Abstract
The use of extended reality (XR) game technologies is on the rise, creating increasingly immersive experiences. However, limited consideration of inclusive design in GLAM (galleries, libraries, archives, and museums) environments often renders these experiences and exhibitions inaccessible for blind and partially sighted people (BPS). XR technologies encompasses virtual reality (VR), mixed reality (MR), and augmented reality (AR) experiences, all of which can be developed using game technologies.
This report was commissioned by the Royal National Institute of Blind People (RNIB) and created by an interdisciplinary team based in the Faculty of Design, Informatics and Business at Abertay University, Dundee, United Kingdom.
The aim of this report is to present actionable insights targeted towards the GLAM sector to support development of accessible XR experiences and installations. Thus, we begin by presenting an overview of cutting-edge research at the intersection of accessibility and GLAM environments, with a particular focus on sight loss and VR experiences. We then present our findings derived from interviews with practitioners who curate and construct exhibitions in the GLAM space exploring challenges they may face when designing these experiences.
Building on existing research and consultations with practitioners, we applied these findings and augmented a VR prototype, Rhizoma VR, with features to improve accessibility for BPS. Rhizoma VR was then evaluated by a group of people with sight loss, to evaluate the efficacy of the augmentations integrated. Evaluation results helped corroborate our actionable insights targeting the GLAM sector, supporting the creation of accessible XR experiences.
XR experiences in a GLAM context can enhance existing exhibitions and spaces. Therefore, it is imperative that these XR experiences are accessible to a wide audience, especially for blind and partially sighted individuals. Developers and those in senior positions in the GLAM sector have a clear opportunity to support this through accessible design practices and installations; thus, we hope this report acts as a basis to towards facilitating the development of accessible XR experiences.
This report was commissioned by the Royal National Institute of Blind People (RNIB) and created by an interdisciplinary team based in the Faculty of Design, Informatics and Business at Abertay University, Dundee, United Kingdom.
The aim of this report is to present actionable insights targeted towards the GLAM sector to support development of accessible XR experiences and installations. Thus, we begin by presenting an overview of cutting-edge research at the intersection of accessibility and GLAM environments, with a particular focus on sight loss and VR experiences. We then present our findings derived from interviews with practitioners who curate and construct exhibitions in the GLAM space exploring challenges they may face when designing these experiences.
Building on existing research and consultations with practitioners, we applied these findings and augmented a VR prototype, Rhizoma VR, with features to improve accessibility for BPS. Rhizoma VR was then evaluated by a group of people with sight loss, to evaluate the efficacy of the augmentations integrated. Evaluation results helped corroborate our actionable insights targeting the GLAM sector, supporting the creation of accessible XR experiences.
XR experiences in a GLAM context can enhance existing exhibitions and spaces. Therefore, it is imperative that these XR experiences are accessible to a wide audience, especially for blind and partially sighted individuals. Developers and those in senior positions in the GLAM sector have a clear opportunity to support this through accessible design practices and installations; thus, we hope this report acts as a basis to towards facilitating the development of accessible XR experiences.
| Original language | English |
|---|---|
| Publisher | Royal National Institute of Blind People (RNIB) |
| Commissioning body | Royal National Institute of Blind People (RNIB) |
| Number of pages | 71 |
| Publication status | Published - 1 Dec 2025 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
-
SDG 9 Industry, Innovation, and Infrastructure
-
SDG 10 Reduced Inequalities
Keywords
- GLAM
- Galleries
- Libraries
- Archives
- Museums
- Visual impairment
- Blind
- Partially sighted
- XR
- Extended reality
- VR
- Virtual reality
- Game technologies
- Culture
Fingerprint
Dive into the research topics of 'XR accessibility insights and toolkit: GLAM sector report'. Together they form a unique fingerprint.-
Inclusive VR experiences for visually impaired people: making an accessible XR
Austin, H., Shepherd, L., Merchant, N. & Kavanagh, W., 23 Oct 2025. 1 p.Research output: Contribution to conference › Abstract
Open AccessFile -
Rhizoma VR - RNIB XR Toolkit Edition
Shepherd, L. A. (Designer), Merchant, N. (Developer), Austin, H. J. (Designer) & Kavanagh, W. (Designer), 1 Dec 2025Research output: Non-textual form › Software
Open AccessFile -
XR accessibility insights and toolkit: gaming sector report
Shepherd, L., Austin, H., Kavanagh, W. & Merchant, N., 1 Dec 2025, Royal National Institute of Blind People (RNIB). 77 p.Research output: Book/Report › Commissioned report
Open Access
Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver