James Liu

Independent accessibility-focused VR game

Through Other Eyes

A VR experience that asks players to navigate through sound and touch while confronting failures in urban accessibility.

Dark, limited-vision VR scene from Through Other Eyes
Focus

VR interaction & social-impact design

Tools & methods

VR · Haptics · Spatial audio · Accessibility

Project

Independent accessibility-focused VR game

Build perception through sound and touch, not sight.

A VR navigation experience uses spatial audio, touch, and limited vision to make accessibility part of the player’s route.

Perception loopFind your way through sound and touch
  1. ListenLocate soundDirection + movement in space
  2. InvestigateExplore by contactHands · cane · tactile paving
  3. NavigateChoose the next stepBuild a mental map of the route
Listen and investigate again as the route changes
Implementation details

The experience limits visual information and asks players to build a mental model of the environment using spatial audio, controller vibration, a white cane, and tactile paving.

Hands become a way to read surfaces, while sound traces movement and reveals the space beyond the visible frame.

The world is revealed through contact.

Contact links a haptic pulse, a local visual reveal, and a material sound cue.

Contact interactionOne touch, three pieces of feedback
PlayerTouch an objectInvestigate nearby geometry
FEEDBACK
TouchHaptic pulseTimed controller vibration
VisionLocal revealTouched geometry becomes visible
SoundMaterial cueAudio uses the object’s location
Unreal Blueprint that pulses controller haptics after contact
Contact triggers a timed haptic pulse through the player controller.
Unreal Blueprint that reveals an object and reports its material sound
A touched object reports its location to audio and becomes locally visible.
Implementation details

Reveal-on-touch mechanics expose nearby geometry only when the player physically investigates it. Haptic feedback turns controller contact into a substitute for texture, while sound cues and assistance guide navigation across the levels.

  • Controller vibration communicates contact and proximity
  • Spatial audio establishes direction and movement
  • Limited vision makes accessibility mechanics foundational

A city can exclude people through everyday design failures.

Blocked tactile paving and barriers to guide-dog access become obstacles the player encounters, making everyday accessibility failures concrete.

Implementation details

The game draws attention to tactile paving that is blocked, inconsistent, or poorly designed and to public systems that restrict guide dogs. By placing those failures inside the player's route, the experience turns abstract accessibility problems into obstacles that must be felt and navigated.

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