This is the unedited version of the
article being published by IAAPA in the November 1998 issue of FunWorld magazine
Beyond Leisure World:
The Process of Creating Storyline-based Theming
by Randy White
Successful actors do a lot of work the audience can
sense but can't see. The actor, using the script as a starting point, creates an imaginary
past for his character - childhood, old loves, triumphs and failures - that informs the
character in the present. What's the point of the exercise? Actors know that this history,
the story behind the story, creates believable, three-dimensional characters in a way that
just showing up and reading lines does not. Odd as it may sound, the same phenomenon is at
work in the design of leisure/entertainment centers, and it's every bit as important to
success. The actor whose performance is created out of a rich
imaginary history is believable, as is a leisure/entertainment center with a
storyline-based theme that permeates the design of the center. Contrast this with the
actor who shows up, reads lines, and goes home. Not believable, not human, not going to be
thanking Mom come Oscar night. The same is true for leisure centers whose theme is an
afterthought, like a coat of paint slapped on a cardboard box.
Storyline-based themes are powerful. They draw guests
into a fanciful, imaginary world and have the potential to touch the eye, mind and heart
of visitors. This is just as true for family and children's entertainment/edutainment
centers (FECs) as for larger leisure destinations such as theme parks. Yet FEC after FEC
ignores the power of theming, and, in our company's travels throughout the U.S. and the
world, we see the evidence that these centers have the highest failure rate in the
industry.
For these centers, the design process starts with some
lame name like Kid Palace or Family Odyssey. Next, they design the building shell, the
exterior and structure if it's a new building, then they prepare a floor plan and
architectural drawings, then add decorative items and design features to the walls and
ceilings. Some people consider this theming. It's typically some generic treatment like a
wild West or tropical or outer space concept. Okay, so at least there's more unity in the
decor than in a non-themed facility, but it's missing something. The result is flat,
ambiguous, and devoid of any emotional meaning and life.
This cookie-cutter approach might have worked ten years
ago when there was little competition and consumers didn't expect much, but today, it'll
barely keep an FEC in business for a year or two. The caliber of all consumer destinations
has dramatically increased, as have consumer expectations. The problem is that center
owners use the traditional, architect-driven design process, one that works great if
you're designing a warehouse or office building, which, unfortunately, they are not.
Creating an experience vs. designing a warehouse
When guests visit a leisure/entertainment center they
want to have an experience, not simply hang out in a building. Experiences are emotional
and deal with psychological factors. They deal with the feel and impact that the
experience has on the guest. They deal with the "atmospherics" of the
environment - the conscious designing of the environment to create certain effects in
guests to make it more likely that they will purchase and return. To create an experience
requires a holistic approach to every factor, every sense, every interaction the guest has
with the environment, staff, and other guests.
Architects create buildings, not experiences. It's not
their fault, they're just doing what they were trained to do. Most architects are
technically competent to design buildings from structural, mechanical and building code
standpoints, but they aren't trained to create themed environments that produce holistic,
totally integrated and meaningful experiences. But it's those experiences that the leisure
designation guest wants.
Leisure experiences are produced, not designed, and the
process couldn't be more different from the traditional, sequential, architect-driven
process. While architectural considerations are part of the process, they're only one part
and they do not drive the process. Instead, the creative production process is managed by
an experienced "producer."
And, like a movie producer, this person also begins
with a story. The power of the story drives the process of creating a themed center. It
all begins with a storyline, which is the foundation for everything that follows. From the
storyline flows the thematic interpretation in the form of the characters, the physical,
visual and sensual environment and the facility's operational consideration. Unlike the
traditional model, creating the name and the logo are usually the last two steps in the
process
The traditional model is a relay race.
Along with the starting point, the rest of the
thematically driven design process is completely different than the traditional
architectural model. The traditional model is sequential, like a relay race. The architect
grabs the baton from the client, does the site and floor plan and passes the baton to the
structural engineer, who passes the baton to the specialists who, one by one, creating the
lighting, the mechanical and electrical systems, the signage, etc.
One of the big problems with this relay race is that
each stage of design squeezes the stage after it, often closing off options that could
have improved quality, reduced costs, and sped up construction. Another problem is that
each person only sees his or her short segment of the race, without any unified vision to
guide the design. Instead of being part of a cohesive team, each individual must do the
best she can with what's handed her. A few laps into the process, it may be too late to
change decisions made in the first leg of the race without costly change orders, confusing
details, and possible construction delays.
