Most European caves containing Paleolithic cave art paintings (dating from approximately 10,000 – 50,000 years BP) are no longer accessible to the general public, and their visitor centers often require lengthy travel for tourists. In addition, the interactivity associated with these exhibits largely focus upon computer screens, and not a tactile interface. This Thesis project seeks to create a prototype of a tactile interface on a mock cave surface using projection mapping and motion tracking.
In developing this exhibit, the user experience (UX) design process was used as a methodology for defining, researching and co-designing for a particular user segment. While this Thesis only focuses on the users between the ages of five (5) to seven (7) years old, it can be used as a model for other user segments.
In researching and testing prototypes with children from this age cohort, it was determined that young children have visual-spatial development issues that hinder their ability to identify common animals in static cave art such as lions, rhinos and bison. After viewing the same cave art animals in motion graphics, 100% of all children were able to correctly identify the animal types.
Library of Congress Subject Headings
Cave paintings--Study and teaching (Elementary)--Interactive multimedia--Design; User-centered system design
Visual Communication Design (MFA)
Department, Program, or Center
School of Design (CIAS)
W. Michelle Harris
Parrillo, James J., "Paleo Journey: An Interactive Paleolithic Cave Art Experience. Using the User Experience (UX) Design Process to Develop An Interactive and Immersive Paleolithic Cave Art Exhibit Suitable for Children Between Five (5) and Seven (7) Years Old." (2017). Thesis. Rochester Institute of Technology. Accessed from
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