Exclusion Rates among Disabled and Older Users of Virtual and Augmented Reality

Identity & Avatars in XRUniversal & Inclusive DesignElderly Care WorkersDisability Service Providers

Research Background and Problem Statement

  • What problems or challenges did the authors identify?
    The authors investigated the exclusionary effects of virtual reality (VR) and augmented reality (AR) technologies on individuals with disabilities and older users. They found that current consumer-grade VR and AR technologies exhibit high levels of exclusion, particularly for users with diverse needs, leaving many unable to effectively utilize these technologies.

  • Why is this issue important?
    VR and AR have the potential to improve the quality of life for individuals with disabilities and older adults by offering immersive experiences in work, education, healthcare, and entertainment. However, due to the inability of these technologies to meet diverse user needs, these populations have not been able to fully benefit, exacerbating issues of social participation and declining quality of life.

  • Research Motivation and Related Work
    The authors highlighted that many products on the market are designed for young, able-bodied users, neglecting the needs of individuals with disabilities and older adults. This design bias leads to digital exclusion, further limiting social participation for these groups. The authors also noted a lack of comprehensive, user-research-based accessibility guidelines for VR and AR, and that existing studies often focus on single types of disabilities, with insufficient exploration of applications for diverse needs.

Solution

  • What methods or solutions did the authors propose?
    The paper employed two complementary methods to evaluate exclusion:

    1. Exclusion Rate Estimation: Using the Exclusion Calculator tool, the authors statistically assessed the proportion of the UK population unable to use VR and AR.
    2. Empirical Experimental Study: Conducting experiments with 60 users with diverse needs, the authors observed the barriers encountered during VR and AR use and the strategies users employed to overcome these barriers.
  • What is innovative about this solution?

    • For the first time, the Exclusion Calculator tool was used to introduce quantitative assessment into VR and AR technologies, revealing the extent of exclusion.
    • The experiments included users with various types of disabilities, covering both single and coexisting disabilities.
    • The study uniquely combined observations of users' spontaneous adaptations with researcher-assisted interventions, providing insights for future design improvements.
  • What are the implementation steps and key technologies used?

    1. Exclusion Rate Analysis:
      • Define task requirements for VR and AR and map them to users' functional capabilities.
      • Apply UK population data to calculate exclusion rates for different scenarios (e.g., video playback, gaming) using the Exclusion Calculator.
    2. Experimental Study:
      • Recruit participants from diverse groups, including individuals with disabilities, older adults, and able-bodied users.
      • Design and test multiple VR and AR tasks for participants, monitoring task completion and barriers encountered.
      • Observe users' adaptive behaviors and the external assistance they required.

Research Findings

  • What specific results were achieved?

    1. Exclusion Rate Estimation Results: In complex VR and AR scenarios, the exclusion rate for the UK population aged 16 and above reached a maximum of 8.4%.
    2. Experimental Results:
      • The higher the complexity of the experience, the higher the exclusion rate. For instance, in VR scenarios requiring gesture tracking (VR5), the exclusion rate approached 100%.
      • While older adults experienced less severe exclusion compared to individuals with disabilities, they still exhibited higher exclusion rates overall.
      • With assistance and adaptive behaviors, task completion rates significantly improved.
  • What advantages does this solution have compared to existing approaches?

    • It provides the world's first comprehensive accessibility assessment of VR and AR for a broad spectrum of disabilities, including older users.
    • It highlights potential design improvements (e.g., support for multimodal input, customizable interfaces).
  • What were the experimental or evaluation results?

    • Without assistance, complex scenarios (e.g., VR5) were entirely inaccessible to users with disabilities, particularly those with sensory, motor, or cognitive impairments.
    • With assistance, task completion rates improved significantly, demonstrating the potential for integrating adaptive and assistive features into future designs.
  • Limitations and Future Directions

    • Limitations:
      • The study was limited to the demographic characteristics of the UK population, without considering cultural and social factors in other countries.
      • The experiments primarily focused on single-user scenarios, with insufficient exploration of VR/AR social environments and metaverse contexts.
    • Future Directions:
      • Conduct related studies on a global scale, incorporating user samples from diverse cultural and geographical backgrounds.
      • Explore innovative technologies to address the needs of users with multiple and complex disabilities.
      • Develop toolkits to provide content designers with automated exclusion rate calculations and design optimization recommendations.

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https://hci.top/en/papers/chi/189530/2025

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DOI: https://dl.acm.org/doi/10.1145/3706598.3713377
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CHI
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2025
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Identity & Avatars in XR, Universal & Inclusive Design
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Elderly Care Workers, Disability Service Providers
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