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DOCUMENTATION: The Empathy Norm in Design Processes
- 01Empathy traces its origins to the Greek word empatheia, meaning physical affection or passion, derived from the combination of em (in) and pathos (emotion). The term was first introduced in 1873 when the art historian and philosopher Robert Vischer coined the German word Einfühlung, literally “feeling into”, to describe the projection and connection of an individual's feelings with an object. In its original 19th-century conception, therefore, the term had little to do with sharing emotions with others (Merriam-Webster, n.d.) but it rather involved a transfer of emotions towards objects and a phenomena external to human beings. However, shortly after its initial appearance, the word gained popularity thanks to the psychologist Theodor Lipps, who reframed the concept by adapting it to the process of aesthetic experiences and extending it to a psychological sphere linked to understanding the mental states of others. In 1909, psychologist Edward Titchener translated the German term Einfühlung into the English version empathy, distinguishing it from the concept of sympathy (i.e. 'the sincere concern for someone who is experiencing something difficult or painful') (Merriam-Webster, n.d.) and attributing to it an instrumental function aimed at understand the other (Kouprie & Visser, 2009). Over time, the term has acquired a shared connotation among different psychological, philosophical, and social perspectives. In brief, we can describe empathy nowadays as 'the ability to share someone else's feelings or experiences by imagining what it would be like to be in that person's situation' (Cambridge Dictionary, n.d.). This definition places the concept within the sphere of sociality and intersubjectivity, concerning the psychological characteristics related to social intelligence that enable individuals to connect with their emotions and understand how their behaviour and feelings are influenced by others (Efilti & Gelmez, 2024). Having explored the roots and interpretative nuances of the term from a more general perspective, it is now time to consider how it has permeated the design domain, becoming an essential part of the process. The adjective empathic in the design context was introduced in the late 1990s when companies began to recognise the limitations of user-investigation practices, mainly based on questionnaires at that time, for designing user-oriented products. Awareness was then raised about the need to include empathy in design practices to develop products that meet people's needs, immersing the design outcome in their everyday lives, environments, and habits (Kouprie & Visser, 2009). The intersection between empathy and design has been consolidated in recent decades, with growing interest that has intensified considerably in the recent period. From the beginning, the introduction of this idea within design proved to be bivalent: on the one hand, it was read as a strategic contribution to the greater effectiveness of the creative act, and on the other, as the designer's interest in understanding the user. The latter interpretation assumed the form of Empathic design, associated with democratic conceptions such as Co-design or Participatory design (Stephan, 2023), whose prospects implied a departure from User-centered design, in which the design act was explicitly directed to the user, to approaches that actively involved users within the process, thus implying an evolution of the methods usually adopted to empathise with users, to co-build design knowledge together with users (Sanders, 2002). In this evolution, design has increasingly been joined by a social dimension linked to care and ethics, approaching issues such as inclusiveness and the sustainability of products and services. However, a constant feature in its evolutionary development and formalisation of empathy as an essential ingredient is its perception as a fundamental medium to be included in the process, not as an object of the employed method. The apex of its integration was reached around the turn of the century, when it became part of the mainstream design discourse (Stephan, 2023). In light of this exploration of empathy, we can recognise the increase in its involvement within the design process, partially still connected with its original meaning conceived as a feeling projection towards an inanimate entity. Focusing on the formalisation of this norm within the design, empathy assumes a role as a channeller of the designer's intention towards the object before its materialisation, precisely during its conception and development process. We can, therefore, attribute according to this perspective to the designer the role of interpreter, who, by empathising with the user, grasps the perception of otherness, then translates this knowledge into a design act, which in the end returns to the user a response to their feelings in tangible form. In turn, the user can empathise and resonate with the materialised design act, recognising in it a response to their latent desires.
