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
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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
BoX-R
BoX-R is an interactive XR learning experience that lets residents find out what a prolonged power outage really means for daily life. In a guided simulation for multiple users, they practise dealing with situations such as lifts breaking down, phones running out of battery, being unable to pay by card, limited access to information, and helping vulnerable neighbours. BoX-R addresses the problem that traditional communication about emergencies is often too text-heavy, abstract or complicated. The experience is designed for residents, with particular attention to people with low literacy, non-native speakers, older people and those in vulnerable situations. Key figures from organisations such as libraries, the Red Cross and housing associations can use the experience to make crisis preparedness and self-reliance concrete, local and accessible. Source: public phase 1 summaries, RVO
SHIFT
SHIFT is an interactive conversation experience for key workers and people seeking support. During the conversation, they work together to build a visual picture of the future around themes such as housing, work, relationships and leisure time. Physical objects, cards and short interactive mini-games make the conversation more tangible and less dependent on words. SHIFT supports key workers without replacing human contact. The method offers an alternative to the classic intake interview and can help build trust more quickly and tailor support more effectively. Potential users include municipalities, welfare, youth and participation organisations, and educational institutions. Source: public phase 1 summaries, RVO
Intergenerationeel en spelenderwijs naar een weerbare samenleving
HackShield is exploring an immersive game experience in which children practise crisis situations — such as cyber incidents, disinformation and power outages — together with parents and grandparents. Game-based learning, board game elements and escape-room mechanics are being explored as ways to encourage conversation, collaboration and mutual resilience across generations. The contribution to social cohesion starts small: with the cross-generational conversation that so often doesn't happen today. The experience can build on the existing HackShield programme, so these themes carry through at school and at home. Delivered through schools, municipalities and libraries, the approach has the potential to reach multiple generations. Practising together doesn't just build resilience — it also strengthens the bond between families, neighbours and communities. Source: public phase 1 summaries, 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
Black-out Event: immersive serious gaming voor samenredzame gemeenschappen
Black-Out Event is a mobile, interactive crisis simulation in which local communities experience how they can help one another when power, internet and other services go down. Over 72 minutes, participants live through the first 72 hours of a nationwide blackout, making decisions for their own neighbourhood based on limited information. Most crisis preparedness today relies on passive information: campaigns, websites, leaflets or public meetings. These are useful, but generic, and tend to reach mainly people who are already interested. Black-Out Event takes a different approach. The experience makes crisis preparedness collaborative, practical and tangible, while also addressing the social and emotional impact of a crisis. Participants discover who can help, which locations matter, and what arrangements need to be made. The outcomes are translated into a practical map or toolkit for their own neighbourhood. Source: public phase 1 summaries, RVO