A person wearing a headset, representing accessible AR and VR.

One interaction style does not fit everyone.

Design for everyone

AR and VR experiences can be powerful, but designed carelessly they exclude people, assuming everyone can stand, move freely, see and hear well, and tolerate intense motion. Accessible design makes these experiences usable by a far wider range of people, which is both fair and expands your audience. The core principle is that one interaction style does not fit everyone, so offering options and testing with diverse users is essential. Building accessibility in from the start creates experiences that welcome rather than exclude.

Captions and audio alternatives

Not everyone can hear, so captions for spoken content and important sounds are essential, letting people who are deaf or hard of hearing follow the experience. Equally, not everyone can see well, so audio alternatives, conveying visual information through sound, help people with low vision. Providing both captions for audio and audio descriptions or cues for visuals ensures that people who rely on one sense are not shut out because the experience assumes another, a basic but vital accessibility step.

Comfort breaks and locomotion options

VR can cause discomfort or motion sickness, so build in comfort: offer comfort breaks and design to minimize nausea-inducing motion. Crucially, provide locomotion options, different ways to move through a virtual space, since the default movement style may cause discomfort for some; letting users choose how they move accommodates different sensitivities. Respecting that people's tolerance for VR motion varies widely, and giving them control over movement and pacing, prevents experiences that literally make some users ill.

Seated use and visual accessibility

Not everyone can stand or move around, so supporting seated use, designing experiences playable while seated, makes them accessible to people with limited mobility. Visual accessibility matters too: good color contrast helps people with low vision or color differences perceive content, and avoiding reliance on color alone for important information is important. Supporting seated play and designing for visual clarity ensures the experience does not assume a standing, fully mobile, perfectly sighted user, which many people are not.

Adjustable interfaces and testing with diverse users

Provide adjustable interfaces, letting users tailor text size, controls, and settings to their needs, since flexibility accommodates differences a fixed design cannot. Above all, test with diverse users: rather than assuming one interaction style works for everyone, involve people with a range of abilities and get their feedback, which reveals barriers designers miss. Combining adjustable options with real testing by diverse users is the most reliable way to create AR and VR experiences that genuinely work for the widest range of people.

The bottom line

Designing accessible AR and VR means providing captions and audio alternatives, comfort breaks and locomotion options, seated use, good color contrast, and adjustable interfaces, so the experience does not assume one kind of user. Most importantly, test with diverse users rather than assuming one interaction style fits everyone. This approach makes AR and VR welcoming to far more people, which is both fair and better design.

See also: Spatial computing at work: useful applications beyond gaming, Useful accessibility settings every smartphone owner should know.

Sources

Published date reflects the original event date (2026-10-23). This article is original Skillo editorial written from the sources above; facts were verified in September 2026.

Skillo Staff

Skillo Staff

All stories by: Skillo Staff

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