T H E M E PA R K C O N C E P T G R A 6 1 .1
Begin at the beginning,� the King said, very gravely, “and go on till you come to the end: then stop.
Lewis Carroll
Alice’s Adventures in Wonderland
DOWN THE RABBIT HOLE Conceive or choose an event, and/or a venue, real or fictional. It can be anything you want, the world cup or the Olympics, a music event, an outdoor festival, the Sydney opera house, a cultural centre or a nations abstract bid for a space tourism launch venue, or a zoo or a safari park; its up to you. Research and evaluate how and where graphic design would interact at this event or venue and design the appropriate items accordingly.
TABLE OF CONTENTS
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DOWN THE RABBIT HOLE Brief
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POOL FULL OF TEARS
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Research on Brief
A CAUCUS TALE AND A LONG TALE
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A MAD TEA PARTY Brain Storm
Ideas
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ADVICE FROM A CATERPILLAR THE MOCK’S TURTLE STORY Research on Idea
Sketchbook
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WHO STOLE THE TARTS? Final Graphics
POOL OF TEARS
POOL OF
TEARS RESEARCH
DESIGN STRATEGY Some designers confuse design strategy with a creative brief, but understanding the distinction is critical. “Design strategy is how we recommend approaching the project; a creative brief helps frame what is being requested by the client and is an integral part of communication between client and designer,” says Justin Ahrens, principal/creative director of Rule29 in Geneva, IL. “The design strategy can often expand or contract that brief, based on the research or findings while the strategy is being developed.”
ANY DESIGN STRATEGY SHOULD ADDRESS THE FOLLOWING:
Existing problems and ongoing challenges Current benefits and successes to be leveraged Unmet client/customer needs Changing client/customer behaviours and attitudes Emerging ideas and trends Opportunities to differentiate The way these issues are addressed is the essence of the strategy. When this process is translated from business language and actions into design language and actions it becomes the basis for a design strategy. “What is the one thing I find myself saying over and over again to my internal clients about design strategy? ‘Our design strategy is not about what you like or what I like. It’s about what’s right for us as a company and, ultimately, for our company’s customers. Our company is invested in this approach, and staying on strategy is the best way to create value for our clients.” — LAURA TU, PWC Managing the Design Process-Concept Development: An Essential Manual for the Working Designer
Terry Lee Stone | February 22, 2013
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POOL OF TEARS
WAYFINDING According to http://www.umich.edu/ Wayfinding is defined in three words: Spatial Problem Solving It is knowing where your are, where you want to go and how to get there. Designers play a big role in making this possible. Wether its by creating the signs or the actual space it’s not an easy task. Wayfinding problems happen when the navigator can not answer the questions above. In a poor wayfinding system, the navigator does not have enough information to decide their course of action. In an environment where bad wayfinding systems occur, people rely on the staff at the location to direct them to their destination. Later on users may also become so frustrated with the environment that they will not return or will completely give up on the location and move one to somewhere else. If an environment has good wayfinding features, the user should have a positive experience through the process of reaching their destination.
DESIGN PRINCIPLES FOR WAYFINDING
1. Create an identity at each location different from all the others. 2. Use landmarks to provide orientation cues and memorable locations. 3. Create well structured paths. 4. Create regions of differing visual character. 5. Don’t give the user too many choices in navigation. 6. Give navigators a vista or a map. 7. Provide signs at decision points to help the navigator make a choice. 8. Use sight lines to show whats ahead. Designing Navigable Information Spaces Mark A. Foltz from Washington University in St. Louis
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A CAUCUS RACE AND A LONG TALE
A CAUCUS RACE AND A LONG TALE THIS ARE SOME OF THE IDEAS I HAD FOR LOCATIONS
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ZOO
CARTAGENA, COLOMBIA
TED TALKS VENUE
A CAUCUS RACE AND A LONG TALE
SOME OF MY OPTIONS FOR AMUSEMENT PARK THEMES
LAND OF OZ
MINI NEW ORLEANS
NEVERLAND
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“If I had a world of my own, everything would be nonsense. Nothing would be what it is, because everything would be what it isn’t. And contrary wise, what is, it wouldn’t be. And what it wouldn’t be, it would. You see?” Lewis Carroll
A CAUCUS RACE AND A LONG TALE
DECIDED ON
Alice’s Adventures in
WONDERLAND
The idea is to create a theme park like no other. Inspired by Tim Burtons movie, Alice in Wonderland it will have a dark theme and the characters from his film. In these theme park i want to explore new methods of wayfinding using existing technology like augmented reality and gps. This should solve a lot of the issues that we deal with today when going to any themed park. Also I will use a new smart bracelet that is being implemented in many parks around the world, this bracelet makes it easier to acces the park, make in park purchases between other great advantages.
