SXSW EDU 2024

Designing & Developing an Accessible STEM-based VR Game

Description:

The leads of an education design team and a VR development team will discuss how they worked together on a National Science Foundation project (#2005447) to create a virtual reality (VR) game that’s a) accessible to a broad audience, including neurodivergent players and others with sensory, attention, or social challenges, b) fun to experience and play, and c) educationally worthwhile, building players’ awareness of and interest in STEM. They’ll share examples of how their different perspectives and expertises combined to shape the game, as well as lessons learned about accessible VR design.


Related Media

Other Resources / Information

https://youtu.be/SV85ZqbpCOo (Prelimiary Teaser Video for Europa Prime)
https://youtu.be/cs4jC__pcl4 (Video of an In-development Research Build of Scenes from Europa Prime)


Takeaways

  1. VR, as a highly designed experience, offers unique affordances for accessibility, especially around visual sensory input and guided attention.
  2. When a VR learning game needs a based-in-science, cephalopod-like alien lifeform, biologists, educators, and VR developers can make this happen.
  3. Design documents need enough, but not too much. The right amount of the right information, with clarity on requirements, is the elusive objective.

Speakers


Organizer

Jamie Larsen, Leader 2, TERC


Meta Information:

  • Tags: neurodiversity, XR
  • Event: EDU
  • Format: Conversation
  • Track: Accessibility & Inclusion
  • Session Focus Area Continuing Education
  • Level: Field Experience


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