Accessibilities and XR: A Semester of Research

Karp Library Fellow, Ayiana Crabtree ’22 joined the Studio X team in February 2021 as our inaugural XR Research Fellow. For her final research project, we asked Ayiana to focus on XR and accessibility. Technology in general creates many barriers for disabled users. As XR technologies are rapidly growing in popularity, they exacerbate these challenges. When creating an XR product, whether that be a VR (virtual reality) headset or an AR (augmented reality) game, etc., people tend to think more about their product’s aesthetic or its usability for the average user. What people fail to remember is that not every user will be “the average user.” The world is a diverse place, with people of all ages, genders, races, and abilities, and when creating XR, it is important to keep in mind this diversity. XR and accessibility is itself a new area that is a moving target.

The goal of this topic of research was to ensure that Studio X would be prepared to accommodate any person that walks into the space to try out technologies. While this is a long-term goal, the research done this semester is a good first step to making Studio X accessibility-friendly.

In order to make Studio X more accessible for the future, Ayiana conducted research to find ways in which accessibility is already being incorporated with immersive technologies. This involved putting together a resource guide, meeting with the director of the Office of Disability Resources on campus, and running a student survey through the Office of Disability Resources mailing list. View her findings and more in the semester of research recap presentation below!