PROBLEM: How can we encourage the public ranging from the ages of 15-35-year-olds who are into more visual and tactile learning using VR? How could we help them understand what a dyslexic person goes through every day? 

INSIGHT: There have been many times before when our audience was intrigued by pop-up museums like The Museum of Feelings, Pizza, or Ice Cream. These pop-ups created excitement but, they did something obtainable to learn from.

SOLUTION: Create an experiential pop-up "Matrix" inspired Museum to visually tell what it means to decode dyslexia in someone's everyday life. Using VR technology and, other activities at play will intrigue interest in the eye of the public.
  
Once you step into the main room you'll be given a VR headset to start the simulation 
immediately. Below this is the interface that you'll see once activated.
Simulation has started 
After an intense challenge our guest will be challenged even more in the letter room. Where they'll  
test their physical skills by chasing the letter of their choice before it changes to another letter.
Our audience will play an endless game of selecting and pressing a letter of their choice but, the screen will completely disregard their right choice by highlighting another letter until they get the letter they originally started with. Which will never happen.  
THANK YOU!

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