Sesame Street Presents: The Body- Taking the Street on the Road Part Two

In part one of this series, we discuss the creation of one of Thinkwell’s very first projects, Sesame Street Presents: The Body. Now, we’re exploring what it took to take the street on the road and the successes and challenges that came along the way as it toured the nation for a decade. Created in partnership with the Sesame Workshop, The Body was a touring exhibit for science museums that delivered a playful, learning experience for a young audience of emerging readers.

Sesame Street Presents: The Body went from concept to creation in just nine months, with every element designed as separate modules that could ship easily and fit into a variety of spaces at the various museums it would tour. Each of the exhibits had to be made durable enough to withstand the onslaught of the young target audience, of course, but the pieces were also built to maximize the efficiency of set up, strike, and transportation to the next venue. 

In spite of the careful planning, testing, and adjusting, life on tour was always full of unexpected surprises, but the nimble road team of Thinkwellians Jen Miller, Courtney Kleinman, Gene Rogers, and Amy Raymond (among others) were up to the task, facing each new challenge with ingenuity and humor, and making sure Sesame Street Presents: The Body would arrive safely at its next destination. 

Each venue on the tour had its own unique quirks, and loading in and out of each often posed a new challenge. In many cases, the team’s quick thinking resulted in simple modifications and workarounds that made the subsequent moves more efficient. Amy Raymond joined the road team early in the run, replacing the original Technical Director Gene Rogers. During Amy’s initial training, Gene pointed to a tiny hatch on one kiosk. “One of us has to climb in there to plug in the lighting, way back there…” Rogers said to Amy. “Have fun!” After a few minutes squeezed inside the kiosk, Amy got the lights working. Once she managed to back her way out of the box, she devised a more practical way to make the connection… from the outside, a solution she put into action at the very next stop.  

All of the museums the exhibition toured provided some support staff during load-in, but their skill set wasn’t always predictable. At some venues the crew was part of the museum staff, at others they were local high school students volunteering for service credits, and in still others, they were parolees on work release programs. 

In Seattle, Amy heard the overeager crew counting down to three and turned just in time to see them all shove the comparatively tall “Your Legs and Feet” unit through a set of double doors… and right through the gallery’s drop ceiling.  “In hindsight, not a great way to go,” the crew lead told her.  Still, after that incident, Amy modified the kiosk so that it could break down into two parts, making it far easier to move, thus preventing any similar occurrences in the future. Thankfully, the Museum Director was enormously understanding of the gouge in the ceiling. “It’s not world peace,” she said to Raymond, a phrase she has since adopted as her own.  

At the Museum of Science in Buffalo, New York, the old freight elevator was slightly too small to accommodate the signature Sesame Street “123” building facade.  The on-site Technical Director, Tom Fortado (who was also a skilled finish carpenter,) insisted that he could disassemble the facade and then rebuild it in the final location with no lingering damage. This iconic element functioned as the main entrance to the exhibit and Amy and Project Manager Jen Miller knew that leaving it on the truck was not an option, so they reluctantly agreed. The facade, with its heavy corbels and moulding, was also a particularly top-heavy and difficult piece to set up, but as Fortado reassembled the facade, he made those elements detachable by adding new hardware. Not only did it fit into the elevator and onto the show floor, it was also far easier to strike, move, and set up for the rest of the tour. 

Meanwhile, in Calgary, Amy received a call that young visitors had pried open the cases and made off with some of the props. The Hooper’s Store exhibit featured a display filled with realistic faux “sometimes” foods: pastries, cakes, cookies, and doughnuts.  “Canada consumes more doughnuts than any other country in the world,” Amy Raymond explained, and while the pastry pilfering occurred more than once during the tour, it was only the doughnuts that went missing, and only at stops in Canada. Whether they were consumed or simply kept as souvenirs still remains a mystery. 

Canada had another surprise for Amy as the tour was making its way back to the US for its next stop. She was awakened in the middle of the night by a call from a Homeland Security official at the border. “Can you explain to me what ‘The Brain’ is?” the officer asked. “It’s giving off a fairly high level of radioactivity.” The Brain exhibit had been created with midcentury surplus military and aerospace switches from a salvage yard in Los Angeles — switches that, unbeknownst to the design team at the time, contained traces of radioactive radium. Eventually, the TSA team wrapped the device in caution tape and allowed it across the border for its final stop on the tour before it was pulled from future shows. 

Over the years, the team braved rain and snow and dark of night, ever vigilant in their task of bringing Sesame Street to a new and eager audience. A snowfall in Buffalo was so severe that the high school student volunteers had to return home. In Omaha, tornadoes forced the team to shelter in place in the museum hall. In Columbus, Hurricane Ike shut the venue (and, in fact, the whole city) down for days. 

Still, nature cannot match the destructive force of a five-year-old child. The team witnessed one young guest methodically tipping the “Use Your Head” exhibit back and forth until it finally pulled free of its base. Another spun a military-grade, steel submarine valve wheel in Oscar’s Digestion exhibit so hard that it too broke free, while another lever snapped off so often that it was ultimately replaced with an industrial-grade button. At the Bishop Museum in Honolulu, the specially-invited preview audience numbered in the thousands, and the sight of the chaotic crowd of delighted learners converging on the exhibit drove Gene straight out of the venue. “They were having fun, I just couldn’t watch the destruction!” he said.

