Designing audience-centric VR
How can we make virtual reality experiences as safe, inclusive and comfortable as possible for the widest range of audiences?
The big issues
Through our collective practice-led research, Designing Audience-centric VR will focus on shaping responsible and thought-provoking digital futures and digital innovation. In this project we will address the following key immersive industry challenges:
- Social Isolation in Virtual Reality (VR): VR experiences are usually solitary, potentially alienating participants from their community, while the model of online social VR still struggles to safeguard the participants’ interactions.
- Poor Onboarding Practices: Popular commercial and cultural immersive experiences often struggle to successfully onboard participants, leading to unpleasant and potentially harmful experiences.
- Diversity Gap in Immersive Arts: StoryFutures' 2021 report highlights a lack of diversity (73% VR users are young white men), mirrored by the government's 2022-23 Participation Survey showing an 11% arts engagement gap between white and BAME audiences. This gap can lead to irrelevant, misinformed, or uncomfortable experiences for diverse audiences.
- Data Privacy and User Awareness: A 2022 study found user concerns about biometric data sharing (50% worried, 20% feared misuse, 60% unaware of third-party sharing).
Our response
Through research, iterative design and development and targeted user feedback, ‘Designing Audience-centric VR’ will explore inclusive approaches to audience experience design for Virtual and Extended Reality (VR and XR).
- Social Isolation in VR:
We will develop multi-person XR prototypes that test different ways for audience-participants to collaborate with VR-participants and influence the VR content using a combination of realtime projection, reactive content, hand tracking and biometric sensors.
We aim to create a sense of collaboration, shared experience and agency between VR-participants and audience-participants, and to explore their group dynamics.
- Poor Onboarding Practices & Diversity Gap in Immersive Arts:
We aim to better understand the amount of information necessary for different audiences in order to create a safe and engaging onboarding experience without revealing too much of the experience. We will focus on how the onboarding becomes part of the performance-experience itself, exploring different methods including, how to contextually integrate safeguarding practices and interactivity tutorials into the experience.
We will invite a diverse range of participants to test our prototypes and onboarding practices, targeting participants who are not normally represented or may face barriers to inclusion in immersive work. - Data Privacy and User Awareness:
We will facilitate transparent, honest and thought-provoking discussions around data sharing and manipulation.
Project Team
- Harry Robert Wilson (PI, Lecturer in Digital Theatre, UoB)
- Eirini Lampiri (Co-I, Creative Director and Researcher)
- Julia Ronneberger (Creative Technologist)