1.
This project challenged my assumptions about accessibility and deepened my understanding of what it means to design inclusively, as I initially believed that a universal approach – one that addressed multiple disabilities at once – would be the most effective. However, through research and feedback, I realised that attempting to cater to everyone at the same time often led to compromises that benefited no one fully. The tension between dyslexia-friendly sans serif fonts and serif fonts for low-vision individuals, for example, forced me to confront the reality that accessibility is not one-size-fits-all.
Moreover, refocusing on blind individuals allowed me to see the value of specificity in design. Exploring tactile systems and adapting them for walls made me more aware of how physical space interacts with accessibility, something I had never considered in depth before. The process of prototyping also made me reflect on the balance between sustainability and durability, pushing me to think about the long-term impact, shifting my perspective from designing for disabled individuals to designing with their needs in mind and recognising that accessibility is an ongoing, evolving process rather than a fixed solution. It made me more conscious of my responsibility as a designer – to listen, adapt, and continuously question how my work can be more inclusive.
2.
Latour, B. (1986). Visualisation and Cognition: Drawing Things Together. In Knowledge and Society: Studies in the Sociology of Culture at Present, Vol. 6, pp. 1-40.
In Latour’s article, he explores the role of visual representations in the construction of knowledge and cognition, focusing on how diagrams, models, and visual tools facilitate understanding and interaction. This was influential for our project as it provided a deep analysis of how visual elements (such as tactile markers in our project) play a role in organising and transmitting information.
Latour’s perspective on visualisation as a way of connecting different entities helped us understand the importance of making complex information, like spatial navigation for blind users, more accessible and tangible. His ideas around how things are visualised and how they connect to cognition influenced the design of our tactile system, emphasising that the way information is presented in physical spaces can shape how people navigate and interact with their surroundings. Latour’s work made us consider the role of touch and tactile systems as a form of “visualisation,” where non-visual cues take on the cognitive role of guiding users.
However, it also raised questions about how such systems might unintentionally limit users’ freedom to interpret and understand space – a critical moment for refining our design to ensure it didn’t overly constrain the user’s interaction with the environment but instead supported a fluid, accessible experience.
Lynam, I. (2021). Why We Should Really Be Concerned About the Visual Identity for the Tokyo Olympics. Medium. Available at: https://medium.com/@ianlynam/why-we-should-really-be-concerned-about-the-visual-identity-for-the-tokyo-olympics-969830d0e819 [Accessed 26/02/2025]
Lynam’s article critiques the visual identity and design elements used in the Tokyo 2020 Olympics, particularly focusing on accessibility issues and the failure to consider diverse audience needs. His analysis highlights how design choices, such as color schemes and typography, can alienate people with visual impairments or other disabilities, which was an important reference for the beginning of our project, as it provided a critical perspective on how design decisions can unintentionally exclude people.
The article made me more aware of how seemingly small details – like typography choices and color contrast – can have a large impact on accessibility, leading to a re-evaluation of our own design choices later on, particularly concerning the size and readability of braille and tactile used in our wayfinding system. It also reinforced the importance of considering accessibility from the very beginning of a project, rather than as an afterthought. While Lynam’s critique focuses on large-scale events like the Olympics, the underlying lesson about inclusive design is relevant to any public or shared space, helping me recognise the broader implications of accessibility in design and how easy it is to overlook the needs of disabled individuals in major projects.
Jirásková, L. (2024). The Problem of Wayfinding in a Built Environment. Proceedings of the MEi:CogSci Conference, Vol 18 No. 1. Available at: https://journals.phl.univie.ac.at/meicogsci/article/view/853 [Accessed 26/02/2025]
Jirásková’s paper on wayfinding in built environments offers an in-depth look at the experiential processes involved in spatial navigation, emphasising the role of cognitive mapping, decision-making, and the use of environmental cues such as landmarks and maps. This analysis was central in shaping our understanding of how users with blindness would navigate complex indoor spaces like a university campus. The focus on how individuals process spatial information and make navigation decisions helped us recognise the importance of integrating tactile cues into our design in a way that mirrors natural navigation behaviors.
