Case Study: Parliament Immersive Experience

#1 Case Study: Parliament Immersive Experience

Description Individual Project – Study and anaylse the immersive experience package
designed for the Parliment. You must study the 1st experience.
1. Virtual Reality Experience or 360 Film (Oculus)
2. Online Experience

Deliverable Experience 1:
Virtual Reality Experience or 360 Film (Oculus) (6%)
3% – Deliverable 1: A flowchart or diagram illustrating the user’s journey
through the experience, supported by a brief explanation (150-200 words). – Indicate whether you analyzed a 360 Video or a VR Experience. – 360 Video: Navigation is controlled using a mouse or touch,
offering a passive viewing experience. – VR Experience: Navigation is head-tracked, allowing full
spatial immersion. – Entry & Greeting: For example, how does the VR/360 introduce the
experience to first-time users? Are there clear entry points and
guidance (e.g., tutorials, pop-up hints, intuitive starting points)? – Navigation & Progression: For example, is the user journey smooth
and logical, or do they get lost/confused? Are Transitions between
sections seamless, or do they break immersion? – Decision Points & Interactions: For example, does the experience
provide meaningful choices? (e.g., branching narratives, alternate
paths). Is the user constantly aware of what they can do next? – Exit & Conclusion: For example, is it clear to the user how and when
the experience will end? Does the site encourage users to revisit or
share the experience?

3% – Deliverable 2: Diegetic vs. Non-Diegetic Elements & Narrative/Visual
POV – This exercise reflects on Week 3 lecture. Please check the lecture for
more instructions.

Experience 2:
Online Experience (6%)
3% – Deliverable 1: A flowchart or diagram illustrating the user’s journey
through the experience, supported by a brief explanation (150-200 words).
Your explanation is expected to address these points:
– – – –
Entry & Greeting: For example, how does the website introduce the
experience to first-time users? Are there clear entry points and
guidance (e.g., tutorials, pop-up hints, intuitive starting points)?
Navigation & Progression: For example, is the user journey smooth
and logical, or do they get lost/confused? Are Transitions between
sections seamless, or do they break immersion? How does the
website structure its content to guide users? Is there a clear
beginning, middle, and end to the experience?
Decision Points & Interactions: For example, does the experience
provide meaningful choices? (e.g., branching narratives, alternate
paths). Is the user constantly aware of what they can do next?
Exit & Conclusion: For example, is it clear to the user how and when
the experience will end? Does the site encourage users to revisit or
share the experience?
3% – Deliverable 2: Screenshots of key moments with annotations
highlighting affordances. Your analysis is expected to cover these points: – – – –
Perceived vs. Real Affordances: For example, do elements look
interactive but aren’t? (e.g., misleading buttons, non-clickable 3D
objects). Do users intuitively understand what actions they can take?
Are affordances universal, or do they require prior knowledge?
Visual & Spatial Cues: For example, are buttons or links clearly
distinguished? Does colour, contrast, or animation help guide the
user? Are interactive elements positioned where users expect them
to be? Is sound reinforcing or distracting?
Feedback & Response: For example, when a user interacts, does the
website respond in a way that confirms the action? (e.g., hover
states, sound effects, animations)
Consistency & Learnability: For example, do similar interactions have
consistent behaviours across the experience? (you can provide an
external example to support your point) Can users learn how to
interact as they go, or do they need instructions? Is there
unnecessary complexity that hinders usability?

#1 Case Study_ Parliament Immersive Experience