Our Thinking: You are here

Design choices such as a you-are-here marker or a facing-to-reality orientation can be the difference between a usable and unusable map

I love maps. 

They are powerful and often beautiful tools that shape how we understand our surroundings.

They show us unknown territory and open a gate for us to explore it. They invite us to leave our known world and discover a new one.

On a less poetic note, maps are extremely handy, especially for those who struggle with orientation. 

They have the power to affect our decision-making. Depending on the distance, you may decide to walk or catch public transport. 

The reality is that maps are simplified representations of an incredibly complex and shifting world. We alter them so they are easier to read and can fit all the information in a legible way. 

Typically, built environments are far more labyrinthic than ideal, especially when we refer to hospital precincts. Buildings such as hospitals have grown and transformed over the years like mushrooms in a garden: just organically and unexpectedly.

As designers, we need to make decisions on what parts of these mazed complexities we choose to represent. One question pervades these choices: how do we simplify information so users can understand it in a few seconds?

Add to this an increasingly common challenge: most users are not used to reading plans. 

This is understandable though. If not designed well, they can be incredibly frustrating, especially if they do not consider simple gestures, such as including a you-are-here marker or a facing-to-reality orientation. 

So, what do we consider when designing a map? Here’s a brief list of our thinking:

  • Which elements are necessary? 

  • What can be removed, and what needs to be highlighted?

  • What landmarks will act as cues for users? Rivers, green areas, sculptures, buildings?

  • Will circulation paths be represented? What sort ? Pedestrians, cars, bikes, accessible routes? Only the main corridors?

  • Which destinations are users looking for, and should all have the same hierarchy? 

  • Which are the most relevant destinations? Amenities, departments, receptions, lifts, stairs, Emergency Department?

  • Are there specific routes that will be the most transited ones? Should these be highlighted?

  • Do we need to reflect accurate distances?

  • How much space do we have to display the information? How big should the text sizes be?

  • What's the right spot to position this map so users can stop and read it calmly? 

As you can see, designing maps is not an easy task. 

It requires a lot of iterations and testing. When ID-LAB develops a wayfinding system, we try to avoid including maps because they are much harder to decipher than a directional sign. 

But sometimes they are just necessary, and when that happens, we really thrive designing them. I love maps and could stare at them all day. But not everyone is like this. Our goal with mapmaking is to draw people in to engage with them, and hopefully, find a bit of beauty in the process of using one.