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Inclusive Design in XR & Beyond
‣Not science - sharing opinion &
perspective. Plural of anecdote isn’t data.


‣Just me - I speak for myself, not all
autistic people etc etc.
Disclaimer
…
Inclusive Design in XR & Beyond
+ Environment


Disability
A barrier is a mismatch
between a person & the
environment
Autism doesn’t disable me.


I am disabled by the barriers
in the environment
XR is the creation of new environments
& the creation of new barriers
Lenses - What is a barrier anyway?
Getting Started - How to begin
Big Picture - Where can barriers be found?
Lenses.
Where do barriers come
from?
Barriers
Assumptions Exclusion
The assumptions we make are encoded into
what we build in the form of barriers.
Barriers
Assumptions Exclusion
The assumptions we make are encoded into
what we build in the form of barriers.
Barriers
Assumptions Exclusion
The assumptions we make are encoded into
what we build in the form of barriers.
Barriers
Solutions
Knowledge
(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:
(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:
Motor → ← Cognitive
Vision → ← Hearing
Assumptions about a users body:
Assumptions about a users ability:
Percentage
of
population
Assumptions about a users ability:
Capacity
Ability Capability Capacity
Assumptions about a users ability:
Ability Capability Capacity
(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:
Train → ← Emergency
Bright sun → ← Sleeping Partner
Assumptions about environment & situation
(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:
…
Lenses - What is a barrier anyway?
Getting Started - How to begin
Big Picture - Where can barriers be found?
Big Picture
Context & Shape
← Big Picture
Solution Space
The physical things,
headsets & controllers.
Hardware
What we surround the
user with.
Environment
Bulling blocks of
interaction & gameplay
Content
Solution Space
The physical things,
headsets & controllers.
Hardware
What we surround the
user with.
Environment
Bulling blocks of
interaction & gameplay
Content
Headsets → ← Controllers
Cables → ← Drivers
Solution Space: Hardware
Solution Space
The physical things,
headsets & controllers.
Hardware
What we surround the
user with.
Environment
Bulling blocks of
interaction & gameplay
Content
Perception → ← Navigation
Information → ← Affordances
Solution Space: Environment
Solution Space
The physical things,
headsets & controllers.
Hardware
What we surround the
user with.
Environment
Bulling blocks of
interaction & gameplay
Content
Narrative → ← Gameplay
Interactions → ← Instruction
Solution Space: Content
Solution Space
The physical things,
headsets & controllers.
Hardware
What we surround the
user with.
Environment
Bulling blocks of
interaction & gameplay
Content
Barriers
Solutions
Knowledge
Barriers
Assumptions Exclusion
Better Assumptions → Less Barriers → Less Exclusion
By looking at common barriers we can
identify the assumption which created them.
Barriers Browser Deep Dive | Presentations | Resources
~1700 Observations over >100 participants
~20 Barriers Across 3 of 5 Groups
Thematic Analysis ~70 Barriers
Our Methdolgy
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
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
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
…
Lenses - What is a barrier anyway?
Getting Started - How to begin
Big Picture - Where can barriers be found?
Where to start?
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
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
1. Control ·


2. Understand ·


3. Navigate ·
Motor Barriers
Switch Control
Comprehension
Expectations
Way finding
1. Control ·


2. Understand ·


3. Navigate ·
Motor Barriers
Switch Control
Comprehension
Expectations
Way finding
Motor Barriers
Controller Holding & Orientation
Switch Controls
Much easier than it seems.
Motor Barriers
Controller Holding & Orientation
Switch Controls
Much easier than it seems.
Tip 1: Support Xbox 360 Controller
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
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
1. Control ·


2. Understand ·


3. Navigate ·
Motor Barriers
Switch Control
Comprehension
Expectations
Way finding
1. Control ·


2. Understand ·


3. Navigate ·
Motor Barriers
Switch Control
Comprehension
Expectations
Way finding
Comprehension
Subtle & intersectional
Expectation
Walking on cobbles
Being safe
Comprehension
Subtle & intersectional
Expectation
Walking on cobbles
Skirting Board
Cognitive Barriers
Subtle & intersectional
Expectation
Walking on cobbles
Skirting Board
1. Control ·


