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Accessibility in AR and VR: Designing Experiences More People Can Actually Use

Immersive Does Not Mean Inclusive

AR and VR experiences often assume users who can stand, see colour, hear clearly and tolerate motion. That excludes a lot of people, including many of the customers and staff organisations want to reach. Accessibility needs designing in from the start.

Areas to Consider

Across our VR and AR projects, these are the common starting points.

  • Seated options — experiences that work without standing or walking
  • Captions and audio description — for hearing and vision needs
  • Contrast and colour — not relying on colour alone to convey meaning
  • Comfort settings — reduced motion and short sessions for those prone to nausea
  • Alternative inputs — not requiring fine hand control

Designing for everyone? We offer free consultations on accessible immersive design... Let's discuss your audience →

Offer a Non-Immersive Route

Some users cannot or would rather not use a headset. A screen-based version of the key content ensures nobody is left out, and it also gives organisations a fallback when equipment fails.

Testing with disabled users early is far more valuable than checking a list at the end.

Build It In, Do Not Bolt It On

Accessibility costs far less when planned from the outset than retrofitted. We raise it at the scoping stage with clients and through our agency partnerships, and WebAR experiences can often follow familiar web accessibility practice.

Immersive and Experiental activations from Dagger Interactive
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