About XR Access
We are a community that engages, connects, and influences the field of XR, in order to build and share knowledge, skills, tools, user experiences, and leading practices to make XR inclusive of all, regardless of abilities.
The XR Access 2020+ Strategy is a guidebook for how XR Access will grow, evolve, and sustain itself. It is the work of the XR Access Leadership and Strategy teams, with input and feedback from our community.
To modernize, innovate, and expand XR technologies, products, content and assistive technologies by promoting inclusive design in a diverse community that connects stakeholders, catalyzes shared and sustained action, and provides valuable, informative resources.
Inclusive design and accessibility become an unremarkable part of all XR creation, experience and use through features such as multimodal inputs/outputs, accessibility of content and multiple means of interaction.
Resources on XR accessibility are widespread wherever XR technologies are created, and updated frequently with the latest findings from research.
People with cognitive, physical/mobility, and sensory disabilities are integral to shaping the future by creating, testing, and providing feedback on XR technology products and content experiences.
Facets of intersectionality are emphasized and explored in XR Accessibility, including diverse traits such as abilities, age, race/ethnicity, sexual orientation, nationality, gender identity, and socio-economic status.
Our Focus is efficient and useful for both present and future environments and outcomes. We are evidence-based – pairing creators with users to define needs, co-design and user-test solutions.
Our Approach is to welcome, enable, and empower diverse involvement and inclusive engagement. We are user-centered (on needs of people with cognitive, physical/mobility, and sensory disabilities). We are nimble and adaptable to changing needs of the XR business and technology community.
Our Style is collaborative, catalytic, and connected.
Associate Professor of Information Science, Jacobs Technion-Cornell Institute
Professor Azenkot’s research focuses on enabling people with disabilities to have equal access to information via mobile and wearable devices.
Head of Accessibility, Verizon Media
Larry is Head of Accessibility at Verizon Media where he directs a dedicated team of accessibility professionals and coordinates with thousands of designers and developers to ensure that Verizon Media’s many products, services and media offerings are as accessible as possible for people with disabilities.
Bill Curtis-Davidson is a Strategic Program Manager at the XR Access Initiative. A Senior Consultant for Wheelhouse Group, Bill also serves as the Co-Director of the Partnership on Employment and Accessible Technology (PEAT), where he works to advance the employment and retention of people with disabilities in the workforce through the development and adoption of accessible emerging technologies like AI, XR and Automated Vehicles.
Dylan supports organizations in creating usable and accessible XR experiences. He also conducts research at UC Berkeley into AR as an assistive technology for people with visual impairments.
Regine is a user experience designer, Industry Assistant Professor at NYU, and international public speaker. Regine’s areas of research focus are digital accessibility, inclusive design and immersive experiences. She is faculty with the Integrated Digital Media department and is faculty of NYU’s Ability project, and is the author of ‘Inclusive Design for a Digital World: Designing with Accessibility in Mind’ (Design Thinking) .
Christine is the founder and Managing Director of Open Inclusion, a disability and age inclusive insight, design and innovation organisation based in London. She and her team at Open are regularly involved in emerging technology projects including XR, considering how it can support a broader base of users.
Elizabeth Hyman is President and Chief Executive Officer of the XR Association (XRA), the trade association promoting the dynamic global growth of the XR industry. Hyman brings more than two decades of experience in the worlds of government, policy, and technology.
Samantha Soloway is passionate about inclusion and has always been active in the disability community. At Verizon Media, she is part of the Accessibility Team and works to advance the accessibility of their products, workplace, and society.
Jessie is a Research Coordinator at Cornell Tech, supporting XR Access’s organizational and research needs.
Joel has over 20 years of experience in technology design, development, and management. He currently works for Booz Allen Hamilton as a Technology Specialist and AR Product Manager, where he focuses on immersive technologies like augmented and mixed reality and devices like the Microsoft HoloLens and Oculus Quest.
As a campus of Cornell University, Cornell Tech is a world leader in computer and information sciences. Unlike other academic institutions, Cornell Tech was established with a mission for real world impact. Our students and researchers tackle meaningful challenges with feedback from professors and industry leaders in the broader New York City community. We’re committed to translating research findings into technologies and products that solve real world problems.
PEAT is a multi-faceted initiative to foster collaboration and action around accessible technology in the workplace. Guided by a consortium of policy and technology leaders, PEAT works to help employers, IT companies, and others to understand why it pays to build and buy accessible technology, and how to do so. PEAT is funded by the U.S. Department of Labor’s Office of Disability Employment Policy (ODEP)
The NYU Ability Project is an interdisciplinary research space dedicated to the intersection between disability and technology. It supports research in client-centered, assistive technology and adaptive design for people with disabilities, and fosters collaboration between individuals with disabilities and engineers, designers, educators, artists, occupational and physical therapists and speech language pathologists.
Open Inclusion is an inclusive research and solutions consultancy based in the UK. They help businesses understand and access the market segments they may otherwise be missing, especially those with access needs such as people with permanent, temporary or situational impairments or of advanced age. Learn more at openinclusion.com
The XR Association (XRA) is the trade association promoting the dynamic global growth of the XR industry, which includes virtual reality, augmented reality, mixed-reality, and future immersive technology. XRA is leading the way for the responsible development and adoption of XR by convening stakeholders, developing best practices and research, and advocating on behalf of our members and the greater XR industry.