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
- 01
Sequenced the course from screen-native UX (heuristic evaluation, IA, wireframing) through XR-specific translation (spatial affordance, depth cues, comfort constraints).
- 02
Grounded every assignment in WCAG and UDL principles applied to head-worn and spatial contexts—accessibility as first principle, not audit.
- 03
Ran weekly hands-on labs with usability testing across AR (mobile) and VR (headset) platforms.
- 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.
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