Accessibility testing in VR - part three

Welcome to the last part (for now) of my accessibility exploration of virtual reality

Wooden plank with long drop below
It’s nice that there’s an option for short (or seated?) people that moves the controls lower, but is that plank wheelchair safe?
[Image source: Richie’s plank experience]



Motion

Test
Rationale
Recommendations
Virtual locomotion
Explore the different locomotion options, are there different ways?

Can the experience be navigated:
      From a stationary position?
      Seated?
      Whilst operating a wheelchair?
      Lying?
      Without controllers?
People have a wide range of accessibility needs and personal preferences.
Providing different interaction methods will engender greater immersion.

Balance
Does the experience require the user to have a good sense of balance or trick them into believing that they need one?
Simulating the loss of balance is potentially physically dangerous.

It may be unrealistic to users that are seated or lying.
Provide an option to skip sections that require physical abilities or a different way of achieving the same goal.
Range of motion
Does the experience require users to push their physical boundaries?

Does the headset need the user to have full range of head or hand/arm movement?
People have different ranges of motion and may not be able to interact with such an environment.
Provide a restricted movement option for people with different physical needs.
Strength / fatigue
Is there a requirement to perform repeated actions or hold specific positions for extended times
Different movements may be difficult for some people.
Even in experiences where this may be desirable (e.g. a fitness game), provide different levels to cope with different levels of ability. Consider the potential for physical therapy.
Recentering
Is there a way to recentre the user’s view without requiring them to turn their head?
Some people may have movement difficulties or may just want to sit down in a non-swivel chair.

Giving the option to re-centre the user’s view using a controller can assist with this.
Provide an option for rotation control through the controller such as:
Blink mode or Snap turning from Cloudhead games
Timing
Does the experience require precision timing or activities to be achieved within a certain timeframe?
Not everyone is equally able. Whilst time dependent challenges can be entertaining they can also be a barrier
If timing is part of the experience allow it to be configurable, provide an alternative option, or skip mechanism.

Don’t rush the user by default - allow them to proceed in their own time and at their own speed.

Allow the experience to be paused or progress saved.

VR setup options
Room scale experiences are cool, but what about those without the space or freedom of movement?
[Image source: Steam VR]


 

Orientation / position

Test
Rationale
Recommendations
Physical position
Consider the different positions that the user might physically be in whilst interaction with the experience.

Can it be operated:
      Lying
      Seated in a non-swivel chair
      Standing but unable to touch floor
      Without jumping or reaching up high
      Without turning around (physically)
      At different heights
      Equally in room and standing setup
A user lying on their back (or seated) may not be able to turn around physically or look over their shoulder. Virtual forward may not be equivalent to physical forward.

If a user is lying on their back which way do the put their arm for up?


Provide options for turning that don’t involve physical movement.

Don’t force users to perform over the shoulder interactions or adopt uncomfortable positions.

Allow the user to configure the experience to them self rather than being forced to adapt to the experience.
Scale
How does the “room scale” experience compare with the “standing only” experience?
Some users do not have the room for room scale or cannot use it for other reasons
Although the experience will be somewhat different, neither experience should disadvantage the user.

Optimising the experience for both will make porting to other platforms easier too.
 
Settings from Rec Room game
Providing lots of configurable options enables users to customise the experience to their needs / preference.
[Image source: Rec Room]


Configurable

Test
Rationale
Recommendations
Feedback
Check to see if the user has control over the levels for:
      Brightness
      Audio
      Haptic feedback
Individuals have different tolerances and preferences.

Allowing control will enable a better user experience and may help reduce cybersickness.
Let user control the levels for audio, brightness and haptic feedback from the application. Devices may not always allow this.

Don’t make large unexpected changes to these levels.
Sensitivity sliders
Does the experience provide options to change:
Providing sensitivity sliders gives users with different ability levels the option to better control the experience.
Provide options to control different aspects of the experience
Controls
      How accurate or steady the controller needs to be.
Allowing adjustments to the control sensitivity may help people with motion difficulties (e.g. muscle control) or visual impairment.
Reduced sensitivity may consist of giving the user a bigger target area for their controller.

