Professional Documents
Culture Documents
Accessibility Needs
of Extended
Reality Hardware:
A Mixed
Academic-Industry
Reflection
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Insights Extended reality (XR) systems that In this experience report, we reflect
→ XR technologies have make virtual, augmented, and mixed- on a yearlong collaboration between
demonstrated a variety of reality worlds are now available to the various academic and industry
benefits in industry and public. Emerging applications have organizations toward evaluating the
academia, but studies begun to demonstrate XR’s benefits for current and future state of XR hardware
require further validation remote work, education, health, gaming, accessibility. We draw on our group’s
and co-design with the and many other realms. But people with experience of examining hardware as an
disability community. disabilities, who could benefit from these inclusive team of XR professionals, both
→ It is critical to include systems, are often an afterthought with and without disabilities. In doing so,
communities with starting at the XR hardware level. Since we offer future directions for accessible
disabilities from the start the advent of the Internet itself, digital XR hardware research and development.
of hardware design to and online technologies have struggled
ensure both usable and with providing usage for people of all THE BENEFITS
impactful XR systems. abilities [1]. While some government OF EXTENDED REALITY
policies are beginning to recognize and Extended reality (XR) has redefined our
demand accessibility as a human right, relationships with the virtual world and
access for all abilities is still often an each other, providing a means to
afterthought with emerging augment how we work, play, heal, and
technologies [1]. engage by translating the physical world
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mental and physical exercises, and combating social isolation and assisting how the Internet has become an integral
designing and testing products. For this with remote work. However, XR’s part of human life and work, the growth
article, we focus on XR head-mounted benefits through enhanced interaction of XR may suggest a similar trend.
display (HMD) systems that include the modalities bring many challenges, such Therefore, there are many reasons to
fields of virtual reality (VR), augmented as the need for accessibility. fight for XR accessibility: establishing
reality (AR), and mixed reality (MR). In equality of the digital and social
the past decade, these systems have seen NO ONE LEFT BEHIND: workplace, engaging more users toward
IMAGE BY ANDRE W DERR
explosive growth, with increases in STARTING WITH XR market growth, working toward
computational power and the affordabil- XR HARDWARE more robust and user-friendly 3DUI
ity of digital systems effectively reduc- The XR industry is rapidly growing, has interfaces, and enabling greater user and
ing barriers to technological manufac- begun to define the virtual workplace, developer diversity, which is correlated
turing, consumer markets, required and is becoming a rich medium for to innovation and out-of-the-box
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needs with an interdisciplinary cross- CONTEXTUALIZING the current and future state of XR
industry group involving both people OUR EXPERIENCES hardware accessibility toward
with and without disabilities through Accessibility is a human right. As we understanding guidelines and future
the XR Access Initiative. XR Access is a dive deeper into the immersive virtual needs. This consisted of monthly virtual
community committed to making world, we must ensure that people of all workshop sessions from 24 contributing
virtual, augmented, and mixed reality abilities can participate. Consequently, XR professionals with and without
(XR) accessible to people with the XR Access Initiative community was disabilities from the following
disabilities [2]. The goal of the 2019– organized as an outcome of the 2019 XR backgrounds:
2020 XR Access Initiative was to engage Access Symposium [2], which brought • Companies: Booz Allen Hamilton,
with the academic and industry together more than 140 advocates, Dell, Google, Hewlett-Packard, Magic
communities to create guidelines to researchers, technologists, and business Leap, Microsoft, Sony Interactive
influence policy for accessibility in XR. leaders to advance the design, Entertainment, and Verizon
Our group led the support of hardware, development, and production of • Organizations: AbleGamers,
the starting point of most XR interaction accessible XR. The overarching mission National Industries for the Blind, the
capabilities, so that this technology is of our initiative, as collaboratively Partnership on Employment &
built to be accessible for all from the defined with our working sessions, is to Accessible Technology (PEAT), and the
ground up, rather than application by work with hardware manufacturers and XR Association
application. Here, we reflect on our academia to evaluate the current and • Universities: University of California,
experience toward working to establish a future state of XR hardware while Santa Cruz, and Cornell Tech.
