This article focuses on the interactions between individual differences and building characteristics that may occur during multilevel wayfinding. Using the Seattle Central Library as our test case, we defined a series of within-floor and between-floor wayfinding tasks based on different building analyses of this uniquely designed structure. Tracking our 59 participants while they completed assigned tasks on-site, we examined their wayfinding performance across tasks and in relation to a variety of individual differences measures and wayfinding strategies. Both individual differences and spatial configuration, as well as the organization of the physical space, were related to the wayfinding challenges inherent to this library. We also found wayfinding differences based on other, nonspatial features, such as semantic expectations about destinations. Together, these results indicate that researchers and building planners must consider the interactions among building, human, and task characteristics in a more nuanced fashion.
Understanding how people interpret building circulation is a critical topic for architectural design. However, few studies have examined relationships between architectural circulation and human wayfinding processes. To assess this, we propose a cognitive–architectural description of circulation typology. Based on a prominent architectural case, we explore a graph-based method to create systematically modified building layouts. We develop three distinct circulation types, linear, curved, and grid-based, which differ in their geometrical structure but are comparable in their functional and topological organizations. We conduct an objective spatial analysis of layout visibility and examine subjective judgments of wayfinding difficulty. Based on the subjective judgments, the linear circulation is the easiest of the three and the grid-based the most difficult, while the curved circulation is intermediate. This is only partially in line with the results of the objective analyses. Hence, we conclude that further behavioural validation is needed to clarify our findings.
Based on a targeted literature review, this vision paper emphasizes the importance of dementia-sensitive built space. The article specifically focuses on supporting spatial orientation and wayfinding for people living with dementia. First, we discuss types of wayfinding challenges, underlying processes, and consequences of spatial disorientation in the context of dementia of the Alzheimer’s type. Second, we focus on current efforts aimed at planning and evaluating dementia-sensitive built space, i.e., environmental design principles, interventions, evaluation tools, strategies, and planning processes. Third, we use our findings as a starting point for developing an interdisciplinary research vision aimed at encouraging further debates and research about: (1) the perspective of a person with dementia, specifically in the context of wayfinding and spatial orientation, and (2) how this perspective supplements planning and design processes of dementia-sensitive built space. We conclude that more closely considering the perspective of people with dementia supports the development of demographically sustainable future cities and care institutions.
In this article, we present the rationale, development and preliminary evaluation of a novel set of materials to encourage and improve the consideration of users and their needs during the process of architectural design. Our focus is specifically on two areas: user-centred design principles and spatial cognition research. To this end, we developed two decks of flash-cards, termed the Architectural Strategies Cards (72 cards) and the Spatial Cognition Cards (111 cards). We conducted preliminary evaluations of the cards in the design studio and in design thinking workshops with multidisciplinary groups of students and with architectural practitioners. Our results suggest that the cards improve designers’ immersion into the perspective of building-users in a playful way and introduce scientific concepts effectively. In conclusion, we argue that serious-games and card-based methods should be part of the multiple approaches necessary to encourage and improve user-centred thinking, and integrate research findings into evidence-based design at large.