Safety From All Angles, For Everyone

Safety is the top concern of the attractions industry. Not only is it the foremost legal, ethical, and moral responsibility to ensure that no guest is at risk of being harmed at an attraction, but the highest standard of safety facilitates every other aspect of the guest experience as well. Designers and operators strive to create not just physically safe, but emotionally safe environments for their guests. 

When COVID-19 struck, the industry applied its decades of experience in safety design to quickly implement new health and sanitation procedures for theme parks and visitor attractions, in many cases completely re-imagining their operations within a matter of months, if not weeks. So far, the data has indicated that primarily outdoor amusements that responsibly enforce these new guidelines have kept transmissions to a minimum, with no major reported outbreaks traced back to a theme park for the several months they’ve been open (as of this writing).

Yet if the focus has been on creating a physically safe environment, many operators are also having to contend with what it truly means to create an emotionally safe space for their guests. While these attractions have always emphasized that their guests have a shared responsibility for their own safety and the safety of those around them, the majority of guests returning during this pandemic are for the first time now keenly aware that a theme park is no longer an inherently safe space for them. While there are plenty of ideas for how to rebuild that previous sense of emotional reassurance under these new conditions, many guests and professionals are finding the most reassurance in the idea that, hopefully, sooner than later, everything will be completely “back to normal.”

It’s an understandable sentiment given how short supply we’ve been for reassurances recently. In fact, mitigating that anxiety and getting back to a sense of emotional safety and trust is a key part of soothing jittery would-be visitors. Nevertheless, it’s important to question that instinct for normalcy, and ask ourselves if this transformational moment in history hasn’t revealed certain fault lines in the pre-pandemic perspective of “physical and emotional safety” that… maybe… shouldn’t fully go back to the ways of the “once-normal”?

This conversation is not just limited to entertainment. As people everywhere find their sense of security and safety rocked in a way they’ve never encountered, many of them are questioning what it means to be physically and emotionally safe in public spaces of all kinds… and realizing that for many of their peers, these places have never felt for themselves completely safe to begin with.

It’s no coincidence that, during the pandemic, thousands of Black Lives Matter protestors took to the streets demanding racial justice. There is a known direct correlation between the lack of public health safety for BIPOC people and the current COVID-19 pandemic. (Over 1,000 health professionals signed a letter in support of the protests, arguing that systemic racism was an equally urgent risk to public health.) These systemic injustices, too often overlooked by society, were laid bare by the pandemic and its societal response for the entire world to witness. Protestors were demonstrating to demand safety for BIPOC folks in their everyday lives, and to take action to ensure a safer, more just world, even after the pandemic is over.

The themed entertainment industry is not isolated from this. As professionals who are privileged to create these experiences for our guests, we also need to ask: what isn’t being reflected in the standard safety data, either because it’s a less quantifiable form of emotional safety, or because marginalized groups are selected out of the data pool to begin with? 

To ensure that we are creating physically and emotionally safe experiences for everyone, we must expand the definition of safety such that it is anti-racist, anti-ablist, radically inclusive, and intersectionally focused. If an attraction notices that its visitor demographics are mismatched from its local community demographics, not only should it investigate potential systemic factors like pricing structures or transportation access that could limit certain groups’ participation, but it should also review softer aspects related to design and public messaging, which very often can unintentionally code a space as “intended for” or “centered around” a certain kind of audience. Or, if those previously marginalized groups are showing up to buy a ticket but the attraction is now struggling to safely accommodate an increase in disabled and neurodiverse guests, it may need to reevaluate some of its foundational design assumptions about ride vehicles, guest flow patterns, restrooms, and restaurants alongside reviewing operational procedures and employee training.

As designers who are often at the start of the process of figuring out how these attractions look and function, we must grapple with questions of safety from an intersectional approach, not only considering the checklists we’d apply to meet all physical safety requirements, but also to the emotional and psychological well-being of guests in experiences we create. We as experience designers have to think about the intersection of public health, physical safety, and the psycho-emotional wellbeing of all guests, whether at a theme park, museum, retail and dining district, or live event. COVID has reminded us that we’re all responsible for each other’s safety, and that means every single individual within our community.

A Preview of Theme Parks Tomorrow, Today

How Orlando’s reopening attractions can give us a view into designing guest experiences for the future.

 

As most of us in the attractions industry have discovered, it is very difficult to predict how the effects of COVID-19 will affect attractions in the future. What will guests both expect and feel comfortable with as we navigate the years ahead, and how will attractions respond to the evolving needs of their audience? These are valid questions that will have profound results within many different experiential and guest-focused attractions.

As the Orlando attractions market begins to carefully reopen amid a vast array of both uncertainty and cautious optimism, I had the opportunity to visit some of these attractions to see these responses first-hand. In many ways the experience met or exceeded my expectations of what could be done by operators in terms of safety and assurance. 

What surprised me, however, was just how much I would learn concerning the evolutions of guest interaction, and how a global pandemic might be the catalyst for challenging ideas we have long seen as principles and standards of both attraction design and operation. The experience, as a whole, left me encouraged by the level of guest participation in an evolving environment, while inspiring some ideas as to how we can rise to the challenge of delivering new and engaging experiences built for a post-COVID world.

First, the expected: It is a given, considering the reality of the situation, that many levels of sanitary practices and sanitization would be adopted. At all three major attractions, Disney, Universal, and SeaWorld, both guest-facing elements like hand-sanitizer and hand-washing stations, and backstage elements such as ride vehicle sanitization, were standard and obvious. While all of these were currently temporary additions within the theme park, one can expect that thematically appropriate versions of each of these will soon become a permanent fixture in any key spaces in parks and attractions where contact is unavoidable.

There were some more subtle changes as well. At the Disney parks, for instance, each of the trash cans had their lids secured open with zip ties, a move to protect guests from touching a potentially contaminated surface. I wonder if this will be a temporary change, or if we will eventually see a change to the decades-old and ubiquitous “theme park-style” trash can. 

Where I expected some friction was with social distancing. “Surely, this is going to be the sticking point,” I thought. I was floored to find that not only were guests fully participating in the social distancing six feet of separation or more rules posted, but guests were turning it into a game. I saw countless guests who were entertaining themselves by standing on each distance indicator as if it were a position on an oversized board game. Even where there were not clearly identified markers, guests self-determined the need for distance between groups in both pre-shows and queues. Throughout my experience, I had many conversations with other guests who felt that the social spacing, and NOT the overall level of crowds, was the main contributing factor to what they considered a pleasant experience. It is a fair hypothesis, however it is hard to tell if this would still be true on the busiest of operating days.

A change in cast member distribution was also evident throughout every type of experience. From food & beverage through load stations and queues, cast member positioning was adapted to assist guests with separation and sanitation. Though, as an unintended benefit, the changed positioning actually seemed to help guide guest movement better and felt closer to the regular cadence of helpful personnel one might expect to encounter in a hotel or hospitality setting. It may not have been the most operationally efficient, but the impact on guest experience was exponential.

Another interesting development was the level to which guests were adopting mobile services as their main interface for payment, ticketing, and more. There seemed to be little to no friction with digital park maps, and the recent shift to mobile-only ordering for food & beverage at the Disney and Universal parks did much in the ways of reducing the need for queue lines or large waiting areas in front of locations. In several instances, I saw guests utilizing mobile features in queue lines as a game to pass the time and enhance their experience. Queue lines in general just seemed to function better and were more engaging once guests understood that they wouldn’t stand in one spot for more than a minute or so. At the Disney parks, no attractions were currently offering FastPass+ (Disney’s virtual queue reservation system) and I didn’t hear a single complaint. Not one.

What I saw on my recent visit was just a snapshot in time of an evolving situation. Certainly there are some extraordinary elements that need to be considered. However, what I did  see was an evolving image of guest preferences and behaviors in relation to an adapting theme park environment, and the results were not just promising in terms of participation, but revealing in how we can design spaces within attractions that actually give guests the things that matter to them. Should we rethink the amount of space we give groups for pre-shows and theaters? Break single queues up into multiple pathways that encourage constant flow and movement? Design newly integrated elements for rest, hygiene, and hospitality? All of these are interesting considerations we can take as we design both safe and satisfying experiences for tomorrow’s attractions.

Designing a Physically Distanced Theme Park

WHAT IF…

…we designed a theme park with physical distancing and health-safety as guiding principles?


 

Disney Shanghai has opened its doors at reduced capacity to allow visitors space to learn the “new norms”, such as spacing out within a queue and frequent hand sanitizing and facility wipe downs. A “mega theme park” like the Disney or Universal parks typically means an annual attendance of over 10 million people, and over 60,000 people within approximately 110 acres of guest area on a normal day.

In these mega theme parks, visitors make their way down crowded streets, pack in to get a glimpse of a passing parade, and stand together in long queues to enjoy the amazing attractions together. A general rule of thumb for theme park density is between 500 and 650 people per acre (per 0.4 Hectares).

What if we want to design a park that meets this level of capacity, and also allows for the current recommendations on physical distancing? There are many new and innovative technologies and operating methods that will be able to assist in this effort moving forward, but what would it take using the existing tools and methodologies commonly practiced today and designed a park around those needs and parameters?

 

Personal Space

Space is the major commodity when talking about physical distancing. During a typical summer weekend day at a theme park, visitors often find themselves walking in a crowd, frequently having to stop momentarily or making frequent course corrections to avoid bumping others. This indicates a density of 10-15 square feet, sf (1-1.4 square meters, sm) per person within the circulation space, and if there’s a parade or a sudden character appearance, that density may go down to 5 sf (0.46 sm) per person, meaning that people will be brushing into each other and their movement will be severely restricted until the gathering disperses. These factors are what drive many theme parks to create “travel lanes” around parades or performance areas to allow the movement of people to still flow, albeit still at a reduced rate. The graphic above highlights:

  • Pre-COVID Personal Space   = 10-15 sf (1-1.4 sm) per person
  • Post-COVID Personal Space = 140 sf (13 sm), 6 feet (1.8 meters) between individuals
  • Post-COVID Group of Three = 200 sf (18.6 sm) for group and 67 sf (6.2 sm) individually

The arrival sequence at a park usually starts with a personal family vehicle, a coach-bus, or a form of public transportation such as a bus or a train. The impact of current COVID distancing recommendations will have an impact on how quickly people can arrive at the park, as well as the spatial requirements to receive them at the front gate. The expanded requirements for these spaces and arrival systems are not directly considered in this study, but because those are specific location-based factors.

Assuming people will be arriving and traveling through the park in small groups the individual space recommendations will overlap to reduce the spatial distance requirements. The space between people would include the paved areas, as well as the landscaped areas, which will further help with space planning. This does not take into account that parks are typically designed with crossing routes and plazas, which will now have to be more formally organized to create linear flows of traffic and avoid congestion. An easy way to think of this is a downtown urban grid of one-way streets, or maybe more relatable, an IKEA store which is filled with travel lanes.

 

Retail

Retail is a key component in the theme park program and an important asset to the visitor. Many of the modern theme park retail designs already lead visitors through a system of thematic spaces, departments, and purchasing opportunities that gently guide them through the stores. This would have to change to a more strict one-way aisle system, where displays can also act as a germ barrier between aisles. There would also need to be a greater allowance for staff positions throughout the store, as visitors would have restricted availability to touch items. Referring again to the rule of thumb, it can be assumed that 15% of the park population at any given moment is shopping, and the average allocation of space per person is 14 sf (1.3 sm), but with the COVID requirements a group of 3 will need approximately 80 sf (7.4 sm), less than walking down the street, requiring a 180% increase in parkwide retail facilities

 

Food and Beverage

Dining opportunities within the theme park will present the challenge of allowing people to sit in groups and dwell for an extended period of time while they eat. Typically, food facilities require about twice as much space as retail shops for approximately the same amount of people including dining patios, indoor seating, and kitchen areas. With the new factors, a table for four may need around 100 sf (9.2 sm) instead of just 40 sf (3.7 sm). In addition, there will need to be space accommodations for food preparation and service. These factors would require the food facilities in this new park to become approximately 150% larger than current theme parks. 

 

Attractions and Shows

Attractions are the big draw of theme parks; coasters, dark rides, theatrical shows, and walk-through experiences will all be impacted by increased personal space requirements. While the impact of increased personal space will vary based on the type of attraction, a show venue is one of the most densely populated attractions in a theme park. A typical show venue that seats 200 people can be 8,000 sf (740 sm) or more. A person seated in the theater takes up about 5 square feet (0.46 sm), with an additional 35 sf (3.2 sm) going toward the overall facility. Now that personal space requirement will be 67sf (6.2 sm), bringing the overall facility size to over 20,000sf (1,860 sm)—more than double the current standard for a show.

 

Conclusion

From a simple space planning perspective focusing on the physical distancing recommendations, the theme park circulation will have to increase 100%, the retail by 180%, food service by 150%, and attraction areas from 150-200%. These factors, applied to the entire theme park property, result in a 110 acre (44.5 Ha) theme park growing to over 200 acres (89 Ha) to accommodate the same daily attendance. 

Discussing this thought exercise with Entertainment + Culture Advisors, ECA, it is important to note not only the space implications, but also the cost and revenue considerations:

“Revenue for a mega park is a product of attendance and guest spend. New constraints on capacity could shift the business model to identify new premiums in guest spend. The focus will be on pricing as significant increases in retail or dining spend are unlikely if length of stay is the same or less. Pricing in the industry was already moving toward peak admission pricing tiers and express passes and this trend will accelerate if capacities are further constrained. Depending on the premiums required for the business model, the response from the market may be reduced demand that rebalances the sizing needs of new mega parks to lower attendance thresholds that serve more expensive and exclusive experiences.”

Also noted by ECA, the cost and revenue impacts for a mega theme park will not only be limited to the theme park and increased spatial requirements, but also the context of hotels, retail, and mixed-use development.  A mega theme park by definition is part of a larger development with many integrated program uses and functions.

 

This thought exercise purposefully does not take into consideration all of the creative thinking and innovative approaches being used by operators and designers around the world to quickly help reduce the impact of this pandemic on our opportunities for safe and enjoyable experiences but simply focuses on the potential implications of physical distancing. As the world continues to learn from this experience, a mixture of spatial planning, smart design, and new technologies will help to create a more realistic interpretation of theme park design which fits within achievable parameters while still keeping visitors safe during their time at the park.

All Your Favorite Attractions Are Problematic

First, it was the rework of the Redhead in the Pirates of the Caribbean ride. Now, Disney has announced that they will be replacing Disneyland’s Splash Mountain with a Princess and the Frog themed attraction, which picks up after the end of the movie and weaves a new story (akin to the Frozen ride reskin of Maelstrom at EPCOT, versus the movie recap experience of Little Mermaid: Ariel’s Undersea Adventure).

Red Head Pirate at Pirates of The Caribbean at Disneyland Resort

Obviously, no matter what warm, fuzzy memories we have of Splash Mountain, no matter how much Disney tried to round the edges of the overt racism, the reality is, it’s based on such a stupendously racist and white supremacist storyline that Disney refuses to air Song of the South and so boy howdy was it beyond time for it to go. One of the chief problems we encounter as creatives in location-based entertainment is this clash of memory, “that’s just how it was back then,” “it will cost so much/upset the fans to change it” versus the knowledge that it’s harmful and needs to change.

We get it. It’s an investment. A huge one. Just like any of a number of other resorts, rides, shows, and exhibitions around the U.S., not to mention the world. To give them their due, Disney also has amply demonstrated they know how to concede curatorial authority, as it were. Their intentionality around Expedition Everest as well as core elements of the original Animal Kingdom demonstrates it can be done. Joe Rohde, in his talk at the 2012 THEA awards by the Themed Entertainment Association spoke at length about the Aulani design process, how authenticity and respect were placed ahead of ease and preconceived notions, and actually how easy design decisions can be when they are strongly rooted in authentic, clear direction informed by the actual people and place and not one’s own hot take on the source material. 

Don’t get us wrong: we are, no matter how fond our memories are of Splash Mountain, heartened to see Disney take this step. Reworking Splash Mountain is also an absolute rabbit hole (pun not really intended) because once your eyes are opened to the ways – both subtle and categorically unsubtle – that racism pervades narrative tropes and beloved experiences, it’s overwhelming. The soft-focus memories of Dumbo crash up against the knowledge that the lead crow is quite literally named Jim Crow. As you eyeroll at the corny humor of your Jungle Cruise skipper, your boat bobs around a corner and to a horrifyingly racist vignette. It goes on and on: Peter Pan’s original source material was dizzyingly racist about Indigenous people and the ride does not shy away from it; the Enchanted Tiki Room falls into the trap of so much white-washed, culturally-appropriative Polynesia theming; the European children on It’s a Small World are white as can be (and there are Middle Eastern kids on flying carpets); the Africa outpost in Epcot reduces a vibrant swath of an entire continent to a beverage stop, trinket market, and a few drums. These experiences have always been harmful, and it’s an insidious outcome of white privilege to be blissfully unaware of it. Once you realize it, that bell can’t be ‘unrung’. You’re aware. And it’s now incumbent on you to not slip back into now willful complacency.

