I am not entirely an empath : the influence of cognitive and affective empathic tendencies on situational responses through virtual experiences
Grech, Amy and Georgiev, Georgi V. and Brisco, Ross and Wodehouse, Andrew (2026) I am not entirely an empath : the influence of cognitive and affective empathic tendencies on situational responses through virtual experiences. AI EDAM - Artificial Intelligence for Engineering Design, Analysis and Manufacturing, 40. e1. ISSN 0890-0604 (https://doi.org/10.1017/S0890060426100225)
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Abstract
Empathy is essential for designers to obtain a deep understanding of user experiences. It encompasses emotional and cognitive dimensions, combining the ability to resonate with others’ feelings emotionally, and to intellectually grasp their perspective, known respectively as affective and cognitive empathy. While empathy has been recognized as vital in a human-centered design process, empathic interactions with users depend on designers’ innate empathic tendencies, referred to as dispositional empathy, making the interactions prone to bias. This nuanced distinction between designers’ dispositional empathy and the resulting automatic responses to a context-specific user circumstance, known as situational empathy, remains underexplored. This research aims to establish the influence of designers’ dispositional empathy on the resulting situated outcome, thereby determining how empathy is triggered. Through an empirical evaluation using immersive virtual reality (VR) technology, participants embody the perspective of a user with vision impairment. This research reveals a statistically significant relationship between dispositional empathic concern and situational affective responses, and between situational cognitive and situational affective empathy. The findings highlight situational affective empathy as inherently linked to humans’ empathic tendencies, underscoring the significance of contextual elements to elicit cognitive empathy, and the potential for emotional responses to drive further cognitive thinking. Through a deepened understanding of empathy’s nuanced nature, the outcomes establish methods and tools for eliciting and measuring situational cognitive and affective empathy when experienced from a first-person perspective in VR. This research contributes to a broader understanding of the practical implications of constructing and experiencing VR experiences for enhanced designer empathy, facilitating future design innovation through digital contexts.
ORCID iDs
Grech, Amy
ORCID: https://orcid.org/0009-0001-8158-1569, Georgiev, Georgi V., Brisco, Ross
ORCID: https://orcid.org/0000-0002-8216-9218 and Wodehouse, Andrew
ORCID: https://orcid.org/0000-0001-9605-3497;
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Item type: Article ID code: 95318 Dates: DateEvent15 January 2026Published28 December 2025Accepted9 June 2025SubmittedSubjects: Science > Mathematics > Electronic computers. Computer science
Technology > Manufactures
Technology > Engineering (General). Civil engineering (General) > Engineering designDepartment: Faculty of Engineering > Design, Manufacture and Engineering Management
Strategic Research Themes > Innovation EntrepreneurshipDepositing user: Pure Administrator Date deposited: 16 Jan 2026 12:56 Last modified: 14 Mar 2026 08:52 URI: https://strathprints.strath.ac.uk/id/eprint/95318
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