I just went to Disneyland. My wife and I visited some friends in Orange County and we went to the “Happiest Place on Earth” with their two young daughters. That’s quite a claim when it rains all day and the temperature hovers around 50 F and you’re fairly wet. