---
id: "question-xr-fatigue"
type: "open-question"
source_timestamps: ["§ A Transformation Across Industries"]
tags: ["ergonomics", "limitations"]
related: ["concept-extended-reality", "appraisal-xr-targeted-not-universal"]
resolutionPath: "Empirical studies on maximum effective session lengths for VR/AR in enterprise settings and design standards for minimizing motion sickness."
sources: ["reskilling"]
sourceVaultSlug: "hbr-seg-reskilling"
originDay: 10
articleStem: "hbr-edu-33-new-tools-workforce-training"
sourceUrl: "https://hbr.org/2025/12/the-new-tools-that-can-improve-workforce-training"
sourceTitle: "The New Tools That Can Improve Workforce Training"
---
# How to Mitigate Motion Sensitivity & XR Fatigue?

## Open Question: How to Mitigate Motion Sensitivity & XR Fatigue?

The author briefly notes that [[concept-extended-reality|XR]] still faces **motion sensitivity** and that poorly designed experiences can cause **fatigue**, but offers no specific frameworks or thresholds for avoiding these issues during enterprise deployment.

**Resolution path:** empirical studies on maximum effective **session lengths** for VR/AR in enterprise settings, plus **design standards** for minimizing motion sickness.

**Broader equity/accessibility dimension (from external research):** XR can introduce barriers for employees with **visual, vestibular, or motor impairments**, and extended use causes **eye strain and fatigue** — so a complete strategy needs inclusive design, alternative modalities, and session limits. See [[appraisal-xr-targeted-not-universal]].