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A MAD TEA PARTY
A MAD TEA PARTY
Tim Burton
BRAIN STORM
Inspired by
Disney Cartoon Malice in Wonderland
Tim Burton style trees Garden Maze
Yellow Logo
Blue Purple
Colors
Universal Studios
Typography
To Be Aware Of
Wonderland Theme Park
Cedar Point
Port Aventura Tivoli
Competitors
Alice Caterpillar
To Stay Away From
Threatened by no one
Families
Cheshire Cat
Young Adults 5 to 70 Years Old
Target Audience
Insight into the working of wonderland on it’s own
Mad Hatter
Middle to Upper Class
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Main Characters
Grinning outsider status
Jabberwock
Active Lifestyle
Lewis Carroll Place of Birth
Twirl
Hats
Gray
Sea World
Six Flags
Characters
Hearts
Green Disney
Mushrooms
Oxford Orlando, Florida
Queen of Hearts Location
White Rabbit
Guides Alice into and around Wonderland.
A MAD TEA PARTY Able to play with night and day depending on location inside the park
Underground/Indoor Park Cat eyes light up around park Smokey
Follow Characters Around
Creepy
Transparent screen attached to props instead of phones.
WE ARE ALL MAD IN HERE!
Heads Up Display
Augmented Reality
Brand Sunglasses Rabbit Guides you around the park
Navigation
Cheshire Cat will answer any questions
Characters Jobs
Thoughts
Hound will find your kids or parents Signage
Faces + Eyes Move Water Filled Plastic Arrows lit up
Smart Phone Glow in the dark
Levels
Tickets
GPS
No more lost kids Paying Method
Smart Bracelets Black Rubber
Track of what costumers are spending on Spend more because it not “real” money
LED Lights Nonsense Tea Parties Entrance of the park should look like the logo
Half Faces of Main Characters Packaging Book looking Box
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ADVICE FROM A CATERPILLAR
ADVICE FROM A
CATERPILLAR
RESEARCH
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ALICE’S ADVENTURES IN WONDERLAND Author Country Genre
Lewis Carroll United Kingdom Fiction
Illustrator John Tenniel Language English Publication date 26 November 1865
SYNOPSIS
“Alice sits on a riverbank on a warm summer day, drowsily reading over her sister’s shoulder, when she catches sight of a White Rabbit in a waistcoat running by her. The White Rabbit pulls out a pocket watch, exclaims that he is late, and pops down a rabbit hole. Alice follows the White Rabbit down the hole and comes upon a great hallway lined with doors. She finds a small door that she opens using a key she discovers on a nearby table. Through the door, she sees a beautiful garden, and Alice begins to cry when she realizes she cannot fit through the door. She finds a bottle marked “DRINK ME” and downs the contents. She shrinks down to the right size to enter the door but cannot enter since she has left the key on the tabletop above her head. Alice discovers a cake marked “EAT ME” which causes her to grow to an inordinately large height. Still unable to enter the garden, Alice begins to cry again, and her giant tears form a pool at her feet. As she cries, Alice shrinks and falls into the pool of tears. The pool of tears becomes a sea, and as she treads water she meets a Mouse. The Mouse accompanies Alice to shore, where a number of animals stand gathered on a bank. After a “Caucus Race,” Alice scares the animals away with tales of her cat, Dinah, and finds herself alone again. Alice meets the White Rabbit again, who mistakes her for a servant and sends her off to fetch his things. While in the White Rabbit’s house, Alice drinks an unmarked bottle of liquid and grows to the size of the room. The White Rabbit returns to his house, fuming at the now-giant Alice, but she swats him and his servants away with her giant hand. The animals outside try to get her out of the house by throwing rocks at her, which inexplicably transform into cakes when they land in the house. Alice eats one of the cakes, which causes her to shrink to a small size. She wanders off into the forest, where she meets a Caterpillar sitting on a mushroom and smoking a hookah (i.e., a water pipe). The Caterpillar and Alice get into an argument, but before the Caterpillar crawls away in disgust, he tells Alice that different parts of the mushroom will make her grow or shrink. Alice tastes a part of the mushroom, and her neck stretches above the trees. A pigeon sees her and attacks, deeming her a serpent hungry for pigeon eggs. Alice eats another part of the mushroom and shrinks down to a normal height. She wanders until she comes across the house of the Duchess. She enters and finds the Duchess, who is nursing a squealing baby, as well as a grinning Cheshire Cat, and a Cook who tosses massive amounts of pepper into a cauldron of soup. The Duchess behaves rudely to Alice and then departs to prepare for a croquet game with the Queen. As she leaves, the Duchess hands Alice the baby, which Alice discovers is a pig. Alice lets the pig go and reenters the forest, where she meets the Cheshire Cat again. The Cheshire Cat explains to Alice that everyone in
