Cognitive Load as a Hidden Cost of Empathy-Tradeoffs in Using VR for Inclusive Design

发布日期
2026-09-24
作者
Dawei Xiong、Zhijun Ma、Hao Ling、Xun Wu、Mingming Fan、Xu Zhang
格式
PDF

内容摘要

《Cognitive Load as a Hidden Cost of Empathy: Tradeoffs in Using VR for Inclusive Design》是发表于《International Journal of Human–Computer Interaction》的研究论文(2026 年 9 月 24 日在线发表,DOI: 10.1080/10447318.2026.2730903),作者来自香港科技大学(广州)与香港科技大学。论文探讨虚拟现实(VR)在包容性设计中弥合“共情鸿沟”的作用与代价:研究团队基于对低视力参与者的访谈与共创,开展 N=90 组间实验,对比被动视频、非情绪化交互 VR 与情绪化交互 VR 三种低视力出行挑战模拟。结果显示:两种 VR 条件均较视频显著提升共情,但情绪化 VR 并未带来额外的共情增益;而在设计创意环节,非情绪化 VR 产出的方案与低视力用户优先需求的对齐度显著高于另外两种条件。作者借助认知负荷理论(CLT)提出工作假设:情绪化线索可能在创意阶段引入额外认知/情绪需求,干扰共情理解向用户需求对齐设计的转化。论文据此给出校准 VR 情绪强度的实践指南,帮助设计工具在激发共情与保障设计思考之间取得平衡。

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.

核心观点

  • VR 确实能提升设计师对低视力用户的共情(两种 VR 条件均优于被动视频),但“情绪加码”未带来额外共情增益。/ Both VR conditions increased empathy relative to passive video, but emotional intensification produced no additional measurable gain.
  • 情绪强化存在隐性代价:非情绪化 VR 的设计方案与用户优先需求对齐度更高。/ Non-emotional VR produced stronger user-need-aligned ideation than both other conditions—emotional intensification carries a hidden downstream cost.
  • 认知负荷理论可解释该分化:情绪化线索在创意阶段引入额外认知需求,干扰分析性设计工作。/ A CLT-based interpretation: emotionally charged cues may impose extraneous demands during ideation, hindering analytical design work.
  • “共情越多设计越好”的常识假设不成立:共情的认知成分与情绪成分对设计作用不同。/ The assumption that “more empathy yields better design” does not hold—cognitive and affective empathy components play distinct roles.
  • 实践指南:校准 VR 共情工具的情绪强度,在共情激发与设计思考之间取得平衡。/ Practical guidance: calibrate VR emotional intensity to balance empathic engagement with the cognitive work of design ideation.

完整目录

  • Introduction(引言)
  • Related work(相关工作:VR 视角采择、设计中的共情、双过程与认知负荷理论)
  • Formative study(形成性研究:低视力参与者访谈与共创)
  • User study(用户实验:N=90 组间实验)
  • Findings of the user study(实验结果:定量与定性分析)
  • Discussion(讨论:具身 vs 情绪强化、认知负荷解释、设计启示与局限)
  • Conclusion(结论)