Voice-first XR accessibility / Research through design

SpeakEasy

Mike presenting his SpeakEasy thesis
SpeakEasy · Voice-driven AI for inclusive XR

A voice-first mixed reality accessibility experience for people with low muscle tone, shaped through participatory research, visual feedback, and hands-free interaction.

My role
Master of Design thesis — participatory research, voice and visual interaction design, Unity/Meta Quest prototyping, and evaluation
Engagement
Master of Design in Experience Design, SJSU
Period
May 14, 2025
Resources
7 reviewed artifacts
Accessibility ResearchVoice InteractionUnity XR DevelopmentUsability Evaluation

Primary artifact

01 / 07

Thesis defense

Michael Chaves publicly defended SpeakEasy as a voice-driven AI system for inclusive XR at San Jose State University on May 14, 2025.

01 / Context

Creative challenge

•Controllers Created an Entry Barrier

The thesis focuses on people with limited grip strength, upper-limb mobility challenges, and low muscle tone who can be excluded when XR requires two handheld controllers and precise physical input.

•Voice Needed to Provide Agency

Research participants described fatigue, frustration, and difficulty with controller-based interaction, making hands-free session control a functional accessibility requirement rather than a convenience layer.

•Recognition Failure Could Break Trust

Early trials exposed false triggers, response delay, command recall, and accent support as barriers, so listening state, confirmation, error recovery, and fallback guidance had to remain visible.

Controller-access problem frame

The thesis brief frames precise controller input and complex gesture navigation as barriers for people with limited upper-limb mobility and low muscle tone.

02 / Mandate

Direction and intent

•Make Voice the Primary Control Channel

Support session start, progression, completion, breathing, visualization, lighting, and affirmation interactions without requiring a handheld controller.

•Make System State Perceivable

Pair spoken feedback with gaze-anchored text, color, sound, and confidence cues so users could tell when the system was listening, processing, succeeding, or asking for clarification.

•Measure Accessibility Through Iteration

Use prototype metrics and participant sessions to evaluate task completion, usability, latency, comfort, recognition limits, and the ten-pillar interaction framework.

•Keep Incomplete Work Explicit

Separate implemented features from partial and planned pillars, especially paraphrase coverage, pacing, redirection, privacy controls, and broader language support.

Ten-pillar implementation ledger

The final framework records six implemented pillars, two partial pillars, and two planned pillars rather than presenting the accessibility system as complete.

03 / Build

Creative decisions and execution

1.Grounded the System in Participatory Research

Combined literature review, expert input, a 42-person survey, participatory co-design, and accessibility synthesis to translate lived barriers into hands-free agency, transparent feedback, and flexible pacing requirements.

2.Iterated Across Three Prototype Generations

Moved from a Wizard-of-Oz paper and Figma test to a live Quest 3 alpha in Unity, then to a beta with faster response, confidence cues, adaptive lighting, and positive affirmation modules.

3.Implemented the Quest 3 Voice System

Built the Unity 2022.3 application with Meta Voice SDK and Wit.ai, wake-word activation, command variants, intent and confidence handling, TTS, audio and visual feedback, world-space UI, and voice-controlled therapy modules.

4.Tested with Eight Final Participants

Ran structured Quest 3 sessions across varied ages, XR familiarity, ability, and professional backgrounds, measuring SUS, voice-only task completion, response latency, error recovery, comfort, and feedback clarity.

Research-to-prototype record

The build record connects literature review and co-design with ShapesXR exploration, Unity development, voice recognition, multimodal feedback, and structured participant testing.

04 / Outcomes

Outcomes

•Measured Alpha-to-Beta Improvement

The process-book record reports latency improving from 530 ms to 380 ms, voice-only task completion increasing from 64% to 79%, and SUS increasing from 71 to 79 between the alpha and beta prototypes.

•Six Pillars Implemented

The final framework records six of ten accessibility pillars as implemented, two as partial, and two as planned; this status is preserved instead of presenting the system as universally complete.

•Known Recognition Limits

Participant sessions identified English-only recognition, accent sensitivity, command recall, and confidence-cue clarity as remaining constraints, providing a concrete research agenda rather than an unsupported scalability claim.

Documented participant outcomes

The result record summarizes reported comfort and engagement gains while keeping broader scalability as a direction for future research.

Exhibition & Future Directions

•Public Thesis Exhibition

Delivered a gallery installation with a Quest headset, live Unity experience, project framing, and process evidence for hands-on public review.

•Thesis Defense and Process Book

Presented the research, prototype progression, participant findings, ten-pillar framework, and limitations in a public M.Des defense and a 41-page process book.

•Defined Follow-Up Work

Broader accent and language support, clearer redirection, privacy controls, on-device storage choices, and deeper personalization remain explicit future work.

Interactive thesis exhibition

The completed gallery installation pairs the Quest headset, live Unity environment, project framing, and process evidence in a public hands-on review setting.

Exhibition plan

The planning artifact defines the prototype station, participant feedback, and future gesture and personalization concepts before the final installation was delivered.

Tools

Tools and implementation

Voice-Driven AIXR AccessibilityInclusive Design