Not every unexpected surprise was unpleasant, however. It was assumed, for example,  that Hooper’s store and its color-coded produce section would require a lot of end-of-day clean-up, but more often than not, the young make-believe shopkeepers neatly sorted all of the fruits and vegetables as part of their pretend play. Nearby, Elmo’s World included cozy bean bag chairs where kids could rest and recharge, but they became popular spots for caregivers as well, who would often sit with their child, reading stories and relaxing together. Most delightful of all was that older siblings, who might have regarded Sesame Street as “too young” for them, explored the exhibits with the same joyful abandon as the younger target audience. 

The Clay Center’s Avampato Discovery Museum in Charleston, West Virginia, was a surprise all its own. “I have never seen a scrappier, more nimble institution,” Cynthia Sharpe said. “They went above and beyond to raise funds, working with Federal agencies, the local PBS station, and Sesame Workshop to bring the exhibit to their venue. Their sponsors were so numerous, their marketing materials looked like a Nascar team.” Their tenacity and creativity have remained a benchmark for how smaller market facilities can succeed. 

Ultimately, the five-year run continued for twice as long, and came to an end after ten years on the road, having reached over two million visitors. Amy Raymond was so intrigued by watching visitors learn through play, in fact, that she went on to earn her Masters in Arts and Education at Harvard. 

Sesame Street Presents: The Body gave emerging readers a chance to learn all about themselves, but it also provided an invaluable education to every member of Thinkwell’s project team.  The exhibit not only brought families together through playful collaboration, it also forged familial bonds between the project team, connected Thinkwell with the broader museum community, established new friendships, and initiated collaborative client relationships that continue to this day.  

 

Come and play! Everything’s a-okay!

Taking the Street on the Road: Part One

In honor of Thinkwell’s 20th anniversary, we reflect on some of the milestone projects that we have developed over the years. One of the very first was Sesame Street Presents: The Body, a touring exhibit for science museums created in partnership with Sesame Workshop that delivered a playful, science-based learning experience for a young audience of emerging readers. More than that, Sesame Street Presents: The Body also proved to be a formative educational experience for everyone who was involved with its creation and operation, providing lessons that we still bring to our projects and our lives, to this day. 

Thinkwell’s CEO Joe Zenas first met Sesame Workshop’s Vice President of Themed Entertainment Peter Van Roden while he was producing a parade for Universal Studios Japan that featured a significant Sesame Street component. Peter, who had just recently joined Sesame Workshop, provided oversight and final approvals for the Universal project.  Once the parade in Japan was on its feet, the two met again back in the United States.  “Joe came into my office, sat down on the sofa, and said, ‘We just started a new company called Thinkwell. What have you got for us?’” Van Roden said.  

At the time, Sesame Workshop was in the midst of addressing a national child obesity crisis and was launching a new initiative called “Healthy Habits for Life,” encouraging young people to stay healthy and active, eat right, and learn about how their bodies work. Sesame Workshop had an idea of creating a touring exhibit in support of this new program, and Peter agreed to give Thinkwell the opportunity of bringing it to life. 

Sesame Street Presents: The Body Entrance

Sesame Street Presents: The Body was a science fair of sorts, created by the Muppets themselves and staged in and around the iconic neighborhood from the TV show.  The collection of hands-on, science-based activities were arranged into subcategories: Your Insides, “Your Outsides, Staying Healthy, and How You Work. Guests entered the exhibit through the familiar facades of Sesame Street, which were festooned with colorful banners and posters. The excited voices of the main characters could be heard coming from the windows, apartment intercoms, oversized birds nests, and of course, inside a familiar banged up, metal garbage can.

Thinkwell worked closely with the Sesame Workshop’s education team throughout the development of the exhibit, pushing the limits of how The Muppet characters might interact with visitors. Having The Muppets present the science-based content was a critical bridge to an audience of emerging readers, but how those Muppets might be depicted was often the subject of interesting debate. After all, do Muppets have insides like ours, or would an X-ray of Kermit, for example, simply reveal a human arm skeleton? During this discussion, one of the Sesame Workshop’s education team was adamant that Muppets would never be seen as x-rays as it would be too unsettling for a young audience. Ironically, Thinkwell’s education expert Cynthia Sharpe’s young son was at that moment watching the latest episode of Sesame Street. Right on cue, Cookie Monster appeared on screen and then stood behind an x-ray machine– excitedly revealing his insides, showing a simplified digestive system with cookies crumbled in his stomach.

The Muppets, it was decided, would be presenting their discoveries about the human body at a sort of Muppet science fair, with each character putting their own unique spin on how humans work. Ernie and Rubber Duckie would showcase keeping clean, of course, in the interactive Rub-a-Dub Tub game, Grover would put bodies to work exercising at a disco dance party and Super Grover’s Obstacle Course, The Count had a field day counting bones and organs, and Oscar would naturally focus on the disgusting, ooey-gooey stuff like mucus and digestion. All of the major characters were found here, including Prairie Dawn, Big Bird, and the wildly popular, fuzzy, red monster Elmo, among many others.

During the design phase, the team found solutions for making a giant nose sneeze on cue, for teaching kids how to wash their hands without needing any real water, and how to depict an apple as it is munched in a giant mouth, was broken down in a churning stomach, and finally exited the body as carefully art directed poo.

One of the most challenging aspects of the exhibit was The Brain, and the team debated how it might take form and how deep the content might go. Do kids need to know about the right and left hemispheres? About the primitive brain and the frontal lobes? About synapses and the electrical pipeline of the Corpus Callosum? Finally, Art Director Gwen Ballantyne asked Cynthia Sharpe for her advice. “What does this audience need to know about the brain?” Cynthia paused for a nanosecond, and then counted on her fingers, “You have a brain. It’s in your head. It controls everything you do.”  The final design included a dimensional brain outlined by a 2D human head, both of which were set above a multifaceted kiosk with controls linked to all of the other parts of the exhibit.

“The stuff Thinkwell was coming up with was so good that I just sort of trusted the process,” said Van Roden, “I was brand new at Sesame and still on my honeymoon, but Sesame Workshop was equally impressed by the quality and the attention to detail that the team brought to the design, so they sort of let me run with it.”  In fact, the exhibit enjoyed the unwavering support of the entire Sesame Workshop team, including the education and curriculum group, who helped shape the content, the marketing team, who provided style guides and final approvals, and even the Sesame Street Muppeteers who passionately lent their talents to custom-created media elements.

Led by Joey Mazzarino, the lead Muppeteer for the television series, the cast went above and beyond to make The Body a success. Jerry Nelson, the original voice of The Count, recorded musical ditties about the pancreas, the liver, the bladder and more for The Count’s Organ Organ. Eric Jacobson reprised his roles as Ernie and Grover and was particularly excited to help revive the career of America’s favorite game show host, Guy Smiley for an interactive quiz show titled Use Your Head. Joey and his team, meanwhile, shot all new footage of Grover, an elephant, and crowds of Anything Muppets for various elements throughout the tour.  Thinkwell co-owner and Chief Creative Officer Craig Hanna even had the privilege of directing Grover for a promotional video for the exhibit. “It was a surreal and hilarious experience,” Hanna noted. “One of the highlights of my career.”

Even Sesame Street’s founder Joan Gantz Cooney was delighted to make a rare public appearance at the grand opening at the Arizona Science Center in Phoenix, which terrified Peter Van Roden. “She rarely travelled and I was brand new. Not only that, she had brought along her teenage granddaughter and I was terrified that she would consider the whole exhibit too young for her and be bored to death.”  Happily, when Peter asked the granddaughter if she wanted to go explore, the young lady smiled, nodded vigorously, and ran off, much to the delight of her grandmother (and the relief of Van Roden). 

Just before the exhibit went on tour, the team, led by project manager Cynthia Blackstone, monitored play testing at a temporary site in Burbank.  The test audience included scout troops, local school kids, and many of the Thinkwell staff’s own children. The event provided an opportunity to test and adjust the exhibit to ensure that it was intuitive, scaled properly, and durable enough to withstand the oncoming audience, but the educational goals were also measured through pre and post visit questionnaires and the results were remarkable. After their visit, kids could correctly name more body parts and explain their function and give examples of healthy choices they could make regarding food, rest, and movement. 

More than that, on-going studies throughout the tour revealed lasting behavioral changes by the young audience weeks after visiting Sesame Street Presents: The Body. Longitudinal testing by the Morey Group revealed that kids were putting The Muppets’ message to work in their own lives by washing their hands and brushing their teeth more consistently, resting, recharging and engaging in physical activity with an understanding that it was good for their bodies, and choosing weather-appropriate clothing all on their own. Behavioral change in the home involves repetition over time to build healthy habits for life- and a trip to the Sesame Street Presents: The Body exhibit not only jump-started that process for kids, it also jump-started Thinkwell’s reputation as an exhibit designer for museums. 

 

At the time of the Burbank playtesting, our young ones were pre-schoolers and emerging readers in the sweet spot of the target demographic. Today, some of them are heading off to college, others are graduating, and still others have started families of their own. Ultimately, Sesame Street Presents: The Body would touch the hearts of over two million visitors, but none so profoundly as our own.

Introducing Harry Potter: A Forbidden Forest Experience

Follow a forest light trail and discover illuminated moments from the Wizarding World this Autumn at Arley Hall.

 

We are thrilled to announce Thinkwell’s newest project with our partners at Warner Bros. Themed Entertainment, Unify, and Fever. Read on for the full launch announcement!

 


 

BURBANK, USA and MANCHESTER, UK (21 July, 2021): Warner Bros. Themed Entertainment in partnership with Thinkwell, have announced a breathtaking experience that will take Harry Potter fans of all ages down a light trail inspired by the iconic Forbidden Forest featuring creatures from the Harry Potter and Fantastic Beasts series.

Harry Potter: A Forbidden Forest Experience will make its debut in the beautiful woodland at Arley Hall, Cheshire, U.K.. As evening falls, mesmerising lights will transform the landscape into a magical outdoor trail for families to enjoy. As visitors make their way through the woodland, and follow the illuminated path, they will discover wonderful surprises, some of their most favourite moments from the Forbidden Forest, and encounter mystical creatures such as Hippogriffs, centaurs, unicorns, Nifflers – and many more.

Harry Potter: A Forbidden Forest Experience is suitable for the whole family to enjoy and provides a huge amount for fans of all ages to see and do, giving them the opportunity to experience the magic of the wizarding world in a brand-new way. From discovering the wondrous and beautiful forest come to life, enjoying a wide range of delicious food and drinks at a lively and seasonally themed village; to perusing the on-site shop for Harry Potter and Fantastic Beasts merchandise to take home – it promises to be a special evening to remember!

The outdoor experience has been created by Warner Bros. Themed Entertainment in partnership with award-winning theatrical designers and experiential creators, Thinkwell and their partners Unify and leading entertainment discovery platform Fever.

The Harry Potter: A Forbidden Forest Experience offers fans a new way to enjoy some of the most iconic and magical wizarding world moments,” said Peter van Roden, Senior Vice President of Warner Bros. Themed Entertainment. “We’re thrilled to be working alongside Thinkwell to bring this incredible light trail to life at Arley Hall & Gardens, a perfect location where the natural beauty of the forest trail and illuminated sets filled with familiar creatures from the Harry Potter and Fantastic Beasts series, will make for a magical experience for fans of all ages.”

The trail follows a one-way route and is designed to be accessible to all as well as COVID secure and will adhere to the latest Government safety guidelines to ensure a safe and enjoyable visit. Guests will be able to view the most up to date guidelines on our website, www.hpforbiddenforestexperience.com.

Fans can sign up to join the waitlist at www.hpforbiddenforestexperience.com and receive early access to tickets and information about the experience.

Ticket prices will start from £19 and will be available on Fever’s marketplace here.

Press Contact
[email protected]

Warner Bros. Themed Entertainment

[email protected]

 

About Warner Bros. Themed Entertainment

Warner Bros. Themed Entertainment (WBTE), part of WarnerMedia Global Brands and Experiences, is a worldwide leader in the creation, development and licensing of location-based entertainment, live events, exhibits and theme park experiences based on WarnerMedia’s iconic characters, stories, and brands. WBTE is home to the groundbreaking global locations of The Wizarding World of Harry Potter, Warner Bros. World Abu Dhabi, WB Movie World Australia, and countless other experiences inspired by DC, Looney Tunes, Scooby, Game of Thrones, Friends and more. With best-in-class partners, WBTE allows fans around the world to physically immerse themselves inside their favorite brands and franchises.

 

About Wizarding World

In the years since Harry Potter was whisked from King’s Cross Station onto Platform nine and three quarters, his incredible adventures (based on the original stories by J.K. Rowling) have left a unique and lasting mark on popular culture. Eight blockbuster Harry Potter films have brought the magical stories to life and today, the Wizarding World is recognised as one of the world’s best-loved brands.

Representing a vast interconnected universe, it also includes two epic Fantastic Beasts films, (the third releasing in 2022), Harry Potter & The Cursed Child – the multi-award-winning stage-play, state-of-the-art video and mobile games from Portkey Games, innovative consumer products, thrilling live entertainment (including four theme park lands) and insightful exhibitions.

This expanding portfolio of Warner Bros. owned Wizarding World experiences also includes Harry Potter New York – a brand new flagship store, Warner Bros. Studio Tour London – The Making of Harry Potter, Warner Bros. Studio Tour Tokyo, and the Platform 9 3⁄4 retail shops.

The Wizarding World continues to evolve to provide Harry Potter fans with fresh and exciting ways to engage. For the worldwide fan community, and for generations to come, it welcomes everyone in to explore and discover the magic for themselves.

WIZARDING WORLD and all related trademarks, characters, names, and indicia are © & ™ Warner Bros. Entertainment Inc. Publishing Rights © JKR. (s21)

 

About Thinkwell

Thinkwell Group is a global experience design and production agency with studios and offices in Los Angeles, Montréal, Beijing, and Abu Dhabi. For the past 20 years, Thinkwell’s multi-disciplinary team has created compelling experiences for a wide range of clients and brands around the world. Thinkwell has extensive experience in the strategy, planning, design, and production of award-winning theme parks, brand & intellectual property attractions, events & spectaculars, museums & exhibits, expos, and live shows.

 

About Unify

Unify Productions Global are a UK experiential  and production consultancy with operations and guest experience expertise stemming from their work as senior group leaders at London Olympics 2012. Unify’s principals, Heather McGill and Anthony Norris, honed their skills creating and operating major festivals around the UK., are now helping to create, craft, and bring to life the experience and operations of Harry Potter: A Forbidden Forest Experience with Thinkwell.

 

About Fever

Fever is the leading global entertainment discovery platform. Fever has revolutionised the world of entertainment since 2015, inspiring over 40 million people every month to discover the best experiences in their cities. Through the use of its technology, Fever empowers event organisers to create amazing experiences, and works alongside organisers, promoters and brands. Successful examples of their experiences include the “Candlelight Concert Series” attended by over 1 million guests, the Los Angeles based “Stranger Things: The Drive-Into Experience”, or the “Mad Hatter G&T Party” present in multiple cities across the world.

Celebrating 20 Years: Looking Back & Looking Ahead

It’s hard to believe that this year Thinkwell has turned 20.

When Thinkwell first started, the owners thought we’d be a small, boutique firm, serving just a handful of clients in the theme park industry. Needless to say, we’ve outgrown that vision several-fold. With projects on almost every continent and at every scale, from adorable little 300 square foot children’s exhibits you want to hug to the world’s largest indoor theme park, we’ve been to places, dreamed up concepts, and built things we never imagined back in the Fall of 2001.

