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¶
knowledge/spatial/spatial-design-fundamentals.md— fundamentalsknowledge/spatial/vr-patterns.md— VRknowledge/spatial/ar-patterns.md— ARknowledge/spatial/spatial-ui-elements.md— UI elementsknowledge/a11y/contrast.md— color contrastknowledge/a11y/keyboard-and-focus.md— alt inputknowledge/game-ui/game-accessibility.md— game a11y broader