One after one, the runners have dashed around the
track, until it's time to pass the baton to the interior designer. By the time the theme
is selected (hmmm...outer space is big this year, let's pick that one), many design
decisions already have been made. It's too late to change the floor plan, type of
construction and finishes, so theming applied as an afterthought is typically superficial
and trite. Often, the facility's very design is creating an unfriendly guest or
operational environment, but the sequential process means the flexibility to correct the
design problems has been lost.
Concurrent design begins with the end in mind
Our company has found that the best way to create
high-quality, themed destination leisure experiences is through concurrent design, a
process very different from the traditional model. Concurrent design means pulling
together the practitioners of all the disciplines who design the facility and those who
operate it at the same time. Everyone jumps into the sandbox at once, with specialists
from many different areas participating as members of a multi-disciplinary,
cross-functional design team from the beginning. The storyline, the guest experience,
staff needs and operational considerations drive the concurrent design process.
Function is examined prior to looking at form. For
example, if the facility will host school field trips, the logistical needs of bus
unloading, the simultaneous arrival of large numbers of children, staging areas, and
moving groups throughout the facility are all defined before design starts. Needed
capacities, delivery considerations, and queuing needs are all defined first.
Along with function, the design team must distinguish
the culture in which the leisure center will operate. Culture is the combination of
thoughts, feelings, attitudes, beliefs, material traits and behaviors of a particular
group of people-in this case, the targeted guests. To be successful, a center must be both
culturally sensitive and relevant. Designs must address cultural considerations that are
reflected in foods, colors, territorial spacing, scale, customs and religious beliefs.
Cultural sensitivity is integral to good design, and cultural considerations should
greatly influence the design process.
Through concurrent design, it is possible for
storyline-based theming to affect every aspect of a leisure center. Rather than applying a
theme to the architecture, the storyline is the foundation that drives the entire design
process, including the exterior design of the building, the landscaping (themed landscape
design is just beginning to be understood in the entertainment industry), the space plan,
the mix, school field trip curriculum, uniform design, the color palette, all finish
materials and even things like the shape of the walls, the menu, marketing, and the
facility's guest policies and procedures. In a well-themed project, you can look at any
single element, recognize the theme and see how it is all seamlessly combined as a
harmonious, meaningful and cohesive whole. Everything is integrated into the environment
and experience, rather than being stuck into the space or applied to the building's
surfaces.
The storyline creates a bond between the center and the guest
And it all starts with the story. In a sense, the
storyline is the facility's mythology. Although fabricated, a well-crafted storyline can
be very credible, and, especially for children, very believable. Often, the storyline is
more a back-story than a literary story for guests, like a character's history created by
an actor. A back-story becomes the mythology used to focus the designers' creativity. As
the first stage of design, it guides the conceptualization of the project and becomes the
filter for all subsequent design decisions. It keeps the themed guest experience highly
focused and unified, and gives the facility believability and authenticity.
Good back-stories don't have to be explained. Guests
need not know the storyline when they visit, but have the option to learn more. The
general theme concept is readily identifiable and guests feel the place is real. However,
the more literal the storyline, and the more it is revealed to guests, the stronger the
facility's sense of place and uniqueness will be. A well-executed theme creates an
emotional bond with the guest. And, it has the potential to become a brand. Keep in
mind that theming for a community-based leisure destination like an FEC is much different
than for a theme park or tourist attraction that must have universal appeal to an
extremely broad market. That said, we have found that the best way to create a new brand
for a community-based leisure center is to reintroduce the local community to itself. In a
sense, the community becomes the brand. To accomplish this, you find out about the target
market. You identify what about the community makes them proud, you learn about their
values and their heritage, and then you integrate them into the storyline and theme as
subtext. Our company calls this cultural- and values-based theming and design.
Cultural- and values-based theming gives a center a
soul, something lacking in most sterile entertainment projects, whose superficial decor
themes lack true meaning and relevancy to guests. We use cultural- and values-based
theming every time we produce a center for a client, whether that center is in the U.S. or
in another country, because people everywhere positively respond to it. Soul combined with
an appropriate mix and quality operations gives a center long-term staying power and
profitability, along with reinforcing what members of the target market consider to be
most positive about their own identities and community.