The moments that stand out to us over the years inevitably come down to people: the colleagues and clients who have become our friends, the current and former Thinkwellians doing amazing things out in the world, the guests who are awed and overjoyed in our creations. The isolation and strangeness of 2020 has made us miss the people in our industry all the more intensely, and reinforced for us the truth of how the places we design and build really are meant to be enjoyed together as social experiences.

So we hope you’ll join us throughout the rest of the year through continued employee, client, and collaborator stories that explore and celebrate the best of Thinkwell – from looking back at the moments Thinkwellians hold dear from projects over the years, to a few behind-the-scenes and never-before-heard stories, and of course, a look towards the future of what the next 20 years will begin to look like for us.

We’re grateful for every client and collaborator we’ve had the opportunity to work with over these two decades, and for every guest our clients have had the pleasure of inviting into their experiences we’ve worked so diligently to create.

Thank you.

Thinkwell, Transformed

As we start to come out the other side of the pandemic in the United States, it’s time we give you a status report on Thinkwell. Over the course of the last 15 months, we’ve shared how we started our own Diversity & Inclusion Council within the Thinkwell organization, made up of volunteers from our ranks. We’ve talked about “Thinkwell 3.0,” reinventing our own culture internally to reduce toxicity, improve morale, and ensure a support structure is in place for our team members working from home. In our Montreal studio, a sharp focus on mental health has been put into place. We are currently at work on our Sustainability focus as well, both internally and externally for our clients’ projects. All these initiatives have made Thinkwell better.

But the pandemic hasn’t been without its struggles. Our beautiful studio space at the Media Center in Los Angeles had to be reconsidered. As Thinkwell moves officially to a hybrid work model—work from anywhere (WFA) and collaboration in-office—we have also looked at our own space needs and have downsized our footprint in our current Los Angeles building. Thinkwell Media remains in the current MPAA-certified space in our 2710 Media Center Drive offices, combined with workspaces for our LA-based teams and conference rooms for in-person client meetings and presentations.

As we continue to evaluate our space needs and develop plans for an eventual new location, our goal is to create a great hybrid workspace in LA that serves our global clients and offices and reflects not only who we are as a company, but also how we work as individuals. Flex workspaces and collaboration zones, quiet focus areas, and presentation conference rooms are going to fill Thinkwell’s new headquarters. Keeping the conversation going and work flowing while maintaining seamless communication and collaboration with Thinkwellians around the world is the key to our new offices—all built on the hybrid work model we’ve chosen to embrace.

We were excited to share with the world our new (at the time) studio space when we moved into the Media Center in 2015, and we’re excited to give you an update on our new collaboration plans and the current changes at our Los Angeles headquarters.

Celebrating 10 Years Of Naturequest: A Retrospective Look Back With the Fernbank Team

In 2007, the Fernbank Museum of Natural History’s visionary CEO Susan Neugent and her team engaged Thinkwell to reimagine their much-loved (but well-worn) third-floor children’s exhibits. At the time, Thinkwell was still new to the museum world, and Susan’s leap of faith initiated a rich and rewarding collaborative partnership that would lead to Naturequest, a groundbreaking children’s exhibit that celebrates its tenth anniversary this week.  

NatureQuest Starfish

“From the moment we kicked off the design process in 2007,” notes Fernbank’s current CEO Jennifer Grant Warner, “we intentionally set out to create something fresh that had not been seen before at museums for young kids. Our team at Fernbank, alongside our colleagues from Thinkwell, were committed to developing this uniquely immersive space that was rooted in science and education curriculum from top to bottom, providing inclusive opportunities for all  learners to explore the natural world…in a safe, indoor environment.”

Naturequest was intended to shatter the conventions of typical children’s exhibits by creating a playful, highly explorable landscape that piques each visitor’s innate sense of curiosity without relying on didactic text or explanations. Anchored by a multilevel treehouse and a meandering virtual interactive river that winds from the mountains to the coastal reef, Naturequest provides a comprehensive, accurate, region-specific overview of Georgia’s complex biosystems. Since it’s opening, the exhibit has provided ten years of adventure to its guests, but getting to opening day was an adventure all its own.

To start with, the logistics of creating a bespoke, aspirational, indoor forest on the third floor of the building were daunting. Fernbank’s main loading dock was located four floors below, on the opposite side of the building, impractically far away from the space. Thinkwell proposed a radical solution, punching a new hole in the building three stories above an adjacent service area, and the Fernbank team unflinchingly approved the plan. It proved to be an invaluable decision, minimizing the impact of construction on the rest of the museum.

Another key objective was to include a floor-to-ceiling view to the natural forest just outside, which required the demolition and relocation of the office of the Museum’s CFO, Catherine Nowell. With typical Fernbank spirit, she unhesitatingly agreed to the plan. 

Due to the “haute couture” nature of the exhibit, every element had to be custom designed, tested and installed onsite. Once construction was underway, the Thinkwell team, led by Project Manager Courtney Kleinman, was embedded with Fernbank’s staff in Atlanta to oversee the placement of everything from the largest tree to the tiniest fossil in the rockwork strata. 

As scenic elements arrived, they became furniture for the project team; the treehouse an ad hoc conference room, fallen logs became workbenches, the under-construction ladies room served as the flooring vendor’s field office, and a faux dugout canoe was a welcoming spot for a quick power nap. The team spent all of their waking hours together. “For a while I thought I was married to (Technical Director) Gene Rogers. We drove together, worked together, ate every meal together,” Art Director Gwen Ballantyne said. 

