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Copyright 2019 Rachel Pollock. All rights reserved.

A.N.T.

experimentabiomimetic wayfinding system for the visually impaired

spring 2017 · 6 weeks · biomimetic design/accessible design

an experiment in biomimicry

how might we apply nature's principles to a human

design problem?

 

Annotated Navigational Tiles (A.N.T.) compose an experimental, biomimetic, spacial navigation system for the visually impaired.  My teammates and I developed this conceptual system in a cross-disciplinary class led by an architect and two entomologists specializing in ant studies at NC State University and the North Carolina Museum of Natural Sciences. The class questioned ecology and biology’s role in informing human design needs. Based on our self-defined research questions, we studied ant anatomy and behaviors.  Typically, designers look to biomimicry with a relatively defined problem in mind.  We took a different approach by first identifying biodiversity within the ant species and then seeking a suitable human problem to which we could apply our research.  

 

Our team chose to focus specifically on researching the diversity found in ants’ cuticular structures.  We hypothesized & tested our own theories about these structures' functionality. Eventually, we identified within the structures a system of natural patterning which we translated to our system of tactile, patterned tiles.   The system serves as an artifact of conceptual biomimicry, deriving a solution from broad biological principles.

my role

conducting research, ant cuticle taxonomy, location analysis, wireframing

Project Process

discovery

research

synthesis

testing

feedback

ideation

ant observation

literature review

hypothesis

vector tracing

3D modeling

3D printing

consultation w/

ant scientists

identification of human challenge

feedback

design

research

& synthesis

conclusion

Scientific Process

Design Process

pain point identificaiton

location analysis

3D modeling

3D printing

visual identity

wireframing

peer critique

presentation

final paper

research

to the lab!

We spent a few weeks examining ant anatomy and behavior with the help of two ant scientists at their lab in North Carolina's Museum of Natural Sciences.

 

research methods

- observed anatomical structures at macro and microscopic scales

- compared anatomical structures among various ant species

- watched ants build tunnels in petri dishes.  

- observed ants carry food twice their size across long stretches of sand. 

- examined ant species' interactions with ants of their own species and others

 

We also surveyed existing literature on ants and their behaviors.

the ant scientists at work

 

nature as teacher:

understanding biomimicry.

 

Biomimetic design looks to nature as a mentor, teacher, and model to solve human design challenges.  "Biology to Design", as championed by Biomimicry 3.8, is a method in which natural phenomena (in this case, ants) are observed and then applied as inspiration to an appropriate human need.   

revising our hypothesis

patterns so distinct, 

they must serve a purpose

Though we still lacked a definitive conclusion regarding ant cuticle structures’ purpose and function, we hypothesized that tactile communication could be the reason for variation among ant cuticle structures.  Research has shown that ants utilize pheremone networks to communicate foraging paths and it would not be senseless to assume ant cuticles, distinct as they are, function as a secondary and supplementary form of communication. 

 

In addition to providing potential communicative use among ants, the surface cuticles conveyed information regarding their subjects to those observing: us, the researchers.  No matter the true function, the ant cuticle structures had a refined and categorical nature that conveyed a sense of importance. ​

research 

what is the purpose

of ant cuticle structures?

Every species of ant has a unique facial cuticular structure.  Some are ridged. Others are bumpy.  Others are smooth.  Using AntWeb's database of structures and microscopes, my team investigated the different types of cuticular structures.  We then 3D modeled and vector traced a set of them at scale and sorted them by species (pictured below).  

hand-printed stamp

Polyrhachis decora

Linoleum print

Polyrhachis indet

 

testing our hypothesis

comparing ant cuticle structures

with those of other species

hypothesis

Many animals have cuticle structures that serve specific functions.  Some serve as an erosion resistance mechanism for inhabitants of harsh terrain.  Others serve more mechanical functions.  Shark skin's structure, for example, possesses antimicrobial properties. The structures operate on a microscopic scale to repel microbes from latching onto the shark's skin.  My team hypothesized that perhaps ant cuticles serve a similar function.

 

testing the hypothesis

When we compared the ant cuticles we'd traced to shark skin (as well as anti-microbial scorpion-skin and cicada wings) at scale, we concluded that ant cuticles are not operating at the same scale as the other anti-microbial surfaces.  Therefore, we determined that ant cuticles probably cannot repel microbes based on structure alone.  

pivot!

Because our original hypothesis proved unlikely, we shifted our focus to patterns we'd noticed in the ant cuticle structures.  We found that we could categorize the structures into roughly 3 categories: network, linear, and cluster.

Grouping ant cuticle patterns by similar aesthetic properties provided evidence of a communicative system, one that could potentially communicate identity to other ants, or to humans about the ant’s living conditions. Perhaps different textures communicate information about the different types of environments in which the ants live.

identifying a design opportunity

the visually impaired & wayfinding

Environmentally-informative patterning presents itself in many human communication systems.  Braille, road rumble strips, and tactile paving, for example, assist a user’s wayfinding abilities.  However, these existing tactile-feedback-driven wayfinding systems, which primarily cater to the visually-impaired, simply relay impending danger without facilitating the user’s environmental exploration and enjoyment.

 

A wayfinding system that facilitates a visually impaired user’s holistic understanding of their surroundings could mitigate the evident gap in the current, limitedly-communicative, danger-centric tactile paving system. 

design goal

introducing A.N.T.

(Annotated Navigational Tiles)

prototyping the system

a case study

The following images map the area and scale of the A.N.T. system.  The Brickyard at North Carolina State University was the site we chose as a case study (see image below). The Brickyard served as an example of the A.N.T.’s potential application in a space that does not otherwise have major defined navigational patterns embedded within it. The area is in the center of NC State’s main campus and serves as a major transient space for students traveling across campus. There is a balanced interplay between destination points along its perimeter and undefined pathways throughout the center. 

 

 

visual identity

the A.N.T.'s logo mark resembles a speech bubble, representing the communicative purpose of the A.N.T.  The spiral represents the creation of a pathway.  The logotype further enforces the idea of connection and navigation. 

A.N.T. companion app

Most systems in place for the visually impaired are geared towards safety, rather than offering other useful [positive] information about an environment; too often are disabled users under-considered in systems design.  The A.N.T. is meant to be a fully integrated, three-tier system of wayfinding tiles, tactile keys, and a companion app that creates a much more holistic experience of a space for a visually impaired user.

 

The A.N.T. app employs GPS and haptic patterns to guide its user.  Customizable, high-contrast graphics and large type sizes assist
low-vision users.  

reflection & next steps

I've chosen to show you this project, not because I think the solution is great.  In fact, I think the solution is just...okay.  Involving members of the visually impaired community in this process would certainly have led us to produce a  richer solution to their challenges.   

 

Despite its flaws, this project taught me so much about problem solving.  I learned how to apply my skills as a designer to a different type of research.  Who knew my Illustrator skills and my teammates' 3D modeling skills could help us disprove a scientific hypothesis?

 

I've always been inspired by nature and the biological sciences.  After working on this project, I constantly seek opportunities to incorporate nature's time-tested solutions into my design practice.  

acknowledgments

 

This project was a collaboration between myself and two of my talented classmates: Dipale Aphale and Lisa Wong.  

 

Shout out to the Ant Scientists at the North Carolina Museum of Natural Sciences for providing us with so much insight along the way!