This isn’t just a Disney problem. This is an everywhere problem. Racism is everywhere. The normalization of racist tropes is everywhere, from what we collect and how we display it in museums to countless “Wild West” zones in amusement parks to big iconic experiences like Splash Mountain, and thousands of moments in between. We are guilty of it in our body of work, too – there are projects we’ve worked on that, in hindsight, we should have done a little differently. When it comes to what stories are told in our parks and our museums, a large part of that is who’s had a place at the table, for the majority of our industry’s history, to make creative decisions, to greenlight and fund projects, to decide what has value or make a team pause and take stock of what they’re really saying with the stories they’re telling and how they’re telling them. It’s affected by processes and policies, too. At Thinkwell, we’re keenly aware that no matter how good our intentions in the past, we have fallen short at times, and it’s on us to examine what we do and how we do it to ensure we don’t perpetuate racism in our work.

Splash Mountain Drop Down Into The Briar Patch at Disneyland Resort

The harmful experiences in location-based entertainment of the past 20-30 years that we cannot unsee weren’t done out of a ‘let’s be racist, it’ll be great!’ mentality. We’re not condemning the creative minds behind these places or experiences. It’s unlikely that the team behind Port Orleans Riverside, as they designed cast member costumes in time for its 1992 opening, thought through the ramifications of their choices in a resort designed to evoke the grand “big houses” of plantations in the Louisiana Bayou (in fact, the resort was initially named Dixie Landings). But the reality is, their ‘mousekeeping’ staff is largely BIPOC (Black, Indigenous, and People of Color), and they’re wearing outfits evocative of enslaved people who were assigned to “the big house”’ on a plantation. If you want a real wake-up call moment, stand on one of the lovely, immaculately landscaped paths in the beautiful antebellum south themed resort at shift change, and watch the staff emerge from the stately, pillared houses.

The re-envisioning of Splash Mountain isn’t reactionary: it is another step in a major, beloved, respected company’s commitment to do better, even at the expense of angered fans and significant capital expenditure. In the current economic climate, spending money to redo existing things probably doesn’t sound like the best plan. But we are the makers of dreams. We are the creators of heroes and villains, we breathe life into whole new worlds and reinvigorate beloved places. Why shouldn’t we spend the time, effort, and yes money, making the places we already have welcoming and inclusive? Why shouldn’t we say ‘this is racist, and it’s wrong of us to keep putting it out there for the public as entertainment or something to aspire to, so we’re fixing it’?

Congratulations to Disney for acknowledging it’s time to change. We look forward to seeing what they – and the rest of the industry, ourselves included – tackle next.


 1. Except in Japan, as that park is not owned by Disney and thus they do not have direct control over its content to make a change such as this.

Keep the Preshow; Ditch the Queue

As theme parks start to reopen, post-COVID-19 operations efforts will have many new protocols like advanced reservations, limited attendance, required face masks, increased cleaning of ride vehicles & queue rails, and putting social-distancing ground markers in queues.

Ah, the dreaded queue. Most people cite queues as the least favorite part of visiting a theme park. This is why “virtual queues” like Disney’s FastPass have been so innovative, in lowering the perceived waiting time for attractions simply because you’re not in an actual line for part of that wait, free to enjoy the rest of the park’s offerings.

After Disney’s FastPass debuted in 1999, a major paradigm shift of theme park design in the last twenty years was creating overall circulation to accommodate more people in the pathways than usual — the logical effect of having less people in lines is that there are more people out and about in the park (which makes the merchandise and food & beverage people very happy — less time in lines means more spending money). In fact, the future of a “queueless park” has always been a bit of a theme park design holy grail — more theory than an actual possibility, as the truth of the matter, is that queues themselves are a very beneficial part of a good theme park experience.

First, they are extremely efficient; in the worst case of an unthemed rectangular switchback queue, you can still fit a ton of people in a small footprint. Even highly thematic, story-driven environments like the incredibly long and very detailed queue of Disney’s Flight of Passage at Animal Kingdom uses clever and efficient architectural and structural design to hold tens of thousands of people off the park’s main walking paths — because most of that queue is designed to sit on top of the neighboring Na’vi River Journey show building.

Second, there’s the biggest benefit: through carefully crafted preshows, queues are great at establishing tone, mood and story for an attraction far in advance of actually riding it. Attractions benefit from the captive audience a queue can create, allowing guests to settle into an attraction’s story and gradually learn more about their role in it.

Ani-mayhem QueueAt Thinkwell’s Animayhem attraction at Warner Bros. World Abu Dhabi, the highly detailed queue was a rare opportunity to dig deep into the history of the ACME corporation — with much of that story created specifically for the park, and now considered Looney Tunes canon — to prepare riders for their role as delivery drivers.

Like many other immersive queues, that attraction leverages the actual linear progression of being in a queue to slowly, deliberately deliver story moments through media, scenery, effects and cast member interactions to set the stage for the ride. Just look at Disney’s incredible Rise of the Resistance attraction for proof that a queue isn’t just an unwanted speed-bump before the main attraction — it’s designed to be a key part of the attraction itself, a part that no one wants to miss.

So what happens in a post-COVID world, when theme park designers start eliminating (or at least wholly shortening) the use of densely-packed queue lines? While it’s unlikely that this will lead to a 100% “queueless” park anytime soon, perhaps we can start imagining a different kind of future — one that acknowledges that guests want a “less densely populated queue” to feel comfortable, while combining mobile technology and line-reservation systems into a new form of storytelling that fills the role of an attraction queue.

Two things come to mind:

First, Disney’s interactive game attractions already have guests circulating throughout a park — Sorcerer’s of the Magic Kingdom, Adventureland’s Trading Company and Pirate’s Adventure, Star Wars Galaxy’s Edge Datapad, etc. — all of these are, in essence, digital “crowd controllers” within the small throughput of their own game mechanics, moving groups around from story point to story point, with the back-end system managing crowd flow and dispersion.

