Research - VR Barriers - Barriers

Barriers Browser

View and explore barriers in VR grouped by impairment.


Introduction

This page is the canonical reference for the VR Barriers analysis. This analysis represents ~1700 observations from over 100 research participants. The raw barriers data can also be downloaded, however this document is more useful.


1 Motor Barriers

These barriers relate to movement and motion.

1.1 Holding

This barrier occurs when an experience requires the user to grasp a controller and then hold it:

1.1.1 - For an extended period

1.1.2 - In a consistent location

1.1.3 - In a consistent orientation

1.2 Orientation

This barrier occurs when an experience requires the user to:

1.2.1 - Orientate a motion controller accurately and precisely

1.2.1 - Point the controller at a target

1.3 Press & Hold

This barrier occurs when an experience requires the user to:

1.3.1 - hold a button down for an extended period.

1.3.1 - Combined holding and moving

1.4 Multiple input

This barrier occurs when an experience requires:

1.4.1 - Concurrent use of multiple inputs on one or more controllers

1.4.2 - Concurrent use of multiple controllers

1.4.2 - Coordinated use of multiple controllers

1.5 Reach & Balance

This barrier occurs when an experience requires the user to:

1.5.1 - Reach objects around them

1.5.2 - Reach the floor

1.5.3 - Maintain balance


2 Cognitive Barriers

2.1 Comprehension

This barrier occurs when an experience requires the user to understand unexplained aspects of the environment in order too:

2.1.1 - Determine what is possible. 2.1.2 - Determine what is interactive. 2.1.3 - Determine the next action

2.2 Expectation

This barrier occurs when an experience breaks a users expectation such as:

2.2.1 - Expected sounds, shadows. 2.2.2 - Expected bodily representation like hands / legs etc. 2.2.3 - Unexpected placing the user into a simulated unsafe situation.

2.3 Way Finding

This barrier occurs when an experience requires the user to route across an environment to reach a specific point

2.3.1 - Navigating from one place to another 2.3.2 - Positioning in a specific location

2.4 Timing

This barrier occurs when an experience introduces a time limit relating to:

2.4.1 - Interactive elements 2.4.2 - Narrative events 2.4.3 - Gameplay decisions

2.5 Focus & Memory

This barrier occurs when an experience requires the user to remember information and direct their attention.

2.5.1 - Remembering controls, next steps, & location of items. 2.5.2 - Maintaining & targeting focus. 2.5.3 - Recovering from distraction.

2.6 Sensory

This barrier occurs when a mismatch occurs between the users sensory needs and aspects of the experience such as:

2.6.1 - Physical elements, such as headsets & controllers 2.6.2 - Content elements, such as sound, brightness, texture and movement


3 Low vision Barriers


4 Hearing Barriers


5 Research Barriers


Glossary

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