September 24, 2024

Join us for a community discussion hosted by XR Access and the XR Association in which you, our esteemed community, can take on some of the biggest challenges in XR accessibility.  This time: Neurodiversity. What are the potential sensory, task, and interaction challenges neurodivergent VR users face? What design strategies can VR applications employ to be more accessible to neurodivergent users?

With featured speakers Olga Ivanova, Kate Kalcevich, and Jazmin Collins join us in paving the path forward for neurodiversity accessibility in VR!

If you require accessibility accommodations such as American Sign Language interpretation, please email info@xraccess.org no fewer than 72 hours before the event.

Event Details

Date: September 24, 2024

Time: 10am – 11:30pm PT / 1pm-2:30pm ET

Location: Zoom

Whiteboard with sticky notes from neurodiversity discussion

Whiteboard Text

Best Practices for Designers/Developers

  • Codesign with neurodiverse users
    • Pick specific groups
    • Pick goals, e.g. time, user flows
    • Record tasks
    • Iterate and test
  • “Functional” accessories for avatars, e.g. noise-cancelling headphones
  • Modular tutorial
    • Contextual help
    • Hints
  • Customization, both preset and flexible
  • Adjustable sensory inputs
  • Chapters – easy stop and resume
  • Memory aid (transcripts, notes, etc.)
  • Remind people they’re in control: close eyes if overwhelmed, raise hand for help, etc.
  • Gamification
    • Training, therapy
    • Helpful for “overfocused” ADHD

Standards

  • Examine overlaps/problem areas
    • Communication
    • Sensory sensitivities
    • Memory

Applications

  • Employment training
  • Empathy training
  • Haptics to catch fidgeting, help people mask if desired

Questions

  • What strategies do you have to solicit input from neurodiverse users?
    • Scenario based questions grounded in their real experiences can help pull insights better than hypotheticals
    • Consider individual sessions vs groups – some people will do better in one or the other
  • From a clinical perspective, is there a way for clinicians to create VR or XR simulations for their clients using a no-code approach? Neurodiversity covers a broad spectrum, so are there any no-code solutions available?
  • Can gamification be used to accommodate needs?
  • How do you help people access accessibility accommodations if they don’t identify?
    • “Setup wizard”
    • Accessibility allies can be useful to help people explore things they wouldn’t otherwise consider
    • Remind people of what control they have in VR environments
    • Bobo VR – accessories for  e.g. equipping a headset without directly touching skin
  • What should the standards be around neurodiversity and accessibility?
    • Accessibility can benefit multiple types of disabilities
    • Look at where problems overlap for many different groups
  • How to encourage experimentation & use of XR for neurodivergent users?
    • Consider it an official accommodation – can be cost prohibitive to buy it for yourself
    • Create a test lab with devices that can be loaned out – some libraries may do this

About the Speakers

Olga Ivanova
Olga IvanovaFounder & CEO, VR Oxygen
Olga Ivanova is the founder of VR Oxygen, a VR-native User Research Platform. For almost a decade Olga has been working on VR user research solutions. She has built a VR Heuristic evaluation tool and shared knowledge about VR user testing gained from her hands-on experience with building VR products.
Kate Kalcevich
Kate KalcevichHead of Accessibility Innovation, Fable
Kate Kalcevich started as a digital accessibility practitioner in 2001. Since then she’s led design teams, managed products, and built accessibility programs. Kate is currently the Head of Accessibility Innovation at Fable, a leading accessibility company enabling the development of inclusive digital products. In her role at Fable, she focuses on helping large organizations practice innovative approaches to accessibility. Kate is on the Canadian technical standards committee for accessible and equitable AI. She has lived experience with disability as a life-long hearing aid wearer.
Jazmin Collins
Jazmin CollinsPhD Student, Cornell
Jazmin Collins is an Information Science PhD student at Cornell University, specializing in XR and video game accessibility for people with disabilities. Her research focuses on developing accessible communication tools in social VR for blind and low vision people and understanding the accessibility needs of neurodivergent individuals in VR and video games.