WijkWijs
WijkWijs is a mobile app that helps residents prepare for a crisis at neighbourhood level. Under normal circumstances, users follow a playful AR trail past emergency facilities and key locations in their own neighbourhood, complete with immersive explanations and an AI assistant. When the internet goes down, the app switches to an offline crisis mode featuring a local map, and the on-device AI assistant remains available. The feasibility study is being carried out by Dutch Rose Media/4DR Studios in Eindhoven, with Magic Trailz and Mear Fryslân as operational partners and the municipality of Eindhoven serving as the test site. Source: public phase 1 summaries, RVO
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De Drempel Over
De Drempel Over ('Crossing the Threshold') is a mobile escape experience housed in a converted caravan. In it, key professionals experience first-hand what it's like for vulnerable citizens to get stuck — for example due to low literacy, digital exclusion, or distrust of government. A debrief afterwards directly links this experience back to their own work. Key professionals often understand the problems facing their target group in theory, but don't really feel them. As a result, their approach doesn't always match what vulnerable citizens actually need. The experience is designed for neighbourhood teams, social workers and other professionals who bridge the gap between citizens and government. By making people experience these problems rather than just explaining them, De Drempel Over deepens understanding of vulnerable residents and encourages better-suited support and communication. Source: public summaries phase 1, RVO
Tussen straat en systeem
Robin de Lange is developing immersive training for key professionals who deal with homeless people in their daily work. Participants experience just how complex everyday life on the streets can be, and practise handling situations where people react with distrust, confusion, anger or withdrawal. Language and cultural differences add a further layer of challenge. The training is aimed at neighbourhood police officers, library staff, youth workers and community coaches, among others. For this group, dealing effectively with homeless people is part of everyday practice. Source: public summaries phase 1, RVO
Wijkmakers
Wijkmakers is a physical, interactive scale model that lets residents practise mutual self-reliance during disruptions and crisis situations in their neighbourhood. Around the model, participants make joint decisions under time pressure about requests for help, resources, roles and priorities. Light, sound and other changes immediately show what their choices mean for the neighbourhood. In phase 1, Hub Creations is developing a proof of concept and examining its content-related, technical, and usage and market feasibility. Residents, municipalities and neighbourhood partners are testing the experience together. Source: public phase 1 summaries, RVO
BrightAR: samen zien wat je alleen niet ziet
Young people take risks: around alcohol, peer pressure and testing boundaries. Key figures are closely connected to their community and want to make a difference there. But they often lack the means to truly get a group moving. BrightAR gives them those means. BrightAR is a group-based, immersive methodology in the form of a physical toolkit. Key figures use the toolkit to run workshops with young people. Through mixed reality, participants experience the consequences of choices around alcohol and risk-taking behaviour, for example, and translate this experience together into concrete agreements and skills. BrightAR strengthens the role of key figures as drivers of awareness and behavioural change. The approach opens up conversations about social issues and helps young people make agreements together and hold each other accountable. In doing so, BrightAR aims to strengthen not only individual awareness, but also cohesion within groups and communities. Source: public summaries phase 1, RVO
LifeSwap XR: ervaar de wereld achter de voordeur
LifeSwap XR is an immersive learning and reflection experience for key figures and professionals in the social domain. Users work through realistic XR scenarios covering topics such as debt assistance and financial security, experience different perspectives, and make choices. Guided reflection then translates the experience into concrete action points and working agreements. The innovation is not a standalone VR experience, but a scalable learning and reflection approach that can be deployed locally and later expanded to other municipal domains, such as the Social Support Act (Wmo), participation, youth care and civic integration. The solution is aimed at, among others, neighbourhood team professionals, social workers, and customer contact and policy staff. LifeSwap XR helps professionals better understand residents' everyday reality, communicate more thoughtfully, and make more suitable referrals. In doing so, it aims to help build trust and reduce drop-out in public services. Source: public phase 1 summaries, RVO
The Key
The Key is a mobile immersive simulation game in which key figures and partner organisations practise handling realistic support requests within a neighbourhood. Players gather around a shared dashboard, discuss their approach as the game unfolds, choose routes and see immediately how their choices affect trust, progress, workload and collaboration. In phase 1, Hub Creations is investigating the content-related, technical, usability and market feasibility. They are developing a proof of concept featuring a pilot storyline, a dashboard mock-up and a focus group test with key figures, the municipality and chain partners. Source: public phase 1 summaries, RVO