Abstract

ABSTRACT As immersive technology grows in popularity, universities are developing academic innovation labs (AIL) that often introduce students to virtual reality (VR) and other emerging cross reality applications. Although these labs help educate students on emerging technology, a more critical eye is needed to examine user experience (UX). This article reports on a qualitative, multimethod study that employed a talk-aloud UX protocol to gather data on VR users’ experience at the University of Connecticut’s OPIM Research Lab. To fully define and contrast this data, we juxtapose these individual narratives with rhetorical analysis of marketing discourse, as presented by VR platform HTC Vive, Google’s VR application Tilt Brush, and the Research Lab’s promotional material. Based on our findings, we assert that sociotechnical imaginaries as constructed by promotional material often reduce the complexities of immersion in user experience. Such marketing rhetoric creates “top-down” imaginaries that contrast with “bottom-up” imaginaries generated in user experience, reinforcing the complex and fluid definitions of immersion. The resulting study has practical implications for stakeholders across higher education, especially in the context of innovation labs, as well as for technical and professional communication educators and practitioners.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call