UX Researcher

Project 3: Co-Designing Accessible Captioning for Immersive 360° VR Video
This ongoing research lab study examines the captioning needs of Deaf and Hard-of-Hearing (DHH) adults through literature reviews, multi-phase co-design, prototype development, VR testing, and interviews. This study is in progress and on track for publication.
Conducted via DePaul University Accessibility Research Lab
Project Timeline:
Project Type: Immersive Research & Co-Designing
Primary Tools: Captionfy, Bezi, Prolific, Atlas.ti, TurboScribe, Adobe Premiere, and Overleaf
My Role: Research Lab Assistant
Duration: Over 1 year
Project Overview
Background: What is This Research Lab Project?

As part of a larger, multi-phase study housed in DePaul’s Accessibility Research Lab, our work explores how captions can be designed for virtual reality (VR) to help users stay comfortable and feel fully immersed in virtual environments.
In Phase 1, our team explored captioning design values with Deaf and Hard-of-Hearing (DHH) participants using simulated 360° videos in virtual reality (VR).
In Phase 2, we extended that work by refining both the methodology and intervention strategies, expanding co-design tasks, and preparing for VR testing of caption prototypes in a future study.
Problem:
Unlike standard 2D videos, 360° videos in VR allow users to control their gaze, introducing unique challenges for DHH users such as:

Research Questions:
To address these gaps the following research questions were developed for Phase 1:

How do participants envision captioning within-view speakers?

How do participants envision captioning off-view speakers?

What factors do participants discuss as important for their preference?
Goals:
In Phase 1, the study aimed to explore the preferences of DHH participants for captioning in immersive 360° videos by:

In Phase 2, the goals shifted toward:

My Contribution:
I joined the project during the interview stage of Phase 1, and then took on a larger role in Phase 2.
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Understanding the Problem
Tip: Click the images in the slider to enlarge them.
Methods- Phase 1 Interviews & Participatory Co-Design:

In Phase 1, we conducted remote co-design sessions with DHH participants to explore caption preferences for 360° VR videos. Using scene mockups and an educational 360° video, participants created and labeled their ideal caption layouts for three scenarios: group within view, one person within view, and all speakers off view. Each task was followed by interview questions on style satisfaction, placement, and overall feedback. These concepts informed early prototypes, emphasizing clarity, reduced visual load, and dynamic behavior.

Insights led to the development of early prototypes featuring directional labels for off-view dialogue, speaker-attached captions, and adaptive positioning to minimize occlusion and divided attention. These designs laid the groundwork for Phase 2.
Lastly, AI tools were utilized to transcribe the interview transcripts, then each researcher performed an individual thematic analysis using open coding. Then we came together as a group to compare insights, refine our codes, and uncover key themes across all participant interviews.
Findings- Phase 1 Interviews & Participatory Co-Design:
These sessions revealed patterns in caption preferences, accessibility values, and key design needs for immersive environments.




Methods- Literature Review:
I reviewed research on caption designs, clarity, and tracking for DHH users.
The insights from this review were used to refine our prototype conditions and test plan for Phase 2, focusing on comparing captioning styles, selecting scenes for testing, and developing questions to assess clarity and immersion.
By connecting research findings to practical test steps, this review reassured that Phase 2 is grounded in real user needs and tests what matters most in a true VR setting.
Findings- Literature Review:
Our review shaped Phase 2's design and confirmed:




Methods- Study Design & Preparation for Phase 2:




Caption: The screenshots above is from 1 of the 5 videos selected for Phase 2’s prototype.
For Phase 2, we built on the insights from Phase 1 by designing a structured VR headset study to test six captioning styles across multiple short clips from several videos, exploring genres such as educational, animated, and live-action. Each style was defined and matched to specific clips to control for factors like speaker visibility, position, movement, and scene complexity.
![A table with two columns labeled Captioning Condition and Description. Rows list six captioning styles: #1. Baseline – head-locked static captions that move with the user’s head. #2. Baseline + Verbal Indicator – adds text cues like “[Person 1]” or “[behind]” to captions. #3. Speaker-Attached Traditional – captions appear near the speaker in standard text. #4. Speaker-Attached Bubble – captions appear near the speaker inside a bubble. #5. Off-View Traditional – captions appear in the direction of an off-view speaker in standard text. #6. Off-View Bubble – captions appear as directional bubbles pointing toward off-screen speakers.](https://static.wixstatic.com/media/af1402_09c480aebc404bf8ad605b5589825fbf~mv2.png/v1/crop/x_44,y_109,w_939,h_522/fill/w_779,h_434,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/P3%20SD%20Method.png)
A Graeco-Latin square rotation plan will ensure each participant views different caption types and genres without repetition. After each clip, participants will rate the captions on readability, visual blocking, speaker clarity, and comprehension using a scale from ‘strongly agree’ to ‘strongly disagree.’ They will also answer interview questions about what works well and what could be improved.
Additionally, building on Phase 1's findings, Phase 2’s research questions will investigate caption styles and placement, both within and out of view.
Findings- Study Design & Preparation for Phase 2:
While no new findings were collected yet (since VR headset testing is upcoming), our preparation produced:

We also enhanced our research questions to guide the next round, including:

How do different placement strategies for within-view captions align with user values and goals?

How do visual styles like bubbles or traditional captions affect clarity and immersion for off-view speakers?
Impact & Next Steps
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Actionable Recommendations:
Drawing from our Phase 1 findings, we outlined 7 user needs and design goals to address user challenges and guide future caption development in VR.




Ongoing Opportunites:
While this project has already uncovered valuable insights and promising design directions, it is still ongoing. It continues to reveal areas for improvement and future directions that we are addressing.