- 02Empathy in design can be defined as 'an imaginative projection into another person's situation' (Koskinen et al., 2003, p. 45). To achieve this level of connection with others, it is essential to consider empathy as a design tool that can be implemented through various methods. The designer incorporates methodologies and tools from the social sciences and navigates the emotional realm of empathy in user interaction alongside the analytical aspect of understanding and processing the user's needs (Kouprie & Visser, 2009). The oscillation between the identification with the user and the analytical translation of this interpersonal connection into design insights is manifested through various research methods. For example, designers may immerse themselves in the user experience, adopting the user's role and transitioning from mere data collection to an empathic understanding of the experience. Alternatively, they might utilise ethnographic techniques, starting with passive observation of users in their natural environment and progressing to more interactive methods such as interviews and focus groups. Eventually, designers may integrate prototypes into the user's environment to observe their first-hand interaction (Koskinen et al., 2003). According to Kouprie and Visser (2009), empathy can be practised in three ways within the design process. The first involves direct contact between the designer and the user through field research techniques to understand their needs within their natural context. The second method entails sharing user research results with a design team, often utilising tools like storytelling, personas, scenarios, and role-playing, and the employment of raw data such as pictures taken in the field or transcripts of user comments. Lastly, designers can simulate the user's experience first-hand through practices like product handling, experience prototyping, body-storming, and informants, augmented by technological innovations such as virtual reality experiences and sensory simulations. Similarly, Heylighen and Dong (2019) classified empathy in design into several categories. These include research techniques for establishing direct contact and employing methods like video ethnography and contextual interviews to intimately understand user experiences and unmet needs. Techniques for communicating findings, such as storytelling and narrative inquiry, effectively enhance empathy within design teams. Personas and Empathy maps provide detailed representations of end users, fostering empathy and understanding their perspectives. Finally, ideation techniques evoke designers' experiences through wearable simulations, immersing them in user experiences and evoking empathy through first-hand impressions of users' challenges.
- 03The conceptualisation of empathy in design can be articulated through the 'Empathic Understanding' notion, which consists of capturing users' experiences to build specific knowledge within a context. This impulse of the designer towards the discovery of otherness is supported by an investigation into the exterior expression of the user, of a more explicit nature, investigable through 'Empathic Design Research' and 'Empathic Design Action', but also towards the interiority of the individual, of an implicit nature, drawing on 'Empathic Orientation' and 'Empathic Mental Processes' (Surma-aho & Hölttä-Otto, 2021). Focusing on external investigation, this is articulated through 'Empathic Design Research', providing tools and methodologies to understand and empathise with user experiences, such as simulations of user experiences, in-depth user diaries, and investigative methods to access the user's perspective. Subsequently, through 'Empathic Design Action,' the designer translates the meaningful results of empathic research into design actions to ensure correspondence between user needs and design response. Moving to internal dynamics, we delve into the psycho-cognitive dimension of users’ understanding. Through 'Empathic Orientation,' the focus is on the conscious act of appreciating others' experiences beyond judgment, opening up the possibility of perceiving latent needs. In parallel, in 'Empathic Mental Processes,' designers approach understanding users' mental processes based on the affective-cognitive dimension, seeking to transform emotions into insights for design development (Surma-aho & Hölttä-Otto, 2021). However, it must be recognised that this boundary between affective components, namely 'reasoning emotion', and cognitive components, namely 'reasoning perspective', is blurred. Indeed, according to the philosopher Edith Stein's perspectives, this dividing line must never be cancelled; the empathiser has to understand the feelings of the empathised, not feel them directly. The psychologist Carl Ransom Rogers has a similar perspective, defining empathy as 'the ability to understand another person's experience in the world, as if you were that person' (Kouprie & Visser, 2009). Still, 'as if' poses a necessary division between the two people in the interaction. The configuration space of the Empathy Norm thus moves from the explicit to the implicit. Unlike other design investigation methods, empathy goes beyond reading explicit and observable data from users' actions to the tacit and latent knowledge related to the unexpressed dreams and feelings of more profound experiences (Koskinen et al., 2003). By adopting an integrative approach that combines affective resonance and cognitive reasoning, empathy can be modelled within the design process. This model consists of four phases: 'Discovery,' 'Immersion,' 'Connection,' and 'Detachment.' During these phases, implicit knowledge gradually becomes explicit. The first phase serves as a discovery phase and initial contact with the user. In the second step, the designer becomes more actively involved in exploring and engaging with the user's context using qualitative research methods. Subsequently, in the third stage, the collected information is attributed with meaning related to the user's experience and filtered through the designer's experience. During the final phase, the designer performs an act of emotional detachment to transform the user's experience into design knowledge, translated into guidelines and insights for design development (Kouprie & Visser, 2009). The proposed framework for the Empathy Norm addresses the functional tools for its application and emphasises the core designer competencies required to incorporate it into the design process. It outlines how implicit information related to the user's emotional experience can be translated into explicit knowledge through the designer's interpretation. This process assigns to empathy a central role in design, moving beyond its perception as an ultimate goal to its interpretation as a mediating tool applicable throughout the design procedure.
