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Virtual reality (VR) is used to bridge the “empathy gap” in inclusive design, but whether emotionally evocative simulations improve design outcomes remains unclear. We conducted a between-subjects experiment comparing passive video with non-emotional and emotional interactive VR simulations of low-vision mobility challenges, informed by interviews and co-design with low-vision participants. Emotional intensity was manipulated via non-player-character feedback while task structure and task-relevant information were held constant. We measured empathy change and assessed design ideas by alignment with user-prioritized needs. Both VR conditions increased empathy relative to video, but emotional VR produced no additional measurable gain, whereas non-emotional VR produced stronger user-need-aligned ideation than both other conditions. Drawing on cognitive load theory, we propose that emotionally charged cues may introduce extraneous demands during ideation, offering a working hypothesis for this divergence. Our work provides guidelines for calibrating VR emotional intensity to balance empathic engagement and design ideation.
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Xiong et al. (2026) studied this question.
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