This project aims to reexamine urban tactile paving systems and the underlying, often overlooked issues
of public space through communication design and systematic research. The project focuses not only on
the phenomenon of tactile paving being obstructed, but also on how society tacitly accepts the visual
experience of sighted people as the standard for urban functioning, thereby perpetuating the long-term
neglect and exclusion of the visually impaired.
Reflection:
Description
In the initial stages of the project, I first turned my attention to an often-overlooked element of the
urban environment—tactile paving. I discovered that, whilst tactile paving exists as a public facility
within urban spaces and fulfils an important communicative function—conveying direction, spatial changes
and safety information to visually impaired people—it is frequently overlooked or even obstructed in
everyday life. Consequently, it has gradually transformed from a system designed to assist visually
impaired people in moving independently into a mere symbolic feature of the urban landscape.
Consequently, I began to consider whether Communication Design could, through new forms of
communication, help the public to re-evaluate the social significance underlying tactile paving.
Initially, I hoped to develop this project into an in-person experiential event involving both the
general public and people with visual impairments. Rather than relying on traditional promotional
methods, I wanted participants to experience first-hand, through hands-on interaction, the challenges
faced by people with visual impairments when navigating urban spaces. To this end, I envisaged creating
a simulated urban environment incorporating tactile paving, obstacles and various interactive tasks,
enabling participants to complete the exploration process through perception, communication and
collaboration. As the project progressed, I realised that organising a real-world public event would be
constrained by practical factors such as space, time, budget and participant recruitment. Consequently,
I began exploring how to translate the core experience of the event into a small-scale prototype that
would be easier to test. Ultimately, I shifted my design focus towards a board game format, using a
micro-scale city model, tactile guide paths, urban event cards and multi-player cooperative mechanics to
transform real-world urban challenges into an interactive model that can be experienced and discussed.
In the final design, players must choose between different routes to reach a destination within a
simulated urban environment. The game features three distinct routes: the Shortcut, the Standard Route
and the Detour. Although the Shortcut is the shortest route, it contains more real-world urban
obstacles—such as blocked tactile paving, construction barriers and a lack of information—requiring
players to solve problems through communication and cooperation; the Standard Route offers a balanced
choice; whilst the Detour, though safer, requires more action steps. At the same time, I designed city
event cards to transform real-world social issues into in-game challenges and interactions; for example,
encountering an obstacle may require players to stop, change their route, or seek assistance from other
players to continue.
To further enhance the project’s inclusivity, I incorporated Braille and tactile elements into the
promotional booklet and game cards, and selected special textured paper, enabling both sight and touch
to serve as means of conveying information whilst enriching the overall interactive experience of the
project. I hope these designs not only serve visually impaired participants but also help sighted
participants realise that accessible design is not intended for a specific group, but rather a public
communication system that enables everyone to participate together.
Interpret
Through this project, I have come to realise that tactile paving is not merely a form of urban
infrastructure, but a medium that connects people with the urban environment. In the past, I tended to
view Communication Design primarily as the conveyance of visual information, such as posters, branding
or digital interfaces. However, through this project, I have begun to understand that communication can
also take place through materials, space, touch and behaviour.
During my research, I discovered that whilst many accessible design solutions already exist, there
remains a problem where they are ‘designed but not truly utilised’. For example, in some cities, tactile
paving fails to fulfil its intended purpose due to inadequate planning, poor maintenance or a lack of
public awareness. This made me realise that the issue is not merely about designing better facilities,
but about establishing a more effective relationship between people and the system. Consequently, I
began to view tactile paving as a form of social communication interface—one that not only conveys
directional information but also reflects whether the needs of different users have genuinely been taken
into account in urban planning.