- 04Within the described scenario, where the establishment of the Empathy Norm has solidified an empathy-centered design perspective, the dynamics of the conduct of conduct in the Foucault interpretation (conduire, 'to lead' or 'to drive,' and se conduire, 'to behave' or 'to conduct oneself') (Foucault, 1982, p. 789) appear ambiguous on various fronts. One interpretation of this phenomenon can be linked to the relationship between Design and Empathy. Over recent years, there has been a gradual affirmation of this norm within design, reaching its integration into the process as an indispensable design tool. However, there remains a persistent risk of sliding into 'Empathy tensions and abuses' (Drouet et al., 2023, p.2), where empathy becomes the primary objective of design, extending its application indiscriminately to all contexts and needs, overlooking the inherent limitations due to the designer's subjective perception, thus making empathy the result of a process of self-conduction. In this context, the expression of power linked to the norm and its scope co-exist in a delicate balance, in which the process of self-reflection brings the designer's attention back to the implementation of empathy as a preliminary tool to the design process. In this way, the guidance of the norm returns to the hands of the designer, who can apply it in the process without letting it override the design development. At the same time, a power tension between the designer and the user is evident in this dynamic, arising from the ongoing exchange of subjective psycho-cognitive perspectives. During the practices of 'Empathic Orientation' and 'Empathic Mental Processes' (Surma-aho & Hölttä-Otto, 2021), the designer is in a continuous state of practice exposing themselves to the otherness, seeking to grasp the latent need of the user. In this configuration, the fluctuation between the affective components of 'emotional reasoning' and the cognitive components of 'perspectival reasoning' (Kouprie & Visser, 2009) attempts to bridge the gap between the designer and the users, as well as between the outcome of the design process and the user's needs. This shared experience and perception between the two parties leads to a more empathetic human relationship based on interaction with others, in which the conduct of the process flows back and forth between the two parties. This prompts consideration of the passive aspect of empathy, shifting the focus from the designer's active research to methods that cultivate an ongoing empathic understanding (Stephan, 2023), which extends beyond the completion of the project.
