Wayfinding has been used in the context of architecture to refer to the user experience of orientation and navigating within the built environment.
Kevin A. Lynch used the term (originally "way-finding") for his 1960 book The Image of the City , where he defined way-finding as "a consistent use and organization of definite sensory cues from the external environment." [1]
In 1984 environmental psychologist Romedi Passini published the full-length "Wayfinding in Architecture" and expanded the concept to include the use of signage and other graphic communication, visual clues in the built environment, audible communication, tactile elements, including provisions for special-needs users. [2]
The wayfinding concept was further expanded in a further book by renowned Canadian graphic designer Paul Arthur, and Romedi Passini, published in 1992, "Wayfinding: People, Signs and Architecture." The book serves as a veritable wayfinding bible of descriptions, illustrations, and lists, all set into a practical context of how people use both signs and other wayfinding cues to find their way in complex environments. There is an extensive bibliography, including information on exiting information and how effective it has been during emergencies such as fires in public places. [3]
Wayfinding also refers to the set of architectural or design elements that aid orientation. Today, the term wayshowing, coined by Danish designer Per Mollerup, is used to cover the act of assisting way finding. [4] He describes the difference between wayshowing and way finding, and codifies the nine wayfinding strategies we all use when navigating in unknown territories. However, there is some debate over the importance of using the term wayshowing, some argue that it merely adds confusion to a discipline that is already highly misunderstood.[ citation needed ]
In 2010 American Hospital Association published "Wayfinding for Health Care: Best Practices for Today's Facilities", written by Randy R. Cooper. The book takes a comprehensive view of Wayfinding specifically for those in search of medical care.
Whilst wayfinding applies to cross disciplinary practices including architecture, art and design, signage design, psychology, environmental studies, one of the most recent definitions by Paul Symonds et al. [5] defines wayfinding as "The cognitive, social and corporeal process and experience of locating, following or discovering a route through and to a given space". Wayfinding is an embodied and sociocultural activity in addition to being a cognitive process in that wayfinding takes place almost exclusively in social environments with, around and past other people and influenced by stakeholders who manage and control the routes through which we try to find our way. The route is often one we might take for pleasure, such as to see a scenic highway, or one we take as a physical challenge such as trying to find the way through a series of caves showing our behavioural biases. Wayfinding is a complex practice that very often involves several techniques such as people-asking (asking people for directions) and crowd following and is thus a practice that combines psychological and sociocultural processes.
In addition to the built environment, the concept of wayfinding has also recently been applied to the concept of career development and an individual's attempt to create meaning within the context of career identity. This was addressed in late August, 2017 in the NPR podcast You 2.0: How Silicon Valley Can Help You Get Unstuck. [6] The wayfinding concept is also similar to information architecture, as both use information-seeking behaviour in information environments. [7]
In Lynch's The Image of the City, [1] he created a model of cities as a framework on which to build wayfinding systems. The 5 elements are what he found people use to orient themselves with a mental map. They are:
Expanding on Mollerup's nine wayfinding strategies mentioned above, they are:
Going further with the cognitive process, understanding it helps to build a better wayfinding system as designers learn how people navigate their way around and how to use those elements.
Chris Girling uses a cyclical model to explain how our decisions and actions change as we move. "Our brains are constantly sensing information, co-ordinating movement, remembering the environment and planning next steps". [8] The model shows how our perception can influence what information we seek out, such as some signage being too small to read or even too high up. Once we find the information we want, we make a decision which will depend on previous experiences. Finally we move, during which we look for more information to confirm that we made the right decision for our journey. The cognitive load of this will vary from person to person, as some will know the journey well while it is new to others. This understanding helps designers develop empathy for the user, as they research and test various wayfinding systems adapted to each context.
Modern wayfinding has begun to incorporate research on why people get lost, how they react to signage and how these systems can be improved.
An example of an urban wayfinding scheme is the Legible London Wayfinding system.
