Extended reality (XR), from virtual reality games to augmented reality workspaces, has genuine transformative potential. But making that potential accessible to everyone requires a fundamental shift in how we approach XR design and development: from 'disability' to 'disablement'.
'Disablement' holds that it's not health conditions or physical impairments that disable people, it's the barriers in society and the environment. A wheelchair user isn't disabled by their wheelchair; they're disabled by buildings without ramps or lifts. Someone who is visually impaired isn't limited by their sight, they're limited by a world that fails to provide adequate alternatives to visual information.
XR gives us the chance to build entire worlds unconstrained by concrete, bricks, or the laws of physics. That's a genuine opportunity to design out the societal and environmental barriers that cause disablement. We can create XR experiences that everyone can access, whatever their abilities.
The most effective place to start is with user interfaces, make them adjustable to each person's needs, and integrate XR with assistive technologies like screen readers or speech recognition software. Beyond that, there are several concrete areas to address:
Shifting from 'disability' to 'disablement' means focusing less on 'fixing' individuals and more on fixing the environment, in this case, making XR products as inclusive and accessible as possible. The true magic of XR isn't just in creating new realities, it's in making those realities inclusive for everyone.