IMMERSIVE EMPATHY: VIRTUAL REALITY FOR INCLUSIVE DESIGN EDUCATION
ISEP - Instituto Superior de Engenharia do Porto (PORTUGAL)
About this paper:
Conference name: 18th International Conference on Education and New Learning Technologies
Dates: 29 June-1 July, 2026
Location: Palma, Spain
Abstract:
Traditional higher education in design engineering and product development often struggles to bridge the gap between theoretical accessibility guidelines and the lived reality of individuals with disabilities. This lack of direct experiential empathy can result in products and environments that fail to meet the actual needs of diverse users, ultimately hindering social and economic inclusion. To address this challenge, the VR4ALL project introduces an innovative pedagogical framework that utilizes immersive Virtual Reality (VR) to facilitate the empathize phase of the Design Thinking methodology.
The primary objective of this research is to investigate how first-person perspective simulations in VR can enhance empathy and improve the effectiveness of inclusive design education. The project methodology involves the development of a technological toolset comprising high-fidelity 3D environments, such as classrooms and offices, integrated with custom VR application assets. These assets utilize camera filters, shaders, and motion modifiers to realistically simulate various visual impairments, including glaucoma and color vision deficiency, as well as motor disabilities such as Parkinson’s disease and restricted mobility requiring wheelchair use. By embodying an avatar with these simulated constraints, design students and professionals experience firsthand the environmental barriers and functional limitations faced by disabled users.
In addition to the technical development, the project establishes a comprehensive training framework for higher education teachers to effectively integrate these VR tools into existing curricula. This includes the creation of use-case scenarios and practical exercises based on Design Thinking principles to ensure that the technology serves as a meaningful learning tool rather than a mere novelty. The effectiveness of the VR4ALL framework is validated through an iterative evaluation process involving accessibility experts and pilot implementations with students and industry professionals across five European countries.
Preliminary findings suggest that immersive VR simulations significantly increase the level of empathy among designers compared to traditional teaching methods. By providing a safe, controlled environment for experimentation and reflection, the VR4ALL project not only upgrades the digital skills portfolio of educators and students but also promotes the design of more accessible products and systems. Ultimately, this initiative contributes to the digital transformation of higher education in a technological world while advancing the core European priorities of inclusion and diversity.Keywords:
Design Education, Inclusion, Higher Education Innovation through VR, Design Thinking Methodology, Digital Transformation.