Design for Dignity - Wayfinding principles and guidance

30 Dec.,2024

 

Design for Dignity - Wayfinding principles and guidance

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Guidance on premises

Wayfinding principles and guidance

Wayfinding is the system of communication that allows people to navigate through their environment using their available senses. It can take the form of tactile clues (TSGIs, changes in surface texture, tactile maps), visual clues (signs, maps, changes in colour for different zones or levels), audible clues (beacon technology telling your smartphone where you are and providing direction, noise from water features, a row of restaurants or a road), architectural clues (physical barriers or distinctive pathways) or even aromatic such as food smells from a restaurant.

Wayfinding Design Guidelines ()*Apelt, R. and Crawford, J. and Hogan, David J. () Wayfinding Design Guidelines. CRC for Construction Innovation, Brisbane. Viewed at http://digitalcollections.qut.edu.au//
Viewed September state that a successful wayfinding system should &#;reassure users, create a welcoming and enjoyable environment and ideally, provide answers to potential queries before users have to ask for assistance&#;. This captures the spirit of independent and dignified navigation.

Courtesy of Brailliant Touch Australia

The key criteria for successful wayfinding are also suggested in guidelines and they neatly describe the core requirements for shopping centre, and large store, navigation. It should provide information for users to:

  • Confirm that they are at the correct start or finish point of an individual journey.
  • Identify their location within a building or an external space.
  • Reinforce that they are travelling in the right direction.
  • Orient themselves within a building or external space.
  • Understand the location and any potential hazards.
  • Identify their destination on arrival.
  • Escape safely in an emergency.

Design Focus

In a retail setting, wayfinding could take the form of:

  • A tactile map located near the front door of a large store to orient people within the store and locate key services like the service counter, lifts and toilet.
  • Tactile and braille indicators on the path of travel for changes in direction and on stair handrails to indicate changes in floor or place or change of direction.
  • Beacon technology and tactile maps at key points to gain orientation and direction.
  • Clear directional signage for emergency evacuation.
  • Signage legibility (size, font, contrast, glare reflection, ability to read from different angles) at appropriate expected distances.
  • Different floor surfaces (texture and contrast) for the walkway to assist people in navigating the store.
  • Use of colour or design to indicate different floors, wings or zones.
  • Common pictograms like the International Symbol of Access to direct people to accessible toilets.
  • Defining different areas of the store in clear zones that make finding the way easier.
  • Using symbols as well as English to assist people from different cultural backgrounds as well as people that may have difficulty understanding.

Case study &#; Wayfindr

The Royal London Society of the Blind and a digital product studio called ustwo launched a joint venture to use beacon technology to enable people who are blind or have low vision to navigate successfully on the London underground. Google.org funded a trial of the app called Wayfindr at Euston station in London. The Wayfindr joint venture has created an Open Standard for the use and implementation of digital wayfinding on mobile devices using audio navigation*https://www.wayfindr.net/
Viewed September . Similar technology is being piloted by Transport NSW at Chatswood in Sydney's North.

Wayfinding Design Guidelines -

Wayfinding requires designers to organise and communicate the relationships of space in the environment. Basically, it is the naming and marking of places, identifying destinations, and providing directional information. The Cooperative Research Centre for Construction Innovation produced a comprehensive, if somewhat technical, set of wayfinding design guidelines.

The guidelines covers basic principles, and very detailed design solutions and strategies, covering topics such as arrival point, main entry, internal arrival point, graphic communication, restrooms and toilets, lifts, and signage design. Sign legibility, system design criteria, and viewing distance to signs are all covered, plus much more. Wayfinding is a key element of accessibility for everyone. Making signs and systems universally designed for everyone requires additional thought and planning. 

AS .4.2 Wayfinding Standard, was published in by Standards Australia. 

Thinking cognition and signage

Signalling the right way to go has to account for cognitive abilities, visual acuity, and spatial awareness. As people age some of these abilities decline. Consequently, considering the needs of this group in wayfinding design will make wayfinding easier for everyone. 

Mishler and Neider have identified five key points and explain them in detail in their article. 

    1. Distinctiveness: information should have cues informative to the route which can be distinguished from the surroundings.

    2. Consistency and standardisation: avoid information overload with the consistent placement, size, colour and shape of signage.

    3. Simplicity: limiting each sign to three or four units of information, because people tend to glance rather than read, and avoid visual clutter.

    4. Isolation: keep the signs away from other visual clutter to help focus attention in the right place.

    5. Reassurance: letting people know they are still on the correct route especially if the destination is a long way from the directional sign.

The title of the article is, &#;Improving Wayfinding for Older Users with Selective Attention Deficits&#;, in Ergonomics in Design. For a free read go to the article on ResearchGate. 

Editor&#;s Note: I came across a designer who didn&#;t want signage to interfere with the design and decided to minimise their impact. This picture shows how one designer thought that disguising signage was a good idea. Architectural wayfinding strategies minimise the need for lots of signs. 

zigo supply professional and honest service.

Universal design in signage placement

From the abstract

Intuition behind sign placement and wayfinding features rarely encompass the needs of a wide range of building users. To help in automating sign placement, recent research has combined the use of agent-based simulation with optimization algorithms for maximizing visibility and wayfinding throughout a building model.

As with many instances of machine learning applications, these are dominated by an assumed young, healthy, and perfectly sighted virtual human.

We present an analysis of virtual human agents exploring a digital space using a combined vision and modified A* algorithm across multiple postures and visual impairments.

We show how the inclusion of head angle and limited sights can change the results of what may be considered an optimal sign location.

The title of the paper is Universal Design of Signage Through Virtual Human Simulation. You will need institutional access for a free read. 

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