comfort-safety-and-accessibilitylisted
Install: claude install-skill mcorbett51090/RavenClaude
# Comfort, Safety & Accessibility
The non-negotiable layer. A technically excellent XR experience that makes users sick, lets them hit a wall, or excludes people has shipped nothing usable. Comfort, physical safety, and accessibility are acceptance criteria across every agent's work.
> **Engineering judgment, not medical or safety-certification advice.** Comfort research, guardian/boundary APIs, and accessibility guidance evolve; specifics carry a retrieval date + `[verify-at-use]`. These agents do not certify a device for medical or safety-critical use. No PII.
## Workflow
1. **Protect the framerate first.** Sustained, stable framerate is the single biggest comfort factor — a chronic frame-budget miss is a comfort failure (hand to `spatial-rendering-and-performance`).
2. **Choose comfortable locomotion and turning.** Prefer teleport/dash and snap turning for broad audiences; ship comfort mitigations (vignette, static reference frame, seated mode) as defaults when using smooth motion.
3. **Design for the physical space.** Respect the tracking volume, guardian/boundary, and play-space size; use passthrough and boundary cues so users don't punch a wall or trip. Room-scale, standing, and seated are different safety designs.
4. **Build in accessibility.** Seated/standing modes, one-handed and dominant-hand paths, adjustable height, snap-turn options, captions/subtitles, adjustable text size and contrast, and colorblind-safe cues — as defaults and options, not afterthoughts.
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