Second, immersive theater techniques at shows like Sleep No More manage to keep hundreds of people moving through a large, non-linear physical space, along paths of invisible, self-guided linearity that allow guests to experience their own story. Knott’s Berry Farm has found huge success with these techniques as an attraction in and of itself, with their Ghost Town Alive activation.

What if you combined the best of both of these things — using the entire park as your “queue”, and nodes of experience & interaction as your timed pulse points? That way you still get a  preshow to an attraction, but it’s not confined within a queue.

Guests could reserve an attraction time, but rather than show up at the entrance for the attraction, their mobile device would send them on a point-to-point story adventure throughout the park, each node engaging them in a story point through embedded media, effects, or even cast member interactions. This could be a 30-60 minute experience that, in essence, becomes an attraction queue, ending up at the attraction in a carefully managed flow of people with less need to queue up in droves.

The efficiencies of queues are hard to ignore, and the overall capacities of a large-scale roaming interactive experience like this probably wouldn’t compete with that efficiency — but in a post-COVID world, there will be plenty of opportunities to innovate the part of a theme park visit that people enjoy the least — waiting in line.

It looks like a dance chart for our post-COVID world. It’s called the SIX FOOT DANCE.

Public venues of all kinds are re-opening to a radically different reality, as people venture out into the public space. Old ways and patterns of doing things are now different, ranging from shopping at the grocery store, to going to a theme park. The world has changed. It matters where you put your feet. How are wayfinding and operational signage adapting to a post-COVID world of public venues?

Thinkwell Group Design Example of Wayfinding Signs

Traditional wayfinding helps people make choices for where to go and what to do. Signs are placed at key decision points, like at intersecting paths or entry points, and reduce stress by making it clear to visitors what decisions to make and where to go. 

But for public spaces like parks, museums, food & beverage and retail locations to reopen, new sign types are required. Signage for social distancing markers on the ground, wearing masks in public, directing one-way traffic flow on narrow pedestrian paths, hand sanitizer stations and instructions for guests to wait in family groups are now becoming common mandates. Guess what? That means a lot more signs.

With public spaces already filled with signage and messages of all kinds, this poses a challenge. Theme parks, museums, live events, and public spaces now grapple with both directing visitors and need to change their behavior. Activities we take for granted are now obsolete or need to change. Waiting in lines for attractions could be things of the past. Teaching people to learn new patterns of behavior requires clear directions and signage.

One danger is that guests get information overload/graphics fatigue in spaces now filled with new yellow, black, and red emergency signage. Too much info, blaring in the same key and intensity, is likely to be tuned out as people become desensitized to the “new normal.” It is visually overwhelming.

This creates a real problem of key messages being missed.

Critical information can be ignored, because our brains are wired to tune things out over time, due to repeated exposure. This happens in physical and digital landscapes, whether we read online dialogue prompts, hear audio messages, or see actual signage. Anthony Vance, the director of the Center of Cyber Security at Fox School, says, “it often has to do with memory… we saw it last time, so we don’t have to scrutinize it so much this time. Sometimes we remember something more than we actually see it.”1

Our human tendency is to group similar patterns, colors and typography into simple schemas, which helps the mind organize information. In graphics (and psychology) it is called gestalt theory. It is a way of sorting out and classifying the information that surrounds us. While this grouping technique simplifies our life, it can make us miss the visual informational cues that help us navigate. Information that should be differentiated gets lumped in with other directional information that seems similar.

So the challenge is to create wayfinding and operational safety signs that are “sticky” and stand out in visually disruptive environments.

 

Here are five tips to improving important safety graphics:

1. Fear Overkill

Avoid signs looking like strident warning signs similar to hospitals, chain-link fences on government facilities and institutions or atomic labs (unless required). People get visual fatigue with signs that blare fear in red and black. Worse yet, they tune them out.

2. “Please” vs “Don’t”

Say “Please” instead of saying “DON’T”. Give a positive incentive for the desired behavior by making it more human, instead of a command. People respond to respect.

3. Humor

Humor can attract attention and be sticky, but needs to be tempered with the seriousness of the message. A sign should leave the reader with a smile and still show a sense of care for the topic. Keep calm and carry on.

4. Don’t Cry Wolf

Warning signs can create bad choices when it overstates the risk. “A warning sign can increase danger when it overstates the danger – meaning we take less precautions if our experience and subjective perception is that the danger is usually less than stated on the sign.”²

5. Branded vs. Off-The-Shelf

One-size-fits-all solutions from code required sign catalogs all look the same. If you need a signage solution in a branded customer facing space, design the sign for that space. Use your brand colors, fonts and imagery, (where possible) to show that this is a deliberate response, not an imposed reaction.

 

The right next steps:
Creating wayfinding signage as a tool to inform safety decisions is key. If you want to impact behaviors, you will need the right strategy. Assess how your clients, customers, and guests interact with the space, and see what works in similar venues. This will help you to develop a signage plan that will be visible, easy to understand, and differentiated from other competing messages.

If you need our consulting or signage design services, contact Thinkwell’s team of experienced wayfinding and location-based graphics professionals. We are skilled in developing signage solutions customized to your unique needs.

 

References

  1. Megan Alt , Tuning out Security Warnings, Temple University Fox School of Business, January 28, 2020
  2. Dr Robert Long – PhD, Why Do We Ignore Safety and Warning Signs – Sometimes With Tragic Results? safetyrisk.net

How Will Technologies Shape Our Interactions and Spaces in the Post-Confinement Era?

