The Workplace Playbook VR: Exploring the Design Space of Virtual Reality to Foster Understanding of and Support for Autistic People

Author:

Kim Jennifer G.1,Kim Taewan2,Kim Sung-In3,Jang So-youn3,Lee Eun Bin (Stephanie)1,Yoo Heejung4,Han Kyungsik5,Hong Hwajung6

Affiliation:

1. Georgia Institute of Technology, Atlanta, GA, USA

2. KAIST, Daejeon, Republic of Korea

3. Seoul National University, Seoul, Republic of Korea

4. Seoul National University Bundang Hospital, Seongnam, Republic of Korea

5. Ajou University, Suwon, Republic of Korea

6. KAIST, Deajeon, Republic of Korea

Abstract

A growing number of organizations are hiring autistic individuals as they start to recognize the value of a neurodiverse workforce. Despite this trend, the lack of support for autistic employees in workplaces complicates their employment. However, little is known about how people around autistic individuals can support them to create pleasant employment experiences. In this work, we develop the concept of the Workplace Playbook VR to investigate how virtual reality (VR) can help autistic people develop their work-related social communication skills in partnership with people in their support network. Using a video prototype to present the concept, we interviewed 28 participants, including 10 autistic people and 18 members of their support networks, which included family members and professionals. Our interviews revealed that the Workplace Playbook VR program can provide common ground for autistic people and members of their support network to participate in more empathetic communication regarding workplace challenges. Despite the benefits, we identified the potential misuse of social communication skills training features of the VR program to correct the personal characteristics of autistic individuals. Furthermore, to cultivate inclusive workplace environments, we found the needs of VR development not only for autistic people but also for neurotypical employees to promote their understanding of autism and empathy toward autistic employees. We suggest VR designs that promote a sense of agency and self-advocacy for autistic employees, and autism awareness and acceptance training for neurotypical employees.

Funder

National Research Foundation of Korea

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Networks and Communications,Human-Computer Interaction,Social Sciences (miscellaneous)

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3. Mariana Aparicio Betancourt Laura DeThorne Karrie Karahalios and Jennifer Kim. 2017. Skin Conductance as an In Situ Marker for Emotional Arousal in Children with Neurodevelopmental Communication Impairments: Methodological Considerations and Clinical Implications. ACM Transactions on Accessible Computing 9 (02 2017) 1--29. https://doi.org/10.1145/3035536

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