This webinar explores how we can approach XR through an inclusive design lens and takes a look at some of the latest research to explore some of the common barriers and ways to understand, prevent, and remove them. After this session, you will have a practical foundation in accessibility within XR projects.
8. ‣Not science - sharing opinion &
perspective. Plural of anecdote isn’t data.
‣Just me - I speak for myself, not all
autistic people etc etc.
Disclaimer
28. (1) Assumptions we make about the
user’s body & abilities.
(2) Assumptions we make about the
user’s environment and situation.
Barries arise from
assumptions:
29. (1) Assumptions we make about the
user’s body & abilities.
(2) Assumptions we make about the
user’s environment and situation.
Barries arise from
assumptions:
30. Motor → ← Cognitive
Vision → ← Hearing
Assumptions about a users body:
34. (1) Assumptions we make about the
user’s body & abilities.
(2) Assumptions we make about the
user’s environment and situation.
Barries arise from
assumptions:
35. Train → ← Emergency
Bright sun → ← Sleeping Partner
Assumptions about environment & situation
36. (1) Assumptions we make about the
user’s body & abilities.
(2) Assumptions we make about the
user’s environment and situation.
Barries arise from
assumptions:
41. Solution Space
The physical things,
headsets & controllers.
Hardware
What we surround the
user with.
Environment
Bulling blocks of
interaction & gameplay
Content
42. Solution Space
The physical things,
headsets & controllers.
Hardware
What we surround the
user with.
Environment
Bulling blocks of
interaction & gameplay
Content
44. Solution Space
The physical things,
headsets & controllers.
Hardware
What we surround the
user with.
Environment
Bulling blocks of
interaction & gameplay
Content
46. Solution Space
The physical things,
headsets & controllers.
Hardware
What we surround the
user with.
Environment
Bulling blocks of
interaction & gameplay
Content
48. Solution Space
The physical things,
headsets & controllers.
Hardware
What we surround the
user with.
Environment
Bulling blocks of
interaction & gameplay
Content
55. ~1700 Observations over >100 participants
~20 Barriers Across 3 of 5 Groups
Thematic Analysis ~70 Barriers
Our Methdolgy
56. Controller Holding
Controller Orientation
Input Press & Hold
Multiple Input
Comprehension
Expectation
Way Finding
Timing
Colour Contrast
Determining Direction
Signage
Text
Motor Barriers Cognitive Barriers Low Vision Barriers
14 Common XR Barriers
57. Controller Holding
Controller Orientation
Input Press & Hold
Multiple Input
Reach & Balance
Comprehension
Expectation
Way Finding
Timing
Focus & Memory
Sensory
Colour Contrast
Determining Direction
Signage
Text
Motor Barriers Cognitive Barriers Low Vision Barriers
58. Switches + Alt Input
Performance Testing (robots!)
Low Vision Adaptions
Inclusive Feedback Forms
Motor Barriers
Cognitve Barriers
Overview
How to test in VR
Gallery
Health & Safety Posters
Session Posters
Feedback forms
Deep Dives Presentations Other
Other Resources
69. SWI TCH CO NT ROL S CH EME S FOR N AVIGATION
Head & Neck based navigation
This control scheme was developed for participants
who could not hold and orientate the vive motion
controller but had good head and neck control
The motion controller was fixed to the headset (1)
and a ping pin or lib switch was placed within the
users reach (2)
To teleport the participant would first depress and
hold the switch, then select a place to teleport too
using a blue line projected from the head mounted
controller, then release the switch to initiate the
teleport.
This method was used by participants either
standing, standing with aids, or sitting in a
wheelchair.
1
2
SW ITC H CON TROL SC HEMES FOR N AVIGATIO N
Fixed Position Navigation
This control scheme was developed for participants
who could not hold and orientate the vive motion
controller using any part of their body.
To track orientation a motion controller was fixed
to the participant, their wheelchair or a standing
aid (1). A ping pin or lib switch was placed within
the users reach (2).
To teleport the participant would first depress and
hold the switch, then choose a teleport target using
a blue line projected from the fixed controller. Once
a target was chose the participant would release
the switch too initiate the teleport.
https://www.bbc.co.uk/accessibility/forproducts/xr/deep-dives
Standing Head Controller
Purple - A head mounted
Vive controller for setting
direction / aiming
Blue - Ping ping switch
placed in the placed in the
users pocket / clothing used
to trigger teleportation
Wheelchair Teleport
Purple - A fixed position
head or chair mounted Vive
controller. Tracks chair
rotation.
Blue - Button switch attach
to wheelchair. Leaving one
hand free for controlling the
wheelchair
Rotate & Move Forward
Blue le" - Button switch
which rotates the user le"
within the virtual
environment at 10° per
second.
Blue Right - Button switch
which moves the user
forward at a rate of 25cm
per second.
SWITCH CONTROL SCHEMES FOR N AVIGATIO N
70. Controller Base
We used a Microso" Xbox Adaptive Controller as
our switch base. This was connected wirelessly to a
windows 10 laptop and feeding data into the
Unreal engine via a mapped controller config.
The controller was held in a backpack or zip tied to
a wheelchair depending on the users mobility.
H A R DWA R E + S O F T WA R E
Ping Pong Switch
We used a ping pong switch for situations where a
low activation force from any direction would be
beneficial.
The switch was mounted to a wheelchair, held in
the participants hand, placed in a a pocket or
placed under the users chin.
Big Lib & Mini Lib Switch
These flat button switches come in two sizes. They
provide a large area switch which requires low
force to activate. We used multiple colours and the
buttons also support affixing labels.
The buttons where mounted to participants
wheelchairs.
H A R DWA R E + S O F T WA R E
Head Mounted Controller
While the standard HTC Vive controller could not
be held by all participants. Some control schemes
still used the controller as a head mounted tool.
This allowed the controller to track the users head
movement or wheelchair rotation.
The controller was mounted via zip ties to the HMD
https://www.bbc.co.uk/accessibility/forproducts/xr/deep-dives
71. 1. Control ·
2. Understand ·
3. Navigate ·
Motor Barriers
Switch Control
Comprehension
Expectations
Way finding
72. 1. Control ·
2. Understand ·
3. Navigate ·
Motor Barriers
Switch Control
Comprehension
Expectations
Way finding