In a post-confinement world, human beings will seek the exact opposite of what will be prescribed to them: in the face of social distancing, we will want to get closer to each other again; at the prohibition of touch, we will want to smell and taste the things we had enjoyed; faced with rules and regulations about where we go and how we move through spaces, we will seek fluidity and freedom. We are, by our very nature, social creatures

Over the past 20 years, Thinkwell Studio Montréal has evolved the nature of its interactive projects based on the concept of ambient intelligence. The idea is very simple: the interface is not a screen, the interface is the world we live in. 

Take, for example, our Renaissance Hotel Experience in New York where the body of each guest becomes the communication device between the hotel and its district. Through a partnership with Time Out Magazine, a digital concierge interacts with each visitor to offer them culinary or cultural activities depending on the weather, their desires, and the amount of time they want to spend walking. Using a 3D camera detection system, we were able to detect multi-user signals (body posture and movement, group behavior, eye tracking, and emotion recognition) and transform the experience of the lobby. Let’s imagine that this experience could be adapted for hospital or university spaces. On a university campus, for instance, a digital concierge would become a mobile engagement platform where every student becomes the heart of her or his own journey; a generative digital assistant in real-time that adapts the student successfully navigate not only the demands of their classes and deadlines but also the social, cultural, and sporting life of the community.   

The Illumination of the Jacques Cartier Bridge in Montreal to mark the city’s 375th anniversary was our next step in developing technology and data collection to communicate the emotions and detect the pulse of a city. How can the data of an environment generate an experience without the audience needing to do or touch anything when it’s the audience itself that is at the heart of the show? When the bridge comes to life, what you actually see is the city pulsating in real-time. Thinkwell’s contribution to this celebration has been to use data collection and AI to capture and aggregate all of the relevant data generated by the city’s citizens – traffic conditions, weather, the mood on social media, bike-sharing activity, etc. With physical sensors (radars, weather stations, counting people, etc.) any type of API integration and normalization algorithms, we have the ability to use almost any type of data to modify and influence an experience. This digital platform we have developed for this bridge could be suitablefor the transport or theme park industries, for example. All the data generated by people and systems during a single day in a theme park tells a story: the atmosphere and energy of the crowd, the impact of the weather on people’s experience, the reactions to this or that character in our journey, which guests go where and how they linger (or don’t), what and where they eat and buy, how their pace changes during the day, and more How can this data improve the operationalization and the emotions experienced? 

Finally, I would like to share with you a project that is currently in production, and that perfectly illustrates a solution that could be adopted into museums, theme parks, and any other location-based experiences that will be managing crowds for the months and years to come. It’s a collaboration with Parks Canada where visitors will be able to relive the experience of working in Canada’s first steel company which has been closed for 150 years. This application is an interactive, multi-sensory alcove where each visitor becomes one of the workers through the various stages of iron production. The guests are experiencing a “day in the life” of these steelworkers so that they have a “hands-on” impression of the working conditions of the time. This direct experience allows learning through empathy and leads the way for an impactful emotional souvenir. This innovation makes it possible to select and view high-resolution augmented reality content simply by detecting guest gestures. With no devices such as goggles, headsets, telephones, or tablets, our interactive alcove promotes a collective experience. It is the AI we have developed that generates all the content of the experience from the gestures of each visitor. This innovation can be adapted for any museum, healthcare, or airport experience. 

Crowd flow management, body language detection, eye tracking, emotional feedback, voice recognition, telepresence, data interpretation, accessibility; for us, interactive technologies are a tool to empower each user to become the storyteller.

As the frontiers between the digital and the physical worlds are melting, we see every guest experience as becoming the actual canvas. We believe the future of spaces is personalized, participative, and generative. Each member of the audience is at the heart of everything we do; physical spaces take the shape of their visitors.

Location-based Entertainment in a Post-COVID-19 World

As people consider what the future of location-based entertainment in a post-coronavirus world looks like, owners and operators of theme parks, entertainment venues, and family entertainment centers consider how they will run their businesses in whatever version of the “new normal” we will have.

This white paper was written in collaboration with Cynthia Sharpe, Principal Cultural Attractions, and Dave Cobb, Principal Creative Development.

Please note: This list is not exhaustive. It doesn’t take into consideration what is needed from an employee/cast member/staff standpoint (such as ensuring employees are virus-free before entering the workplace). It does not consider an obvious primary option for operators in a post-COVID-19 world, what we call, “pass to play.” In this (very short) version of this white paper, all visitors would be required to show they had been vaccinated for COVID-19. How this verification would be done so it would be clearly legitimate, easy to view for the park employee, and easy to provide for the guest remains to be seen. (In China, residents there use an app with a QR code that is scanned at the door to verify identity and travel of the individual at most shops, restaurants, and office buildings.)  

Here are seven areas for owners/operators to consider when reopening their parks and projects. This is what it’ll take to get open again–for now, not forever–and it’ll require more staff with fewer guests, a proposition that may be hard to swallow. 

 

1. Ticketing, Entry, Security & Park Capacity

Park capacity will be a huge concern in a post-coronavirus world. Crowds on a scale typically seen in the mega parks on both coasts and internationally will need to be adjusted to allow for social distancing. While many theme parks and some larger museums have had success at shifting guests to ticketing in advance via an app or website, many smaller institutions have online ticketing rates at under 10% of all tickets sold.

Not only must physical ticketing, including changing protocols and equipment to support the health and safety of front-line staff, be addressed, but venues will also need to evaluate and potentially redesign their online ticketing experience and platforms to reduce friction and encourage uptake.

In addition to the typical “mag and bag” security (running personal items through a scanner and people through another), security might also need instant forehead temperature scanners to ensure guests are healthy. Guests may need to also wear face masks throughout their visit. Parkwide and abundant hand sanitizer stations–similar to those seen on cruise ships but even more plentiful and obvious–will be necessary.

 

2. Queues

Near-continuous and visually obvious cleaning of queue railings will be necessary regardless of what methodology is used for attraction queues. With pulsed queues, guests would be given a specific time to return, whether that’s via an app, staggered entry paper ticket, or text message.