ADVICE FROM A CATERPILLAR Wonderland is mad, including Alice herself. The Cheshire Cat gives directions to the March Hare’s house and fades away to nothing but a floating grin. Alice travels to the March Hare’s house to find the March Hare, the Mad Hatter, and the Dormouse having tea together. Treated rudely by all three, Alice stands by the tea party, uninvited. She learns that they have wronged Time and are trapped in perpetual tea-time. After a final discourtesy, Alice leaves and journeys through the forest. She finds a tree with a door in its side, and travels through it to find herself back in the great hall. She takes the key and uses the mushroom to shrink down and enter the garden. After saving several gardeners from the temper of the Queen of Hearts, Alice joins the Queen in a strange game of croquet. The croquet ground is hilly, the mallets and balls are live flamingos and hedgehogs, and the Queen tears about, frantically calling for the other player’s executions. Amidst this madness, Alice bumps into the Cheshire Cat again, who asks her how she is doing. The King of Hearts interrupts their conversation and attempts to bully the Cheshire Cat, who impudently dismisses the King. The King takes offense and arranges for the Cheshire Cat’s execution, but since the Cheshire Cat is now only a head floating in midair, no one can agree on how to behead it. The Duchess approaches Alice and attempts to befriend her, but the Duchess makes Alice feel uneasy. The Queen of Hearts chases the Duchess off and tells Alice that she must visit the Mock Turtle to hear his story. The Queen of Hearts sends Alice with the Gryphon as her escort to meet the Mock Turtle. Alice shares her strange experiences with the Mock Turtle and the Gryphon, who listen sympathetically and comment on the strangeness of her adventures. After listening to the Mock Turtle’s story, they hear an announcement that a trial is about to begin, and the Gryphon brings Alice back to the croquet ground. The Knave of Hearts stands trial for stealing the Queen’s tarts. The King of Hearts leads the proceedings, and various witnesses approach the stand to give evidence. The Mad Hatter and the Cook both give their testimony, but none of it makes any sense. The White Rabbit, acting as a herald, calls Alice to the witness stand. The King goes nowhere with his line of questioning, but takes encouragement when the White Rabbit provides new evidence in the form of a letter written by the Knave. The letter turns out to be a poem, which the King interprets as an admission of guilt on the part of the Knave. Alice believes the note to be nonsense and protests the King’s interpretation. The Queen becomes furious with Alice and orders her beheading, but Alice grows to a huge size and knocks over the Queen’s army of playing cards. All of a sudden, Alice finds herself awake on her sister’s lap, back at the riverbank. She tells her sister about her dream and goes inside for tea as her sister ponders Alice’s adventures.” SparkNotes Editors, 2005
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ADVICE FROM A CATERPILLAR
TIM BURTON Timothy Walter “Tim” Burton (born August 25, 1958) is an American film director, producer, artist, writer, and animator. Known for his dark, gothic, macabre, and quirky horror and fantasy films such as the horror comedy fantasy Beetlejuice (1988), the romantic dark fantasy Edward Scissorhands (1990), the musical fantasy-thriller The Nightmare Before Christmas (1993), the comedy-drama biopic Ed Wood (1994), the fantasy adventure Sleepy Hollow (1999), the animated fantasy Corpse Bride (2005), the musical horror film Sweeney Todd: The Demon Barber of Fleet Street (2007), the horror comedy Dark Shadows (2012) and the animated horror comedy Frankenweenie (2012). He is also known for blockbusters such as the adventure comedy Pee-wee’s Big Adventure (1985), the superhero films Batman (1989) and its first sequel Batman Returns (1992), the sci-fi film Planet of the Apes (2001), the musical adventure film Charlie and the Chocolate Factory (2005) and the fantasy film Alice in Wonderland (2010), which garnered a worldwide gross of over $1 billion worldwide, being Burton’s most successful film to date. Burton has worked repeatedly with Johnny Depp, who has become a close friend of Burton since their first film together. He has also worked with musician Danny Elfman, who has composed scores for all but two of the films Burton has directed. Actress Helena Bonham Carter, Burton’s former domestic partner, has appeared in many of his films. He also wrote and illustrated the poetry book The Melancholy Death of Oyster Boy & Other Stories, published in 1997, and a compilation of his drawings, sketches and other artwork, entitled The Art of Tim Burton, was released in 2009.
