"Data has long been used to collect information about the participant but often remains out of sight. We are interested in seeing how sharing the data with the user offers them the opportunity to gain insights into their own emotional journey which supports learning and behaviour changes that endure."
May Abdalla, Co-Founder and Director, Anagram

Organisation details

A multi-award-winning creative studio. Experts in thought-provoking interactive storytelling and immersive experience design. To learn more please visit Anagram’s website.

Project details

How does what you do during a piece of immersive content give you a unique insight into yourself and offer learning potential? As part of this programme, Anagram will create a prototype of Feel Learn Do; an application consisting of a unique suite of technical tools that monitor, log, aggregate and translate a user’s physiological and behavioural data during their experience of a piece of narrative virtual reality (VR) or mixed reality (MR).

Feel Learn Do will initially be used in conjunction with Goliath: Playing With Reality, Anagram’s multi-award-winning VR experience (narrated by Academy-Award-winning actress Tilda Swinton) about schizophrenia, gaming and connection. The application will support a reflective learning session that will be used with healthcare professionals to support a greater understanding of the lived experience of mental health conditions.

The team will specifically examine the different data sets that can be used and ways in which we represent the emotional map of the experience to bring new and valuable insights to learners.

In the context of an increase in mental health issues coupled with heightened demands on public service,  the team is working alongside partners at the University of the West of England (UWE) School of Health and Social Wellbeing to develop an experience that leads to greater compassion towards lived experience and greater resilience amongst staff members.