- 05We have examined how the Empathy Norm gained its position in Design, but this is merely one aspect of a broader picture. If we focus on the value structure that underpins empathy, we arrive at the heart of the matter. What drives us, as designers, to practice empathy, or more precisely, what drives us, as human beings, to empathize? To this question an answer can be found in the notion of aware Otherness, rooted in the recognition that Alterity is part of ourselves; consequently, we are always the other to others. The theme of Justice, interpreted from Jacques Derrida's perspective, can be brought into the discussion at this point, whose reflection is based on Emmanuel Levinas' words: Justice is 'the relation with the Other' (Gutting, 2011, p. 136). According to Simon Critchley's interpretation, justice is not an abstract concept; it is derived from the direct relationship with the other, which calls us to a sense of responsibility towards them. Hence, we come up against the 'undecidable' concept of justice, linked to the singularity of the other, whose uniqueness transcends our capacities for understanding. Jacques Derrida further radicalises this position, assuming that the other is not only unreachable in terms of interiority but also through phenomenological analysis. What we encounter here is a paradoxical aspect of the Empathy Norm; indeed, while it aims to promote a sense of Justice and an understanding of Alterity, it simultaneously excludes its actual understanding. Hence, we are faced with what is referred to as the 'Empathic Horizon' (McDonagh-Philp and Denton, 1999), the insurmountable boundary towards the other comprehension related to the individual's subjective point of view (Kouprie & Visser, 2009). This leads us to reflect on meta-ethical issues, such as the question "Are there minds other than my own?" (Gutting, 2011, p. 138) Consequently, we have to consider how we are all exposed to the 'modes of subjectivation', i.e. the forces that, according to a Foucauldian definition, act on individuals so that they internalise society's moral codes and ethical standards, consequently depriving the individual of a free and unconstrained process of self-affirmation (Gutting, 2011). These internalised codes limit our capacity for openness to otherness. Therefore, we must avoid projecting our shadow onto the world, built on subjective beliefs and interpretations. In doing so, the Other becomes a simulacrum, a representation based on an act of typification. What we must pay attention to in this act of exclusion of the Norm is that the Other must continue to represent a possibility for gaining significance and not the reflection of our value system, by working on the space of reflexivity between the Other's horizon and our gap (Zingale, 2023).
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PROTOTYPE: Insights into the Post-Empathy Game
- 01Throughout our investigation into the formalisation of the Empathy Norm within design processes, we explored how its expression can oscillate between the explicit manifestation, related to an external expression that can be investigated through 'Empathic Design Research' and 'Empathic Design Action', and the implicit one, associated with an inward dimension that can be explored through 'Empathic Orientation' and 'Empathic Mental Processes' (Surma-aho & Hölttä-Otto, 2021). Although the external investigation may follow defined models employing specific empathic tools, the translation of the knowledge gathered through the user research still relies on the designer's inner reasoning and subjective ability to resonate with the user's environment, experiences, and feelings. It is precisely in this continuous flow of information between the interiority and the exteriority, the implicitness and the explicitness of the empathic processes, which synergistically involve the designer and the user, that one of the limits of the norm is highlighted. This first limitation that is recognized takes the form of the impossibility, as an intrinsic characteristic of every human being, of depriving oneself of one's innate interpretative filter in capturing the otherness. This flaw is well expressed by the concept of the 'Empathic Horizon' (McDonagh-Philp and Denton, 1999), a term that indicates the limits of the designer's ability to empathise beyond the experiences, background, culture, education, and other socio-cultural references intrinsic to each individual (Kouprie & Visser, 2009). Therefore, someone feels that these factors inhibit deep identification with the user, making appreciation and understanding of otherness a subjective interpretation. It is considered that the main risk is that designers may adopt a 'designer-centric' approach. In this sense, their experience and overestimation of their abilities lead them to exhibit self-referential behavior, shaping the insights and experiences provided by the user according to their own perspective (Koskinen et al., 2003). It is known that through the preconception, which could be positive or negative, we have a first explanation about things, in this case, identity. There are supporters of the idea that, after the first preconception, through overcoming it, it could let you improve the project, helping to visualize other points of view. Moreover, while some designers take a 'designer-centric' approach, others try to avoid bias and stereotypes through the inclusion of stakeholders and feedback. Although it is always clear that design for all individuals cannot be universalised, design tends to respond to the needs of as many people as possible. Indeed, the gap between the empathic approach and the need to generalise outcomes for product development shows us how tricky the process of designing itself is. This does not exclude that, in some cases, designers ignore negative feedback and hinder the improvement or resolution of issues detected in the user experience. Nevertheless, the involvement of all stakeholders (i.e., clients, developers, and investors) is necessary in order to design an effective and useful project. At other times, however, the interaction between the stakeholders and enhancements due to feedback let designers maximize the results of designing by finding diverse perspectives and removing the presence of bias. As already said, there are researchers that explain some of those patterns as the 'empathy trap' in which the designer's attempt to perform empathy results in predictable considerations rather than innovative and radical interpretations (Mattelmäki et al., 2014). In this scenario, we want to question the assumption of Universality. This relates to an illusory belief in fully understanding others and their needs, rooted in the confidence that the conventional methodologies and tools adopted for empathic research in design can empower the designer, leading them to neglect self-criticism of their subjective perspectives. From this standpoint, the designer may be led to believe that their design has met some universal criteria. Such objectives would, in any case, represent a utopia within any design project, since any outcome, even the most well-reasoned, is intrinsically incapable of including the full range of possible perspectives. Indeed, the limitation lies not only in the failure to achieve a universal outline but rather in the absence of a self-reflection process, which reinforces the designer's unconscious biases and leads to their integration into the project as a self-validated act. In this sense, we are wondering if the models and techniques that designers use to help enforce empathy are really valid. Indeed, those could not be inclusive or designed through bias themselves.
