Psycho-pleasurability of Maps for Wayfinding
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1 Psycho-pleasurability of Maps for Wayfinding Chun-wen CHEN*, Manlai YOU**, Shang-chia CHIOU*** Graduate School of esign National Yunlin University of Science and Technology, Taiwan Abstract: Wayfinding is an act of solving spatial problems. Spatial information is necessary to solve such problems. Maps are used as an effective means to store and communicate spatial information. There is large literature for the functionality and usability of maps, but few for the pleasurability of maps. The pleasurability of maps mainly comes from cognitive activities of wayfinding problem-solving. So we focus on the pleasurability of maps from the psychological aspect. This research conducted tests in a field site, and used the think aloud method to collect the verbal data from the subjects. The subjects were asked to find their way with maps for the given tasks. The wayfinding tasks were such like to find a place near a landmark, to find a room in a building, or to try to go back. When finding their way, he subjects were also asked to talk about what they did and what they thought and felt, especially about their pleasure in route planning, decision-making and decision-execution sessions. The investigators took audio recordings during the tests, and carefully observed the subjects. All the data were analyzed to find out issues for innovative map design. The findings include how maps can help people in wayfinding, and which mode of maps they like and get pleasure with. Key words: Wayfinding, Cartographic esign, Pleasurability of Product 1. Introduction Wayfinding is an act of solving spatial problems. Spatial information is necessary to solve such problems. Maps are used as an effective means to store and communicate spatial information. The human factors have been more and more important to the cartographic design -- design of maps -- for their helping to make maps easy to use. Jordan [1] used the idea of psychologist Maslow s hierarchy of human needs theory to the study of human factors, and explained why users always need more when they get used to having something. While users have gotten functionality and usability of products, they would find pleasurability in them. In cartography there is large literature for the functionality and usability of maps, but few for the pleasurability of maps. One of the important functions of maps is wayfinding. The architect and environmental psychologist Passini [2] used the term wayfinding to illustrate the ability for spatial problem solving from the environmental information. The pleasurability of maps could come from the cognitive activities of wayfinding problem solving in the real world. In this study, we focus on the pleasurability of maps from the psychological aspect. 2. Method This study assessed factors of psycho-pleasure from tasks of wayfinding with different site maps. We used the wayfinding research method derived by Passini [2]. Passini utilized the notation system first introduced by Thiel [3] for perceptual experiences of user in a setting. We conducted wayfinding test and interview in the test site.
2 Two types of data were collected: a wayfinding protocol and a post-test interview. All the data were analyzed to find out issues for innovative map design. 2.1 Subjects There were 6 subjects who took part in the test, 3 males and 3 females. Their ages ranged from 19 to 36. Although all subjects lived in Taipei area, but they were not familiar with the test site. Except one, none of the subjects has been there. The subject who has been the test site two years ago could not remember any feature name there. Their previous knowledge about the test site is almost the same. All subjects were well educated; three were university students, two were graduate school students, and one held master degree. two subjects majored in art/design field, two in engineering, and two in social science. No one has experience in map design. 2.2 Test Site Because of its large enough area and slightly complicated setting, we used Shihlin Official Residence as our test site. The residence was originally attached to the Administration Bureau of Gardening. When the Kuomintang government was established in Taiwan, the late President Chiang Kai-shek set his official residence here. After 46 years of high-security protection, the Taipei City Government acquired it in Now the residence is open to the public. It covers an area of 5.2 hectares [4]. With many features located around the site, it is a fine place to explore and have fun. For tourists convenience, it is well-designed and set up with wayfinding support system like signposts and maps. 2.3 Material Three maps were used for comparison, shown in Fig.1. The Map 1 was a static web map adapted from Internet. It contained the lowest resolution, the fewest details, and the simplest color scheme. It s a schematic plan without scale. It s drawn with normal north-up direction. The Map 2 could be seen along the roadside at several locations in the site. It s printed on the metal surface of fixed signposts. It s a true-to-scale plan with 1/1200 scale. Its direction was face-up and aligned to the position in the setting. That is, when you saw the map, places that you face were always on the top of the map. And the right and left side on the map corresponded to the right and left in the setting. The Map 3 was adapted from the book Taipei Eden introducing the ecology of the site [5]. It wasn t a normal map in cartography. It s a pictorial map with painting style. The perspective view which seemed from bird s eye showed the photo-like image with rich detail. It s a track-up map viewed from the Main Entrance. a. b.