When the guest arrives at the attraction they are let in and then they make their way to the load area (either bypassing the queue theming and show areas altogether or allowing for guests to “explore” show-heavy queues).

 

3. Rides & Attractions

Social distancing will need to happen in rides as well. Ride vehicles may need to be loaded with empty vehicles between guests, while coaster trains will need to consider empty rows and seats between riders, and all vehicles will need extra time to have seats and touchable surfaces sanitized before boarding. These factors alone will greatly reduce the THRC of rides and attractions, which will have a ripple effect up to the original consideration of the overall park capacity.

 

4. Interactives

In a post-COVID-19 world, a heavy reliance on touch-based interactive screens is a thing of the past. There simply aren’t enough staffers to constantly be wiping down touchscreens between uses, so these interactives will need to be removed, covered, or modified. (Thinkwell Studio Montréal is developing two initiatives to deal with this issue. The first is a gesture-based retrofit that allows guests to interact with touchscreen-based digital displays, eliminating the need for touching a surface at all. The second initiative is called interactive mirroring. It puts the interactive on a guests’ mobile device, allowing them to touch their own device to input to the interactive. Both of these solutions are retrofits to many interactive stations in museums, theme parks, and other applications.)

Beyond touch screens, this is a real opportunity to consider more holistic, universal-design based approaches to interactivity, from how they can more meaningfully leverage machine learning, gesture-based inputs, and voice commands to the material choices themselves. Interactivity isn’t done for, but we’ll see the next big push forward in its design and use.

 

5. VR Goggles & 3D Glasses

Will people want a device, like a virtual reality goggle set and headgear at all so close to their eyes, noses, and mouths after the world goes back to some form of normal? Even with obvious cleaning, that puts the technology and the multi-use headgear and goggles uncomfortably close to the guests’ faces. What will happen with VR in public spaces?

The same holds true for 3D glasses. With as many attractions installed around the world that rely on 3D, operators need to consider single-use wrapped 3D glasses as expendables. If more than one 3D attraction exists at a park or complex, selling or giving guests a single pair of reusable glasses at the front gate that visitors keep with them would be ideal.

 

6. Parades, Spectaculars, & Shows

As some parks consider canceling parades, shows, and fireworks spectaculars due to the density of guests for such presentations, there might be ways to allow these things to continue. First, the peak daily in-park capacity comes into consideration again. Group sizes for these entertainments will be different than they used to be, so that will be one element to reduce some concern. Still, what is to keep people apart?

Just look to Japan for one possible solution. When visitors to theme parks in Japan want to see a parade and hold their place in line they put down a towel or blanket they brought with them, then run off to go on a ride or grab a bite to eat (more on eating in the next category). These spots are respected by all guests. Imagine if park staff taped off areas for groups—each appropriately distanced—to create spaces for guests to view parades or nighttime spectaculars. It would require guests to respect those partitions, but it would allow for the parade or spectacular to continue.

For live shows where seating is provided, social distancing is easier by simply putting a cover over seats, closing entire rows, and asking guests to put 2-4 seats between them and the next group. Loading times will need to be extended in order to ensure proper compliance with the plan. Using shows as a way to manage crowds and provide a “pressure valve” remains important. 

 

7. Dining & Shopping

The capacity of shops and restaurants will need to be regulated to ensure social distancing. Marking tables as “out of service” will be required, or simply removing tables and chairs to open up space between diners could be considered as well. Self-service dining (buffets, salad bars, and “fixin’s” stations) will need to be shut for now. Order in advance systems, like those already found in some Disney parks, would help both with reducing time in lines as well as allowing spacing between guests.

Throughout parks, from the main gate to shops and restaurants, a touchless payment solution—like Apple/Google Pay, contactless chips in credit cards that are the standard in many countries outside of the U.S.—will need to be installed and adapted to avoid keypads, card-swiping/insertion, or signing receipts. 



With all the considerations to employee and guest safety needed to make a park or entertainment complex safe (both physically and in the minds of the paying public), a lot will need to be done to prepare for reopening in a post-coronavirus world.

Of course, all of these suggestions require the guest to be an active participant in the plans and to willingly comply with these modified operational expectations. Even with all of these challenges and hurdles, we know that location-based social entertainment is going to be more important than ever for our own wellbeing and to help heal our communities. It’s become clear in the past several weeks how beloved these places are and how much we crave social experience.

If you would like to contact Thinkwell to help in your post COVID-19 plans, please contact us.

Diving deep into the detail of Warner Bros. World

Not since Universal’s Wizarding World of Harry Potter has a theme park provided such detailed fan service as Warner Bros. World Abu Dhabi delivers through its six themed lands. The creative team that designed this park, led by Thinkwell’s Craig Hanna & Dave Cobb, has crafted immersive environments that effectively sell the illusion that you are standing in iconic locations such as Superman’s Metropolis and the Roadrunner’s American West… leaving you to forget that you’re actually walking around inside a giant box in the Abu Dhabi desert.

Warner Bros. World is able to sustain this illusion because Thinkwell’s design team has filled the park with detail that reflects and reinforces each land’s IP. While casual visitors will enjoy the beautiful views and impressive facades throughout park, dedicated fans of each franchise will geek out discovering all the thoughtful details and Easter eggs on display.

The press event to which I was invited allowed me less than six hours walking around inside Warner Bros. World — not enough time for a geek like me to appreciate the full extent of detail within park, which might take multiple full-day visits. Fortunately, I spent about 90 minutes of those six hours walking around the park with Dave, who pointed out many of the details that I missed on my first lap.

Let’s start with three examples of what I will call “ley lines” in the park’s lands. Next the entrance of the Acme Co. factory in Cartoon Junction, you will see an Acme rocket, crashed into a window.