Also, in community-based attractions that depend on a
high frequency of repeat business, the theme must be strong enough for its presence to be
felt, but subtle enough not to overwhelm guests. The theme also should have a sense of
timelessness and qualities that will endure. Themes that are too heavy-handed or faddish
result in "theme burnout," which generates guests who are bored with the theme's
execution and reluctant to return.
Bamboola shows the impact of a good story
So what does this storyline business look like in the
real world? An excellent example is a children's edutainment center our company produced
called Bamboola, which opened in San Jose, California, in 1997.
Early in the feasibility and concept design phase, we
conducted demographic, socio- economic and psychographic research on Bamboola's target
market. In addition to quantitative data, we researched the culture of the lower Bay Area,
where Bamboola is located. We conducted research on the area's history, its ethnocultural
population mix, and common design archetypes. We also held focus groups to determine the
values of children and adults. Because Bamboola was planned as an edutainment center with
a strong emphasis on school field trips and learning through play, it was important that
the storyline and theme not only appeal to children on an entertainment level, but also
have underlying educational and social values, both for use with educational experiences
and to add perceived value for the children's parents.
Our research narrowed the possible social and
historical tie-ins to Ahlone Indians (a totally extinct group that had been native to the
area); nature and the sea; and environmental issues. Based upon these elements, we
developed a storyline about two Ahlone Indian children who are blown to sea in a storm. A
sea turtle leads them to the Island of Bamboola, where they discover that debris from the
islands of Use-It-Up and Throw-It-Out is covering the beaches and preventing the sea
turtles from building their nests. The children visit the two islands, explain the
problem, and convince them to stop throwing their junk into the sea. Then, they clean up
Bamboola's beaches and use the junk to construct a pretend play village. The sea turtles
from all over the world gather to thank the children. The sea turtles line up in a row,
like a floating bridge, and the children run across their backs all the way home.
The pretend play village the children created is
Bamboola. The visual theme of Bamboola utilizes bamboo (from which we developed the
center's unique trademarked name) and junk and materials that you would find on beaches
including such things as parts of boats, netting, life preservers, bottles, driftwood and
shells. The center's mascot is a sea turtle. Because San Jose is an "outdoor
society," the center includes a jungle-vegetated outdoor adventure play garden and
parent seating area.
Cultural-based theming for international projects
An international example of cultural- and value-based
theming versus just cloning a visual decor treatment is Dinotropolis, a 55,000
square foot family entertainment center our company produced in Caracas, Venezuela in
1996. Through our extensive cultural research, we found that although Venezuela does have
extensive history, Caracains place little value on the country's past. Instead, they
associate with the Northern hemisphere and are futuristic thinking. However, futuristic
themes can become quickly dated since our vision of the future changes with time. We found
that the children in Caracas loved dinosaurs. So we created a storyline about an
intelligent civilization of dinosaurs called Momosauros, inspired by King Momo (Momo Rex)
who appears in many local children's fables. The storyline is about four Caracas children.
Their archeologist grandmother gives them a map to a buried space ship that transports
them to the planet of dinosaurs and its capitol, Dinotropolis. There they made
friends with the Momosauros and teach the evil Toromoros from the dark side of the planet
about electricity so they won't bother the Momosauros anymore. The children visit the
magnificent Play Palace built for the Momosauro children. The four children return to
Caracas and build a replica of the Play Palace that they call Dinotropolis.
We then developed a unique design theme which we called
"dino-tropical-deco." The design has elements of Miami Deco style, which many
Caracas parents are familiar with. It also captures the lush topical landscapes of
Venezuela.
Dinotropolis has become a well recognized brand
with Caracas children and families. In addition to the sale of the branded plush
characters and logo merchandise in the redemption prize store, the center has produced a
CD and is exploring the possibility of producing a television series.
Soul equates to financial success
The storylines and themes of both Bamboola and
Dinotropolis have given the centers identity and meaning, created a sense of place and an
emotional connection to their target markets, and raised the perceived quality of
experience that guests have when they visit. The themes create the unique branding for the
centers and are designed to work at their particular geographic locations within their
particular target markets. The themes have helped create the centers' financial successes,
and here as in other centers, it has done it with soul.
|