Attila Bekkvik Szentirmai is an Assistant Professor and Ph.D. research fellow at the Department of Design, Norwegian University of Science and Technology (NTNU), focusing on Universal Design of ICT, Human-Computer Interaction, and Augmented Reality (AR) development. With prior academic roles at the University of Agder and Oslo Metropolitan University, his interdisciplinary background bridges Social Science, Art, Software Engineering, and Digital Health. He teaches Web of Things (IDG3006) and leads innovative AR projects like AReader (AR screen reader), ARachnoAID (phobia treatment), and guARdian (daily decision support). Current role: Assistant Professor at NTNU Research focus: Universal Design, AR/VR accessibility, e-Learning/e-Health Teaching: Web of Things (IDG3006) course coordinator Previous roles: Assistant Professor at University of Agder and OsloMet His recent publications emphasize accessible AR/VR design, including humor/ethics in technology, sustainable AR solutions, and critical analysis of accessibility paradoxes. Projects span education (SlidAR classroom presentations), health (CybAR sickness, ARachnoAID), and sustainability (HoloWatch, E-Waste gaming). All work aligns with universal design principles to ensure inclusivity across diverse user needs. Scientific contributions include developing new accessibility heuristics for AR, analyzing AI-AR integration for decision-making, and creating prototypes for banknote recognition and indoor navigation. His publications bridge theoretical research with practical implementations, often using Unity/Vuforia for development and cross-disciplinary collaboration. His XR Research & Development timeline highlights innovations such as Deadliest Animals (2017, first universally designed WebVR), UndARtheSkull (2019, brain anatomy education), and 2023 projects like Jedi fARt Pro (humorous AR), Meta IntARaction (Quest3 AR), and XR Portal (AR-VR integration). Current Ph.D. work focuses on evidence-based accessibility guidelines for AR, aiming to impact social inclusion, academic research, and industry UX practices.








