← All reviews

3D Printed Maps and Icons for Inclusion: Testing in the Wild by People who are Blind or have Low Vision

Leona Holloway, Kim Marriott, Matthew Butler, Samuel Reinders · 2019 · Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2019) · doi:10.1145/3308561.3353790

Summary

This study investigated the use of 3D printed maps at a real-world public event — the 2019 Melbourne International Flower and Garden Show — to evaluate their suitability for people who are blind or have low vision (BLV). Conducted in collaboration with Guide Dogs Victoria (GDV), the research team designed and produced four 3D printed maps of the Carlton Gardens venue: a large A2 map with representational 3D icons for key features, a handheld mini map, and two smaller models of specific garden areas. The study is notable as the first "in the wild" evaluation of 3D printed maps for Orientation and Mobility (O&M) purposes, meaning it tested these tools in a natural, uncontrolled setting rather than a lab. Ten BLV participants and four sighted GDV representatives provided feedback through semi-structured interviews and an online survey. The research addressed two questions: what design guidelines should govern the creation of 3D maps and icons, and what role can such maps play in supporting O&M at events. The iterative design process involved consultation with tactile graphics experts and BLV users, refining icons through multiple iterations to maximize tactile recognisability. The maps used a combination of materials including laser-cut acrylic, felt for lawn areas, and 3D printed icons, with braille and large print labels for identification.

Key findings

Representational 3D icons — miniature objects resembling what they depict, such as a bowl with chopsticks for food or a cross for first aid — could be readily recognised by touch without prior experience with tactile maps. Eight of nine respondents could distinguish all icons from one another, and every participant recognised at least one icon instantly. The food icon was the most recognisable (88% favourable), while the water tap icon caused the most confusion because its important details were at the bottom rather than the top. Key design guidelines emerged: icons should be at least 1.5cm wide with 1cm gaps between them, the most identifiable features should be placed at the top of the icon, and pathways should be wider than 7mm. The maps supported all four components of wayfinding: orientation, route decisions, mental mapping, and closure. Seven of ten participants (70%) said the map helped them imagine the gardens, and six of nine (67%) said they could use it for route planning. Critically, the maps also promoted inclusion — 89% of BLV respondents found them engaging, and sighted visitors also used the 3D map to locate points of interest, demonstrating that accessible maps can serve everyone. Participants estimated needing around 30 minutes to study a complex map and strongly preferred having access before arriving at a venue.

Relevance

This research has direct implications for how public spaces, events, and cultural institutions approach accessibility. The finding that 3D printed maps can be used effectively without prior tactile graphics experience lowers the barrier to adoption considerably. For accessibility practitioners, the detailed design guidelines — icon sizing, spacing, feature placement, pathway width, contrast requirements — provide actionable specifications for creating 3D accessible maps. The study also challenges the assumption that accessible materials are only for disabled users; the maps attracted broad interest from sighted visitors and children, reinforcing universal design principles. The "in the wild" methodology itself is significant, as it captured feedback from BLV people who might never participate in formal lab studies, including those with recent vision loss or limited confidence with tactile materials. Organisations running public events should consider providing 3D printed maps in advance and at entrances, with adequate space and time for exploration.

Tags: tactile graphics · blind · low vision · 3D printing · orientation and mobility · wayfinding · maps · inclusive design · haptic perception