Should Meta build accessible VR?
Company: Meta
Role: Product Manager
Category: Product Design & Strategy
Difficulty: hard
Interview Round: Technical Screen
You are a Product Manager in Meta's New Product Introduction organization for VR hardware. The team is considering an accessibility-focused VR experience for people with physical disabilities, especially users who cannot comfortably use standard controller-based interactions.
Should Meta build this product? If yes, which user segment would you target first, what product approach would you take, and how would you define success?
### Constraints & Assumptions
- Do not treat "people with physical disabilities" as one homogeneous segment.
- Consider whether the first step should be new hardware, software on an existing headset, accessories, developer tooling, or a combination.
- Include safety, comfort, privacy, accessibility, and ecosystem constraints.
- Explain whether adoption/activation or engagement matters more at this stage.
### Clarifying Questions to Ask
- Is the business goal platform inclusion, new headset sales, market expansion, regulatory/accessibility leadership, or all of these?
- Which disability segment has the highest pain and best fit with current VR capabilities?
- Are we allowed to modify hardware, or should we start with existing Quest devices?
- What evidence do we have from customer research, support tickets, accessibility communities, or pilot programs?
### Part 1 - Decide Whether Meta Should Build
Would you recommend building this product or not?
#### What This Part Should Cover
- A clear recommendation with reasoning.
- The strategic value of accessibility, platform expansion, and spillover benefits for mainstream users.
- The risks around market size, hardware fragmentation, development cost, and failure to meet accessibility needs.
### Part 2 - Choose The First User Segment
Which user segment should Meta target first?
#### What This Part Should Cover
- A specific segment, such as users with limited upper-limb mobility or dexterity who can benefit from voice, gaze, head movement, or switch-compatible controls.
- Why this segment has a strong problem-solution fit.
- Acknowledgment that other groups may require different interaction models.
### Part 3 - Define The Product Approach
What should the MVP include?
#### What This Part Should Cover
- A practical launch path, likely accessibility-first software and optional accessories on the existing platform before a separate headset SKU.
- Accessible onboarding, hands-free navigation, voice/gaze controls, seated mode, caregiver assist, safety settings, and curated accessible apps.
- Developer guidelines or SDK support so the ecosystem can participate.
### Part 4 - Define Success Metrics
What is the North Star Metric, and should adoption/activation or engagement matter more?
#### What This Part Should Cover
- A north star tied to independent successful use rather than raw time spent.
- Activation metrics such as setup completion, time to first successful session, and first task completion.
- Engagement and retention as secondary signals after access is proven.
- Guardrails for safety, discomfort, support burden, returns, privacy, and accessibility failures.
### What a Strong Answer Covers
- Narrows the user segment and avoids one-size-fits-all accessibility claims.
- Chooses a feasible MVP and explains why it is lower risk than dedicated hardware.
- Prioritizes independent access and safety before maximizing time spent.
- Shows respect for user research and inclusive design rather than treating accessibility as a checkbox.
### Follow-up Questions
- What would make you decide not to build dedicated hardware?
- How would you recruit pilot users ethically?
- What if voice control excludes some users?
- How would you measure whether the product creates real independence?
- Which accessibility features could benefit mainstream VR users too?
Quick Answer: Evaluate whether Meta should build an accessibility-focused VR experience, including first user segment selection, MVP scope, accessible onboarding, hands-free controls, North Star Metric design, activation versus engagement, safety guardrails, and hardware tradeoffs.