UX Framework
Assisted Dexterity
Core Behaviour
Logic
Users with fine motor control difficulties may struggle to interact with small or distant objects in VR, leading to frustration and reduced engagement. Assisted Dexterity provides a set of core behaviours that can be implemented to help mitigate these challenges and improve the overall user experience for individuals with dexterity impairments.
Addresses
Tremors, Wrist constraints, Fine motor control.
Implementation Specification
Incorporates "Input Smoothing" (averaging movement data to remove jitter) and "Object Magnetism" (expanding the collision box of interactive objects so near-misses count as hits).
Interaction Patterns
The Auto Grip System can be used in conjunction with Assisted Dexterity Magnetism to automatically pull objects toward the user's hand when they attempt to grasp them, increasing the effective size of the object's collision box and making it easier to pick up items with precision issues.
The Gaze Cursor can also be used alongside Assisted Dexterity Input Smoothing to stabilise the cursor position when the user is looking at small or distant objects, improving selection accuracy for users with fine motor control difficulties.
The Magic Slingshot can be used in conjunction with Assisted Dexterity Input Smoothing to allow users to "pull back" on objects and release them with a throwing motion, reducing the need for precise aiming and allowing for more forgiving interactions with distant targets.
Accessibility Barriers
Standard Controller Dependency/Reducing Interaction Effort: By interpreting user intent and compensating for physical imprecision, Assisted Dexterity reduces the motor cost of interaction, allowing users with fine motor control limitations to interact reliably through techniques such as input smoothing and expanded collision boundaries.