Accessibility in Practice

Designing for Low Vision Visitors

Beyond basic contrast: how magnification, brightness, spacing and viewing distance affect visitors with reduced sight, and what exhibit designers can do about it.

On this page
  1. Low vision is not one condition
  2. Let visitors get close, and let them change the scale
  3. Brightness and glare cut both ways
  4. Spacing, layout and clutter
  5. Type and image choices
  6. Do not make sight the only route
  7. Pay attention to the journey
  8. Learn from visitors directly

Low vision is not one condition

Low vision generally means sight that is reduced in a way that glasses, contact lenses or standard treatment cannot fully correct. It covers a wide range of experiences. Some people have blurred central vision, others have a narrowed field of view, patchy gaps, extreme sensitivity to light, or difficulty with dim conditions. Some see best up close, and some see best from a distance. A few people have a combination of these.

Because of this variety, there is no single setting that works for everyone. The most useful approach is to build in flexibility and to avoid assuming what a “visually impaired” visitor needs. Good contrast is a starting point, but it is only part of the picture.

Let visitors get close, and let them change the scale

Many people with low vision read by moving very close to a surface. If a screen is behind a barrier, set in a deep recess or mounted high, they may not be able to do this. Where possible:

  • Allow visitors to approach the screen or label to a comfortable close distance.
  • Keep the angle forgiving. A screen tilted slightly toward visitors, or one that can be viewed from a seated or lower position, helps people who need to get near.
  • Provide text-size controls on interactive screens, with a clear control that is itself large and high-contrast.
  • Offer a zoom function for images and maps, and make sure that panning is simple and does not require fine gestures.

Magnifying content on screen has limits. Enlarged text that overflows its container, or layouts that break when scaled, make things worse. Test the interface at larger sizes to see whether lines wrap sensibly and whether controls remain visible.

Brightness and glare cut both ways

Many people with low vision are bothered by glare, while others need more light. A bright screen in a dark room can be painful for a light-sensitive visitor, and a dim screen in a bright room can disappear for someone who needs strong illumination. Some practical steps:

  • Avoid placing screens opposite windows or under spotlights; the points in our note on screen glare apply with extra force here.
  • Prefer matte finishes where reflections are a risk.
  • Where hardware allows, choose a brightness that suits the room and avoid very high brightness as a default.
  • Consider offering a dark mode and a light mode on interactive screens, because some people find one far easier.
  • Keep lighting in the room even, since sudden changes between very bright and very dark areas are hard for eyes to adapt to.

If a gallery is kept dark for conservation or atmosphere, think about where a modest pool of light on a label or control could be added without harming the objects.

Spacing, layout and clutter

Crowded screens are especially hard for people with a narrow field of view or patchy vision, since they may scan one small region at a time. A layout that works for them tends to be simple and consistent.

  • Leave generous space around text and between buttons.
  • Use clear, large headings that give a screen a visible structure.
  • Keep related items together, in a predictable order, so a visitor does not have to hunt.
  • Avoid placing key information in corners or at the screen edge where a restricted view could miss it.
  • Do not rely on tiny icons or thin lines for essential meaning.

Line spacing and letter spacing matter, too. Slightly open spacing often helps people whose vision blurs letter shapes together. Large buttons help for the reasons described in the guidance on touch targets, and they are also easier to find with limited sight.

Type and image choices

Plain typefaces with distinct letter shapes tend to work well, in medium or semi-bold weights. Very thin type, italic body text and long runs of capitals can all be harder to decode. For images, avoid placing text on top of photographs, and make sure important detail does not depend on subtle color differences. Low-resolution images blur further when enlarged, so aim for sharp files, a topic touched on in the discussion of image resolution.

Do not make sight the only route

Even the best visual design will not work for everyone with low vision, so a second channel matters. Spoken descriptions, as discussed under audio description, let visitors learn what is on screen without seeing it clearly. Audio guides, large print handouts and objects that can be handled all widen the choices. Some visitors will prefer to use their own phone, where they already have magnification or other tools set up.

Pay attention to the journey

A visitor’s experience begins before they reach the exhibit. Clear, high-contrast signage, handrails, good lighting at changes in level and uncluttered floors help people with reduced vision move through the gallery safely. Staff should be willing to describe an exhibit or guide a visitor who asks, and should offer help without assuming it is needed.

Learn from visitors directly

Because the range of low vision is wide, the best evidence comes from people who live with it. Invite a few visitors with different kinds of reduced sight to try the exhibit, using straightforward visitor observation and a short conversation afterward. Watch how close they stand, whether they search for controls and where they hesitate. A small number of sessions often reveals several quick fixes, such as moving a control, increasing a size, or removing a reflective panel, that no checklist would have flagged.

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