Inspiration

Spaces, information and controls can make everyday tasks harder when they are designed around a narrow set of users. We wanted an interactive way to prompt discussion about those barriers and more accessible alternatives.

What it does

Walk In My World uses short 3D scenarios to explore how visual information, movement, sound, timing and interface choices affect a task. Players can examine design barriers through different settings and an Accessibility Lab.

It is an educational design exploration, not a clinical simulation or a reproduction of someone's lived disability experience.

How we built it

We developed the project collaboratively with AI assistance, using Python, Ursina and Panda3D. I contributed as a team member. The repository documents research sources and the limits of the simulation.

Challenges we ran into

The experience needed to be interactive while keeping its claims accurate. We needed to explain that a short game cannot represent a person's full experience, adaptations or support systems.

Accomplishments we're proud of

The project turns accessibility questions into interactive scenarios while documenting its limitations and the importance of learning directly from people with relevant lived experience.

What I learned

Accessibility is a design responsibility. An interactive demonstration can start a conversation, but careful framing and real perspectives are essential to understanding the issue.

What's next

Improve the scenarios and accessible controls, and seek feedback from people with relevant lived experience.

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