Gwen sculpted and baked animal figures and rockwork samples in her apartment for Nassal’s scenic team, who used the models as guides for the full-sized rocks, caves, and strata they sculpted in place. They meticulously added fossils, geodes and other inclusions selected by Fernbank’s geologists to the appropriate layer of strata. They molded tree bark samples from the trees just outside to create accurate copies inside. “I was so impressed with the rockwork team from Nassal,” says Ballantyne, “They were brilliant and so patient with us and everything we were asking them to do, which was crazy hard. Everything they did was stellar.”

Elsewhere, Gwen worked with the flooring vendor Rubbertek to custom mix their primary colors to create the perfect color gradients for the riverbed, beach, and reef, an effort that they had never accomplished previously. While art directing a tree stump, Ballantyne became so captivated by the history conveyed in tree rings, that she joined the Tree Ring Society.

Meanwhile, Kate McConnell, who had already learned the Latin names for hundreds of indiginous species of plants and animals in concept development, installed animal paw prints throughout the space, each set representing a different creature and telling a unique story. Kids can follow those prints and see where the creature emerges from the grass, pauses for a drink, and finally darts away again. Kate got so caught up in the effort that Thinkwell CEO Joe Zenas unofficially dubbed her V.P. of Animal Tracks.

The tech team hung and focused lights and mapped projections in the now open, naturally lit space. They also installed computers and software, rigged interactive elements, and mixed twenty-six separate audio zones together to create a seamless, accurately immersive soundscape in the compact space. Even the soundscape is Georgia-specific, with bird and insect noises selected specifically for their accuracy to each zone of the exhibit.

“There is no more destructive force in nature than a four-year-old-child” said Rogers, and all of the Naturequest team aggressively field-tested every touchpoint to make sure they could withstand the onslaught of the destructive forces to come.  they jumped, smashed, pulled, and pushed every new set piece and element trying to break it. “Is this good to go?” asked Chris Hawkes before grabbing a balance beam log with two hands and tearing it out of the floor. “Apparently not.” Thinkwellian Cynthia Sharpe would frequently pressure-test play elements, once putting her foot through a crab pot, then testing prototype acorns, seashells, and game pieces by smashing them to the floor or against a wall. When a transfer basket for a seed dispersal activity proved too fragile, Cynthia hand-knitted a pouch instead, a solution that remains to this day.

All of the tireless work and attention to detail was put to the test on opening day. The team held their breath as the first wave of kids entered the space. As expected, they jumped, smashed, pulled, and pushed every element. Grown ups explored as well, some laying across the virtual river, climbing up the central tree, or hanging out inside the narrow burrow. Kids beckoned to parents and caregivers to share discoveries and even sought out other kids to help with cooperative games. They had turned over stones, climbed trees, explored caves, and hopped across the river. Naturequest was now theirs.

As the activity wound down towards the end of the day, Gwen Ballantyne noticed an elderly docent gazing in wistfully through the circular windows at the entrance, “The children love it,” he whispered, “Looking at this, I just want to be a boy again.”  

“Naturequest was a game changer for Fernbank,” asserted Dr. Bobbi Hohmann, Fernbank’s VP of Programming and Collections, “Our younger visitors don’t realize that they are learning as they play and, of course, our adult visitors have just as much fun in the space!”

NatureQuest Floor InteractiveBrandi Berry, VP of Marketing agreed “I knew we had created something very special and innovative when Emory University included Naturequest in their field research of early childhood education. Ten years later, I still want to climb up the inside of the tree every time I visit the exhibit.”

“Naturequest has been pivotal for Fernbank in many ways,”  Jennifer Grant Warner adds, “ the exhibition has helped Fernbank grow as an organization, expanding our reach and being recognized for our commitment to science education. Best of all, to this day, we see kids light up when they enter Naturequest and realize this space is just for them – they speed through to get their bearings and then dive into their favorite area to explore, which is exactly as we had hoped.” 

Naturequest was the product of an unprecedented partnership and collaboration between Thinkwell and the Fernbank Museum that continues to this day. Since opening in 2011, the multiple award-winning Naturequest has exponentially increased memberships, opened the door for new exhibits like WildWoods and Nature Stories, and has made Fernbank one of the most treasured spots in Atlanta. Happy anniversary Naturequest, and congratulations to our dear friends at Fernbank. It is a privilege playing with you.

Experience Arcana: A Thinkwellian’s Instagram-Based, Top 10 Game of 2020

The Los Angeles Times recently named Arcana, a horror-based interactive social media narrative I co-created with my team, AOTW, as one of the top ten games of 2020, just behind the likes of Animal Crossing and Mario Kart Live. This came as a true shock. We feel extremely proud and also humbled beyond belief. How did our Instagram-based never-before-done month-long super-hard-to-explain project get on such a list? 

ReView asked me to talk about the process of getting Arcana up and running. But to do so I feel I first have to remind readers that Thinkwell is made up of incredible artists, many of whom are working on creative projects outside their job description. From Chris Durmick’s Three Stooges TikTok page to Sara Beil’s incredible live theatre events on Zoom, we are a bunch of strange, talented creatures who bring our know-how, creativity, and lived experiences to the work we do at Thinkwell. 

