notesum.ai
Published at November 7An Equitable Experience? How HCI Research Conceptualizes Accessibility of Virtual Reality in the Context of Disability
cs.HC
Released Date: November 7, 2024
Authors: Kathrin Gerling1, Anna-Lena Meiners1, Louisa Schumm1, Jan Rixen1, Marvin Wolf1, Zeynep Yildiz1, Dmitry Alexandrovsky1, Merlin Opp1
Aff.: 1Karlsruhe Institute of Technology, Germany

| Category | Definition | Examples | |
|---|---|---|---|
| RQ1 | C1: Definition of accessibility | Definition of the term accessibility, for example on a general level, aligning with previous work (see section 2.1), or tailored to the context of the specific research. | There were no examples in the data. We would have expected definitions along the lines of those presented in section 2.1. |
| RQ1 | C2: Operationalization of accessibility | Explanation how accessibility can be achieved in the given context, for example, as part of research questions guiding the work, as rationale for design decisions, or as outcome measures in user studies. | ”We maintained the core implementation of these techniques and augmented them with haptic and auditory cues (e.g., collisions represented with sound and vibrations) to support accessible navigation.” [P11, p. 4] |
| RQ2 | C3: Design for experience | Mention of the intended experience when describing design decisions, for example, drawing upon the pillars of VR, i.e., immersion, presence, and body ownership illusion (see section 2.2.2), other relevant constructs given a specific context, e.g., player experience. | ”This ensured that we delivered not only high-fidelity information but also a highly personalized and accurate experience tailored to each individual user’s preferences, for better immersion and engagement.” [P7, p. 6] |
| RQ2 | C4: Evaluation of experience | Assessment of experience (see previous category for examples) in user studies, for example, using quantitative measures such as questionnaires, or as part of qualitative studies, e.g., in interviews. | Reference to enjoyment and invitations to describe experience through interview questions [P9]; “[…] the main goal of Study 1/2 is to evaluate the performance and user experience […]” [P17] |
| RQ2 | C5: User perspectives on experience | Reports of instances relevant to experience that were offered by the research participants, for example, comments on core constructs of VR, also without prompt, or remarks that touch upon their individual experience, e.g., expressing (lack of) enjoyment. | ”P1 remarked that “[VT] is easiest to use, but less immersive than [EE].”” [P7, p. 11]; ”Participants discussed the immersion-enhancing potential of spatial audio in VR, as it offers directional sounds and a sense of placement” [P15, p. 8] |
| RQ2 | C6: Researchers’ reflections on experience | Reflection on VR experience by research teams in the discussion of their work, for example, appraisal of the experiences an artifact offered to users, discussion of relevance of experience in the context of accessibility, or acknowledgment of limitations with respect to experience. | ”These findings demonstrate the importance and complexity of balancing tradeoffs among the original VR experience, accessibility, and developers’ effort […].” [P16, p. 11]; ”We did not measure if the presented method has an effect on the participants’ immersion in the VR environment.” [P19, p. 8] |