MagicBand+

Designing a Sensory-Friendly Park Experience

"Creating Inclusive Magic for Neurodivergent Guests"

Project Overview

My Role: Project Manager, UX Designer

Team: Spencer Henderson, Alison Barczak, Leo Consiglio

Timeline: 10 weeks

Context: Human-centered design challenge focused on neurodivergent accessibility in theme parks

The Challenge: 15 million Disney guests annually with Sensory Processing Disorder find the park experience overwhelming, with 80% finding existing accommodations unhelpful and 75% reporting adverse sensory experiences.

The Solution: Inclusive, sensory-friendly solutions integrating with existing Disney technology including interactive signage, customizable sensory settings, traffic management, and ride vehicle controls.

The Impact: Demonstrated comprehensive UX research methodology with vulnerable populations and created framework for inclusive theme park design that benefits all guests.

Research & Discovery

Approximately 15 million guests visit Disney Parks annually with Sensory Processing Disorder, finding the experience overwhelming and limiting their ability to fully enjoy the magic.

Research Methodology

Our research approach combined quantitative data collection with qualitative insights to understand the full scope of sensory challenges in theme park environments.

Key Research Methods

  • Surveys with Disney guests who have sensory sensitivities
  • 15 in-depth interviews over two weeks with experts and individuals with SPD
  • Secondary research on theme park accessibility standards
  • Journey mapping to identify pain points throughout park experience

Interview Skills Development

This project significantly improved my ability to conduct sensitive interviews with vulnerable populations, learning to put participants at ease and gather authentic insights.

User Journey Maps & Research Methodology Documentation

80%

of surveyed guests found existing accommodations unhelpful

75%

said adverse sensory experiences affected their visit

15M

annual Disney guests with Sensory Processing Disorder

"They love to visit Disney World with their friends and go on rides. We were amazed to realize that they feel shame and guilt for missing out on theme park experiences with their friends due to overstimulation and sensory overload."

— Insight from interviewing Hunter, college student with ASD and SPD

Problem Definition

How might we create an inclusive and magical experience by integrating existing tech without overwhelming the senses?

Strategic Approach

We focused on creating solutions with varying implementation costs, from quick wins to north star concepts that could benefit broader guest populations.

Design Principles

  • Preserve Disney Magic: Maintain enchantment while reducing sensory overwhelm
  • Integrate Seamlessly: Work with existing MagicBand and MyDisneyExperience technology
  • Empower Choice: Give guests control over their sensory environment
  • Universal Benefit: Design solutions that enhance experiences for all guests

Scope Considerations

We treated the entire park experience as a holistic UX challenge, considering the complete user journey rather than isolated touchpoints.

Problem Framework & Design Principles Visualization

Solution Design

Five interconnected solutions targeting the entire park experience as a comprehensive UX ecosystem.

Interactive Sensory Signage

Dynamic park signage featuring favorite characters providing directions, integrated with MyDisneyExperience App navigation. Quick usability testing revealed important considerations like user height affecting interaction design.

Sensory Preference Settings

Customizable MagicBand+ system allowing guests to adjust haptic feedback, light-up effects, and audio cues. Settings sync with ride experiences to reduce unexpected stimuli while preserving Disney magic.

Entrance Traffic Management

Optimized park entry processes with staggered arrivals and quiet entry zones, designed to minimize overwhelming first impressions for neurodivergent guests.

Ride Vehicle Immersion Controls

Prototype system allowing individual guests to control lighting, audio, and motion intensity during rides without disrupting the experience for other guests.

Design Process

Discover: Generative Research

Conducted extensive surveys and secondary research to identify major pain points for people with sensory sensitivities in theme parks.

Define: Interviews & Journey Mapping

15 interviews over two weeks with experts and individuals with SPD. Created detailed user personas and storyboarded the complete customer journey.

Develop: Solution Ideation

Focused on creating solutions with varying implementation costs, balancing quick wins with ambitious north star concepts.

Deliver: Prototyping & Testing

Rapid prototyping and usability testing revealed unexpected insights about functionality and accessibility considerations.

Impact & Validation

Solution Validation

User testing showed positive response to character-integrated signage, strong preference for granular sensory controls, and confirmation that universal design benefits all guests.

