An empathy-training Mixed Reality system that enables users to understand conflict dynamics, emotional nuance, and perspective-taking through spatially anchored AI-driven conversations. Pathic MR transforms abstract empathy concepts into embodied experiences—users don't just learn about perspective-taking, they physically inhabit another person's viewpoint.
"Almost all stakeholders identified the critical importance of stepping into the other's shoes."
— Research Finding
This project represents the convergence of spatial computing, conversational AI, and human-centered design to address one of the most persistent challenges in human interaction: the failure to truly understand another person's experience.
Pathic MR is a Mixed Reality empathy training platform built on Meta Quest 3 that uses spatially anchored AI characters, emotionally responsive dialogue, and role-shifting mechanics to create genuine perspective-taking experiences.
AI characters powered by Unity and XR Interaction Toolkit, positioned in meaningful spatial relationships with the user.
Convai-powered responses with custom emotion-scaffolding prompts for empathetically intelligent dialogue.
Experience conversations as yourself OR as the other person—creating genuine understanding, not just intellectual agreement.
Empathy scenarios grounded in real conflict patterns across workplace, academic, and relationship contexts.
Real-time narrative transitions based on where users look—natural interaction flow without controller dependency.
Hands-free, embodied interaction enabling natural conversation without breaking immersion.
Miscommunication is the root of most interpersonal conflicts. People struggle to see others' perspectives when emotions escalate—precisely the moments when perspective-taking matters most.
The gap between knowing you should empathize and actually feeling another person's experience creates a persistent barrier to conflict resolution.
"People often fail to recognize how their tone or assumptions escalate conflicts."
— Stakeholder Research
"Training works only when it feels real—not theoretical."
— Stakeholder Research
The research foundation combined multiple methodologies to understand both the problem space and design requirements.
"Emotional mirroring enhances trust."
"Gaze as input improves immersion."
"Empathy requires vulnerability and control."
Stakeholder research revealed three primary user archetypes, each facing distinct conflict challenges:
Struggles with academic pressure and peer relationships. Needs conflict resolution for power dynamics with professors and collaboration tensions.
Pain: Traditional training feels disconnected from actual experiences.
Navigates workplace tensions. Needs constructive communication patterns for disagreements about work allocation and feedback.
Pain: Corporate training feels performative rather than practical.
Struggles to express needs without triggering defensiveness. Needs safe space to practice difficult conversations.
Pain: Therapy concepts don't translate to embodied skill-building.
Where an avatar stands changes power dynamics. Too close feels threatening; too far feels disconnected. System dynamically adjusts positioning based on conversation phase and emotional intensity.
Early prototypes used theatrical animation that broke immersion. "Emotional attunement requires subtlety." Final system uses understated facial animation that reads as natural.
Generic scenarios don't create emotional memory. System grounds conflicts in recognizable contexts users can map to their own experiences. Physical presence creates visceral understanding.
Empathy training requires genuine discomfort—that discomfort is the learning. But system must never overwhelm. Careful pacing, user control, and clear exit paths maintain safety.
Pathic MR delivers a complete empathy training experience: fully interactive AI-driven MR conversations that respond dynamically to user input and emotional state.
Experience the same conflict from multiple viewpoints—genuine understanding, not intellectual agreement.
Avatars respond with appropriate nuance to user behavior throughout extended training sessions.
Adjusts difficulty and intensity based on user responses and training objectives.
User testing with target populations—students, employees, relationship partners—to validate empathy training effectiveness.
Pathic MR taught me that designing for emotion is fundamentally different from designing for utility. Technical systems succeed when they work reliably. Emotional systems succeed when they feel authentic—and authenticity emerges from restraint, timing, and subtlety.
Working with conversational AI revealed how much human communication depends on non-verbal cues that language models don't capture. The challenge wasn't generating plausible text—Convai handles that well. The challenge was ensuring that generated text, avatar animation, spatial positioning, and pacing all aligned to create a unified emotional experience.
This project represents the merger of research, engineering, and design that I believe defines next-generation product development. I conducted primary research, engineered complex technical systems, and designed experiences grounded in emotional intelligence—demonstrating these aren't separate disciplines but integrated skills.
Empathy can be trained, but training requires embodiment. Telling people to understand others doesn't work. Placing them in another person's position—literally, spatially, conversationally—creates understanding that persists.