How Well Can 3D Accessibility Guidelines Support XR Development? An Interview Study with XR Practitioners in Industry
Daniel Killough, Tiger F. Ji, Kexin Zhang, Yaxin Hu, Yu Huang, Ruofei Du, Yuhang Zhao

TL;DR
This study evaluates how existing 3D accessibility guidelines apply to XR development through interviews with practitioners, revealing gaps and suggesting guidelines should act as transformation catalysts rather than strict checklists.
Contribution
First evaluation of 3D accessibility guidelines in XR context, highlighting mismatches and proposing a new perspective for guideline design and implementation.
Findings
Guidelines are effective as transformation catalysts, not just checklists.
Significant mismatches exist between guidelines and XR requirements.
Identifies design gaps and implementation barriers in XR accessibility.
Abstract
While accessibility (a11y) guidelines exist for 3D games and virtual worlds, their applicability to extended reality (XR)'s unique interaction paradigms (e.g., spatial tracking, kinesthetic interactions) remains unexplored. XR practitioners need practical guidance to successfully implement a11y guidelines under real-world constraints. We present the first evaluation of existing 3D a11y guidelines applied to XR development through semi-structured interviews with 25 XR practitioners across diverse organization contexts. We assessed 20 commonly-agreed a11y guidelines from six major resources across visual, motor, cognitive, speech, and hearing domains, comparing practitioners' development practices against guideline applicability to XR. Our investigation reveals that guidelines can be highly effective when designed as transformation catalysts rather than compliance checklists, but…
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Taxonomy
TopicsTactile and Sensory Interactions · Interactive and Immersive Displays · Virtual Reality Applications and Impacts