My outside experience is primarily as a theater maker. And in the last decade, my theater efforts have been focused in a subgenre called immersive theatre, which blurs the lines between reality and performativity, and challenges the relationship between performer and audience member. In 2019, I worked with a team of brilliant creatives on a four day long city-wide immersive theatrical game called “All of Them, Witches!” in New Orleans, in conjunction with the Overlook Horror Film Festival. We intended to adapt our project and turn it into an evening-long Los Angeles-based experience. But then: COVID. Suddenly, the idea of having audience members in close quarters with performers was off the table. We had created an immersive theater experience that was, in every way, not permissible during the global pandemic. For a while, we attempted to re-tool the script to make it a COVID-safe one, but eventually we started from scratch, determined to create something that was tailor-made for the at-home always-safe needs of the pandemic. (I liken this moment to our creative process at Thinkwell, when we assess project parameters, and figure out how we can flex our creative muscles within a box, no matter how rigid the walls may seem.)

 

Arcana developed quickly into a narrative focused on the isolation, loneliness, and heartbreak that COVID was causing. But Arcana was never explicitly about COVID. We wanted that element to be subtextual. To do so, our protagonist, Jade, was set up as a loner, recently abandoned by her dear Robin, living alone in a big house with a spooky attic. Weird stuff started happening to Jade: dreams, visions, and visitations from creepy fox creatures. We put everything on Instagram. And as spectators got more involved with Jade, they started playing the game of her life by solving riddles tucked inside artwork, or decoding a cypher that had to be assembled from numerous posts. Eventually our audience became friends with Jade. We had our audience hooked, and that was only week one! In the following three weeks, the narrative moved into other forms of social media, direct email messages, internet-based world religion research, and some serious puzzle solving. Our players dove head-first into user-created communities like Slack and Discord to collaborate, communicate, and squabble over how to solve mysteries inside the narrative. Some players remained spectators, happy to watch the story unfold, but not keen to spend hours solving complicated riddles. The entire time, we observed from “beyond the veil,” keeping tabs on player delight and frustration to ensure we could adapt and evolve alongside our audience. This was real-time adaptation and pivoting, which enhanced our ability to give the audience real agency. In the final week of the narrative, our audience decided upon the outcome of dear, sweet Jade (who, by then, wasn’t so dear nor so sweet.) You can re-live the entire experience at Arcana-Game.com. 

Our process, internally, had to adapt and evolve as we created the experience for audience members. My writing partner, Eva Anderson, and I would brainstorm and break episodes, which we would then pitch to the rest of the team. Then, our production team E3W (Natalie Jones, Austin Keeling, Aaron Keeling) would collaborate with puzzle mastermind Tommy Honton to figure out how to put the narrative/script into action, aided by a wonderful performance by Nerea Duhart, who played Jade. Keeping tabs on everything was our ever-watchful and brilliant producer, Mali Elfman. Just as we figured out how to produce week one, we were in “pre-production” for weeks two, three, and four! It was a whirlwind, and one that I’d gladly step into again. The LATimes enjoyed the whirlwind, too

The question of how to give audience members a flexible amount of agency to influence the outcome of a narrative experience, whether it be in a theme park setting or while roaming an illuminated garden, is one that we enjoy discussing at Thinkwell. My experience producing Arcana will surely influence how I think about experience design as a Creative Director for Thinkwell, and I can’t wait to apply that knowledge to future projects. 

 

A Look Ahead: Thinkwell’s D&I Plans For 2021

Like many, we here at Thinkwell had more than a smidge of gladness to turn the page on 2020 and welcome the new year. With the promise of widespread vaccination in the not-too-distant future, there’s cause for optimism. At the same time, we are keenly aware of how much work there is to do this year in inclusion, diversity, equity, and access, as we continue our intertwined efforts of Thinkwell 3.0 and the work of our Diversity & Inclusion (D&I) Council

These represent profound organizational change: they both touch every aspect of how Thinkwell operates, the work we do, and our role in our industry. Part of that work is fulfilling our pledge to be open and honest about our work, our progress, and our shortcomings.

As we look to the future, we’ve implemented several key changes and have additional work in development. These include:

  • Our D&I Council has overseen and analyzed our first Diversity, Inclusion, and Belonging survey, using our LA Studio team as the prototype, and the team is now in the process of defining, staffing, and empowering specific efforts to address some of the issues and opportunities that came out of that survey.
  • We have launched our Studio Team program, again with the LA Studio as the prototype. Studio Teams bring together small groups of Thinkwellians across disciplines for professional development, career guidance, and workplace culture initiatives.
  • We have worked with our HR software provider to expand terminology in our forms and documentation, to be more inclusive and welcoming.
  • We have partnered with an external organization to provide all of our Los Angeles staff with unconscious bias training.

These and other efforts touch every facet of Thinkwell, including content on Thinkwell’s blog and social media channels. Working with our D&I Council, we’re planning a year of content that leverages our platform, as leaders in the industry, to support education and awareness around the role, impact, and responsibility of experience design in diversity, equity, access, and inclusion. Rather than confine these posts to affinity months, we’re planning on addressing these subjects year-round. It’s also important to have a wide range of voices at all times, elevating them for their expertise and unique viewpoints, and we hope you’ll enjoy what we have to share over the coming months.

