Designing VR Safety: Industry Protocols.

Role: Researcher, Designer, Author, Educator

After observing the spread of harassment and toxic behavior in social VR spaces, I set out (often with collaborator Andrea Zeller) to build industry awareness and set early standards for building safer social VR spaces. This work existed across five contexts:

  1. PUBLICATIONS: A series of white papers, case studies and book chapters unpacking methods for applying proxemics, body sovereignty and consent ideology as a means to design and build safer and more accessible virtual spaces. Published via: IEEE (2021), Design@Meta (2021), Bloomsbury (2020), Meta Research (2020), The Next Web (2020), MIT Immerse (2019); and cited in various papers from 2023-2026.

  2. TALKS: A tour of conference presentations advising designers on how to apply proxemics to building safer virtual spaces. Presented at: FITC Amsterdam and Toronto (2019), Thinking Digital (2019), MIT Media Lab (2019), Firstmark NYC (2019), IxDC Beijing (2020) and many more.

  3. EXHIBITS: Virtual & Other Pleasures (2019): a spectatorial durational VR performance presented by OnCanal and Wallplay, aiming to expose audiences to VR harassment and gender dynamics via live improvisational interviews in VRChat.

  4. INDUSTRY STANDARDS: This body of work set early social VR safety paradigms by shipping industry-defining Horizon Worlds safety features like the personal boundary, safe zone and code of conduct.

  5. EDUCATION PROGRAMS: A graduate class for NYU and an internal training program for Meta employees, both designed to teach the hard skills and ethical considerations of VR design.


PUBLICATIONS


TALKS


EXHIBITIONS

Virtual & Other Pleasures

October 17th–October 19th, 2019
327 Canal Street, New York City

A spectatorial durational virtual reality performance intended to dissect gendered virtual embodiment in an unscripted social VR space. The four hour performance occurred in a semi-enclosed space, with two live-feed projectors and speakers, allowing the audience to see and hear the VR experience from my point-of-view. Wearing an avatar that accurately portrayed my real-life body and clothing, I roamed through various VRChat virtual worlds, approaching groups of male users wearing female avatars and staged impromptu interviews, asking them questions about their gendered avatars. The intent was to shine a light on social VR culture and turn the focus away from the sexualized female avatar and onto the men who wear them. Further vulnerability arose from the real-world: performing VR for a group of strangers, blindfolded by a headset.


INDUSTRY STANDARDS

STANDARDS AND FEATURES IN SLIDESHOW:

  • Personal Boundary

  • Codes of Conduct

  • Behavior Policy Remediation

  • Safe Zone

  • Microphone Controls


EDUCATION PROGRAMS

PROGRAMS FEATURED IN SLIDESHOW:

  • Hedonomic VR Design — Graduate-level class created for NYU Tisch’s Interactive Telecommunications Program that addresses the hard skills and ethical considerations of VR design (2021–Present)

  • Spatial Design Fundamentals Program — Internal education program created for Meta’s Reality Labs Design Department to quickly upskill and train staff on the essential knowledge of spatial design (2025)

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