The paper highlighted the challenge of designing for individuals who cannot rely on visual cues and the need for systems that facilitate intuitive navigation, directly influencing our decision to use tactile wall markers, as it became clear that such systems should align with the cognitive strategies people use when navigating their environment like memorisation and feel.
It also prompted us to consider the limitations of tactile systems, such as their potential to overwhelm users if over-complicated or poorly integrated into indoor environments, such as is the case with tactile flooring. Overall, Jirásková’s work reinforced the importance of designing systems that are cognitively aligned with how users perceive and process space, guiding us toward an intuitive, minimalistic design that would not disrupt natural navigation patterns.
De Lobo, T. (2010). Legibility for Users with Visual Disabilities. Communications in Computer and Information Science, vol 73, Springer, pp. 92-102, Berlin, Heidelberg. Available at: https://doi.org/10.1007/978-3-642-13166-0_14 [Accessed 26/02/2025]
De Lobo’s conference paper emphasises the importance of designing legible environments for individuals with visual disabilities, discussing elements such as audio signs, tactile maps, floor markings, dual signs, color contrast, and the use of sans-serif letters. This overview informed our project by highlighting the multifaceted nature of accessible design and the necessity of integrating sensory inputs to aid navigation. The discussion on tactile maps and floor markings reinforced our decision to incorporate tactile elements into wall navigation systems, extending beyond traditional floor-based cues.
However, this paper also prompted us to consider potential limitations, such as the diverse preferences and needs within the visually impaired community. For instance, while sans-serif fonts may enhance readability for some, others might find serif fonts more distinguishable. This insight led us to critically evaluate the balance between standardisation and personalisation in our designs, acknowledging that a one-size-fits-all approach may not be as effective. De Lobo’s work highlighted the importance of user-centered design and the need for adaptable solutions in creating accessible environments.
Tuvie. (2012). Braille Staircase Handrail to Navigate Visually Impaired People While Walking Up or Down Stairs. [Online] Available at: https://www.tuvie.com/braille-staircase-handrail-to-navigate-visually-impaired-people-while-on-walking-up-or-down-stairs/ [Accessed 26/02/2025]
This project introduced the idea of embedding braille on handrails to provide wayfinding information for blind individuals, which directly influenced our approach to tactile navigation beyond traditional flooring systems. The concept encouraged us to explore alternative spatial interactions, ultimately leading to our focus on wall-based tactile markers rather than limiting navigation aids to the ground. However, engaging critically with this design also exposed its limitations – while braille is a valuable accessibility tool, not all blind individuals read it, which raised concerns about its exclusivity. Additionally, we identified practical issues, such as how feeling for braille on a staircase could slow users down, potentially causing traffic flow disruptions or safety risks, such as collisions in busy spaces. These insights informed our decision to develop a more universally accessible tactile system, using distinct shapes rather than text-based solutions. This design project reinforced the importance of considering both innovation and usability when designing for accessibility.
Holloway, L., Butler, M., & Marriott, K. (2023). TactIcons: Designing 3D Printed Map Icons for People who are Blind or have Low Vision. Available at: https://arxiv.org/pdf/2407.20674 [Accessed 26/02/2025]
The Tacticons project provided valuable insights into designing tactile navigation aids for blind and low-vision individuals, particularly through 3D-printing and prototyping. By analysing their approach to creating tactile map icons, we gained a better understanding of how to design distinguishable and intuitive 3D-printed markers for our own project from their use of clear, simple shapes, which informed our decision to create tactile wall navigation tiles that are easy to identify through touch alone.However, Tacticons also highlighted some limitations that we had to consider. The reliance on small-scale icons raised concerns about usability in real-world navigation – while effective for maps, we questioned whether similar designs would be practical when scaled up for wayfinding in physical spaces. Additionally, as with many tactile systems, there is an inherent learning curve; users unfamiliar with the system may require time to interpret the shapes, which could limit its immediate usability. These considerations influenced our decision to develop a simple, standardised system that could be intuitively understood without prior knowledge, and ultimately, Tacticons reinforced the importance of balancing clarity, scalability, and ease of use in tactile accessibility design.
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