small mossy creature, a wandering mushroom, a bramble sprite. Stylised rather than literal, quietly magical without being twee. Works across the age range because it's not pretending to be real.
A luminous point that leaves a soft trail. Genuinely abstract. Nothing humanoid to identify with or against. For participants who want some presence on screen but don't want to "be" a character.
A small floating light in a paper or glass shell. Warm, undemanding, easy to relate to as "the bit of me that's here." Subtle palette variation built in.
A slow-rotating polygon, a smooth blob, a soft cube. Pure abstraction for participants who reject character framing entirely. Important to keep in the set, protects the participants for whom any anthropomorphic avatar is too much.
A small clockwork creature or quiet little robot. Often resonates with participants who like systems and predictability. Keep it gentle: think wind-up music box, not mech.
A small dragon, a phoenix chick, a griffin kit. Special-interest territory for many young people. Drawn in the same restrained illustration style as the rest of the world; not cartoony.
Small figure in a soft suit and quiet helmet, drifting between scenes. Fills the sci-fi/exploration interest space without invoking any specific franchise. No weapons, no mythology baggage, just a calm explorer.
A deliberately retro 16-bit style figure. Covers the gaming-aesthetic interest space without invoking any live franchise. Old-school enough to feel its own thing.
Star Wars / Jedi / lightsabers. Disney/Lucasfilm IP. Carries strong hierarchy and combat baggage that contradicts the project's design.
Roblox-style blocky humanoid. Roblox Corp IP and visual identity. Even "inspired by" reads as Roblox. Heavy peer-group social signalling.
Minecraft-style player character. Mojang/Microsoft IP. Aesthetic is inseparable from the game's achievement and inventory loops.
Knight or wizard in fantasy-RPG style. Reads as RPG class system, which imports level/progression expectations.
Custom-build-your-character. Body customisation, hair, clothing sliders. Adds demand, introduces self-identification risk, centres physical appearance.
Photo-realistic human avatar. Centres physical appearance, raises representation questions out of scope, runs against the calm illustrated aesthetic.