Acme rocket

But if you look in a straight line the opposite direction, you will see the path that the rocket took through neighboring buildings, leading back to a bundle of Acme rockets, minus the one now sitting in the factory window.

Good designers uses this technique to help remind visitors subconsciously that they are standing within a space bound by the laws of physics. Therefore, even thought it appears fantastic, it is real. (There’s another great example in the exit gift shop of Disneyland’s Pirates of the Caribbean, which depicts the destructive flight of a cannonball.)

You’ll find another exampled in Warner Bros’ World’s Gotham, up in the second-floor windows of the abandoned subway station building that’s now the Hall of Doom. It’s the charred damage of an explosive blast that carries across the land. But my favorite detail from this scene is the decapitated gargoyle next to the charred window.

Charred damage

Want to know what happened to that gargoyle’s head? It’s “for sale” in the Pawn Shop gift store across the street.

Gargoyle's head

And, oh yeah, the batarang that knocked it off is on display in the shop, too. The entire store is filled with the detritus of superhero battles, depicted in DC Comics and the land. The pawn shop’s owner is making his bank by collecting the remains and selling them to fans. (The store IRL is selling T-shirts and other Batman-themed souvenirs. Again, not enough time to fully document!)

You don’t always need to look up to see these design lines. In The Flintstones’ Bedrock, you might notice a set of Mammoth tracks leading from the Warner Bros. Plaza entrance toward the Bedrock River Adventure flume ride. In the middle of the path, the tracks cross a planter. So what’s posted next to those tracks inside the planter?

Mammoth crossing

My favorite attraction in the park was the Animayhem shooter ride, which is set within the Acme Co. building in the factory town of Cartoon Junction. Above the street, you can see the factory gate, emblazoned with the Acme motto, “Caveat Emptor.”

Acme factory gate

Which is Latin for… “Buyer Beware.”

The queue for Animayhem is a tour of “Mad Men”-inspired, mid-century-styled Acme design studio, where you find fan service gems such as the motivational slogan, “Quality is our #1 Dream!”

Quality is our #1 Dream!

And look what form the company has run out of on its paperwork table.

Missing release forms

Deep in the extended queue of the ride you will find the Acme Co.’s awards cabinet.

Acme Co.'s awards cabinet

Um… not much there except cobwebs, right? Well, there is this:

Caveat Emptor Award

It’s the “Caveat Emptor Award” for “Achievements in Legalese”… and it is adorned with an asterisk. Brilliant.

Dave explained the unpublished history of Cartoon Junction. It’s an old railway town, which made it an attractive site for the Acme factory, which would ship its defective products all over the country from here. The mansion at the end of the town was owned by the railway baron, who filled it with collectibles from around the world. He’s long passed, and now the abandoned mansion is haunted museum, making it the perfect location for Scooby-Doo! The Museum of Mysteries.

The backstory for the Scooby Doo building reminded me of the story of Harrison Hightower and Tokyo DisneySea’s Tower of Terror, BTW. But the Scooby-Doo ride is filled wit fan service, as it tracks the story beats and conventions of Scooby-Doo episodes, including a chase across a hallway, Shaggy looking for food, and finally pulling the mask of the perp while he complains about “you meddling kids.” If you’ve never seen an episode of Scooby-Doo, you can appreciate the amusing dark ride. But if you are a fan, you can appreciate that the ride’s designers have shown that they are fans who get what this franchise is all about, too.

One more detail in Cartoon Junction. Here’s a billboard for another Acme product posted next to the portal into Gotham.

Batsuit

Here are three of many moments of fan service within Batman’s hometown. A wanted poster for Joe Chill, who killed Batman’s parents:

Wanted poster

Graffiti from the Court of Owls, who are “always watching.”

Court of Owls

And the take a look at the domed roof on the abandoned subway station building that is now the Hall of Doom, the Legion of Doom’s headquarters. If you watched the Super Friends animated TV series in the 1970s, you might recognize the homage to the Hall of Doom from that show.

Hall of Doom

Next door in Metropolis, the inside of the Hall of Justice will leave you feeling like you are standing within the Pantheon of gods.

Hall of Justice

The queue of the Justice League ride lies on the far side of the Superman statue. Within it you will find boards that explain who all these superheroes are, for visitors not familiar with the IP. But longtime fans might recognize what is revealed later in the queue, that the “villain” the superheroes are fighting in this trackless dark ride is Black Mercy, which first appeared in the Superman comics in 1985.

Black Mercy

Outside the Hall of Justice, note the paper for sale inside the news box on the street. It apparently references a moment within the ride (which I did not get to experience).

News box

And the directory for the office building (facade) next to the Hall of Justice includes names pulled from DC Comics, including Emil Hamilton, Starrware Industries, and Cale-Anderson Pharmaceuticals.

DC building directory

I didn’t get a photo, but I also wanted to note Dave’s backstory for why the Marvin the Martian and The Jetsons rides are located within the Roadrunner’s Dynamite Gulch. The IRL reason is that these are carryovers from a sci-fi themed land that didn’t make the cut in the design process, but that the developers nevertheless wanted to save. So how to explain their presence in the American West. Well, that part of the land is its “Area 51 1/2,” the secret government facility to house the aliens and time travelers who crash landed here.

Nice. Even that loose end has been pulled tight.

In all, I couldn’t find anything haphazard in Warner Bros. World Abu Dhabi. There was no surface unfinished (though two rides did remain incomplete in that they were not sufficiently tested to be open for the preview event.) Warner Bros. World offers a thematic consistency in its placemaking that I have not seen on a park-wide level since Tokyo DisneySea.

Right now, based on what I saw in my brief visit, I would place Warner Bros. World Abu Dhabi among the top five theme parks in the world for consistently convincing placemaking in its lands, joining Tokyo DisneySea, Disneyland in California, Disney’s Animal Kingdom, and Universal’s Islands of Adventure.

This article was originally published here.