Room-oriented immersive systems are human-scale built environments that enable collective multi-sensory immersion in virtual space. Although such systems are currently seeing increasing applications in public realms, limited understanding remains regarding how humans interact with the virtual environments displayed within. Synthesizing virtual reality ergonomics and human-building interaction (HBI) knowledge allows us to investigate these systems meaningfully. In this work, we develop a model of content analysis based on hardware components of the Collaborative-Research Augmented Immersive Virtual Environment Laboratory (CRAIVE-Lab) and the Cognitive Immersive Room (CIR) at Rensselaer Polytechnic Institute. Situating ROIS as a joint cognitive system, this model consists of five categories of qualitative factors: 1) general design approach; 2) topological relationships; 3) features of tasks; 4) hardware-specific design modalities; and 5) interactive qualities. We probe the comprehensiveness of this model using existing design scenarios at the CRAIVE-Lab and the CIR featuring both application-based and experience-based designs. Through these case studies, the robustness of this model in its representation of design intention is observed, with limitations on temporal constraints. In creating this model, we establish foundations for more detailed assessments of the interactive qualities of systems alike.