Before/After: Accessibility-first redesign for a VR fitness app increased retention among neurodivergent users

Gaming · 5 min read

Before/After: Accessibility-first redesign for a VR fitness app increased retention among neurodivergent users

Initial feedback from early adopters of PulseRoom revealed barriers: busy visual effects, unskippable transitions that induced simulator sickness, and a one-size-fits-all audio mix. The product team partnered with a dozen neurodivergent beta testers and accessibility consultants to map pain points and craft alternative interaction patterns.

In the after version, the team introduced an accessibility mode toggle at onboarding that offered reduced motion, simplified visuals, and individualized audio stems (music, coach voice, environment) with independent sliders. Transitions became user-controlled and could be replaced with a fade-to-black or cross-dissolve at low motion. They also added haptic intensity controls and a calibration walk-through that adapted session intensity based on early physiological and self-report signals.

Results: a 19% increase in 30-day retention among users who elected the accessibility mode and a 14-point rise in NPS from the neurodivergent cohort. The app saw broader organic reach because accessibility-friendly features also appealed to older users and those prone to motion sensitivity. The case demonstrates that investing in accessibility can be both ethically sound and business-smart, and it provides a repeatable playbook for designers working on immersive experiences.