future for accessible XR hardware. This considering guidelines and user needs. All participants volunteered their
consisted of an international workshop To help contextualize our experience time during these sessions to discuss
on XR hardware input modalities, as and motivations with XR accessibility, challenges such as orienting XR
hardware by accessibility needs,
evaluating systems for accessibility,
organizing involvement from XR
hardware manufacturers and
Accessibility is a human right. communities with disabilities, and
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efforts of policy organizations such as workshops to establish directions for RESOURCES FOR ACCESSIBLE
the W3C and XR Association. future research and guidelines. For XR HARDWARE EVALUATION
• We must determine the most example, the W3C has brought together From our discussion and collaboration
pressing problems in XR hardware more than 170 participants to examine with the Guidelines & Policy Group, we
accessibility, creating a community VR and the immersive Web [6]. These have begun drafting evaluation metrics
forum and hardware-evaluation pipeline participants, including browser vendors, for physical hardware as well as
for involving communities with headset and hardware manufacturers, operating system/platform input
disabilities. and VR content providers, designers, methods. This includes understanding
• We must consider the Guidelines & and distributors contributed toward the applicability of current XR HMDs
Taxonomy for Accessible XR Hardware, identifying standards for Web-based XR for the following:
working with industry and academia to systems and have begun to discuss • Accessible usability needs: without
create advice and a common hardware needs. The accessibility group vision, limited vision, without color
terminology that will also include considered input modalities and perception, without hearing, limited
functional performance criteria. application APIs to assist users with hearing, without speech, limited
• We must increase the public vision and hearing disabilities, while also physical manipulation/strength, limited
awareness of XR hardware accessibility, providing extensive software physical reach, photosensitive seizure
providing support, resources, and recommendations in future workshops triggers, and limited cognition.
incentives for XR hardware and WebXR resource standards. In the • Hardware components: operable
manufacturers and developers alike. W3C 2016 workshop on WebVR, the parts, alternative input method
executive report highlighted the need controllers/hardware, biometric
UNDERSTANDING for VR hardware systems to controls, status indicators, audio volume
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THE STATE OF XR HARDWARE “automatically adjust to meet the users control, audio microphones,
ACCESSIBILITY restricted modality to bring controls alphanumeric input keyboards, and
A plethora of research has begun to closer if full range of motion is not keypads.
examine accessible design and inclusive possible” and “allow multiple ways to • Hardware usage types: simultaneous
tools for XR software accessibility. In interact with the VR environment, and input, ease and force required to operate
terms of hardware studies, research has conversely multiple ways to extract input, discernible tactile interfaces,
primarily focused on alternative XR information from it” [4]. Aside from tactile examination without activation,
input/output methods and/or adaptive these discussions, there was little to no spacing, color, toggle of control status,
sensing capabilities, as discussed in talk on XR hardware accessibility. The visual label contrast and alternatives,
related work, such as that on custom breakout session argued that VR and biometric ID/activation and input
vibrotactile walking canes to navigate systems need to automatically adjust to methods.
virtual environments without vision. meet user input modality and allow We should note that these
This research is exciting, as it could multiple ways to interact with the VR considerations are a work in progress
potentially lead to breakthrough input environments, yet more work into that may dynamically change and
methods such as Xbox’s Adaptive mapping these requirements for expand as our involvement extends to
Controller, which garnered adoption in hardware was needed. Given such greater areas of communities with
communities with disabilities [5]. discussions, we have an understanding disabilities.
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A COMMUNITY-CENTERED the future of XR hardware accessibility. establishing goals, mapping out
APPROACH Based on our experiences and discussion hardware, understanding accessibility,
As we reflect on our community goals, from the 2019–2020 hardware working and calling on everyone to address XR
mapped accessibility needs, and the state group, we present the following actions hardware accessibility. As we plan to
of XR hardware accessibility, we consider for consideration: engage in these challenges, we invite the
steps toward action. We have had many • We call for literature reviews and academic community to help define the
heated debates within our working group ethnographic studies centered around future of XR accessibility.
and would like to address some of them communities with disabilities in
in consideration of future research. For mapping XR accessibility and hardware ACKNOWLEDGMENTS
starters: What came first, the chicken or research to advocate for inclusive design We would like to recognize and thank
the egg? The chicken being and advance promising practices. the many active participants of the XR
manufacturing/evaluating accessible XR • We call for evaluating current XR Access Hardware Devices working
hardware and the egg being interest in hardware systems to identify user needs, group. We also thank the XR Access
accessible XR experience for interests, and pressing problems for Executive Team, especially Bill Curtis-
communities with disabilities. At the communities with disabilities in Davidson, Dylan Fox, Devin Boyle, Shiri
current moment, the XR industry itself exploring how to bake accessibility Azenkot, Larry Goldberg, Jessie Taft,
has quite a bit of maturing to do, and support into common hardware and Liz Hyman.
experiences by AbleGamers and similar platforms.
