Where We Read
Date: 2026
Medium:VR Walking Simulator
Where We Read uses materiality, interaction and audio elements in Virtual Reality to improve reading engagement for people with dyslexia. By translating words to sensory experiences we can improve comprehension and lack of self-belief when approaching written narratives. In our production team we had a member who has difficulty finding the desire to read because of their dyslexia. Their inclination for visual storytelling enabled us to design a reading platform tailored to the dyslexic experience. It is important to understand being dyslexic is not a disadvantage but an alternate creative focused method of processing information.
Our aim was to create a prototype that exemplified one narrative, however the future application of Where We Read is a library of stories. We aim to create literature walkthroughs that summarise books into multisensory encounters.