Stakeholder Reception

The comprehensive approach resonated with accessibility advocates, theme park industry professionals, and families with neurodivergent members.

Project Management Impact

Successfully coordinated cross-functional team across UX research, concept development, and prototyping while managing project scope and timeline constraints.

Research Methodology Excellence

Demonstrated effective research methods for sensitive user populations and created framework for inclusive theme park design.

Key Learnings

Scope Management is Critical

This project was ambitious in scope, which meant some solutions received less attention than others. This taught me the importance of manageable scope planning and strategic prioritization to ensure thorough development of key concepts.

Interview Skills Development

I refined my interview techniques for sensitive topics, learning to put participants at ease and ask better follow-up questions. This skill development was particularly rewarding and impactful for gathering authentic insights.

Inclusive Design Benefits Everyone

Solutions designed for neurodivergent users often improve the experience for all guests, demonstrating the power of inclusive design thinking in creating universally better experiences.

"60 minutes of timekeeping, a lifetime of cuteness."

MagicBand+

Role

Type

UX Design/Themed Entertainment

Timeline

Tools

Project Overview

"Snow: The Fairest" subverts the classic fairy tale into a visceral horror experience for Universal Orlando's Halloween Horror Nights. In this twisted retelling, Snow White is a feral child vampire terrorizing a kingdom, while the Queen becomes the unlikely hero attempting to stop her reign of terror. This comprehensive design portfolio piece—presented to Disney Legend Bob Weis—demonstrates end-to-end attraction development from concept through operational specifications.

Key Achievements

10-scene, 440-foot

walkthrough attraction

Designed

Calculated operational capacity:

840

guests/hour

Created

photoreal

environmental renderings

Developed complete

technical documentation

The Challenge

The Brief: Design an immersive experience based on a fairy tale, myth, or legend—no existing IP.

My Approach

Rather than create an unbounded concept that could never be built, I chose to design within real-world constraints. I gave myself the parameters of a Halloween Horror Nights attraction at Universal Orlando because constraints drive better creative solutions (and because I'm a longtime admirer of the event's storytelling - I want to create a love letter to all the things that make HHN special).

Self-Imposed Design Parameters

  • Work within a standard Universal soundstage envelope (94' × 134', ~8,500 sq ft walkable space) - I found a CAD file online of the soundstage for reference!
  • Achieve an operational capacity of 600-800+ guests/hour
  • Design for seasonal operation with scareactors
  • Subvert the source material rather than adapt it directly—guests need to feel surprised, not nostalgic

The Creative Challenge

How do you take a fairy tale everyone knows by heart and make it genuinely terrifying?

The answer: invert everything. Make the princess the monster. Make the queen the hero. Force guests to confront their assumptions about beauty, goodness, and who deserves to be saved.

Concept Development

The Story Inversion and Central Themes

Traditional fairy tales teach us that beauty equals goodness. "Snow: The Fairest" weaponizes that assumption. Guests encounter a kingdom where the 'fairest' princess has become a bloodthirsty monster, and the 'wicked' queen is desperately trying to save her people from the daughter she once loved. Playing on the central themes of the original narrative from "the hunter vs. the hunted" to beauty and youth, this new retelling takes a dark turn.

This inversion creates cognitive dissonance that amplifies scares—guests want to trust Snow, making her attacks more shocking.

Characters

Snow

A feral child vampire, cursed at birth and turned monstrous, hungry, and with incredible supernatural power.

The Queen

Forced to hunt her own stepdaughter to save the kingdom she has sworn to protect. Armed with magic darker and darker as her desperation grows, she vows to end this forevermore.

The Prince

Enslaved by Snow's supernatural control, he is her puppet - but does that glimmer in his eye mean he's still in there? Or is it just the moonlight of the Black Forest?

The Dwarfs

Complicit companions, defending their vampiric mistress. They come from the deepest caverns of the Black Forest, and have become Snow's thralls, minions, and playthings.

Experience Design

The Guest Journey: 440 Feet of Escalating Terror

The attraction uses environmental storytelling and strategic pacing to build dread before delivering shocking scares.

