Making VR & AR Accessible: Dylan Fox's Vision for Inclusive Tech
Episode Overview
The importance of modularity in designing VR and AR experiences for accessibility Involving individuals with disabilities in the design process enhances overall user experience Addressing the accessibility gap and making XR accessible from the outset Challenges and solutions for individuals with vision, hearing, and mobility limitations in XR experiences Exploring the potential of VR and AR to enhance vision or hearing, considering neurodiversity in design
If you design the virtual reality experience for a bird or a snake or something it would be a completely different deal. We have a lot in common; we all have kind of limitations. The more you can make the experiences flexible so that each person has a positive experience in it, the better.
Imagine a world where virtual reality (VR) and augmented reality (AR) are accessible to everyone, regardless of their abilities. In this episode of 'Brain Shaman', Michael Waite chats with Dylan Fox, the Director of Operations at XR Access, a research group at Cornell Tech. Dylan shares his passion for designing immersive experiences that cater to people with vision, hearing, and mobility limitations.
He emphasizes the importance of modularity in design, allowing users to customize their experiences based on their specific needs. Dylan also highlights the value of involving individuals with disabilities in the design process, ensuring that their voices are heard and their experiences are improved. The conversation dives into the evolution of accessibility design, from smartphones to the latest XR technologies, addressing the current gaps and the necessity of making these technologies inclusive from the start.
Dylan's insights offer a glimpse into the future where VR and AR can enhance sensory experiences and cater to neurodiverse users. If you're curious about how emerging tech can become more inclusive, this episode is a must-listen.