- 02Despite the fact that empathy is a powerful tool for understanding others, as we already mentioned, it can happen that this comprehension is limited. Recognizing that our approach could be flawed, we can head towards a more nuanced perspective on a situation. Indeed, by highlighting blind spots, designers are more prepared to do a critical reflection about their own biases, assumptions, and perspectives. Therefore, through recognition of the "Empathic Horizon" and acknowledging the limits of subjectivity in perceiving others, it will indeed be aware of the difference between subjectivity and otherness and of the infinite opportunities within this difference. This could serve as a starting point for a more constructive approach, fostering a deeper understanding of situations from different perspectives. Therefore, by recognizing where empathy is lacking, designers can target it as a way to improve. Indeed, improving empathic abilities involves actions like seeking out diverse perspectives, practicing active listening, and exploring experiences different from their own. Being able to acknowledge empathy as a subjective "practice" can lead to greater awareness in the design process. Precisely from the fact that it cannot be standardized by rules and tools, even if supportive, and understanding filtered through our perspective as designers.
- 03Generally, we think of exploiting weaknesses in a negative and non-constructive way. In the case of empathy, it is possible to think about how the weak points of this Norm can be exploited to earn more, further weakening some social groups. Or the already-present gaps, biases, and prejudices could be exploited to increase the differences. In this way, for example, it will be increasingly difficult to empathize with otherness, to know it and recognize it, and then enter into a relationship with it. On the other hand, however, as mentioned before, delving into the lack can be a means to increase critical thinking. By identifying the weak point, it is necessary to bring in considerations regarding fundamental principles, such as those of equity and justice. This is why the empathic process is long and concerns a profound understanding of others according to different points of view, while also taking advantage of an intersectional perspective. Reaching this level of awareness can help designers understand their "empathic" limitations and reflect more on their design practices. This can be achieved by exposing them to the diversity of perceptions of empathy, which can provide a heterogeneous picture of the domain in which we operate.
- 04Following what we have explained so far, it is important to underline that our main aim is to reflect on the limits that empathy brings within. These limits are not only related to the field of design, but to all situations in which empathy is applied. For this reason, we believe it is more appropriate if the scale of intervention focus on the single designer. Through our design, we do not want to revise the empathic approaches and tools developed for the design discipline, which are based on specific methodologies drawing from the psychological and social sciences. Instead, our goal is to prompt designers, on an individual level, to question and reflect upon the "limits" of their subjectivity in perceiving others and their projects. The initial aim was to highlight how empathy is a subjective perception. The first reflections in this regard have pushed towards a collection of opinions on the topic to highlight the heterogeneity and subjectivity in the perception of individuality. For this reason, we decided to focus on a medium that could highlight this idea of heterogeneity and subjectivity in the perception of empathy. For example, by collecting and showcasing various opinions on the subject from both users and designers’ perspectives. During the brainstorming sessions, we reflected on considerations that might arise from broader questions that challenge the concept of understanding otherness in design and beyond, e.g. What does empathy mean to you? Why is empathy important (in design)? Having to deal with such a dense topic, whose value framework extends far beyond the realm of design, we initially considered methods to showcase the various facets of the theme's interpretation. Within this perspective, we imagined juxtaposing various points of view in order to reveal the complexity of the phenomenon, through a virtual or physical exhibition, to make designers reflect on the challenges they face and the multitude of perspectives to be included in the design process. The aim of this hypothetical installation was to uncover the deeper meaning of empathy, both from the designer's and the user's perspective. We had planned to gather insights through various methods inspired by empathy practices in design (e.g. crosswords, multiple-choice tests, remote voice recordings, live interviews with voice and video recordings, graphic