yakub88/Shutterstock.com
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ADVICE FROM A CATERPILLAR
TRADEMARKS Often does the beginning credits sequence with the camera going through something or following something. His films often have a Gothic feel to them, often including Christmas and/or Halloween scenes. Plot often focuses around a misunderstood outcast Frequently features dead or dismembered dogs Many of his films feature townspeople who misunderstand and/or distrust the lead character Often shows scarecrows in his movies His movies always opens with a personal version of the studio’s logo Usually includes fantasy elements in his films Often looks into the main character’s past through a series of flashbacks Fathers are portrayed in a negative light in his films. Whether they be dead, purposely ditched their children, the main characters have remorse against them because of bad childhood memories, or weren’t there while their child was growing up. Characters often wear striped clothing, particularly black-and-white stripes. Often shows factory assembly line sequences. Most his films tend to be either dark or colorful, and sometimes contain scenes of both. Affectionate homages to the films of his childhood Long unwashed hair, black clothing and large sunglasses His characters are often friendly and optimistic despite their bleak surroundings Effective use of musical interludes Extremely dark Gothic atmosphere in buildings and set design Many of his films prominently feature castles, churches or other old buildings His stories are often set in non specific locations and incorporate elements from Britain and America His antagonists are often coldly superior, brutal and thuggish but avoid getting noticed by other characters His heroes are often neurotic, somewhat cowardly and bizarre yet also intelligent and highly moral IMDB
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ADVICE FROM A CATERPILLAR
THEME PARKS AND THEIR FUTURE At its core, the amusement ride has a single purpose: escapism. Theme park tourists have a simple goal when they enter a park. They seek an experience that takes them out of the real world and into another realm full of pure bliss. Yes, the instant they exit the ride, the real world may return in a flurry of dizziness and nausea, but the idea remains the same. New and original attractions must take a person’s breath away. A problem exists, one that amusement ride operators appreciate but try not to mention a lot in public. New entertainment options have heightened the competition to impress consumers. Special effects in movies and videogames have evolved into such impressive world-building endeavors that many older rides feel archaic in comparison. Jaded thrill seekers demand more for their money, which means that innovation is requisite for survival in the amusement park business. So, what does the near-future hold for theme park tourists? Let’s make a few educated guesses. Here are six likely improvements.
1. ARTIFICIAL INTELLIGENCE
Imagine if you were visiting one of the many (many, many) Six Flags facilities and had the ability to interact with a specifically created guide? How would an AI Park Guide work? The premise is simple. Once you activate it, all you must do is identify what you want to do at a given moment. Are you in the mood for a thrill ride or a water ride or a meal? Your app-helper will possess the ability to tell you exactly what your best options are at the moment while also identifying the expected wait time for your decision. Feasibly, you could go so far as to order a meal for yourself as well as your family, determine a ride with a short wait time on the way to the restaurant, receive precise directions to your new destinations, and have your food ready for you when you arrive. This scenario requires no complex technology, either. Every aspect of this programming already exists. The guinea pig for pre-arrival ordering is Walt Disney World’s Be Our Guest restaurant while the interactive maps are already available at Universal Studios. Adding the AI Park Guide programming simply requires a rudimentary version of the Siri technology. I’ll be surprised if some park hasn’t added this functionality over the next couple of years, and if they haven’t, an enterprising programmer reading this list should take a crack at it.
