While accessibility (a11y) guidelines exist for 3D games and virtual worlds, their applicability to extended reality (XR)'s unique interaction paradigms (e.g., spatial tracking, kinesthetic interactions) remains unexplored. XR practitioners need practical guidance to successfully implement a11y guidelines under real-world constraints. We present the first evaluation of existing 3D a11y guidelines applied to XR development through semi-structured interviews with 25 XR practitioners across diverse organization contexts. We assessed 20 commonly-agreed a11y guidelines from six major resources across visual, motor, cognitive, speech, and hearing domains, comparing practitioners' development practices against guideline applicability to XR. Our investigation reveals that guidelines can be highly effective when designed as transformation catalysts rather than compliance checklists, but fundamental mismatches exist between existing 3D guidelines and XR requirements, creating both implementation barriers and design gaps. This work provides foundational insights towards developing a11y guidelines and support tools that address XR's distinct characteristics.
翻译:尽管三维游戏和虚拟世界已存在无障碍(a11y)指南,但其对扩展现实(XR)独特交互范式(如空间追踪、动觉交互)的适用性仍未得到探索。XR从业者需要在现实约束下成功实施a11y指南的实践指导。我们通过对25位来自不同组织背景的XR从业者进行半结构化访谈,首次评估了现有三维a11y指南在XR开发中的应用效果。我们评估了来自六大资源的20条公认a11y指南,涵盖视觉、运动、认知、言语和听觉领域,将从业者的开发实践与指南对XR的适用性进行对比。研究发现:当指南被设计为转型催化剂而非合规检查表时可能极为有效,但现有三维指南与XR需求之间存在根本性错配,既造成实施障碍又产生设计缺口。本研究为开发针对XR独特特性的a11y指南及支持工具提供了基础性见解。