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title: Comfort and accessibility in spatial / VR / AR applies_to: [spatial, vr, ar, accessibility, comfort] version: 1.0.0 last_updated: 2026-05 stability: stable


Comfort and accessibility in spatial

VR / AR has unique comfort and accessibility concerns. Some users get sick within minutes; some can't physically use spatial tech. Plan for it.

Read spatial-design-fundamentals.md first.

Motion sickness — the #1 comfort issue

VR motion sickness is real. It's caused by sensory mismatch: your eyes see motion that your inner ear doesn't feel.

Triggers (worst to less bad)

Trigger Severity
Smooth locomotion + smooth turn Most severe
Forced camera motion (cinematic without user input) Severe
Acceleration / deceleration Moderate
Constant velocity Mild
Vertical motion (elevators, falling) Severe
Roll / pitch rotation without user-initiated Severe
Frame drops below 90 fps Severe
Mismatched real-vs-virtual height / scale Mild

Mitigations

Mitigation Helps
Teleport locomotion Most users; default for accessible VR
Snap turn (vs smooth turn) Most users
Comfort vignette during motion Tunneled vision reduces peripheral motion
Stable horizon (cockpit, pod) Anchors the world; reduces sickness
Constant velocity, no accel Less sickness than accelerate/decelerate
Movement initiated by user only No surprise camera moves
Reduce motion option Total skip of physical motion
Frame rate above 90 fps Non-negotiable
Match user's eye height If user is 5'4", don't render them as 6'2"
IPD calibration Wrong inter-pupillary distance causes strain

Ramp-up

For new VR users: - Start in stationary scene (lobby, beach). - Introduce teleport locomotion. - Add smooth turn only after first session. - Slowly introduce smooth locomotion.

Comfort settings menu

Make these prominent:

Comfort Settings
─────────────────
Locomotion         [Teleport] [Smooth] [Hybrid]
Turning            [Snap] [Smooth]
Snap turn angle    [30°] [45°] [60°] [90°]
Comfort vignette   [Off] [Low] [High]
Smooth turn speed  [Slow] [Medium] [Fast]
Camera motion      [Allow] [Limited] [None]
Reduce flashing    [On / Off]
Reduce particles   [On / Off]

Vision accessibility

Low vision

  • Larger text option (1.5×, 2×).
  • High contrast mode.
  • Bold weight default.
  • UI scale independent of game scale.

Color blindness

  • Color-blind modes (protanopia, deuteranopia, tritanopia).
  • Don't rely on color alone — shape, pattern, text redundancy.

Total blindness

  • Spatial audio dominant — sound design must convey position, threats, navigation.
  • Audio cues for UI elements (button hover, panel opens).
  • Voice navigation (Vision Pro VoiceOver).
  • Haptic feedback for state changes.

Vision Pro VoiceOver navigates spatial UI with voice + gestures.

Hearing accessibility

  • Subtitles for all dialogue + audio cues.
  • Visual sound indicators ("[footsteps approaching from left]") critical in VR — spatial audio can't be heard.
  • Adjustable per-channel volume.
  • Vibrating notification if controllers vibrate (haptic feedback).

For hearing-impaired VR: spatial audio replaced by visual indicators; bigger UX shift than 2D apps.

Motor accessibility

One-handed users

VR commonly assumes two controllers + two hands: - One-handed mode — all interactions doable with one controller. - Toggle vs hold for sustained inputs. - Auto-aim in shooters.

Limited mobility

  • Seated mode — no requirement to stand or duck.
  • Reduced reach — UI within arm-reach distance.
  • Smaller play area option (vs requiring full room scale).

Tremor / Parkinson's

  • Click-confirmation vs precise targeting.
  • Slow-tap option — hold to register.
  • Forgiveness window for accidental presses.

Voice control alternative

For users who can't use hands or controllers: - Voice-only navigation. - Eye tracking + voice confirm (if available).

Cognitive accessibility

  • Clear instructions in spatial onboarding.
  • Skip / replay tutorials.
  • Pause anytime — VR is intense; break ability mandatory.
  • Save state often — don't require long sessions.
  • Reduce information density — spatial overstimulation real.
  • Predictable interactions — same gesture means same thing across the app.

Photosensitive epilepsy

  • No flashing > 3Hz without warning.
  • Disable particle storms option.
  • Reduce post-processing effects option.
  • Warning at start for any flashing content.

Eye strain

Long VR sessions cause: - Vergence-accommodation conflict strain. - Dryness (less blinking). - Eye fatigue.

Mitigations: - Break reminder every 30 min. - Distant content (less convergence stress). - Background dim option. - Reduce brightness option.

Physical safety

VR users can hit walls / furniture / pets:

  • Guardian / chaperone boundary required (Quest, PSVR2).
  • Passthrough when approaching boundary (Quest 3, Vision Pro).
  • Visual outline of real obstacles.
  • Clear setup instructions — clear play area before starting.
  • Stop and rest prompts after 60 min.

For seated VR: less critical but still — chair stability, headphone cord management.

Wheelchair / mobility-device users

  • Sitting-height calibration (not just standing).
  • Reachable UI from wheelchair height.
  • Locomotion via teleport / vehicle (not requiring physical walking).

Vision Pro / Quest support seated mode well.

Korean accessibility

Korean spatial product market is small but growing: - NEXON / NCSoft developing accessible game UX. - Samsung Galaxy XR (upcoming) — Galaxy accessibility ecosystem.

For Korean spatial products: - 자막 standard. - 한국어 voice control / VoiceOver. - 신체 장애인 (disabled person) considerations.

Korean Disability Discrimination Act (장애인차별금지법) may apply to digital products including spatial.

Hygiene and shared headsets

For shared / public VR: - Disposable face covers (museums, location-based VR). - IPD adjustment — different face sizes need different settings. - Easy decontamination — non-porous surfaces.

For consumer headsets: less concern but still — share carefully.

Session length guidance

Use case Recommended session length
Game / immersive 30-60 min, then break
Productivity 45-90 min, then break
Cinema Movie length OK with break
Training / education 20-30 min sessions
First-time user 5-10 min, build up

Some users tolerate longer; some less. Provide break reminder options; don't lock out.

Comfort = inclusion

Comfort options aren't optional features. They're inclusion: - Without teleport, many users can't play. - Without subtitles, deaf users excluded. - Without seated mode, wheelchair users excluded. - Without color-blind, ~6% of men excluded.

Plan from start; don't bolt on at end.

Don't

  • Don't ship without comfort options.
  • Don't default to smooth locomotion + smooth turn for new users.
  • Don't head-lock content.
  • Don't drop frames.
  • Don't ignore guardian / chaperone — physical injury risk.
  • Don't lock users out of pause.
  • Don't require standing.
  • Don't ignore hearing-impaired users in audio-heavy VR.
  • Don't render text below 1° visual angle.

Cross-reference