Design Programming:
An Interview with Norm Doerges
Part Two
by Dan Paterson
In part one of our interview with Norm Doerges we learned about some
of the fundamentals of design programming – the relationship
between attendance and capacity, between economics and the guest experience.
In the second half of our interview we’ll have the chance to
hear how these principles worked in actual situations; how they were
instrumental in the success of shows and attractions; and what the
consequences were for those operations that chose to ignore them. And
finally, Norm will share his insights on the state of theme parks today,
the benefits and challenges of technology and why sound design programs
are needed now more than ever.
Q You had previously
mentioned that it’s not just clients who have been known to
disregard design programming, but operators, designers, and even
management. Are there any particular examples that you could share
with us?
Doerges There are two things that come
to mind: one is a more a general recollection, the other a specific
experience.
Seeing the whole picture
Doerges Before
design programming was put in place, designers were primarily responsible
for area development. This includes the design of all
pathways to and from attractions within a theme park. If a designer
wanted the architecture, in relation to the area development, to
feel cozy and intimate, he’d make
the pathways narrow. If he wanted it to feel open and expansive,
he would make them wide. But this approach didn’t give any
consideration to the numbers of people that would use these pathways,
nor to the relative capacity required. Consequently, some areas were
overly congested and others had more space than necessary.
Another design issue that was rarely considered was that of the parade
route. Parade routes were generally decided upon after the theme park
was built. Consequently, when it came to actual operations, the operating
group had a difficult time finding a parade route that used existing
pathways. The routes were too narrow, they had turns that were too
sharp, or there was limited viewing space for the parade. From an operating
perspective, this made parades terribly difficult to manage. By introducing
a design programming approach, we were able to resolve many of these
issues. The first thing we found was that we needed twenty feet to
accommodate a marching band. Then in order to provide viewing space,
there needed to be five feet on either side – on a flat surface
people really couldn’t see the parade beyond five feet. Finally,
there needed to be circulation space during the time of the parade,
which could last up to fifty minutes. In order to accommodate this
circulation, an additional five feet was required. In the end, there
needed to forty feet of width throughout the length of the parade route.
Once the team understood this, a design could be developed that met
the operational requirements, while at the same time address the architectural
needs of the specific theme.
The more specific instance involved the development of a new zone
within a large theme park. The operators had always known that the
main thoroughfare became overly crowded during heavy exits and entrances
in the summer months. So when they began to plan for this new zone,
they went to the existing thoroughfare and measured the width of the
main street. Again, recognizing that there had been a flow problem
in the one area, they added additional footage to their measurement
to provide what they thought would be a solution for the new zone.
They came back to the design team and announced that the pathway for
the new zone needed to be sixty feet wide. On the surface it seemed
like they had learned from previous mistakes and had come up with a
viable solution.
This announcement, however, completely upset the architects. To them,
this was like being told you have to put a runway in front of all your
attractions. All their efforts at creating a charming atmosphere would
be ruined. Traditionally, buildings in theme parks were designed based
on forced perspective – a manipulation of scale achieved by building
relative to other objects. For example, if you want a building façade
to appear larger than it actually is, you make the lampposts smaller,
you make the sidewalks narrower. This principle still holds true today.
Of course, if your walkway is sixty feet wide, your building has to
be built closer to actual scale – forced perspective no longer
works because the relationship between objects is now thrown off balance.
So when the architects heard that their walkways were bigger, they
began drawing all their buildings bigger. Well, you can imagine what
this did to the cost – everything started going through the roof.
All of the sudden the estimates were coming in way over budget.
As it was, there were essentially two parties behind the dilemma:
an operator who didn’t understand design programming, and a live
entertainment person who wanted to have a parade route. When we were
brought in to resolve the situation we decided the first step was to
take the parade out of the initial equation and figure out how wide
the walkway should be just for guest traffic. Well, when you ran the
math based on actual data, it turned out that only a twenty-foot walkway
was really needed. So now instead of a mile of sixty-foot wide architectural
concrete, all stamped and textured, we find that twenty works nicely.
Furthermore, by reducing the size of the walkway, all the buildings
could become smaller in scale and the use of forced perspective could
once again be utilized. Now instead of being way over budget, we actually
came in under budget because the pathway could be smaller than anyone
originally thought it needed to be.
Q So in both instances you had parties
that were trying to design based on limited information.
Doerges Yes.
They were trying to do their best, but they didn’t understand
the whole picture, which is exactly what the design program is meant
to do. The first time these methodologies were used in the complete
design of a theme park was in the early eighties. It was the first
opportunity we had to thoroughly test design programming.
Q And how did it do?
