BOOX: An Augmented Simulation of Visual Dyslexia
Abstract
This research project explored how augmented reality (AR) simulations can enhance public understanding and engagement with visual dyslexia. Unlike other forms of dyslexia, visual dyslexia involves distinct visual-perceptual distortions—such as seeing words doubled, overlapped, irregular, moving, fading, or jumping off the page. These symptoms are difficult to imagine or describe, often leading to misconceptions and negative labeling of individuals with dyslexia. To address this, I developed an AR-based simulation in the form of a giant book titled BOOX: An Augmented Simulation of Visual Dyslexia, offering a hands-on experience of visual distortion. The project aimed to raise public awareness through an interdisciplinary approach—combining art, design, and technology—and assess AR’s impact on the effectiveness of simulation. Using a participatory design method, the project actively involved individuals with dyslexia. Results showed that immersive AR experiences significantly improved participants’ engagement, understanding, and empathy, highlighting the potential of AR as a powerful educational and advocacy tool.