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THE ART OF EXPERIENTIAL LEARNINGCASE STUDY / 05
GOVERNMENT × EDUCATION

NACINField Training
Centre.

Knowledge, brought
to life.

An immersive world of stories, spaces, and hands-on discovery.

Enter the experience
01 / IMMERSIVE STORYTELLING
NACIN wildlife exhibit site render
Explore a world beyond the screen.
NACIN interactive learning stations site render
02 TOUCH & EXPLORE
NACIN RFID objects and interaction surface site render
03 OBJECTS INTO STORIES
12
THEMATIC ZONES
One connected journey.
LOOK CLOSER. TOUCH. EXPLORE. LEARN.SPATIAL DESIGN + DIGITAL INTERACTION
MY ROLE
UI/UX · Interactive learning
DOMAIN
Government & education
FORMAT
Immersive experience centre
DURATION
Multi-phase
01 / THE BRIEF

An institution to understand.
An experience to remember.

NACIN—the National Academy of Customs, Indirect Taxes and Narcotics—trains officers in customs, indirect taxes, and narcotics administration. The centre brings its legacy, training ecosystem, achievements, and future vision into an interactive setting.

THE CORE CHALLENGE

How do you turn complex institutional and training content into something people can explore, interact with, and understand?

CLARITY · OPERATIONAL ACCURACY · ACCESSIBILITY
THE STARTING POINT

Information to absorb.

Manual learning and conventional presentations offered limited interaction and experiential understanding.

THE DESIGN AMBITION

Knowledge to experience.

Combine touch interfaces, simulation, spatial storytelling, and immersive technology in one visitor journey.

WHO WE ARE DESIGNING FOR

Different backgrounds.
A clear way in.

Primary audiences

Government officials · NACIN trainees and officers · Administrative delegates · Visiting authorities · Policymakers

Secondary audiences

International delegations · Academic and research visitors · Institutional partners · New recruits and aspirants

02 / UX DIRECTION

Make the complex clear.
Make the visitor active.

The supplied brief identifies six design challenges. These shaped a consistent direction: simplify the content, make interaction understandable, and connect the screens to the space.

01

Dense institutional information

Break complex subjects into visual, explorable content.

02

Diverse audiences

Use clear navigation for officers, trainees, delegates, and non-technical visitors.

03

Spatial + digital integration

Give each digital touchpoint a clear role in the physical journey.

04

Sustaining attention

Invite participation through simulation, touch, and discovery.

05

Readability & accessibility

Prioritise readable displays and understandable interaction flows.

06

Institutional credibility

Balance a modern visual experience with a professional government identity.

THE EXPERIENCE PRINCIPLE

Give visitors a reason to look, a way to participate, and something to take away.

03 / THE EXPERIENCE ECOSYSTEM

Twelve zones.
Many ways to learn.

Different topics need different interaction formats. The ecosystem combines immersive environments, learning exhibits, touch surfaces, and object-based interaction across 12 thematic zones.

EXPLORE THE ZONES

Select a zone to see its planned touchpoints.

THEMATIC ZONE / 5 TOUCHPOINT TYPES

Green Customs

  • Interactive learning exhibits
  • Projection table
  • Interactive touch exhibits
  • Taction Table
  • LFD wall

Touchpoint mapping from the supplied NACIN ecosystem diagram.

View the complete ecosystem diagram +Original NACIN ecosystem diagram mapping 12 zones to their technologiesView detail ↗
04 / FEATURED EXPERIENCE / VR

A training scenario
you can step into.

The VR Airport Customs simulation turns a training topic into a sequence of decisions. Officers examine information, identify clues, and work through an investigation in a simulated airport environment.

AIRPORT CUSTOMS / TRAINING SIMULATION

Observe.
Investigate.
Decide.

The storyboard begins with a welcome, controller training, and a mission briefing before the five gameplay levels.

Guided onboardingFive levelsOutcome feedback
01 / ORIENT

Welcome the officer

Introduce the airport security challenge.

02 / PREPARE

Learn the controls

Explain navigation and controller settings.

03 / BRIEF

Understand the mission

Give the learner a clear investigation goal.

FIVE LEVELS OF INVESTIGATIONExplore the storyboard sequence ↓
LEVEL 01Data analysis

Find the first clues.

Analyse the manifest, find anomalies, and shortlist six suspects.

OUTCOME & FEEDBACK

Contraband found → success feedback and score

Contraband not found → review and learning feedback

Original VR airport customs storyboard: onboarding, five investigation levels and outcome feedbackView detail ↗
THE ORIGINAL STORYBOARD / FROM ONBOARDING TO OUTCOME
DESIGNING FOR A HEADSET

Comfort is part
of the interface.

The supplied design references define a comfort zone, a neck-comfort limit, and a central area for flat UI. These guide where the learner looks and interacts.

These are project layout references, not universal VR specifications.