 

Lessons From Lockdown

As designers and developers of location-based experiences, we have the privilege and opportunity to connect with our audiences in unique and unexpected ways. Whether we have crafted a museum exhibit, a Family Entertainment Center, or the most ambitious theme park ever created, our greatest reward is the memories our guests share, forging lifelong bonds and personal connections to our work and each other. Ironically, in normal times, we tirelessly toil through the days and sleepless nights, fussing and fretting over every design detail and budget hiccup, not stopping until the hammering is done and the ribbon is cut. And then it’s on to the next. We are kept so busy crafting the next big thing that we often fail to capture the smaller moments ourselves.

 

Obviously, these are far from normal times. 2020 has been the Black Swan of Black Swans. In the beforedays, our industry flourished in times of crisis as people sought a bit of escapism from the troubling world, but this global pandemic has been a gut-punch to all of our preconceived notions. A year ago, it was inconceivable to think that our homes would become our fortresses of solitude. That cinemas, museums, attractions, and theme parks (never mind bars and restaurants) would shut their doors for a single day, let alone months. We all had a rather vacant stare as it dawned on us that our gates would shutter, our offices would close, our projects would pause, our lives would go on hold. The whole world had suddenly and forever changed.

And yet, we’ve adapted and adopted new tools and ways of working. So much has already been written about the surprising productivity of working from home (with or without pants), the comparatively painless transition to online conferencing and collaboration, the explosion of streaming entertainment, social media platforms, and a creator economy in which anyone and everyone, anywhere in the world can find a voice, a following, and an audience all their own.  

We push forward and speculate, plot, and blogpost about how social-distancing and a contactless world will alter our approach to visitor engagements. We closely follow the theme parks that have begun to reopen to see how new safety guidelines affect attendance and guest satisfaction. We share the challenges and successes of museum exhibits and theatrical performances as they reinvent themselves in the digital realm, and debate what elements might outlast this pandemic to shape experiences to come.  We quietly delight in the renaissance of the drive-in, which has become the venue not only for movies, but for concerts, weddings, graduations, worship services, election rallies, and victory celebrations.  Our cars have become their own semi-autonomous, trackless ride vehicles that lead us through the nearest Halloween haunt or holiday lights spectacle.  We follow the trends of an audience whose entertainment options have been severely limited resulting in the soaring popularity of outdoor activities like camping, hiking, and even golf, and we consider how all of this will play out in our future projects.  

When we shift the topic of our lockdown experiences away from work-related things, however, the conversation takes a revealing turn. When asked what happy surprises our suddenly homebound existences have revealed after these many months, our answers are notably intimate and personal.  Many of us take great satisfaction in finally checking off items on our much ignored to do lists, ignored not so much because we’ve been busy, but because we had so many ready distractions to blame for our procrastination. My colleagues have fixed that leaky faucet, renovated a room, completed unfinished writing projects, honed new skills, created the artwork, crafted instruments, miniatures, sweaters, scarves, and quilts. Others have tended their gardens, harvested their crops, and prepared their meals… and spent time with each other. 

And that’s the heart of the matter. In spite of the challenges of this “lockdown lifestyle,” it has ironically drawn us closer to one another.  We’ve bonded with our pets, who seem deeply puzzled as to why we’re around so much these days. Through Zoom calls, we’ve reconnected with friends and family, separated by time and space. We’ve treasured walks and bike rides with our partners, siblings, children, and grandchildren. We’ve watched the drama of nature unfold outside our windows, gazing at the night sky, or rooting for birds as they battle for territory in the trees. This Halloween, my block arranged a special costume parade for the little ones on the street followed by a socially distanced outdoor movie on the driveway. Neighbors who opted into the festivities gathered on their lawns, and made it one of the most memorable community bonding events we’ve ever had, and a tradition we hope to repeat next year. 

The almost unbearable challenge of distance learning has given us a renewed appreciation for educators, but also the gift of precious time with our sons and daughters. My colleague Cynthia and I each have a teen-ager named Sean, both of whom are seniors in high school. Thankfully, they both remain active and engaged, but it crushes us to think they are missing social events, dances, live shows, sports, and, sigh… graduation ceremonies, all milestones in this grand finale to their schooldays. The silver lining is that we get to share this ever-dwindling time together as they prepare to fly, cooking meals together, playing foosball, ping-pong, board games, guiding them through homework, rehearsing the virtual musical in the next room, streaming Netflix on the same couch at the same time. My Sean cannot play organized ice hockey with his team, so he has to settle for beer league pick-up games with friends and, ugh, his dad.  I make sure I tell him over and over how much I treasure these moments, and I am confident that one day, he will too.

It seems that even the gee-wizards of location-based entertainment, the purveyors of pomp and pyrotechnics, the first adopters, first-in-liners, and fiercest critics of the latest and greatest immersive any-and-everything are living through a crash course in the power of moments. 

So as this crisis fades and our cultural ship begins to right itself and lists forward into the new sea of reality, as we begin to rev our engines once again to plan, plot, draw and design the next big, immersive, 5D, multimedia, autonomous, AR, VR, AI, gob-smacking glockenspiel of awesomeness, let’s not forget the power of the small moment. Let’s not forget that the greatest reward for all our efforts is connecting with our guests; creating personal moments of awe, wonder, joy, revelation, or familial intimacy. We are gifted with the opportunity to create memories that transcend the commonplace. These “emotional souvenirs” are treasures that our guests will carry with them for the rest of their lives. Hopefully, as we emerge from this lunacy of lockdowns, we can also remember to savor those small moments in our own lives, too.