Assessment & Research

Aligning XR Research with Autistic Priorities and Lived Experiences: Insights from the Project PHoENIX Study.

Schmidt et al. (2025) · Journal of autism and developmental disorders 2025
★ The Verdict

Autistic adults want XR tools that boost their strengths and are built with their input, not handed down.

✓ Read this if BCBAs exploring VR or AR for teens and adults with autism.
✗ Skip if Practitioners who only serve young children or avoid tech aids.

01Research in Context

01

What this study did

Schmidt et al. (2025) asked autistic adults what they want from future extended-reality tools. They ran focus groups and interviews. The team coded answers into themes.

The goal was to line up XR research with autistic priorities, not outside guesses.

02

What they found

Two big ideas came up. First, tools must build on autistic strengths like visual thinking. Second, autistic adults want to co-design the tech, not have it forced on them.

Participants warned against apps that train "normal" behavior. They asked for choices in pace, sensory input, and social goals.

03

How this fits with other research

The findings extend Bogenschutz et al. (2024). That paper sketched a strengths-based VR model; the new study shows autistic adults endorse the same idea.

Zhou et al. (2025) looked at 13 trials and found XR gives medium gains for autistic kids. The new voice from adults says "use our strengths" fits those child data, but adults add the demand for shared control.

Grillo et al. (2025) watched autistic adults socialize in VRChat. Users already turn that space into a safe "third place." Project PHoENIX agrees and wants future XR built with, not for, those users.

Jackson et al. (2025) tested a strengths-based autism assessment. Every adult liked the focus on positives. The XR study mirrors the mood: lead with strengths, not deficits.

04

Why it matters

If you plan to bring XR into sessions, start by asking clients what helps them. Swap deficit targets for strength goals. Offer sensory menus and let the learner set the social level. Co-design one small VR or AR task this month and gather their feedback before you scale up.

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Show two XR clips to your client and ask which one feels useful and why; note sensory and choice preferences.

02At a glance

Intervention
not applicable
Design
qualitative
Sample size
12
Population
autism spectrum disorder
Finding
not reported

03Original abstract

PURPOSE: The purpose of this study was to address this gap by using a multi-methods focus group approach within Project PHoENIX, an XR environment co-designed with adult autistic participants. The current study explores how autistic participants perceive the potential of XR technologies to amplify their strengths, align with their priorities, and navigate barriers, guided by research questions focused on the adoption, relevance, and empowerment of XR tools for the transition-aged autistic population. METHODS: This study conducted focus group sessions with 12 autistic participants within the PHoENIX XR environment, using structured activities, virtual tours, and interactive tasks to gather data. RESULTS: Data were analyzed through a three-phase qualitative coding process, revealing two primary categories: Autistic-Centered Considerations and Technology-Centered Considerations. Overarching themes and subthemes were identified that provide nuanced insights into both the needs of transition-aged autistic individuals relative to XR and the affordances and limitations of XR platforms in supporting them. CONCLUSION: Findings in this study highlight the potential of XR research to support practical, strengths-based approaches that align with the lived priorities of autistic individuals, ensuring that future interventions are both empowering and inclusive.

Journal of autism and developmental disorders, 2025 · doi:10.1007/s40688-018-0195-9