Pacing Strategy

Using principles from Halloween Horror Nights' most successful mazes, the experience follows a calculated fear curve with three major peaks (Snow Feeding, Glass Casket, Bungee Drop finale) interspersed with atmospheric tension-building moments.

Guests enter a blood-soaked medieval village. Overturned carts and barrels hint at a hasty retreat as half-timbered facades loom overhead. Guests experience the aftermath of Snow's siege - and tension grows as they wind through alleyways and see the carnage for themselves.

The path winds through a twisted forest where Snow and her dwarfs stalk from the shadows. Gnarled trees create natural hiding spots for scare actors while spraying water simulates fresh blood and environmental effects heighten vulnerability during the reveal of snow herself.

In the Queen's candlelit workshop, guests discover she's not the villain—she's the solution. Alchemy tables, magic mirrors, and spell circles reveal her desperate attempts to create a cure. Gothic windows bathe the scene in purple light as guests realize they've been rooting for the wrong character. She whispers feverishly, desperately, as her grief for her daughter becomes clear to guests passing by.

Stepping through the magic mirror, guests watch as Snow bites the cursed apple. Her body convulses—the sound of snapping bones fills the room, and they hear the monster, or perhaps the girl, cry out - "mother, no!". Shrouded in shadows, the huntsmen and the queen warn guests to run, for she will not stay down for long.

Guests enter a gothic chamber where Snow lies in her famous glass casket. Red-lit gothic windows line stone walls and guests are closed in, forced to inch closer and closer. The casket suddenly rattles—she's very much alive, and very hungry. She lunges at guests and shatters the coffin in a flurry of air, sound, water, lighting, and fog effects as they narrowly escape.

Guests then enter a grotesque royal banquet where Snow, her feral dwarves, and a hypnotized prince preside over a horrifying feast—corpses and gore presented as delicacies. Normal children have tea parties, but Snow has this twisted banquet. Eagle-eyed guests will notice torn, bloodstained tapestries of the kingdom's history, showing that time, and Snow, have laid ruin to this kingdom.

Guests are thrust into the climactic confrontation between the Queen's forces and Snow's dwarf defenders. Pine trees provide cover for scare actors as the Queen makes her final stand. A 10/10 intensity bungee drop scare delivers the ultimate shock as Snow attacks from above.

Technical Design and Operational Planning

From Concept to Buildable Reality

Every creative decision was validated against real-world operational requirements—the hallmark of professional themed entertainment design. Elevation drawings show how half-timbered village facades, gothic cathedral walls, and forest scenic elements fit within the 94' × 134' building envelope. Every prop, scare position, and sightline blocker is strategically placed to maintain show quality and operational flow.

Capacity Analysis:
Operational Capacity: 840 Guests/Hour

  • Total path length: 440 feet
  • Walking speed: 2.5 fps (accounting for low light and fear response)
  • Walkthrough time: 5 minutes
  • Dispatch interval: 30 seconds
  • Group size: 7 guests
  • Theoretical maximum: 840 guests/hour

This exceeds Universal's typical 600-800 target for seasonal haunts, ensuring the attraction can handle peak Halloween Horror Nights crowds.

Design Process and Research

Research-Driven Horror Design

The project drew from historical vampire mythology, particularly the 17th-century legend of Jure Grando (the first documented vampire, 1656) and Countess Elizabeth Báthory's alleged blood-bathing rituals. This research grounded the fairy tale subversion in genuine folkloric terror.

Reflection & Impact

What I Learned

This project taught me to balance creative ambition with technical reality—a crucial skill in themed entertainment. Designing solo meant wearing every hat: creative director, technical designer, renderer, and operations planner.

Presentation to Bob Weis

I was beyond lucky to have the opportunity to present to my professor, my classmates, and class mentor Bob Weis, former president of Walt Disney Imagineering. Presenting this project to a Disney Legend provided invaluable industry mentorship and validation that the work met professional standards for attraction development.

Key Takeaways

High-concept storytelling must serve operational requirements.

Every design choice should answer 'Can this be built? Can it be maintained? Will it work at 3 AM on October 31st?'

Horror design is about psychological setup as much as jump scares.

Capacity calculations aren't constraints—they're creative parameters.

Explore More Projects