2. CURRENT GUEST COMMUNITY
kamira/Shutterstock.com
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One of the most exciting parts of an amusement park visit occurs organically. It’s when you bump into a complete stranger and suddenly relish a shared experience together that exists for only a moment. In future years, amusement parks should enhance such scenarios by raising the odds of their occurrence. The simple way to do it is by providing a local intranet hub that allows for interactions between guests similar to how message boards, Facebook groups, and comments sections on pages like this all operate.
ADVICE FROM A CATERPILLAR
Think about the joy you could bring into the lives of strangers by having the ability to offer a quick suggestion that could enhance a stranger’s vacation. Who wouldn’t want to do that? It’s why we’re here. A thriving intranet for current guests at a park is an idea whose time has come.
3. PERSONALIZED INTERACTIONS
This is the big one. When the latest iteration of Harry Potter World opened at Universal Studios in Orlando, it promised cutting edge interactivity via wands and spell-casting kiosks. Simply stated, that’s the future of amusement parks. Disney is currently employing similar ideas via magic bands. The technology allows for the identification of users by their wands and bands so that a more personalized park visit occurs. Believe it or not, we’re only scratching the surface with this technology. Imagine visiting your favorite amusement park and hearing a message such as, “Welcome, Jane Smith. We hope you enjoy your 28th day at Hersheypark. Your favorite ride, Lightning Racer, has a current wait-time of eight minutes. The Red cars have won 62.8% of the time so far today.” The above may not seem impressive at first blush until you consider the data presented. You are identified, your amount of park visits is tracked, your favorite attraction is determined by either number of times ridden or your logged preference, and the current data for the roller coaster itself is quantified and relayed to you. So, you have all the information you need to determine whether you want to ride the track that wins more or switch to the green track and root for the upset. The same simple technology that already exists can provide for a new kind of interactivity during a day at the park. Animatronics could greet you by name, as an example. Your wand/magic band/whatever could notify you about food options if your blood sugar is low. And you could receive personalized souvenir suggestions predicated upon your previous park behavior.
4. TECHNOLOGICALLY IMPROVED RIDE EXPERIENCES
Imagine the difference in the ride experience for each one if a vote occurs prior to the beginning of the attraction. Such a scenario is the equivalent of a Choose Your Own Adventure book but for a motion simulator. The technology isn’t that far away, either. Realistically, all that is required is a combination of the randomness of Star Tours plus the data input already registered at Spaceship Earth at Epcot. Using one’s smartphone or tablet, a person could even vote while standing in line awaiting the start of the attraction. Alternately, rides feasibly could become individually serviced. The same technology could enable a person to make specific choices for each ride via onboard selections menus in their ride car. If the attraction’s designers enable enough
options, the flowchart for the ride experience could provide hundreds if not thousands of permutations, just like with the aforementioned books. Basically, this idea is All My Circuits: The Movie from Futurama, only using real ride design functionality already in place. Plus, it could share features already mentioned above, leading to even more interactive experiments. Imagine hearing an onscreen character shout your name during a scene like, “Look out, Jane Smith!” It would completely draw you into artificial world of the ride experience.
5. FAMILY MEMENTOS
Disney theme parks recently enhanced their Memory Maker offerings by adding automatic ride recordings as a feature. Many parks offer similar videos for a charge. It’s not much of a stretch to anticipate a better way of recording many of your highlights during your trips. Presuming the process is automated, you no longer have to worry about capturing the perfect moments. The parks will do all the heavy lifting in this regard. Then, after you view their pictures and videos, you can sprinkle in some of your own if you are a proud shutterbug.
6. GAMIFYING THE VISIT
One of the primary reasons why world-building apps provide such tremendous revenue streams is that people love to level up. It almost doesn’t matter what we’re leveling. Anybody under the age of 50 was raised in the videogame era, and scoring points is a tactic we understand, even if we don’t care about the game involved. Let’s carry that logic over to amusement park visits. Some people try to ride as many attractions as possible during the course of a daily visit. What if the theme park tracked this sort of behavior, providing specific details for each achievement? What if the park operators offered benefits such as 20 percent off a souvenir or dinner if someone rode a dozen rides during the day? Amazingly, almost all of the technology mentioned in this article already exists. Even the parts that are not yet ready for primetime are only a design iteration or two away from reality. The only issue at this point is meshing everything together to create a seamless user experience.