Doerges It was
the first time in our experience that a theme park didn’t require
retrofitting after it opened. And the lack of retrofits meant a cost-effective
park. More importantly, it also meant that guests were moving smoothly
through their experience: they were happy, and in guest surveys indicated
they would definitely return for another visit.
Q Had you found it challenging to work
with designers and operators?
Doerges Fundamentally, no. Most often
these relationships were, and are, extremely good. I think a good deal
of departmental conflict stems from the frustration felt by parties
trying to understand what makes the best guest experience. Take, for
instance, a designer and an operator. The designer tries to make an
intimate guest experience. The operator wants sufficient capacity so
the ride will have a short wait time and be easy and efficient to operate.
The designer might see a ride thematically as being a two-seat vehicle;
the operator might see the same ride as a six-seat vehicle with more
capacity. Both parties have the best intentions in mind; both are trying
to consider what is going to be best for the guest. But without design
programming, neither knows exactly how much capacity the attraction
should actually have.
Design programming utilizes observable data and creates a program
model that determines how much capacity is needed in the whole park,
based on certain service criteria. Subsequently, specific capacities
for all the attractions follow. It’s at that time that the team
can decide what size vehicles should be. This helps both designers
and operators achieve their objectives.
Q The design program acts almost
like a mediator.
Doerges Ultimately, our program data
empowers all parties to achieve their goals. It takes the speculation
out of the equation and frees them to focus on developing the best
guest experience possible.
But the real advantage to the design program – and having professionals
who know how to implement it – is that it’s capable of
accommodating most design situations. This isn’t a tool just
for large-scale theme parks.
Q So while the scale of the operation
might vary, the principles behind the program remain the same.
Doerges Exactly.
Yet at its core, design programming is built on the understanding
that every park is different. And this holds true for the relationships
associated with the park. From the client, to management, to the
design team – they are
all approaching their tasks from a different viewpoint. As I mentioned
previously, you’ll have one park where the operator has one set
of needs and the designer has another. But if you boil it down to what’s
in the best interest of the guest – and that’s what’s
most important to all parties involved – all that conflict goes
away. You won’t have any problem getting a designer to agree
that the attraction has to work for the guest. He may have envisioned
forty feet, but if the design program tells him that twenty feet will
work better, he’ll have no problem with twenty. Likewise, you
won’t have an operator wanting to make things operationally more
difficult by asking for sixty feet where twenty will do. By using data
specific to a given park, the design program resolves conflict, enables
teams, and satisfies guests. It’s a living tool.
You can never out-guess the guest
Q From our discussion
I’ve gathered
that a good design programmer starts with an understanding of how the
whole theme park operation functions. But they’re not just technicians.
Doerges What
sets the design programmer apart is an understanding of the dynamic
human factor. And this isn’t
some purely hypothetical consideration made from a removed position – it’s
based, to the largest degree possible, on observed data. You might
say it’s something of a science of human behavior in theme parks.
Of course, no matter how scientific you’d like to make it, people
are people. You can never be entirely sure how they’ll respond.
The guest experience is a living, changing, dynamic thing. You quickly
discover that you can never out-guess the guest.
Q And did the guests ever surprise
you?
Doerges All the time. Let me give you
an example:
In 1992, I was the Executive Vice President
of Disneyland. Disney had planned to develop a major new show to
replace the one running in the Lincoln Theater. Unfortunately, a
number of unforeseen problems arose and the project came to sudden
end. The show’s untimely
demise was made even more problematic by a very real business crisis – in
a year where Disney needed a new attraction to keep the local market
engaged, we were suddenly left without one.
During this time, Bob McTyre was in charge
of Disneyland ’s
Marketing and Entertainment. He and his group had been working on a
live show that involved a lot of special effects. Of course special
effects shows weren’t entirely new at that time, but Bob’s
team was pushing the boundaries of what this kind of show could do.
A lot of time and effort had gone into this program, and it was generating
a lot of excitement from internal parties.
So there we were. We didn’t have our original show, but we
did have Bob’s show that we could do for significantly less money.
Even though we were looking at a much smaller investment, the proposition
was still risky – Bob’s show was something entirely new
and untested. Once we got the okay to proceed we discovered just how
frightening this project really was – Disney’s Imagineering
was in the middle of building Disneyland Paris and had no resources
to give us. For the first time the operating entity was responsible
for designing its own show from start to finish.
Needless to say, it was critical that we hold
to a sound design program. Every dollar had to count, every number
had to be right on. We believed that we wouldn’t get the same
incremental attendance that we would with the larger show, so we
re-worked the program data and came up with a conservative projection
that was significantly lower. This incremental attendance projection
gave us the basis for our budget. When the dust finally settled,
we came in on time and on budget, knowing that, at the very least,
our design program ensured a cost-effective attraction that would
meet all our service criteria.
