Exploring accessibility in XR: two toolkits to support universal design in gaming and cultural experiences
Extended Reality (XR) technologies including virtual, augmented, and mixed reality are reshaping how people engage with games, exhibitions, and learning. But for blind and partially sighted people, XR can pose significant barriers: interfaces built primarily for visual navigation, content lacking meaningful descriptions or audio description, and designs that overlook multisensory interaction.
To address this, RNIB commissioned Abertay University to research and document the challenges and opportunities for more accessible XR. The result is two comprehensive reports with insights and toolkits, each tailored to a sector: Games and GLAM (Galleries, Libraries, Archives and Museums).
The XR Games Toolkit: from theory to practice
The Games Sector XR Toolkit focuses on making immersive gaming more accessible. Developed in collaboration with designers, developers and players with lived experience, it brings together evidence from published studies, consultations with gaming studios, and hands-on user testing with the Rhizoma VR prototype.
Key insights include:
- The importance of testing early and often with blind and partially sighted players, rather than relying on blindfold simulations.
- Integrating customisable audio, contrast, text size, and control schemes to reduce cognitive load and maximise player agency.
- Designing multimodal cues combining audio, tactile, and visual signals to support navigation and interaction.
- Recognising that natural-sounding voiceover and scalable menus are essential for comfortable onboarding.
These recommendations incorporate feedback from the user evaluation of the Rhizoma VR experience, where participants highlighted the value of adjustable contrast modes, voice guidance, and clear, non-visual feedback.
The GLAM Toolkit: insights for cultural XR experiences
The GLAM Sector XR Toolkit is based on research in five cultural institutions, exploring how blind and partially sighted visitors experience immersive installations. While this report functions more as an evidence-based study than a practical toolkit, it puts forth important considerations for the sector:
- Onboarding processes are often unclear or inconsistent, leaving visitors unsure of what to expect or how to interact.
- Audio narration and spatial sound play a pivotal role in building confidence and maintaining orientation.
- Staff training and support can significantly shape the experience yet this is frequently overlooked in design planning.
- Multisensory parity, ensuring audio, haptic, and environmental feedback are integrated, is essential for meaningful engagement.
Feedback from participants underscored that well-executed audio and consistent guidance can transform accessibility from an afterthought into a core design element.
Towards more accessible XR
While each sector faces distinct challenges, a shared set of principles is clear:
- Accessibility should be embedded from the start, not added at the end.
- Design must be tested with people who have lived experience of sight loss.
- Multimodal interaction and personalisation should be standard features, not optional extras.
Both toolkits highlight the need for collaboration across developers, platform providers, charities, and cultural institutions to move from isolated examples of good practice to a more consistent, inclusive approach.
Where to find the toolkits
The full reports are available to download:
We welcome feedback from practitioners and researchers to inform future iterations.
If you’re working on XR experiences and want to learn more, or would like to share your own insights, please get in touch us on [email protected]
Published by the RNIB Media, Culture and Immersive Technologies Team