THEN AGAIN, SOME DREAMS ARE CURRENTLY ONLY IN THE BLUEPRINT STAGE…
David Mumpower
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ADVICE FROM A CATERPILLAR
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ADVICE FROM A CATERPILLAR
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ADVICE FROM A CATERPILLAR
AUGMENTED REALITY Augmented Reality an old concept, are not very common words yet, to be very familiar with, but it’s such a thing that would take you to a whole lot of a different perspective of the world around you with its augmented reality apps. It combines 2 words to deal with, “augmented” means enhanced or increased and “reality”, which together simply means enhanced reality. By using hardwares or tools such as your smartphones you can discover such beneficial details in the form of visual data imagery that are not visible to you normally. Augmented reality is such an evolution which adopts new ways to add information discoveries to the reality in limitless possibilities from fun, games, sports and education to technology in engineering and medicine and more. Let’s say you go to Beijing, a well known city in China. Now you want to find out any vegetarian restaurant there (for example), but as everything is written in chinese which you do not understand, you are unable to find any. That time, you take out your smartphone, connect to the internet and launch an app. This app looks with the rear camera and shows you what you couldn’t figure it out in actual view. You point your camera to next to next buildings and it would say “non vegetarian restaurant”…”hotel”… .”vegetarian restaurant” and there you get the right one to get you forward. Now, this is called augmented reality adding information to your reality in many ways. There are not just this type of augmentation but a wide variety of augmented reality apps which use augmented reality. This technology augments your smartphone ability to greater heights and is ever reaching more and more with new interventions in it to make your device do such things which you haven’t imagined earlier. Sarvesh Chandra Founder at Deepknowhow
I believe AR shouldn’t be limited to just smartphones. A pair of glasses or even a wristband could give you an augmented reality
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ADVICE FROM A CATERPILLAR
VICTORIAN STYLE (1837 to 1901) Queen Victoria’s reign was a time of great change in the home. Mass production meant more goods were available to buy. The newly emerging middle classes took immense pride in their homes which they saw as a reflection of status. People pored over the new magazines showing the latest household goods and flocked to see them on display at the numerous exhibitions. The Victorian age was the age of imitation and reproduction. Every style from Gothic to rococo was revived. Sometimes more than one style influenced a sole piece.
STYLE
eclectic mix of styles excessive ornamentation plump, heavily upholstered furniture flowers, birds, animals are portrayed realistically rather than the stylised versions of art nouveau
INFLUENCES
Gothic: masculine preserves such as libraries and billiard rooms were built in the Gothic style rococo - the frivolous feminine style was popular for ladies’ bedrooms travel to places like Japan and India brought back an Oriental influence on design the industrial revolution meant that new techniques such as lamination and electroplating were introduced
THE NAMES
William Morris - leader of the arts and crafts movement Horace Walpole - author of first Gothic novel, The Castle of Otranto, who rebuilt his house, Strawberry Hill, in Gothic style William de Morgan - tiles
AT THE TIME
1836 England’s main railway system begins to be built 1837 Morse code is invented 1846-8 Great Potato Famine of Ireland 1847 Jane Eyre is written by Charlotte Brontë 1876 Telephone is invented by Alexander Bell http://www.bbc.co.uk/homes/design/period_victorian.shtml
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THE MOCK TURTLE’S STORY
THE MOCK TURTLE’S STORY SKETCH BOOK
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THE MOCK TURTLE’S STORY
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THE MOCK TURTLE’S STORY SECTION
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THE MOCK TURTLE’S SECTION STORY
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THE MOCK TURTLE’S STORY
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THE MOCK TURTLE’S STORY
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THE MOCK TURTLE’S STORY
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THE MOCK TURTLE’S STORY
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THE MOCK TURTLE’S STORY
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THE MOCK MOCK TURTLE’S TURTLE’S STORY STORY THE
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SECTION
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WHO
STOLE
THE
TARTS?
WHO STOLE THE TARTS?
TICKETS This are the tickets that you would recieve at the front gate of the theme park. They are made of thick glossy paper Include half the face of many alice in wonderland characters. The idea is that people could play around with them by covering half of their faces with the tickets. Now it would look like half the persons face is one of the characters. This is one is for the selfie lovers. The dimensions are 7cm by 15cm Eyes and smiles are glow in the dark
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WHO STOLE THE TARTS?