Project VR reference showing comfort zone and neck-comfort boundaryView detail ↗
Viewing comfort
Project VR reference showing the flat UI comfort area and curved or tilted areaView detail ↗
UI placement

The source materials note confidentiality restrictions on final UI screens. This case study presents the storyboard, design references, and site renders.

05 / EXHIBIT DESIGN

Four more ways
to make learning tangible.

Each exhibit connects a physical action with a learning moment. The following concepts move from early sketches to the supplied site visualisations.

01
ROTOSCOPE

Reveal the story
as you explore.

A large visual environment sets the scene. A movable side panel reveals detailed content as visitors explore the exhibit.

APPLIED ACROSS

Wildlife · X-ray · Intellectual Property Rights

Original rotoscope concept sketch with background display and movable side panelView detail ↗
CONCEPT SKETCH / ROTOSCOPE
THE INTERACTION
  1. Move the panel
  2. Reveal detail
  3. Explore the story
Wildlife zone site renderView detail ↗
Wildlife zone site render
Intellectual Property Rights zone site renderView detail ↗
Intellectual Property Rights zone site render
02
TACTION TABLE

Put the learning
in people’s hands.

A collaborative multi-touch surface lets visitors explore, zoom, rotate, and interact with content together. The approach covers inspection processes, laboratory analysis, and quality standards.

APPLIED ACROSS

Green Customs · CRCL · Bureau of Indian Standards

Original Taction Table sketch showing the multi-touch surface and sensor moduleView detail ↗
CONCEPT SKETCH / TACTION TABLE
THE INTERACTION
  1. Touch the surface
  2. Explore together
  3. Understand the process
Green Customs table site renderView detail ↗
Green Customs table site render
Bureau of Indian Standards table site renderView detail ↗
Bureau of Indian Standards table site render
03
INTERACTIVE LEARNING EXHIBITS

Let curiosity
lead the way.

A touch-enabled learning station combines visual information with self-guided exploration. Visitors can explore topics, watch videos, and answer quizzes through the interface.

APPLIED ACROSS

Green Customs · X-ray · Intellectual Property Rights · Textile

Original interactive learning exhibit sketch showing a display and multi-touch interaction tableView detail ↗
CONCEPT SKETCH / INTERACTIVE LEARNING EXHIBITS
THE INTERACTION
  1. Choose a topic
  2. Watch or interact
  3. Check understanding
Green Customs learning stations site renderView detail ↗
Green Customs learning stations site render
Intellectual Property Rights learning stations site renderView detail ↗
Intellectual Property Rights learning stations site render
04
RFID INSTALLATION

A physical object.
A digital discovery.

RFID-enabled objects, cards, or tags connect the physical exhibit to related digital content. A scan or placement brings information and case studies onto the display.

APPLIED ACROSS

Advanced Narcotics · Intellectual Property Rights

Original RFID installation sketch showing scan interaction and related contentView detail ↗
CONCEPT SKETCH / RFID INSTALLATION
THE INTERACTION
  1. Place or scan
  2. Trigger content
  3. Explore the case
RFID installation site renderView detail ↗
RFID installation site render
RFID-enabled objects and interaction surface site renderView detail ↗
RFID-enabled objects and interaction surface site render
06 / THE TECHNOLOGY MIX

An ecosystem behind
every interaction.

The supplied implementation overview spans visitor-facing experiences and supporting systems. The categories below show the range of systems described in the project materials.

14technology categories

Immersive formats, touch interactions, audio, and management software work together to support the centre.

TECHNOLOGY CATEGORIES

Shown as a technology inventory, without percentage shares or performance claims.

Museum management software
Audio guide
Interactive touch exhibits
Interactive learning exhibit + digital game simulation
Explore the remaining technologies +
Additional technology categories
Technology
Rotoscope
LFD pillar
RFID table
Flipbook
Taction Table
Immersive room
Projection table
Gesture kiosk
Virtual reality
Augmented reality
07 / OUTCOMES & REFLECTION

Design for participation.
Build for understanding.

The project materials describe stronger engagement, clearer technical understanding, and more collaborative learning. They provide qualitative outcomes rather than measured performance results.

01 / IMMERSION

From a lesson
to a scenario.

VR puts observation and decision-making into an interactive training context.

02 / PARTICIPATION

From watching
to doing.

Touch surfaces and learning exhibits invite visitors to explore at their own pace or together.

03 / DISCOVERY

From an object
to its story.

RFID and movable-panel exhibits connect a physical action to meaningful information.

THE DESIGN TAKEAWAY

Technology creates the possibility.
A clear interaction creates the learning.

The through-line is consistency: a clear starting point, an understandable action, and a useful response across different screens, objects, and spaces.

What I would validate next +
  • Can first-time visitors begin each exhibit without staff assistance?
  • Do learners understand the purpose and feedback at each VR stage?
  • Are the displays, touch targets, and physical interaction points accessible to the intended audiences?
  • Does the experience improve understanding and recall compared with the previous presentation format?
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