3 Fig.1 Maps of Shihlin Official Residence as test material: a) Map 1: a web map, b) Map 2: an outdoor map in the site, and c) Map 3: a tour map adapted from a book. Sources: a: [4], b: field photo by this study, c: [5]. c. 2.4 Procedure and Tasks The whole test for each subject would took almost 2 hours. First, the investigator brought the subject to the test site and introduced him or her the test method and procedure. The subject could ask questions if he or she didn t understand what the investigator said. Second, tasks were given one by one for the subject to find the ways in the site. When one task was completed, another one would be given then. They could consult the three maps in hand anytime they liked. All the maps were prepared with printed form in A4 size and gathered in a file. The investigator used the think aloud method to collect the verbal protocol from the subject. While finding the ways, the subject was asked to talk aloud about his or her behaviors, thinking, and feeling in the meantime, especially about the pleasures or frustrations with maps in route planning, decision-making and decision-execution sessions. The investigator took audio recordings during the tests, and carefully observed the subject. Third, after all the tasks were completed, the post-test interview took place immediately for more depth of insight. It s a unstructured interview. The investigator would ask the subject some open-ended questions about the 3 maps, such as the feeling about them or which one he or she liked most. Then investigator would try to discuss more about the specific issues the subject mentioned. Some common problems of maps might be prompted to discuss, like perspective and orientation of maps. Finally the subject was asked to draw a draft map about the site and routes, i.e. a cognitive map of oneself. The tasks that subjects took were listed as follows: 1) From the Main Entrance, go to Main Chamber of the Official Residence; 2) Go to Ecology Garden, and go through it and see around; 3) Go to Victory Chapel, and see inside from the door; 4) Select one feature that he or she likes, and go to the position of the feature; and 5) Go back to the snack bar near the Main Entrance. 2.5 Notation System All original protocol has to be coded as statements. From the coded statements, basic wayfinding units such as
4 tasks, decisions, and information could be analyzed and transcribed into decision diagrams. To analyze and transcribe all the data, we adapted the notation system Passini [2] used in his wayfinding study. All basic units are listed as follows: 1) ecisions, : choice of a behavioral action, expressed as an intended action or the actual description of the behavioral action. 2) Task, T: decisions contained in a task description. 3) Sensory information, Is: any element provided by the setting that can be perceived directly and that can be relevant to the wayfinding task, including architectural and spatial characteristics, singing of the setting, and people in the setting. 4) Memory information, Im: the stored information a person has about the setting or similar settings. 5) Inferential information, Ii: not perceived directly but generated on site. The notation system contains two parts, one about behavioral, and another about cognitive component, shown in Fig.2. The behavioral diagram focuses on the physical movement in the setting. The cognitive diagram focuses on the concept level of wayfinding activities. Fig.2 ecision diagram: a) behavioral notation, b) cognitive notation. Source: [2]. a. b. 3. Results and iscussions 3.1 Wayfinding behaviors All subjects could complete all tasks without significant difficulty. While making their wayfinding plan, most subjects selected obviously shortest routes on main roads. Some subjects used signposts or landmarks as feedback information to match their expected image for the correct direction. Nevertheless, some subjects counted road intersections to expect the position to make a turn to the target without seeing the signposts. Some subjects liked to check the maps for the names of features they met. The others liked to see around freely without knowing the names of what they saw. When asked to select one feature that the subjects liked, most did by the name they were interested in. The subjects who had confidence in their spatial orientation ability would take a chance to use a shortcut not in their original plan. The males seemed to like to take such adventures. 3.2 Wayfinding cognition All subjects in the test didn t realize the abstract direction like north or south. They thought it s not necessary
