Skip to content
Najma Dawood

Case 11 · Curriculum · UX for XR · Accessibility

2023

UX for XR

Wireframing, prototyping, and usability testing across AR and VR

Client
NYU Tandon · Integrated Design & Media
Role
Adjunct Professor · Curriculum Designer
Year
2023
Discipline
Curriculum, UX for XR, Accessibility

Overview

An undergraduate course teaching the UX methods specific to XR—the ones that carry over from screen-based design, the ones that break, and the ones that only exist in spatial contexts. Students leave with wireframing, prototyping, and usability-testing chops for AR and VR.

Context

UX methods developed for the flat screen don't always survive the transition to spatial media. Depth changes affordance; hand tracking changes Fitts' Law; head-worn display changes what 'clear' means. This course teaches students to notice when their existing UX instincts stop working, and gives them a set of methods that do.

Approach

  1. 01

    Sequenced the course from screen-native UX (heuristic evaluation, IA, wireframing) through XR-specific translation (spatial affordance, depth cues, comfort constraints).

  2. 02

    Grounded every assignment in WCAG and UDL principles applied to head-worn and spatial contexts—accessibility as first principle, not audit.

  3. 03

    Ran weekly hands-on labs with usability testing across AR (mobile) and VR (headset) platforms.

  4. 04

    Structured critique around the specific ergonomics of the medium—session length, comfort, cognitive load.

Outcomes

  • Students left with a portfolio of AR and VR wireframes, prototypes, and usability tests.
  • A repeatable UX-for-XR curriculum that fits within the broader NYU Tandon IDM XR ecosystem.

Next

Coconut Tree

01