Provide an option for assisted control such as proximity locking will assist those with motor impairment and speed up interactions for all.
Effects
For example:
      head bob
      weapon sway
      movement blur
      flashing lights
      sound effects
Special effects affect people differently and can contribute to the occurrence of cybersickness. But others may enjoy the increased immersion.
Make them all optional or scalable.
Speed
Could include:
      player speed
      effects speed
      response time required
      speed of interactive elements
Some people need longer to interact. For some, the speed required for an interaction could be the difference between being able to use an experience or not.
This could be a single slider for the whole experience or individual ones for different aspects.
Closed captions
      everything
      all instructions and dialogue
      only important instructions and relevant dialogue
For those that need to or choose to use closed captions it would be useful to provide options as to the level of detail provided.

Captions may be used by those with hearing impairment, cognitive difficulties or those learning a new language
Some may want everything including dialogue and audio description to give mood. Others may only want the important dialogue.

Generating closed captions also makes it easier to provide support in other languages, or let the community do it for you.

Difficultly
Having different levels of difficulty will not only help those learning to use the the experience, but may also assist those that would not otherwise be able to use it.
Allow the whole experience to be adjusted in terms of difficulty not just the early levels.

Give the option to bypass difficult stages of the experience so that users can still experience the later stages even if they can’t complete all of them.
Head up display (HUD)
Is a HUD being used in the experience? If so, is it configurable?
The HUD is fixed in position so the user does not have the option to move closer to be able to read it more clearly
Allow the user to configure the HUD to suit their needs or style.
Include the ability to change both the size and placement of HUD elements.

Consider alternatives to using a HUD - could menus be attached to the controllers or somewhere else?
Text and User interface (UI)
Is the UI fixed, can the user “lean in” for a closer look.

Consider taking a screenshot and testing the contrast.
For those with visual impairments in particular, perception may be difficult if the UI is fixed
Don’t fix the UI to the “player camera”, allow them to move closer.

Ensure that the contrast between UI and background is good or if dynamically changing at least configurable.

Use an easily readable (websafe) font.
Controllers
Are both controllers required
Other than obviously excluding people with only one functioning hand, having to use two controllers can also be a heavy cognitive load.
Try to keep controls as simple as possible, If they can be reduced to one controller, provide that as an option.
Can the default controller be reconfigured or a third party controller be used?
Many of those with accessibility needs will have a preferred or default controller that they like to use. Some may not be able to use the default controller or at least not in the way that is envisaged.
Allowing for third party controllers or remapping allows the user more options and makes integrating with new hardware easier.
Can virtual tools be used to assist the user?
Some users may require keyboard integration or want to utilise technology such as LeapMotion.
Provide a mechanism to easily integrate with third party software as well as hardware.
Alternative input
Are there any alternatives to using a controller (e.g. speech, eye tracking)
This can benefit those with physical disabilities, but can also be a better form of interaction for all users in certain contexts
Consider providing options for non-physical input such as verbal commands and enabling text to speech (e.g. for in game chat)

Tilt brush experience
Menus do need to be attached to a head-up-display, this one is attached to the controller.
[Image source: Tilt brush]

             

Usability

Test
Rationale
Recommendations
Basic usability
Is the design of the experience and UIs consistent throughout?

Is it intuitive to use, without requiring the reading of extensive instructions?

Is it difficult to make mistakes and easy to correct them?
Good usability is fundamental to a good user experience and increasing immersion. This applies to all users.
Many lessons learnt from web design can equally be applied to VR.
Practice space


Is there a training environment or place to practice with the controls?
Immersive technology is new to most people, it’s good to let them acclimatise at their own rate,
Provide the user with a space to practice navigation especially if there are new techniques to learn.
Simplicity


Does the experience require complex manipulation of the controls, “button mashing” or multiple buttons to be pressed simultaneously?
Not everyone has two limbs or ten digits. Some people struggle with repeated actions or complex patterns.

Whilst this may be enjoyable for some, it’s not for everyone.
Provide simple controls for those that wish to use them.

Allow control reconfiguration

Consider allowing macros to be created for complex or repeated actions
Accuracy


Does the experience require fine motor control?
Unless it’s part of the experience, make the interactions easy to perform for all users.
With the exception of games like target shooting, interactable elements should be large enough and well-spaced to allow easy interaction with low chance for error.

Please let me know if you have any comments or suggestions for items that I haven’t covered


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