5 for wayfinding in the site. Most subjects relied on the direction of main road for spatial orientation. When leaving the main road for a new destination, they would remember the direction of the main road in mind. They seemed to use the main road as a reference coordinate. Although the site was not very big, it s a little bit complicated with many features. Some subjects thought they would get lost if without support system like maps or signs. We tried to establish typical wayfinding decision diagrams for the site. T To go to Victory Chapel To go to find Western Is7 Garden Map 2 To turn left along the path To look for the next intersection To turn left and check the location of Western Garden on right side Is8 Signpost 4 To go to find the Park Office Time To go to find the Victory Chapel To look for the next intersection To turn right and check the location of Park Office on the left side Is9 Signpost 5 Fig.3 Typical decision diagram of wayfinding: A cognitive diagram. Source: drawn by this study. Comparing the wayfinding protocol and the cognitive maps, we found that the wayfinding styles matched the cognitive maps the subjects sketched out. Passini [2] called the tendency that people relied on one type of information more than another as wayfinding style. One could rely on linearly organized information like signs. Another one could rely on spatially organized information like maps. The cognitive maps reflected the wayfinding styles of the subjects by the view of maps. That is, subjects who relied linearly organized information like signs sketched out maps based on the routes they passed, and the others who rely on spatially organized information like maps sketched out maps emphasizing the holistic spatial relationship. a. b. Fig.4 Cognitive maps: a) linear organized, b) spatial organized. Source: drawn by a) subject B, b) subject F in this study.
6 3.3 Wayfinding pleasures with maps Not like normal tourists, while given wayfinding tasks, the subjects would be inclined to concentrate on the tasks with too much attention. In general, they could solve most wayfinding problems easily with their spatial ability and map-reading skills. About Map 1, all subjects agreed it had so few route details that people could not trust on it. Comparing the real setting, they also found many errors or detail eliminations in the map. They thought it was possible to get lost with the map for wayfinding. The simple color scheme and clear shapes helped to form a bright mode. It s good on the web for showing the features the site contained, but not suitable for wayfinding in the real setting. About Map 2, all subjects found it contained much detail easily. Some subjects thought it s precise and trustworthy, but some didn t like it because of its ordinary plan style. Almost half subjects used it as guide all the time. Most subjects didn t realize it s a face-up map until a prompt was given in the interview since they used a printed version, not a signpost version. However, they like the design idea to change direction of the map according to each one s location in the site. When using the printed version, some subjects had difficulties in spatial transformation mentally. They might change the direction of the map in hand to match the real setting. About Map 3, most subjects appreciated the perspective and painting style of it, but some thought it s not useful enough. At the first glance, most subjects liked the style and the track-up direction, but they might feel frustrated after using it for wayfinding because of the tight layout in the central area. Although by the painting style the form and texture of features help people to recognize the relationship between the map and the setting, the perspective way put all features on the map to the scale by its point of view. It s similar to a photograph in perspective. It didn t emphasize the features in size or style, and even worse it shortened the distance in the vertical direction. While constructing the cognitive maps, half subjects recalled the real images and spatial relationship between them, but the others tried to recall the maps they used. 3.4 Issues on map design According to Jordan s [1] pleasure-based approach to creating pleasurable products, we should understand people holistically and understand what benefits people really want. Then we can establish a link between the product benefits and the experiential properties required in order to deliver these benefits. The next step is to associate the experiential properties of products to appropriate formal properties. This is the 4-stage approach to create products by design. In the study on maps for wayfinding, we might touch the formal property issues first. To determinate the formal properties, we found we need some real reasons to back up the design decisions. The inquiry on the product design just reversed the order of design process. We got formal property issues first, and then tried to associate the experiential properties as the reason for the formal properties. Finally the product benefits and users characteristics were determinate the real answer in depth. In the case of maps for wayfinding, we found some issues in map design and tried to classify them into different levels as follows: Formal properties: physical elements of maps. 1) Perspective: plan, axonometric or perspective view. 2) Orientation: relation of maps to setting, such as north-up, face-up, and track-up. 3) Layout: true-to-scale or schematic 4) Rendering: painting or drawing styles, e.g. theme park style. 5) Shape and texture of features or landmarks: geometric, symbol, or real.
