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Looking at Disney’s theme parks through the lens of a UX designer

Anthony Conta
UX Collective
Published in
8 min readNov 10, 2019

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Crafting an Immersive Experience

Words Can Enhance The Story

A pair of “Opera Glasses” on the PhilharMagic ride at Magic Kingdom.

Details Are Appreciated (and Noticed)

Donald stuck in a pile of music instruments, summing up the conclusion of the PhilharMagic in one scene.

Commit to Your World

Not the “droid” I was looking for at Galaxy’s Edge.

Accommodating Different Personas

Lenticular Design

You should really read this article. (Art by Glen Angus. © Wizards of the Coast.)

“The motive behind lenticular design is that we want to find ways to add complexity to enhance the game for the more-experienced players without increasing the difficulty for the less-experienced ones.”

Designing for First Time Users

A pin given to first time visitors, which is a great opportunity to make their experience special.

Designing for Superfans

An entrance to Club 33, a secret Disney theme park society. This door is right near the Pirates of the Caribbean ride in Magic Kingdom.

Enabling a User’s Agency

“My Own Experience”

A portion of my itinerary for Animal Kingdom. I made the schedule a month before visiting the park.

Taking Control on Rides

The controls for Space Ranger Spin. You can turn, aim, and shoot the targets of your choice.

“User Experience” Combines All Touch Points

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