Mythology Map

Product Design

Overview

Class: ART 564 Graphic Design for Accessibility at UW Madison

Role: Designer

Tools Used: TinkerCAD, Figma

Timeline: March-April 2024

Objectives:

  • Design a tactile map that can be used by those with visual impairments.

  • Design an accessible way to learn about mythology

What I did:

  • Research tactile and accessible design best practices

  • Create CAD designs and 3D prints

  • Develop personas and storyboards

  • Conduct usability testing

  • Research tactile and accessible design best practices

  • Create CAD designs and 3D prints

  • Develop personas and storyboards

  • Conduct usability testing

  • Research tactile and accessible design best practices

  • Create CAD designs and 3D prints

  • Develop personas and storyboards

  • Conduct usability testing

This project is a prototype for a tactile map that helps teach visually impaired people about world mythology. The map is a map of the world that

has embossed numbers, and a corresponding key with a number, icon, and QR code. For the future, I would also like to include 3D models that

a user can feel. In their place, I used figures that I had of a few mythological creatures.

This project is a prototype for a tactile map that helps teach visually impaired people about world mythology. The map is a map of the world that

has embossed numbers, and a corresponding key with a number, icon, and QR code. For the future, I would also like to include 3D models that

a user can feel. In their place, I used figures that I had of a few mythological creatures.

Planning

I planned out several variations of my map using a digital whiteboard. Many of the changes I made were done for spacing. I was taking into

account how well the letters would fit onto the map, and how easily someone who is touching the letters could differentiate them.

CAD Design

I next created my designs in CAD so they could be 3D printed.

One of my original designs for the tactile map. I decided not to use this version due to scalability.

A prototype I created to scale down the world map into printable sections.

One version I had designed for the key had numbers, name, icon, and a spot for a QR code. I found that the letters took up too much space, so I decided to omit it and place it in the audio description from the QR code.

One version I had designed for the key had numbers, name, icon, and a spot for a QR code. I found that the letters took up too much space, so I decided to omit it and place it in the audio description from the QR code.

One design I created where the key would have been above the map. I found that this didn’t give the key enough spacing for each creature.

I also did a test print from the map, and after some peer feedback found that it would be easier to differentiate the numbers and the map if they were bigger.

Takeaways

I found planning to be very valuable in the creation of this map. By planning out my map on a digital whiteboard first, and then designing it in CAD, I saved myself some effort of trying to rearrange everything in CAD and had a model simpler model to base my CAD design on.

Different populations of people have different ways of understanding a product. One thing I found in my user testing was that orientation labels are important for blind people using tactile maps. This is something I did not realize in my design , since as someone who is sighted, I assumed the orientation could be discerned.

Usability Testing

One change I made to the map following user testing was to add a label saying that this was the world map, since that wasn’t clear without an explanation. Another change I made following user testing was to add an indicator for the orientation of the map. From my testing, I found that users did not know which way to orient the map unless I told them. This was also a suggestion made by one of my testers, who also used the word up to indicate the proper orientation of their map.

One change I made to the map following user testing was to add a label saying that this was the world map, since that wasn’t clear without an explanation. Another change I made following user testing was to add an indicator for the orientation of the map. From my testing, I found that users did not know which way to orient the map unless I told them. This was also a suggestion made by one of my testers, who also used the word up to indicate the proper orientation of their map.

Final Prototype

Research

I conducted research on some of the standards for tactile maps. The main concepts that I took from this research were the use of Sans Serif

fonts, the necessity of reducing clutter, and the need for simplicity.

As part of my research, I looked at different maps for fantasy, historical, and mythological settings. I was interested in the idea of creating a

tactile map for either an educational purpose or for a setting that doesn’t exist. I decided to focus on mythological creatures because they are a

topic I thoroughly enjoy, and one that I felt would be more difficult to conceptualize than other concepts since they are made up creatures.

I used a few different sources for selecting mythological creatures. The two primary ones were A Book of Creatures, and The Atlas of Monsters. Both of these included details about the creatures, images, and geographic location.

To help guide my process, I created a user persona, Jimmy. Jimmy is a visually impaired 2nd grader, who loves learning about folklore and

other cultures I made my persona a child as I figured mythology is a topic that children might have trouble understanding, and I wanted my

map to be educational. Since I am not vision impaired myself, it was important to keep in mind what a vision impaired person would need in a

tactile map.