Inclusive technologies and techniques are transforming the landscape of digital interactions across augmented reality, virtual reality, interactive artificial intelligence and gaming to consider the full range of human diversity. Their increasing affordability has enabled these technologies to be at the forefront of potential means of accessibility, assistive therapy, education, entertainment, and training that provide opportunities for participation, development, and independence.
However, AR, VR, AI, and games are still largely designed for the hypothetical average population, while those who diverge are disproportionately underrepresented. This leads to unresponsive designs that do not work for diverse users. The main barriers that these technologies present include 1) visually dominant designs that exclude individuals with temporary and permanent sensory impairments 2) a lack of responsiveness and customization for individuals with a range of cognitive styles and preferences 3) limited or segregated designs for individuals with varying physical abilities. By including individuals with lived experience and who represent the most extreme use cases, the design of these technologies can anticipate barriers and make broad beneficial impact.
This report is a guide for designers, developers, project managers, and anyone interested in creating inclusive technology and state-of-the-art innovations that improve the design of AR, VR, AI, and gaming for users with a broad range of experiences and abilities. It presents approaches, techniques, and precedents for the design of inclusive technologies drawn from industry and academic research. The examples in this guide were selected to encompass a range of inclusive approaches and technologies that address the most significant barriers to access. Through a sensory design approach, we can better understand the many ways people interact with technology and create dynamic, multi-layered experiences that can be accessed by many in a range of contexts.