7 6) Information: quantity, quality, and hierarchy of information needed for wayfinding. 7) Location: where information needed for wayfinding. 8) Integration: in the support system with signs, indicator, nature and built environment. Experiential properties: psychological elements of maps 1) Life style: serious or easy. 2) Comfortable for cognition: by knowledge or intuition. Product benefits specification: the list of benefits that maps should deliver. 1) Map should be used to find ways correctly. 2) Map should be used to find ways easily & quickly. 3) Map should be used to find ways comfortably & happily. Users characteristics: the abilities, satisfactions, and interests of users. 1) Wayfinding style: linear or spatial. 2) Gender: correlated to spatial ability and wayfinding style or not. 3) Education: disciplines which spatial ability are needed for or not. 3.5 iscussions Users hope the maps are the good mapping of the real world. That is, they can easily match the features between the maps and the real world. With good spatial ability, we can transform maps mentally to a comfortable way for human cognition -- a way of natural mapping. But a lot of people have difficulties in spatial transformation and map reading. Although photograph has the nature of good reflection of the real world, it is not the solution for wayfinding map. A more efficient way to identify landmarks, paths and other features is necessary. That s about generalization and symbolization in cartography. Some innovative ways like pictorial maps in visual communication field could help to develop a new map concept. Interaction between wayfinding decisions and information needs a method of communication. It can be learned as a skill of navigation. It s a top-down process. Or it can be a nature response from human cognitive ability. It s a bottom-up process. In the real context, we combine the two processes. Maps help us to realize the spatial organization in a top-down process. But the understanding of maps relies on the learned map reading skill in a top-down process and visual cognition in a bottom-up process. Except maps, signs help to give feedback for the execution of decisions. Users need the appearance of information more than once to confirm the wayfinding plan or inferred information. That is, redundancy is necessary for execution of wayfinding decisions. 4. Conclusions Maps are visualization of spatial information. When we are concerned about the usability of maps, we may try to evaluate the issues such as legibility, identity, learnability, efficiency, and memorability. Researchers could control formal properties of map like typography, symbol, line, and color. But such studies may be limited in available normal style of maps to be manipulated easily. Recently the pleasurability of product is becoming an important issue in human factors. The pleasurability could be a possible direction to the new human factors of maps. If we review the functions of map, we ll find wayfinding to be an important one. The map should fulfill the needs of users to improve the function, usability, and pleasurability. In the study on wayfinding behaviors of map users, we found user had some experience about the product, maps, beyond usability dimension. Maps could help
8 users to the planning, making, and execution of decisions. The design of maps may influence the experience or pleasure of users about spatial organization. And user experience is basic for the designed environment. That is, maps could construct the user experience, maybe in the form of cognitive map in mind. In this study, we found it s necessary to look for wayfinding pleasure to develop and evaluate the design of maps. Acknowledgment This study was partly sponsored with a grant, NSC E from the National Science Council in Taiwan. References 1. Jordan PW. esigning Pleasurable Products: An Introduction to the New Human Factors, Taylor & Francis, London (2000) 2. Passini P. Wayfinding in Architecture, Van Nostrand Reinhold, New York (1984). 3. Thiel P. A sequence-experience notation, Town Planning Review, 32(1), (1961). 4. Shihlin Official Residence, retrieved from (2003) 5. Chi-sing Eco-conservation Foundation. Taipei Eden: a manual to the History & Ecology of Shihlin Official Residence, Avanguard, Taipei (2002).
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