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Understanding Visual Impairment in VR Accessibility from Practitioners' Perspectives

  • Writer: Nilotpal Biswas
    Nilotpal Biswas
  • Jul 24
  • 3 min read
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As we have discussed in earlier blogs, despite its widespread use, VR remains largely inaccessible to significant user groups, particularly individuals with visual impairments. Today we will discuss a paper by Yi Wang and colleagues [1], which sheds light on the current practices, challenges, and practitioner attitudes towards accessibility in VR development, with a particular focus on the barriers faced by visually impaired users.

Accessibility in VR is crucial because it determines how effectively users, especially those with disabilities, interact with digital environments. Unlike traditional software applications, VR introduces unique interaction methods, including head-mounted displays, motion controllers, and spatial navigation, making it significantly more challenging to ensure accessibility.

One critical finding from Wang’s study was the general lack of awareness among VR professionals regarding accessibility considerations, particularly visual impairment. The study, which involved interviews with 21 VR practitioners and surveys from 202 industry professionals, revealed a significant knowledge gap. Practitioners familiar with traditional software accessibility standards were more attuned to the necessity of accessibility measures, suggesting that experience in traditional software development can enhance awareness and implementation of accessibility features in VR projects.

Interestingly, VR practitioners often overlooked visual accessibility, despite its critical importance. While some professionals did acknowledge visual impairments such as color blindness and low vision, there was generally a limited practical effort toward integrating comprehensive accessibility measures during the software development lifecycle. Reasons cited include the complexity of technical solutions, insufficient specialized knowledge, and additional costs related to resources and testing.

Moreover, Wang’s findings illustrate that the design phase poses significant challenges. Practitioners expressed difficulties in deciding appropriate visual accessibility measures, often due to inadequate universal design principles tailored specifically to VR. For example, visual features in VR environments like menus, buttons, and icons often rely heavily on visual perception, presenting substantial hurdles for users with visual disabilities. Existing accessibility frameworks or standards, such as the XR Accessibility User Requirements (XAUR), have not yet been widely adopted by VR practitioners, further exacerbating the accessibility gap.

The issue of hardware also emerged as a notable challenge. VR headsets, often heavy and cumbersome, frequently lack essential accessibility adjustments such as effective color correction or magnification features tailored to visually impaired users. Additionally, technical limitations related to hardware compatibility with accessibility features hinder the widespread adoption of more inclusive designs.

Testing and evaluation practices in VR also present significant barriers. Practitioners reported challenges in recruiting visually impaired users for testing due to ethical considerations and practical difficulties. Consequently, VR products often reach the market without adequate feedback from one of their most critical user segments, reducing their overall inclusivity and usability.

Financial considerations were another substantial barrier identified in the study. Many VR practitioners indicated that addressing accessibility issues often required significant investment, something typically only feasible for larger companies. Smaller organizations, constrained by budgets and resources, commonly deprioritize accessibility measures. This economic barrier disproportionately impacts visually impaired users, limiting their access to innovative VR experiences.

Wang’s research emphasizes the need for improved educational initiatives, clearer accessibility standards, and enhanced industry practices to bridge this gap. VR practitioners would significantly benefit from targeted education and training focused explicitly on accessibility. Integrating accessibility guidelines such as XAUR into mainstream VR design practices is vital, offering a structured pathway for practitioners to follow.

Furthermore, interdisciplinary collaboration involving VR developers, designers, accessibility experts, and visually impaired users themselves is crucial. These collaborative efforts would help develop more intuitive, inclusive, and practical accessibility solutions, improving overall user experiences in VR.

For designers and developers working on accessible VR shopping experiences, the study underscores the importance of embedding accessibility from the very beginning of the development process. Visual impairment requires careful consideration of alternative navigation methods, audio cues, and tactile feedback to support product discovery and interaction. Implementing voice-based search, screen-reader-friendly interfaces, and customizable visual elements can make shopping more inclusive. Beyond technical solutions, regular testing with visually impaired users is vital to uncover usability challenges that might not be apparent to sighted developers. By prioritizing accessibility, VR shopping platforms can expand their reach while ensuring that every user, regardless of visual ability, enjoys a seamless and empowering experience.


Reference

[1] Wang, Y., Liu, X., Arora, C., Grundy, J. and Hoang, T., 2025, April. Understanding VR Accessibility Practices of VR Professionals. In Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems (pp. 1-17).

 
 
 

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