LEARN-DO demonstrated breakthrough innovation potential in at least three ways. First, it is, to the best of our knowledge, the first mobile and interactive installation about blood donation. It supports participants to learn and initiate conversations about the subject in their social group and connect with real patients and other blood donors. Our installations provide a multi-faceted and interactive experience, especially suited for groups including children and adolescents. Moreover, it provides an exciting and fun environment in which inidividuals, e.g. visitors of a fair, learn about, engage, and virtually ‘experiment’ with blood donors and donation. As our previous research has shown, non-donors often lack information about and are unaware of the need for blood and plasma. Therefore, we mention the current (low) numbers of blood donors, the increasing demand for plasma, and the importance of donor-patient matching in the installations. Second, by focusing directly on children, adolescents, and adults LEARN-DO expands the scope of more traditional, teacher-implemented information and knowledge transmission, e.g. during high school lessons. Both installations are self-explenatory and easy to use. Participants have the possibility to interact directly with the information and connect it to real cases, real people and therefore engage both cognitively and emotionally with the subject of blood donation. In addition, they personalize their learning experience by choosing how and with which installation elements they want to engage, and they have the possibility to make information self-relevant by experiencing donating blood. Third, we took advantage of the social dimension of learning by designing installation elements that can be experienced by multiple persons at the same time, e.g. families or peer groups. As such, communication inside the group can be triggered and centered around the subject of blood donation.