VR Accessibility PROJECT [NDA]

Since joining Oculus in 2020, I’ve been spearheading a project to better understand and communicate VR comfort and accessibility needs to users. The project is two-fold:

  1. Communicate to users what kind of movement, interaction, and dis/comfort factors they can expect from an app before downloading it.

  2. Understand what factors are the biggest determinants for VR discomfort — especially relating to visually-induced motion sickness (VIMS), which is the biggest adoption blocker for the VR industry.

Since discomfort is the #1 reason for app returns, and because motion sickness can be correlated with one’s gender or sex, this has become an increasingly urgent undertaking from both a business and an inclusivity / equity perspective.

This project has been in the making since Summer 2020, and has required deep XFN collaboration and leadership between teams spanning research science, data science, user research, design, legal, and more — as well as with external partners, like AbleGamers.

I’ll update this page in the future as more this project is made public!