BRACELETS
When you buy your tickets online you can choose from different packages. One of this packages is a smart bracelet. They are made of rubber and have LED lights on the sides to diferentiate one from another and are waterproof. Each bracelet comes with the information of the holder. They also serve as GPS tracking devices for the family in case any of the young ones gets lost. Makes in park purchases a lot easier and safer since you wouldnt have to carry cash around. Include beautiful packaging in the form of a book that when you open with the help of dry ice creates smoke. The book helps with mouth to mouth advertizing of the park.
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WHO STOLE THE TARTS?
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WHO STOLE THE TARTS?
ENTRANCE
Welcome to Wonderland!
When you arrive at the theme park the first thing you will see are the ticket sale mushrooms. If the tickets have already been bought you can go straight to the park. The ticket sale point is resembling the logo. The spots on the mushrooms are on the same places and the visitors would become alice. In each mushroom you will find the staff of the park dressed in alice in wonderland costumes. With smoke machines and dark colors it will get you into the mood of what the park will be like. The queus will be a hedge laberynth but with a height low enough to not confuse the visitors.
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WHO STOLE THE TARTS?
RABBIT H O L E Once youve passed the ticket sale and the main gate you will have to enter the underground world of wonderland. To help you through it there is several rabbit holes from which you can access The rabbit holes are meant to dissorient you a little by using a rotating tunnel. Visitors should not be worried about fallin since they will be on an electric band. In the rabbit hole you will find items from alice in wonderland, like she did when falling through it. Also there is screens explaining how the wayfinding augmented reality technology works. Each visitor will wear headphones to ensure they understand the instructions. The instructions will be given in the language the visitor desires.
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WHO STOLE THE TARTS?
F I R S T R O O M
NOW YOU’RE READY!
Once the visitors have got through the instructions they will arrive at this room. Everything in the room is oversized except for the doors to make the visitor feel like they’ve shrunk somewhere along the way. REMEMBER THE POINT IS THE VISITOR HAS BECOME ALICE The room is decorated in victorian style to resemble the times in which the story is set. In the room it will be instructed to turn on your AR heads up devices and the doors will open automatically. The devices will be hats in the shapes of characters heads, hats or crowns. When alice falls through the rabbit hole she lands in a room like this one where she finds the drink me bottle which made her shrink.
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WHO STOLE THE TARTS?
A R O U N D WO N D E R L A N D
DIFFERENT LOCATION IN WONDERLAND
All the locations in Wonderlan will resemble ones from the movie. This are all hand drawn and colored in photoshop.
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WHO STOLE THE TARTS?
W H I T E RABBIT
PROBLEMS HE WILL SOLVE
One of the biggest problems when you arrive at a new place is knowing where to go. If youve never been there you cant know which are the most interesting rides, where is the pizza restaurant or even which direction to go when you need the bathroom. The white rabbit will guide you through the park as your personal assitant. Instead of following lines or arrows the rabbit will hop around the park infront of you to help you get to where you need to go. Also you can ask the rabbit questions like which entertainment is suitable for kids under 10 or you can just ask him to take you to the ride with the least queus. With the rabbit we solve most of the wayfinding issues that are present in themed parks. The visitor wont need to remeber land marks or understand signs to know where they are, where they want to go and how to get there.
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WHO STOLE THE TARTS?
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WHO STOLE THE TARTS?
CHESHIRE
CAT
PROBLEMS HE WILL SOLVE
Another of the biggest problems at parks are finding someone to answer your questions when you have any. Maybe the visitor wants to know what kind of food is served at the queens restaurant or something as simple as what is the minimum height for the madhatters roller coaster. The cheshire cat can answer any questions as long as the visitor asks it. He has got insight into the workings of wonderland like no human being could possibly have.
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WHO STOLE THE TARTS?
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WHO STOLE THE TARTS?
THE
HOUND
PROBLEMS HE WILL SOLVE
The biggest problem at themed parks though is LOOSING YOUR KIDS. Theres nothing more terrifying than not knowing where your kids are at for a parent and not knowing where your parents are for a kid. This issue can really ruin your expirience at any given place and in wonderland we want happy families. If a visitor looses sight of their kids thanks to the bracelet theyre wearing the hound will know exactly were to find them. Also the bracelet will vibrate if a member of the family walks away from the group. The visitor can ask the hound to find a specific person and like a good dog he will sniff his way until the person is found. All the visitor has to do is follow the hound around the park until it finds who theyre looking for.
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WHO STOLE THE TARTS?
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Monda, 29110, Malaga, Spain +34 638 318 929 laurafaciolince@gmail.com