On September 15th, something powerful happened at the OXO Tower in London. Blind and visually impaired visitors stepped into an exhibition where art wasn’t just seen but could be felt.

Inside the OXO2 Gallery, with the Thames as its backdrop, visitors moved between plinths holding tactile artworks, each accompanied by braille labels and audio descriptions. At the far end, the Mural Wall displayed 12 reliefs created from personal photos contributed by the blind and visually impaired community, from guide dogs and wedding days to loved ones no longer with us. In adjoining rooms, a live 3D printing station and a Sim Specs experience brought new perspectives for sighted guests. Throughout the day, tears, laughter, and amazement filled the space, as people connected with art and memory in entirely new ways.

Our Touch: Beyond Vision showcase introduced the creative and business community to a new generation of accessibility tools, made possible by our latest innovation. The results spoke for themselves: art, culture, education, and memory became something that could be experienced through touch, especially by those who are blind or visually impaired.

Designing with Meaning

As Chris Norman, one of our research participants, told us:

“Growing up as a blind person, photographs were always for someone else, not for me…”

That sentiment shaped our mission, to change the narrative and open up the world of images to everyone.

From the very beginning, we knew we wanted the exhibition to bring to life things that are often out of reach for blind and visually impaired people. We asked ourselves: what do sighted people take for granted? What do we simply know the look of, without needing it described?

With London’s OXO Tower as our setting, and as a proud British company, we chose to celebrate the theme of The Best of British. Across the exhibition, visitors encountered 18 tactile artworks. These included British landmarks, icons, and cultural moments, all reimagined as sculptural, textured experiences.

An image of Winston Churchill is on the right, followed by a 3D AI generated relief of the same image in Carveco's software. Finally the finished piece is on the left - a CNC carved plaster version of the relief.

Real-world Impact: What we saw at our exhibition

The most striking feedback from the exhibition didn’t come from industry leaders or designers but from the visually impaired guests who were able to touch a photo of a loved one, feel a famous face for the first time, or finally connect with something they’d only ever heard described.

The technology may be cutting-edge, but the impact is deeply human.

“The detail that we pick up, especially because we have such sensitive touch, is amazing.”

—Lord Kyte Hardwick, Chris Warwick Fisher RPT (BBC’s Money for Nothing)

BBC presenter Lucy Edwards echoed this, adding:

“This is the best tactile piece of art that I’ve felt, because of the depth of it.”

Actor Ellie Wallwork described her experience more personally:

“This not something I have ever experienced before in my life. It’s so emotional to be able to have this kind of thing and actually be able to engage with it.”

—Ellie Wallwork (Call The Midwife, Doctor Who)

It’s moments like these that continue to shape how we think about inclusion at Carveco.

Hands from an older lady sweep over a tactile piece of art
A young visually impaired lady feels a tactile artwork in front of her

Co-Creating for Impact

As we developed the exhibition, we also began exploring how this technology could help transform personal experiences, like converting a cherished photograph into something that can be touched and felt. The ability to relive a memory, or feel the face of a loved one no longer here, brings an entirely new layer of emotional connection.

During our research, we gave Chris a 3D printed relief of his late father. He said:

“I haven’t been able to see this photo since I lost my eye sight in 2008. As soon as you touch it, you know instantly what it is — and it means so much. It’s like being there with my dad again.”

– Lord Kyte Hardwick, Chris Warwick Fisher RPT

To make sure the experience was both functional and meaningful, we worked closely with accessibility advocates and members of the blind and visually impaired community. Through focus groups and feedback sessions, their insights shaped both the development of the AI feature and the curation of the exhibition. Their guidance ensured what we built wasn’t just technically impressive, it was human, helpful, and heartfelt.

An image of Lucy Edwards and her husband on their wedding day is on the right. Then an image of the 3D AI generated relief in Carveco's software is in the middle and the final result of the 3D printed tactile relief is on the left.

From Idea to Reality

So how did we make this possible? Behind every artwork was our new AI-powered Image to Relief tool.

The feature uses machine learning to analyse shapes, edges, and depth within any digital image. It then generates a tactile 3D relief, all in just a few clicks. Unlike basic embossing effects, the AI interprets visual context to produce meaningful, touchable results.

Once created, the relief can be machined using standard CNC equipment in materials like wood, acrylic, resin, or in our case, plaster. They can also be 3D printed. Whether you’re using a high-end industrial machine or a compact desktop setup, it’s now easier than ever to produce tactile artwork using our software.

A laptop displays Carveco's AI software, which shows an image of William Shakespeare on the right and a AI generated relief of the same image on the left.
A 3D tactile relief of the Beatles is being carved on a CNC machine

What this means for accessibility in design

For too long, visual content has remained out of reach for millions of people. Traditional design workflows often treat accessibility as an afterthought. But our new AI feature shifts that perspective, making inclusion part of the process, not a bolt-on solution.

From a designer creating tactile art, to a teacher producing raised learning aids, or a charity offering their community access to meaningful imagery, the applications are vast.

A visiting teacher commented:

“As a teacher, to young people with a visual impairment, it’s really really important to have tactile resources that will build upon their learning experience.”

This isn’t niche. It’s next.

A young lady feels a tactile carving of Mo Farah and understands what he looks like for the first time. Mo Farah is standing in his classic 'Mobot' pose he made famous, with his arms in an 'M' shape above his head.
The four members of the Beatles as they appeared in 1967 are carved into plaster. The artwork sits on a stand in an empty workshop

Who can use it?

As the AI feature is now standard across Carveco Pro, Maker, and Maker Plus, it’s available to a wide spectrum of users from small businesses to larger organisations. Potential use cases include:

  • Museums & Galleries — creating interactive, accessible exhibits
  • Schools & Universities — producing tactile learning materials for visually impaired students
  • Heritage Sites & Cultural Attractions — helping visitors explore historic artefacts and landmarks through touch
  • Manufacturers — adding textured graphics to products and packaging
  • Charities & Support Organisations — turning personal images into raised memories

If you work in a field where engagement and inclusivity matters, accessibility should matter too. And now, it’s easier than ever to build it in from the beginning.

A New Chapter for Accessible Design

This is just the beginning. The momentum created by the Touch: Beyond Vision event has already sparked new conversations, from reimagining visitor experiences to exploring how design can become more inclusive in everyday life.

As we continue to advance our AI tools, our focus remains on accessibility: empowering creators to design artwork that can be experienced by everyone, including blind and visually impaired audiences.

“It’s going to make so many blind people happy and smile, and not think that they’re missing out on something – they’re being brought into that moment because of this technology…”

—Lord Kyte Hardwick, Chris Warwick Fisher RPT

Where Touch: Beyond Vision goes next is still unfolding, but what’s clear is the need for more inclusive experiences like these. If you’d like to learn more, or have ideas you’d like to share, we’d love to hear from you at www.touch-beyond-vision.com.

Want to try the AI feature?

Our AI Image to Relief feature is now live across all our software tiers.

If you’re a maker, educator, business owner, or organisation looking to bring accessibility into your creative process, we’d love to show you what’s possible.

Learn more at www.carveco.com/ai

Let’s design a more inclusive future together.