Endnotes
organizations have often found a lack of • We call for the formation of a
1. Jaeger, P.T. Disability, human rights,
interest in people with disabilities Web-driven community directly and social justice: The ongoing struggle
wanting to engage in co-design toward connecting people with disabilities to for online accessibility and equality.
XR accessibility for some areas. We can XR hardware developers in First Monday 20, 9 (2015); https://
develop guidelines for XR hardware documenting and disseminating firstmonday.org/ojs/index.php/fm/
accessibility, which can increase accessibility. article/view/6164
awareness, but these guidelines may not Moreover, we are working with 2. XR Access. XR Access: A community
committed to making virtual, augmented,
address the generative design-thinking hardware manufacturers and nonprofits
and mixed reality (XR) accessible to people
tools that developers need [5]. to organize a hardware loaner program with disabilities. 2020; https://xraccess.
Additionally, we must consider the to invite communities with disabilities org/about/
complexity and communicative nature of to engage in XR hardware evaluation. 3. Elor, A., Teodorescu, M., and Kurniawan,
guidelines. We can establish a set of We shall continue our cross-industry S. Project star catcher: A novel immersive
criteria to evaluate headsets; however, collaboration toward identifying active virtual reality experience for upper limb
such guidelines cannot tell us whether research projects and disseminating our rehabilitation. ACM Trans. on Accessible
Computing 11, 4 (2018), 1–25.
technology is accessible or impactful to findings in a public and accessible
4. Ward, J. Let’s make XR accessible. Joelsef
the individual [5]. To paraphrase, if the format. To this end, XR Access is Explains It All. Jan. 12, 2020; https://
Xbox Adaptive Controller is the most expanding its vision for 2021 and joelsef.com/lets-make-xr-accessible
efficient tool to play a racing video game beyond. We invite involvement from 5. Cairns, P., Power, C., Barlet, M., and
for someone with a disability, why suffer everyone and hope to further diversify Haynes, G. Future design of accessibility in
through the use of an XR platform that is our community toward shaping the games: A design vocabulary. International
Journal of Human-Computer Studies 131
inherently unusable for many disability future of XR accessibility.
(2019), 64–71.
needs? 6. World Wide Web Consortium (W3C).
XR is slowly transforming our REFLECTING ON THE FUTURE
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W3C Workshop on Web Virtual Reality:
workplace, social lives, healthcare, and OF ACCESSIBILITY Workshop Report 2016; https://www.
much more. Research has demonstrated AND XR HARDWARE w3.org/2016/06/vrworkshop/report.html
benefits in many of these areas for Extended reality holds the potential to
communities with and without redefine the virtual workplace, online Aviv Elor (www.avivelor.com/) is a doctoral
student at the UC Santa Cruz Department
disability. As XR becomes mainstream, social interaction, healthcare, and much
of Computational Media and a researcher
those who cannot use these devices may more. However, people with disabilities in ASSIST Labs. He is affiliated with the XR
be left behind or required to use less are not able to access and benefit from Access Initiative (https://xraccess.org/) as
immersive mediums at a disadvantage. these experiences, as XR hardware the deputy leader of the 2019–2020 Hardware
In reflecting on these questions and the accessibility remains largely undefined Devices Accessibility working group.
growth of XR hardware, we are and underdeveloped. In this experience → aelor@ucsc.edu
organizing calls to action within the XR report, we have reflected on a yearlong Joel Ward (joelsef.com) is a technology
Access Initiative and the broader collaboration toward exploring the strategist and augmented reality product
academic and industry communities. future of XR hardware accessibility with manager at Booz Allen Hamilton. He is
affiliated with the XR Access Initiative as the
an interdisciplinary, cross-industry
leader of the 2019–2020 Hardware Devices
CALLS TO ACTION: group of volunteers, both with and working group. Additionally, he was a founding
COMMUNITY INVOLVEMENT without disabilities. By collaborating in member of the Booz Allen Innovation Center in
AND CHALLENGES a series of virtual working sessions and a Washington, DC.
We highlight our calls to action for the symposium workshop, we offered a → Ward_Joel@bah.com