Banning dangerous actions in the content is more effective than after-the-fact warnings
Aliases: hierarchy of controls · in-content constraint · guardian warning · safety by design
What it is
Content that demands a whole-body dodge of an incoming ball will still be late when the guardian grid lights up — the ball has already left. Hazard elimination takes motions that hit furniture and bystanders out of the task, and that beats a warning after the motion has started. A warning is a late, habituable second line. If the content never asks for a lunge or a full-arm swing, the first line is never spent.
Why it happens
Safety engineering ranks controls from source to personal protection: eliminate, then isolate, and only then warn and rely on vigilance. Virtual content prefers the last rank — “watch your surroundings,” a flashing grid, a pause after impact. Those signals arrive with the motion already in flight: the swinging shoulder is past the point it can be taken back, the dodge step is already down. Under dual task the person is watching the ball; the grid is another flash in the periphery, and after a few false alarms it is coded as ignorable.
Taking the hazard out of the content is making the success path not go through that lunge: the ball teleports to the hand, the sword becomes a short cut, the beam that required a duck becomes a sidestep or is simply not there. The person can still finish; the body never has to enter the volume where furniture and bystanders live. Guardian can stay. It is no longer the only layer, and the weakest.
Studying it
The same play in two builds: A requires body dodges or full-arm swings and leans on guardian plus text warnings; B deletes those actions from the level or replaces them with small-volume substitutes. Compare events in a room with soft obstacles and a confederate “bystander.” Log warning override on its own.
Independent variables: whether the hazardous action is still in the content, warning form (grid / voice / pause), session length (habituation). Dependent variables: collisions and near-misses, fraction of warnings after which the original motion still completed, task completion.
Completion has to be reported with the rest. If B removes the hazard and the level becomes unplayable, elimination did not happen — the content was gutted.
Where it stops holding
In sport training and rehab, the large motion is the task and cannot be deleted; isolate the site, clear obstacles, add protection. Warnings become a meaningful layer again, but the motion still needs a stoppable point. Seated, desk-scale experiences have almost no hazardous action to delete; this leaf is about standing, room-scale content that asks people to leave the stance. Children treat warnings as game effects, habituate faster, and depend even more on the source not demanding those motions.
Applying it
- Audit every event that requires a lunge, a full-arm swing, a sudden lean-back, or a squat. If it can become a short stroke or a teleport, change it. Do not rest on a disclaimer at launch.
- Keep guardian and voice warnings as a floor for foot-faults. Do not make them part of the level that “teaches people to dodge the coffee table.”
- Default to play that never leaves the stance. Make large motion optional, and scan real obstacles before it turns on.
- How to check: run both builds for several sessions and count hits on soft obstacles. The build that deleted the hazardous action should drop events and still be completable. If events do not drop, the hazard is still in the content — only the warning got brighter.
Related
- Same group: N2.13.1 Large gestures hit furniture and people the wearer cannot see · N2.13.2 With vision occluded, estimates of one's own position drift · N2.13.3 Bystanders cannot predict the wearer's next movement
- Nearby: N4.04 Room Scale and Safety Boundaries · N5.06 Bystanders
- Search terms:
hazard elimination·hierarchy of controls·guardian warning