Design Research Methodology / Task 4: Research Reflection Report and Recorded Presentation

23 / 04 / 2024 —  30 / 07 / 2025 (Week 01 — Week 14)

Zhou Yutong/ 0378676

RES 60604 / Design Research Methodology / Bachelor of Design (Hons) in Creative Media / Taylor's University

Task 4: Research Reflection Report and Recorded Presentation 


TABLE OF CONTENT

INSTRUCTIONS

TASK

FEEDBACK

REFLECTION


INSTRUCTIONS


TASK 4
Final Report Compilation 
Recorded Presentation Video(Recommended for 1080p quality)


FEEDBACK


REFLECTION

Experience

This research experience was both enlightening and transformative. At first, I was only vaguely curious about the role of resolution in the virtual reality (VR) museum experience. However, as I progressively engaged in all aspects of the study - formulating research questions, reviewing literature, designing questionnaires, and analyzing user data - I gradually built a deeper understanding of the complexities behind the immersive experience.

One of the most valuable lessons was learning how to translate an abstract idea into a concrete research question. The process of constantly revising the questionnaire made me realize that precise wording and good structure are crucial to obtaining meaningful responses. I was also exposed to the challenges of qualitative research when interpreting users' open-ended responses, which made me think more deeply from the users' perspective. Despite the difficulties encountered during the process, the successful completion of the study has greatly boosted my self-confidence and made me look forward to conducting similar studies on my own.

Observation

Throughout my research, I have observed that the user's immersion in VR is influenced by a number of interrelated factors. While resolution does enhance the realism of the image, it is not the only factor that determines whether the experience is immersive or not. The literature review and participant feedback suggest that narrative coherence, emotional connectivity, and user expectations likewise play a key role in immersion.

Furthermore, I noticed that there is not always a perfect correspondence between users' subjective feelings and technical parameters. Some users do not believe that high resolution necessarily leads to a better experience - especially if the storytelling is weak or the sense of interaction is insufficient. This observation reveals the gap between technical potential and actual user satisfaction, and re-emphasizes the importance of a user-centered VR design philosophy.

Findings

The central finding of this study is that the immersive experience in virtual reality is a multidimensional perceptual process. Resolution is an element of this, but not a determining factor. Narrative design, emotional engagement, and user expectations also play an important role. These findings suggest that content and technology must evolve in harmony - simply improving hardware parameters does not guarantee a better user experience.

This project also made me realize the effectiveness of using a data-driven approach to explore user experience. By combining the analysis of quantitative ratings with qualitative feedback, I was able to construct a comprehensive understanding of user perception. This dual approach not only enhances the credibility of the research, but also provides a solid foundation for me to conduct relevant research in the future.

Summary 

This module was not only an academic assignment, but also a complete learning and growing process. It allowed me to learn how to explore issues, ask questions, analyze data, and transform the insights into valuable conclusions. What I gained is not only an in-depth understanding of the topic of “VR in Museums”, but also an overall improvement in research thinking and methodology.



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