Designing a Sensory-Friendly Park Experience
"Creating Inclusive Magic for Neurodivergent Guests"

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.
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.
Our research approach combined quantitative data collection with qualitative insights to understand the full scope of sensory challenges in theme park environments.
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
of surveyed guests found existing accommodations unhelpful
said adverse sensory experiences affected their visit
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
How might we create an inclusive and magical experience by integrating existing tech without overwhelming the senses?
We focused on creating solutions with varying implementation costs, from quick wins to north star concepts that could benefit broader guest populations.
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
Five interconnected solutions targeting the entire park experience as a comprehensive UX ecosystem.
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.
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.
Optimized park entry processes with staggered arrivals and quiet entry zones, designed to minimize overwhelming first impressions for neurodivergent guests.
Prototype system allowing individual guests to control lighting, audio, and motion intensity during rides without disrupting the experience for other guests.
Conducted extensive surveys and secondary research to identify major pain points for people with sensory sensitivities in theme parks.
15 interviews over two weeks with experts and individuals with SPD. Created detailed user personas and storyboarded the complete customer journey.
Focused on creating solutions with varying implementation costs, balancing quick wins with ambitious north star concepts.
Rapid prototyping and usability testing revealed unexpected insights about functionality and accessibility considerations.
User testing showed positive response to character-integrated signage, strong preference for granular sensory controls, and confirmation that universal design benefits all guests.
The comprehensive approach resonated with accessibility advocates, theme park industry professionals, and families with neurodivergent members.
Successfully coordinated cross-functional team across UX research, concept development, and prototyping while managing project scope and timeline constraints.
Demonstrated effective research methods for sensitive user populations and created framework for inclusive theme park design.
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.
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.
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."
UX Design/Themed Entertainment
"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.

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



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

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.

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?

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.
The Guest Journey: 440 Feet of Escalating Terror
The attraction uses environmental storytelling and strategic pacing to build dread before delivering shocking scares.


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.


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.







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




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.
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.