Well, that show ended up setting the record that year for incremental
attendance. Furthermore, this little show held attendance in its second
year, more than what anyone had expected. Our analysis anticipated
a three-year run, but it’s still running today. Sticking to our
program ensured that our show would be cost-effective for the company
and enjoyable for the guest, but nobody could have anticipated the
overwhelming response we received from the guests. Ultimately, what
made this show so successful was the outstanding creative work. That’s
what the guest responded to so positively, and that’s something
the design program simply couldn’t account for. As highly informed
as you can make yourself, you just can’t out-guess the guest.
All rides are not equal – understanding the demand factor
Q Obviously parks will vary in size
and scope, but do capacity considerations remain constant for attractions?
For instance, if I know my overall attendance and capacity, could I
simply adjust accordingly and plug in a THRC for, say, a wild mouse
ride?
Doerges All rides
are not equal. Attraction capacity can vary from park to park, and
not just in terms of how it relates to overall attendance. Each attraction
has what we call a demand factor, meaning how does one ride rate
in demand against another. The most popular ride in the park would
have the highest demand factor; the least popular would have the
lowest. Typically, we find that there’s
a definable rate of separation between the two. Like other estimates
and figures generated from the program, this ranking system is based
on research and actual observed data.
Q Clearly there’s
more to designing an attraction than simply capacity.
Doerges It’s
all part of the same picture. Earlier I explained that the program
model dictates capacity for the whole park, and that subsequent capacities
for individual attractions follow. These individual capacities are
developed using demand factors for each attraction.
Q So just as wait time is a critical
service criterion, so is the projected demand for a given attraction?
Doerges Absolutely.
You can’t
design based on only one service criteria factor. There is a science
to how you divide a park up. Let me give you a quick example of what
happens when the demand factor is overlooked. Take, for instance, a
standard, family ride: it’s a simple attraction, but families
mean capacity – moms and dads with kids in tow. So the operator
says, we need lots of capacity – let’s make it a six-seat
car. It turns that when you do the research and analyze how the new
ride compares to other attractions in the park, the data will inform
you how best to distribute your capacity-per-hour figures and where
to put it. In this particular case, had all the design program
data been followed, they would have realized that a much smaller number
of guests would actually be moving through this family ride. Despite
the operator’s observations, the demand factor for this attraction
didn’t warrant a six-seat car to handle its actual capacity.
A four-seat car would have been sufficient, would have cost less money
for the ride system, and would have been more fun for the guest.
Theme parks – their own worst enemy
Q With the advances in ride and show
technology there seems to be a growing problem with attraction cost.
How is this impacting design programming?
Doerges This
is the dilemma facing the U.S. theme park industry today. Theme parks
have become their own worst enemy, in that every time they set out
to develop a new attraction they feel they have to do something bigger
and better. Fundamentally, this isn’t a bad thing – we
always want to give the guest something new and exciting. But when
this happens at the expense of following a sound design program it
can be financially disastrous.
Q How so?
Doerges Generally
speaking, if you’re
going to build an attraction that requires an expensive show system – animatronics,
special effects – you want to try to match this with a fairly
inexpensive ride system. This also holds true in reverse – build
an advanced track and ride system and you’d do best to keep your
show elements to a minimum. This doesn’t mean you don’t
theme your ride in some way, but to couple an expensive show system
with an expensive ride system typically defeats the economics of that
attraction. It puts you over your capital investment limit.
Big parks, however, have the capital to sink into the newest technology,
regardless of what the design program might advise. In today’s
parks it’s not uncommon to find attractions with an advanced
show system coupled with a horrendously expensive simulator vehicle.
It’s hard to imagine that these rides were produced within the
parameters of a sound design program. But the real concern involves
more than just money. These rides end up setting a new standard for
the guest experience. Once one park has an over-the-top attraction,
the next park feels they have to have one that will not only match
the technology, but exceed it as well. It’s a terribly expensive
game that the smaller parks simply can’t play. Every attraction,
every shop, and every restaurant – they all have to operate as
efficiently as possible for the park as a whole to be profitable. And
this holds true for large parks just as it does for the small seasonal
parks. No one can afford an attraction that loses money.
Q How would you sum up design programming
and its place in the theme park dynamic?
Doerges In the
end, design programming can perhaps be best described as a kind of
dynamic resource for management. It’s a fluid approach to an ever-changing industry. And it’s
an absolutely invaluable tool for understanding how to effectively
match the objectives and resources of your organization to the needs
and requirements of your guest. Economics and the guest experience
are inextricably linked, and if you can learn to effectively design
to meet the needs of your guest, your operation is better equipped
to meet its goals and objectives.
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(c)
2006 Apogee Attractions, Inc.