Hostname: page-component-76d6cb85b7-5qg8f Total loading time: 0 Render date: 2026-07-14T08:43:26.944Z Has data issue: false hasContentIssue false

Virtual reality-supported empathy in design: experimental evidence on problem framing and ideation

Published online by Cambridge University Press:  02 July 2026

Xinhui Hu*
Affiliation:
Center for Ubiquitous Computing, University of Oulu, Finland School of Information Sciences, University of Illinois Urbana-Champaign, United States of America
Hernan Casakin
Affiliation:
School of Architecture, Ariel University, Israel
Georgi V. Georgiev
Affiliation:
Japan Advanced Institute of Science and Technology, Japan Center for Ubiquitous Computing, University of Oulu, Finland

Abstract:

Gaps in lived experience hinder designers from understanding users. Virtual Reality (VR) may bridge this gap with immersive simulations, but its validity lacks comprehensive examination. This study addresses that gap via a VR scenario simulating the challenges of essential tremor (involuntary hand movements). Following the experience, designers demonstrated significantly enhanced empathy and a deeper user understanding. This translated into more accurate and contextually grounded problem framing. Designers’ rationales also suggest they intuitively internalized core design thinking principles.

Information

Type
DESIGN METHODS AND TOOLS
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (https://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
The Author(s), 2026
Figure 0

Figure 1. Virtual environments and tasks

Figure 1

Figure 2. Experiment procedure

Figure 2

Figure 3. Figure 3 long description.Problem framing in pre-VR, post-VR, and interview measurements

Figure 3

Figure 4. Categorization of design ideation

Figure 4

Figure 5. Rationale of VR’s impact on the design process