Design Programming Fundamentals:
An Interview with Norm
Doerges
Part One
Your financial analysis projects
fantastic returns. Your creative vision has everyone buzzing.
Yet within weeks of opening your new park you find that guests are
gridlocked in hour-long queue lines. Walkways are packed in one
area, empty in another. Diners can’t
find an open table in the food plaza, while shoppers drift aimlessly
through retail venues that are too big and too impersonal. The
general mood is one of frustration, which means your guests might
not come back. What went wrong?
The first question you should ask yourself – did
you follow your design program?
In the complex and costly business
of theme park development, few things are more critical to the success
of your project than sticking to a solid design program. Occasionally
overlooked and often misinterpreted, accurate and thorough design
programming can mean the difference between a park that succeeds
and one that fails.
No one understands this better than Norm Doerges.
In the early 1970s, Norm and a handful of industrial engineers pioneered
the field of design programming for the Walt Disney Company. Over
the course of his 30-year career, Norm built an extraordinary resume
that encompassed operations management, design, engineering, construction,
and attraction development. Best known for his instrumental role
in the planning and development of the enormously successful EPCOT,
Norm led a work force of over 6,000 people, holding complete operating
responsibility for the US $1.3 billion exhibition in Florida .
Prior
to his vice-presidency at EPCOT, Norm served as a Vice-President
of Walt Disney Imagineering (WDI) where he was responsible for
creative and design support for Walt Disney World. As the Executive
Vice President of Disneyland he led the development and implementation
of the marketing program for the Indiana Jones Adventure and the
40th Anniversary of Disneyland. Under Norm’s direction, this
program set a new forty-year annual attendance record of over 15
million visitors.
A pioneer in the theme park industry and co-founder
of Apogee Attractions, Norm shared with us his insights on studying
your markets, listening to your guests, and why your design program
is critical to a successful park.
Q Most professionals
within the theme industry recognize the importance of market
research and feasibility analysis. Yet a real understanding of how
the design program fits into the development scheme often seems a
bit more elusive. How would you explain the design program?
Doerges The
short answer is that the design program is the quantification of
everything having to do with a theme park. A more involved answer
is that it’s
a living, dynamic tool that takes observed data, derived from
actual operating experience, and mathematically applies it against
different levels of attendance extracted from market research.
Q So
take us back to the beginning. How did you first come to develop
the design program concept?
“There’s
got to be a better way to do this”
Doerges When
Disneyland California was originally built in the 1950’s,
it was built by a group of designers from Walt Disney Studios.
These were very talented people, designers who had been responsible
for the success of Walt’s classic feature
animation. But they had never designed a theme park before. Of course,
a true theme park didn’t exist at that time, so these guys
were both inventing and learning as they went along. The first configuration
of the park was ingenious in many ways, but there were a lot of things
that simply didn’t work. When Disneyland opened to the public
in 1955, there were numerous problems that required a lot of retrofitting.
Walkways weren’t wide enough; long lines led to attractions
that needed more capacity. Certain locations were terribly crowded
and guests were frustrated. In other cases there was too much capacity – attractions,
shops and retail venues were underutilized and therefore didn’t
make a good profit as a standalone operation.
Ten years later when
it came time to build the first park at Walt Disney World, the
management decided to try a new approach, putting together what they
called the “project development” team.
The goal of this group was to provide an operator’s input
to the designers, and in a lot of ways they were quite successful.
Q So
they had learned from their mistakes.
Doerges In terms
of lessons learned, the overall experience of developing the
Magic Kingdom in Florida was certainly better than those first
years with Disneyland . Still, when we opened the park in Florida
we found ourselves very much in the same situation as before – and
it was costing millions of dollars a year in terms of retrofitting.
In fact, some problems couldn’t be corrected
because they were just too expensive. This caused a real rift between
the design organization and the operators. Finally the senior executives
said, “You know what, there’s got to be a better way
to do this.” So they pulled me from the Magic Kingdom where
I had been operating as General Manager, and teamed me with a fellow
by the name of Bruce Laval, who was the head of Industrial Engineering.
He took the best of his industrial engineers and told them, “We’re
going to build a lot of theme parks in this world. We’ve got
to figure out a better way of doing this.” This was in the
early seventies, and for the next several years our little group
gathered enormous amounts of data. From this we worked to develop
methodologies, a system that would allow us to design a park and
get everything the right size.
Q So the design program was
really born out of a need to have the experience meet the needs
of the guest?
Doerges Getting everything the
right size is the key to the success of a theme park. This principle
holds true on many levels. If the size is right, the guest feels
comfortable – they feel
cozy in the spaces that are meant to be intimate, they feel a sense
of grandeur in the spaces that are meant to be awe-inspiring. Size
is essential to a successful guest experience, and the guest should
always be your first concern. But size is also a critical part of
the economic equation. The capital investment in a true theme park
is so large that it has to operate properly to achieve its profit
potential. So for a park as a whole you want to capture high rates
of return in each line of business – each attraction, each
restaurant, and each retail shop. The last thing you need is to have
spent too much money in one place and not enough in another; one
attraction too big, another too small. When this happens you have
to retrofit and put additional capital in to fix things. That’s
wasted money. Once the park is built, you want your additional capital
to go into marketing and new attractions to drive attendance – not
to fix things that don’t work because they were designed wrong
in the first place.
What’s important to understand is that these
two considerations – the
guest experience and the economics – are inextricably linked.
Simply put, if you design to meet the needs of your guest, your
operation will be profitable.
Q So where do you begin?
To be continued
. . .
(c) copyright 2006 Apogee Attractions