A study published in Nature showed that growing up in a grid-planned city hampers future spatial navigation skills. [9]
In 2011, Nashville, Tennessee introduced a wayfinding sign and traffic guidance program to help tourists navigate the city center. [10]
Indoor wayfinding in public buildings such as hospitals is commonly aided by kiosks, indoor maps, and building directories. [11] Indoor wayfinding is equally important in office buildings. [12]
Such spaces that involve areas outside the normal vocabulary of visitors show the need for a common set of language-independent symbols. [13]
Offering indoor maps for handheld mobile devices is becoming common, as are digital information kiosk systems. [14]
Other frequent wayfinding aids are the use of color coding [15] and signage clustering—used to order the information into a hierarchy and prevent the issue of information overload. [16] A number of recent airport terminals include ceiling designs and flooring patterns that encourage passengers to move along the required directional flow. [17]
The Americans with Disabilities Act of 1990 (ADA) represented a milestone in helping to make spaces universally accessible and improving wayfinding for users. [18]
Signage is the most visual part of wayfinding. A good wayfinding system needs well designed signage, but it also has to be well placed and to match the user's language.
There are four types of signs most commonly used which help navigate users and give them appropriate information. [19] They are:
Graphic design is a profession, academic discipline and applied art whose activity consists in projecting visual communications intended to transmit specific messages to social groups, with specific objectives. Graphic design is an interdisciplinary branch of design and of the fine arts. Its practice involves creativity, innovation and lateral thinking using manual or digital tools, where it is usual to use text and graphics to communicate visually.
Navigation is a field of study that focuses on the process of monitoring and controlling the movement of a craft or vehicle from one place to another. The field of navigation includes four general categories: land navigation, marine navigation, aeronautic navigation, and space navigation.
Information architecture (IA) is the structural design of shared information environments; the art and science of organizing and labelling websites, intranets, online communities and software to support usability and findability; and an emerging community of practice focused on bringing principles of design, architecture and information science to the digital landscape. Typically, it involves a model or concept of information that is used and applied to activities which require explicit details of complex information systems. These activities include library systems and database development.
Information design is the practice of presenting information in a way that fosters an efficient and effective understanding of the information. The term has come to be used for a specific area of graphic design related to displaying information effectively, rather than just attractively or for artistic expression. Information design is closely related to the field of data visualization and is often taught as part of graphic design courses. The broad applications of information design along with its close connections to other fields of design and communication practices have created some overlap in the definitions of communication design, data visualization, and information architecture.
Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use.
Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." While interaction design has an interest in form, its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field, as opposed to a science or engineering field.
Task analysis is a fundamental tool of human factors engineering. It entails analyzing how a task is accomplished, including a detailed description of both manual and mental activities, task and element durations, task frequency, task allocation, task complexity, environmental conditions, necessary clothing and equipment, and any other unique factors involved in or required for one or more people to perform a given task.
A retirement home – sometimes called an old people's home,old folks' home, or old age home, although old people's home can also refer to a nursing home – is a multi-residence housing facility intended for the elderly. Typically, each person or couple in the home has an apartment-style room or suite of rooms with an en-suite bathroom. Additional facilities are provided within the building. This can include facilities for meals, gatherings, recreation activities, and some form of health or hospital care. A place in a retirement home can be paid for on a rental basis, like an apartment, or can be bought in perpetuity on the same basis as a condominium.
A website wireframe, also known as a page schematic or screen blueprint, is a visual guide that represents the skeletal framework of a website. The term wireframe is taken from other fields that use a skeletal framework to represent 3 dimensional shape and volume. Wireframes are created for the purpose of arranging elements to best accomplish a particular purpose. The purpose is usually driven by a business objective and a creative idea. The wireframe depicts the page layout or arrangement of the website's content, including interface elements and navigational systems, and how they work together. The wireframe usually lacks typographic style, color, or graphics, since the main focus lies in functionality, behavior, and priority of content. In other words, it focuses on what a screen does, not what it looks like. Wireframes can be pencil drawings or sketches on a whiteboard, or they can be produced by means of a broad array of free or commercial software applications. Wireframes are generally created by business analysts, user experience designers, developers, visual designers, and by those with expertise in interaction design, information architecture and user research.
Wayfinding encompasses all of the ways in which people orient themselves in physical space and navigate from place to place. Wayfinding software is a self-service computer program that helps users to find a location, usually used indoors and installed on interactive kiosks or smartphones.
