Which way is up? - Designing Tactile Orientation for Blind Game Players
Updated: Sep 16

When designing tabletop games for low vision players, the orientation of boards, boxes, cards, and other components can't depend on visual cues alone. A simple tactile feature can give players a consistent way to identify which way an object should face.
The Challenge of Orientation in Accessible Game Design
I have always been a visual artist working on various forms of entertainment.
Over my career I've designed theatre scenery, lights, and props. My master degree focused on computer graphics and animation. I've also designed interactive games for touring exhibitions with themes from major films: Jurassic World, The Avengers, and the Hunger Games. For all of these I've relied on visual design motifs.
I’m now learning an entire new set of design strategies, and finding a balance with my visual skills. Since I started this journey I’ve acknowledged there is a ton to learn, “I don’t know, what I don’t know.” Today’s topic is a perfect example.
Which way is up?
In hindsight it’s obvious that a blind person would not know which way is up on an object. I was working on this game design for months before I realized this, relying on my visual ignorance.
Creating a Tactile Orientation Marker
A tactile orientation marker provides a consistent physical reference that lets a player determine which way a game component should face without relying on sight.
I’m working with an advisor who works with the blind and low vision children across Iowa. She has been invaluable. She pointed out that there is no inherent up for braille, and people can try to read it upside down. She shared that she cuts the top right corner off of documents so the blind will know which way is up.
My current game has multiple items that need to have the correct side up. There is a game board and a score board. Correct orientation is important. So I adopted the diagonal top/right corner into my designs.
The image here shows the top/right corner of one of the boxes for the game pieces. The top/right corner is angled at 45 degrees, where the other corners are rounded. The braille on this example says “player pieces.” I incorporated this same diagonal corner on the game and score boards. I know it’s arbitrary, but as long as I’m consistent within all of my games it should help the player experience.
Braille on Game Components
I have also learned that there are different styles of braille. This includes the representation of numbers. Numbers are important in my game. Early on my advisor suggested using the “Nemeth braille code for mathematics” from the American Printing House for the Blind. After more research I have decided on using Unified English Braille - (UEB) for the numbers. It is more widely used around the world, and it is important that my games are accessible for a worldwide audience.
For braille words there are two main types: uncontracted and contracted. Uncontracted braille spells out each letter, and contracted braille using abbreviations for common words and phrases. I’m using uncontracted because most of my braille serves as labels.
This is one example of Equal-Play Game Design™—providing important game information through physical design rather than relying on sight alone.
I have a ton more to learn. I appreciate you joining me on this journey.


This is really brilliant stuff and i cant wait to see how the games turn out!