2. Understand ·


3. Navigate ·
Motor Barriers
Switch Control
Comprehension
Expectations
Way finding
1. Control ·


2. Understand ·


3. Navigate ·
Motor Barriers
Switch Control
Comprehension
Expectations
Way finding
Wayfinding from place to place
Just the right spot.
Navigating
Positioning
Lenses - What is a barrier anyway?
Highlights - some of the best bits
Project Overview - The big picture
XR is the creation of new environments
& the creation of new barriers
Who does XR/VR disable?
When we get this right we can
turn potential into reality for
billions of users.
‣Podcast: 1800 Seconds on Autism


‣Twitter: @spacedoutsmiles


‣Web:


‣jamieandlion.com


‣spacedoutandsmiling.com
More from Jamie + Lion

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Inclusive Design in XR and Beyond

  • 1. Inclusive Design in XR & Beyond
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 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
  • 9.
  • 10. Inclusive Design in XR & Beyond
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16.
  • 18. A barrier is a mismatch between a person & the environment
  • 19. Autism doesn’t disable me. I am disabled by the barriers in the environment
  • 20. XR is the creation of new environments & the creation of new barriers
  • 21. Lenses - What is a barrier anyway? Getting Started - How to begin Big Picture - Where can barriers be found?
  • 23. Where do barriers come from?
  • 24. Barriers Assumptions Exclusion The assumptions we make are encoded into what we build in the form of barriers.
  • 25. Barriers Assumptions Exclusion The assumptions we make are encoded into what we build in the form of barriers.
  • 26. Barriers Assumptions Exclusion The assumptions we make are encoded into what we build in the form of barriers.
  • 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:
  • 31. Assumptions about a users ability: Percentage of population
  • 32. Assumptions about a users ability: Capacity Ability Capability Capacity
  • 33. Assumptions about a users ability: Ability Capability Capacity
  • 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:
  • 37.
  • 38. Lenses - What is a barrier anyway? Getting Started - How to begin Big Picture - Where can barriers be found?
  • 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
  • 43. Headsets → ← Controllers Cables → ← Drivers Solution Space: Hardware
  • 44. Solution Space The physical things, headsets & controllers. Hardware What we surround the user with. Environment Bulling blocks of interaction & gameplay Content
  • 45. Perception → ← Navigation Information → ← Affordances Solution Space: Environment
  • 46. Solution Space The physical things, headsets & controllers. Hardware What we surround the user with. Environment Bulling blocks of interaction & gameplay Content
  • 47. Narrative → ← Gameplay Interactions → ← Instruction Solution Space: Content
  • 48. Solution Space The physical things, headsets & controllers. Hardware What we surround the user with. Environment Bulling blocks of interaction & gameplay Content
  • 51. Better Assumptions → Less Barriers → Less Exclusion
  • 52. By looking at common barriers we can identify the assumption which created them.
  • 53.
  • 54. Barriers Browser Deep Dive | Presentations | Resources
  • 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
  • 59.
  • 60. Lenses - What is a barrier anyway? Getting Started - How to begin Big Picture - Where can barriers be found?
  • 62. 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
  • 63. 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
  • 64. 1. Control · 2. Understand · 3. Navigate · Motor Barriers Switch Control Comprehension Expectations Way finding
  • 65. 1. Control · 2. Understand · 3. Navigate · Motor Barriers Switch Control Comprehension Expectations Way finding
  • 66. Motor Barriers Controller Holding & Orientation Switch Controls Much easier than it seems.
  • 67. Motor Barriers Controller Holding & Orientation Switch Controls Much easier than it seems.
  • 68. Tip 1: Support Xbox 360 Controller
  • 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
  • 75. Cognitive Barriers Subtle & intersectional Expectation Walking on cobbles Skirting Board
  • 76. 1. Control · 2. Understand · 3. Navigate · Motor Barriers Switch Control Comprehension Expectations Way finding
  • 77. 1. Control · 2. Understand · 3. Navigate · Motor Barriers Switch Control Comprehension Expectations Way finding
  • 78. Wayfinding from place to place Just the right spot. Navigating Positioning
  • 79. Lenses - What is a barrier anyway? Highlights - some of the best bits Project Overview - The big picture
  • 80. XR is the creation of new environments & the creation of new barriers
  • 81. Who does XR/VR disable?
  • 82. When we get this right we can turn potential into reality for billions of users.
  • 83. ‣Podcast: 1800 Seconds on Autism ‣Twitter: @spacedoutsmiles ‣Web: ‣jamieandlion.com ‣spacedoutandsmiling.com More from Jamie + Lion