representations, and role-plays). These methodologies aimed to highlight the diversity of perspectives and the impact of the researcher's approach on the responses obtained. Through this concept, the objective was to demonstrate the potential dialogue among the various responses gathered. Thus, in our understanding, the exhibition should have been followed by a roundtable discussion to gather opinions on empathy perception. This would involve how visitors perceived the different media used as 'empathic', exploring the concept of meta-empathy. With this approach, we aimed to test not only our own "Empathic Horizons" but also those of the participants and visitors. By highlighting the biases inherent in our research, which influence the choice of methods and formulation of questions, as well as the subjectivity involved in experiencing the exhibition itself. Building upon this initial hypothesis and framework, we sought to enhance the experience by offering a different perspective. Referring back to McDonagh-Philp and Denton's concept from 1999, we figured out that every individual has his or her own unique experiences, and these define his or her "Empathic Horizon." This term is used to indicate the limits on a designer’s individual ability to empathize beyond certain characteristics of his or her group, such as nationality, background, age, gender, culture, experience, and education. In relation to this concept, a few years later, Baron-Cohen and Wheelwright (2004) developed a measure of someone’s level of empathy called the "Empathy Quotient". The idea of the exhibition gradually evolved into a digital experience aimed at raising awareness of how the choice of "empathic" methodologies applied within design processes and the unique sensibility of each individual determine the grasp of otherness. At the centre of this virtual experience, we want to place the subjectivity of the empathic experience, as opposed to the so-called "Presumption of Universality" that many designers risk falling into while performing "empathy-centric" design. To challenge this notion, the prototype is structured as a series of interactions aimed at measuring the user's level of empathy in a fictitious manner. The proposed experiences are characterised by a high level of ambiguity, which prevents the user from responding based on a binary choice of correctness: true or false, yes or no, right or wrong. Through subtle irony and the proposition of activities where the validity of the response highlights each user's subjective perspective, the prototype seeks to emphasise the ambiguity of the theme and the multitude of interpretations related to empathy. The ironic mimicry of a "bad" interface showing different perceptions of empathy serves as an anti-toolkit for deep self-reflection. The point is not to criticise empathic practices in design, but to recognise our limitations as humans to explore otherness with greater awareness. For this reason, rather than offering a definitive solution, the aim of the prototype is to engage designers in a meta-reflection on empathy, encouraging them to contemplate its significance and how acknowledging its limitations can enhance their work.
- 05The context in which we design is a melting pot of multiple cultures, points of view, and perspectives, but also the place where the singularity of each individual could be expressed. The designer, as part of this environment, is subjected to these mechanisms. As already explained, following the concept of "Empathic Horizon," we aren't able to go beyond our background and overcome our biases in order to truly understand the presence of others perspectives. Because of the Norm that we investigated and the type of medium that we defined as more suitable, the boundaries of the prototype become blurred and cannot be framed within a rigid disciplinary framework. Indeed, in our opinion, since the influences are various (i.e., design, social, cultural, and psychological), it's really reductive to encase them in a predicted scheme.
- 06The proposed experience, which moves within this hybrid space, connecting various disciplinary fields that have accompanied the formation of the concept of empathy since its emergence. However, our prototype intends to use design languages to canalize our reflection into an artefact related to the Design Interface discipline. In this context, the design seeks to challenge the assimilated rules of affordance in digital experiences and established modes of interaction, inviting users to question their certainties in the navigation patterns and with the digital medium. In this way, we also want to challenge the value framework based on the paradoxical concept in which otherness ends up representing the very end, which is the limit of the Empathy Norm. The reflection that can arise from the experience, however, will be calibrated to individual sensitivity, which can reshape the inner concept of empathy in an original way.