Digital signage is a segment of electronic signage. Digital displays use technologies such as LCD, LED, OLED, projection and e-paper to display digital images, video, web pages, weather data, restaurant menus, or text. They can be found in public spaces, transportation systems, museums, stadiums, retail stores, hotels, restaurants and corporate buildings etc., to provide wayfinding, exhibitions, marketing and outdoor advertising. They are used as a network of electronic displays that are centrally managed and individually addressable for the display of text, animated or video messages for advertising, information, entertainment and merchandising to targeted audiences.
Cognitive ergonomics is a scientific discipline that studies, evaluates, and designs tasks, jobs, products, environments and systems and how they interact with humans and their cognitive abilities. It is defined by the International Ergonomics Association as "concerned with mental processes, such as perception, memory, reasoning, and motor response, as they affect interactions among humans and other elements of a system. Cognitive ergonomics is responsible for how work is done in the mind, meaning, the quality of work is dependent on the persons understanding of situations. Situations could include the goals, means, and constraints of work. The relevant topics include mental workload, decision-making, skilled performance, human-computer interaction, human reliability, work stress and training as these may relate to human-system design." Cognitive ergonomics studies cognition in work and operational settings, in order to optimize human well-being and system performance. It is a subset of the larger field of human factors and ergonomics.
Signage is the design or use of signs and symbols to communicate a message. Signage also means signs collectively or being considered as a group. The term signage is documented to have been popularized in 1975 to 1980.
User experience design, upon which is the centralized requirements for "User Experience Design Research", defines the experience a user would go through when interacting with a company, its services, and its products. User experience design is a user centered design approach because it considers the user's experience when using a product or platform. Research, data analysis, and test results drive design decisions in UX design rather than aesthetic preferences and opinions, for which is known as UX Design Research. Unlike user interface design, which focuses solely on the design of a computer interface, UX design encompasses all aspects of a user's perceived experience with a product or website, such as its usability, usefulness, desirability, brand perception, and overall performance. UX design is also an element of the customer experience (CX), and encompasses all design aspects and design stages that are around a customer's experience.
Legible London is a citywide wayfinding system for London, operated by Transport for London (TfL). The system is designed to provide a consistent visual language and wayfinding system across the city, allowing visitors and local residents to easily gain local geographic knowledge regardless of the area they are in. It is the world's largest municipal wayfinding system.
Spatial contextual awareness consociates contextual information such as an individual's or sensor's location, activity, the time of day, and proximity to other people or objects and devices. It is also defined as the relationship between and synthesis of information garnered from the spatial environment, a cognitive agent, and a cartographic map. The spatial environment is the physical space in which the orientation or wayfinding task is to be conducted; the cognitive agent is the person or entity charged with completing a task; and the map is the representation of the environment which is used as a tool to complete the task.
CVEDesign, formally Calori & Vanden-Eynden is a New York City-based firm specializing in environmental graphic design (EGD): signage, wayfinding, placemaking, and user navigation systems within the built environment.
Acoustic wayfinding is the practice of using the auditory system to orient oneself and navigate physical space. It is commonly used by the visually impaired, allowing them to retain their mobility without relying on visual cues from their environment.
In cognitive psychology, spatial cognition is the acquisition, organization, utilization, and revision of knowledge about spatial environments. It is most about how animals, including humans, behave within space and the knowledge they built around it, rather than space itself. These capabilities enable individuals to manage basic and high-level cognitive tasks in everyday life. Numerous disciplines work together to understand spatial cognition in different species, especially in humans. Thereby, spatial cognition studies also have helped to link cognitive psychology and neuroscience. Scientists in both fields work together to figure out what role spatial cognition plays in the brain as well as to determine the surrounding neurobiological infrastructure.
Per Mollerup is a Danish designer, academic, and author. He is known for his emphasis on simplicity in design and for his wayshowing design at airports in Copenhagen, Oslo, and Stockholm, as well as the Copenhagen Metro. He is currently a Professor of Communication Design at Swinburne University of Technology's School of Design.