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Immersive Experience Design and Research for the Ajanta Caves, India

Project: Interaction Design Thesis | IDC, IIT Bombay (2016) Guided by Prof. Jayesh Pillai Co-Guided by Prof. Sumant Rao

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About the Project

Ajanta Caves, a UNESCO World Heritage site, stand as monumental evidence of India’s rich cultural and architectural history. However, accessibility and preservation challenges necessitate innovative approaches to engage audiences without compromising the caves' integrity.

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This project, aims to craft an interactive Mixed Reality experience (VR and augmentation) and a storytelling framework to give a walkthrough of the 29 Buddhist caves of Ajanta while informing the viewers of the significance behind astronomy, architecture, history, and other stories that played a role in the making of the caves and their paintings/ sculptures.

An interactive data visualization was developed to study and compare the excavation timelines and activities of different caves. Additionally, an engaging interactive method was created to convey the Jataka Tales painted in the Ajanta Caves, bringing the ancient narratives to life and enhancing understanding of their historical and artistic significance.

My Contribution
  • Design Research
  • Data Visualization
  • Interaction Design
  • Instructional Design
  • UX Design
Challenges for On-site Visitors
  • On-site Restrictions: Flash photography and limited time per visitor are prohibited, which hinders an in-depth experience.

  • Awareness Gaps: Many visitors lack knowledge of the significance of the Jataka tales painted on the cave walls.

  • Accessibility Issues: Elderly and physically challenged visitors face difficulties navigating the caves.

  • Technological Constraints: No network coverage further limits access to supplementary digital information.

User Study I

The system was designed with a focus on user experience (UX) and human-computer interaction (HCI) principles, ensuring that city planners can seamlessly explore, compare, and implement roadside activity allocations. The interface prioritizes clarity, interactivity, and actionable insights, making it a powerful tool for urban planning.

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Target Audience

The project is designed to cater to users categorized as enthusiasts. Below is a list of current site visitors, with the target audience highlighted.

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User Study II

The second user study was held with three groups: Experts, Enthusiasts and Gamers to get UX insights about storytelling UX in a virtual environment.

  • Experts desire detailed and accurate information.

  • Enthusiasts look for engaging visual and auditory narratives.

  • Gamer insights: Intuitive navigation and immersive interaction will be needed to aid the above two in virtual environments.

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Content & Interaction Framework for Storytelling

A structured system of content mapping was designed:

  • Global Information: Broad data applicable to all caves, such as historical timelines.

  • Cave-Specific Details: Unique narratives, architecture, and art tied to individual caves.

A content framework was developed to structure and organize information about the caves. This framework categorized the details of the caves and mapped them to suitable interactions defined to user engagement. The template highlights various aspects through interactive elements, including:

  • Architectural Evolution: The design and construction changes over time.

  • Astronomical Influences: Connections to celestial alignments or symbolism.

  • Religious Influences: The role of spirituality in shaping the caves' purpose and design.

  • Paintings and Sculptures: Stories and significance behind the intricate artwork and carvings.

Example of Content Mapping​

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Technological Backbone for VR Environment (by experts)

Using photogrammetry and 3D scanning techniques, a realistic model of Cave 23 was developed by team members:

  • Point Cloud Data: Generated for accurate spatial representation.

  • Texturing: High-quality photographs enhance realism.

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Cave Timeline

​A dynamic timeline, inspired by Walter Spink's extensive research on the Ajanta Caves, offers a chronological perspective, showcasing:

  • Excavation Activity: Start, pause, and resumption timelines of excavation efforts, particularly during conflicts with ruling dynasties.

  • Buddha Idol Creation: Identification of caves originally designed with Buddha idols, those without, and those modified later to include idols.

  • Cave Donors: Details of individuals or groups who funded the construction of specific caves.

  • Cave Types: Classification into Viharas (monastic halls) and Chaitya halls (prayer halls).

  • Cave Exploration: Users can delve into individual caves directly from the timeline to uncover their unique stories and historical context.

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UX & Interaction Design for Cave Paintings

Upon entering a cave, users are presented with a visual map of all the Jataka Tale paintings displayed throughout the cave, each highlighted and labeled with its name for easy identification.

Cave Overview and Selection

Users can explore the panoramic view of the caves and apply filters based on various features of the caves.

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Interactive Storytelling

Users can explore the full story behind each painting by interacting with numbered markers that light up on the artwork, guiding them through the narrative in a structured and engaging manner.

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Restoration Visualization

To enhance understanding, a team of animators meticulously recreated sections of paintings that have been damaged or eroded over time. A slider feature allows users to reveal incomplete outlines, seamlessly fading them in to visualize how the artwork might have originally appeared.

Use the verticle slider on the image below to see the restoration:

10. Instructional design & Gamification for an Ed-tech platform to assist MBA aspirants & practitioners.

Designing decision architecture for a conversational bot along with UX Design for Courses and Forums for a platform assisting MBA aspirants, students and practitioners with the aid of gamification.

  |  © 2024 by Sitara Shah

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