At the same time, as the project progressed, I reconsidered the approach to ‘simulating visual
impairment’. Initially, I hoped that by blindfolding sighted participants, they would simulate the
mobility challenges faced by people with visual impairments. However, upon reflection, I realised that
this approach might oversimplify the real-life experiences of people with visual impairments and risk
reducing their challenges to a fleeting gaming experience. Consequently, I adjusted the design
direction, shifting the focus away from ‘experiencing the loss of sight’ and towards how people with
different abilities can solve problems together through communication and cooperation. This is why the
final game mechanics emphasise multi-player collaboration rather than individual competition. Visually
impaired players should not merely be the recipients of assistance, but should join the system as equal
participants. The game’s support mechanisms not only reflect the supportive relationships between people
in real life, but also create a model of two-way communication: players must rely on each other’s
information, judgements and experience to complete tasks together.
Furthermore, through the creation of the board game prototype, I gained a deeper understanding of the
relationship between Communication Design and Systems Thinking. The game board, route design, event
cards and player behaviour collectively constitute a system. Every design decision influences the
participants’ experience. For example, if a shortcut presented no additional obstacles, players would
always choose it, and the game would lose its strategic significance; if obstacles appeared entirely at
random, fairness would be compromised. Consequently, through testing, I continually adjusted the
relationship between routes and obstacles to ensure that the game mechanics more accurately reflected
real-world urban environments.
Evaluate
Looking back on the entire design process, I believe the greatest insight gained from this project was
the shift from a simple focus on ‘conveying information’ to creating an ‘interactive experience’.
Initially, I hoped to raise public awareness of the importance of tactile paving through traditional
promotional methods, but I later realised that merely informing people of the problem was insufficient
to change their behaviour. Through games and interactive experiences, participants were able to engage
actively with the issue and, through their own choices, gain an understanding of inequality within urban
spaces.
In terms of material experimentation, the design of the promotional leaflets and cards also constituted
a key area of exploration within the project. By utilising textured paper, Braille and tactile elements,
I sought to transcend the limitations of traditional visual communication. At the same time, I realised
that current tactile design remains largely symbolic in nature; in future, if we can conduct joint
testing with people who are visually impaired, we will be able to further optimise the way information
is conveyed—for example, by adjusting textural variations, Braille layouts and tactile feedback.
During the user testing phase, I discovered that the route system in the initial design raised issues of
fairness. Some players tended to choose the quickest path, whilst neglecting the process of cooperation
and exploration. Consequently, I redesigned the route logic, assigning different risks and rewards to
various routes, thereby forcing players to make choices between speed, safety and teamwork. This
iteration made me realise that design is not merely about creating form; more importantly, it involves
continuously uncovering hidden issues through testing.
Finally, the project still has room for improvement. For instance, the current board game prototype
primarily conveys the issue by simulating an urban environment, but the complex factors present in real
cities—such as policies, urban planning and socio-cultural factors—have not yet been fully incorporated.
Should the project continue to develop in the future, I hope to incorporate more content drawn from the
real-life experiences of visually impaired people and involve them in the co-design process, rather than
treating them merely as research subjects.
Plan
In the future, I hope to further develop this project, transforming it from a board game prototype into a
more comprehensive tool for public engagement. Firstly, I hope to invite more participants with visual
impairments to take part in testing and co-design, so that we can optimise the game rules, the tactile
system and the ways in which information is conveyed based on their real-life experiences. This will
ensure that the project does not speak on behalf of people with visual impairments, but rather creates a
platform that enables them to express themselves and participate actively.
Secondly, I hope to further expand the project’s outreach. For example, the board game could be
incorporated into public events and showcased in schools, design organisations, charity events or museum
spaces, enabling more people to understand the importance of accessible design through interactive
experiences. At the same time, the promotional leaflets, cards and miniature city models used in these
events could also serve as independent media for disseminating information.
From a broader perspective, this project has given me a renewed understanding of the value of
Communication Design. Design is not merely about solving functional problems; it is also a method for
establishing relationships between people, and between people and their environment. In the future, when
faced with complex social issues, I hope to continue exploring how, through systems design, interactive
experiences and multisensory communication, we can make hidden problems more visible and create a future
environment that is more equitable, inclusive and responsible.