Syntax can be clearer with more definition
User Requirement by category
1) Controls need to be personalised to support alternative mapping, rearranging of position, resizing and sensitivity.
2) Ensure that all areas of the user interface can be accessed using the same input method.[a]
3) Allow multiple input methods to be used at the same time.
Physical disability, COGA
4) Ensure hit targets are large enough with suitable spacing around them.
5) Ensure field of view FOV in Immersive environments, are appropriate, and can be personalised - so users are not disoriented.
6) Ensure UI elements that are critical to progress are stationary.
7) Ensure multiple actions or gestures are not required at the same time to perform any action.
Physical , COGA
8) Allow user to change speed at which they travel through an immersive environment, or can perform interactions.
9) Ensure the user does not have to emulate a virtual motion or action physically. In order to perform the action.
10) Do not lock orientation of XR content.
11) Ensure XR content is compatible with a range of AT.
Epilepsy, photo sensitivity, also reducing nausea.
12) Avoid interactions that trigger simulation sickness[b] in XR.
13) Allow timings for interactions or critical inputs to be modified or extended.
Epilepsy, photo sensitivity, Visual
14) Ensure flickering images are at a minimum, will not trigger seizures (more than 3 times a second), or can be turned off or reduced.
15) Allow symbol based communication to be selected as a default.
Sensory, COGA, Visual
16) Turn off non-critical or background animation
17) Use rich surround sound.
18) Use binaural recording.
19) Audio description
20) Allow bypassing of non-crucial content or aspects of the environment.
21) Enable a XR angle or helper for the user.
22) Allow switching to mono audio output.
23) Support routing of audio output to multiple devices.
24) Support routing of text output or other game and environmental signals to other formats.
25) Clear start and stop mechanisms. XR experiences need to have clear start and stop points and well as easily accessible controls for both. It will be critical for people with disabilities that these are clear and interoperable.
26) Allow the user to check the context of their view in XR environments, and track where their focus is.
27) Inform the user of critical messaging and alerts in XR environments without loosing focus. They may need to route those messages to second screens.
28) Allow the user to reset and calibrate orientation/view in a device independent way.
29) Set time limit for any Immersive session. Some users may easily loose track of time, or too much time in any XR experience may effect their mental health adversely.
30) Allow customisable context sensitive reflow of text and subtitled content in XR spaces. The suitable subtitling area may be smaller than what is required currently for television&.
[a]In our discussion "the same input method" is confusing language.