- 07Our anti-toolkit is a website. In order to make the definitions and descriptions as varied as possible, we ask some questions about empathy to AI-powered large language model. In this way, we have combined definitions and citations from researchers and answers from Artificial Intelligence. Opening the homepage, you can immediately realize that the interface is not friendly and empathetic towards the user. And, below it, a menu that drives the idea of confusion and unclarity. The words that are written on the different labels are meaningless and unuseful. After some tentative thinking, you can choose between going into the portfolio that will explain the project or trying the empathy game and discovering which is your empathy level. The user will find a prickly object that will challenge you to immerse yourself in a nonsense game and test your empathy. All the activities proposed focus on the theme of empathy and look at it from different angles. And, below it, a menu that drives the idea of confusion and unclarity. with a series of labels with meaningless and useless words. Thus emphasizing the disorienting feeling and poor usability of the interface. The user who is confronted with this confusing site can choose whether to test the game and challenge their empathy or to go directly to the portfolio with an explanation of the project. In case they want to test the experience they are confronted with a thorny object, conceptually resembling hostility, from which they will begin their nonsense gameplay experience, which is intended to challenge their mental construct of empathy. This is done through a series of interactive activities that explore the concept of empathy from different perspectives without proposing real solutions. DON'T START HERE: IF YOU FEEL EMPATHY, CLICK THE GRAY BUTTON From the very first interaction, we realize how this game challenges our opinions and judgments. The phrase "Are you sure this is gray?" leads one to doubt their own judgment, putting it on a plane of different perspectives. Why do you ask if the color is gray? Are there people who do not perceive it that way? How do other people perceive the color gray? NEITHER HERE: POSITION YOUR EMPATHY This is an intentional provocation because although we can continually push the limits of our empathy by “widening” our “Empathic Horizon,” there will always be a new limit to be challenged, placed a bit further when confronted with alterity. By not allowing the user to go beyond this limit, the measurement cursor intends to push them to question the role of their subjectivity in the perception of others. START HERE: ARE YOU EMPATHETIC? The question gives you the feeling of struggle because it’s unclear what the user needs to do with it. The solution to the “enigma” is not an answer, but the realization that the concept of empathy can also be applied to inanimate beings, as the origins of the therm. PHASE 1: WHICH OF THE FOLLOWING IS THE DEFINITION OF EMPATHY? Through this proposed activity, we want to stress the idea that empathy does not have a unique definition. For this reason, among the proposed solutions there isn’t a correct answer, but a tone of different definitions and points of view about the topic. Also combined with nonsensical responses that invite reflection on the very meaning of attributing empathy an univocal definition. PHASE 2: DISCOVER THE LIMIT OF EMPATHY During the fourth activity, the users are pushed to make a reflection about the concept of universality and how it could modify their point of view (and how its perception is constrained by the subjectivity of one's viewpoints.) Indeed, through the card written in Braille, the users are uncertain about the message that the site conveys and try to find a way to get it. Then they will discover that this is an explanation of what the presumption of universality is. BOSS: FOLLOW THE STEPS TO EMPATHIZE The last activity gives the idea that to empathize with someone, it is necessary to follow some steps. The way users must proceed through the predefined empathizing steps results in unpredictable outcomes, clearly far from what one would expect from an "empathy process". This dynamic is designed to challenge the rigidity sustained by some traditional empathic methodologies, prompting us to contemplate how the interaction between humans is not something that can be controlled and managed solely by tools. GAME OVER: CONGRATULATIONS! After those activities, the result will never be processed definitively, as there is no real rigid assessment of empathy. In this context, it will be explained through a description that empathy is unique and personal. Indeed, every identity perceives what is around them differently, through the lens of their background, history, and bias. You can constantly practice empathy to make your context more and more welcoming to others. Success, therefore, comes from questioning yourself.
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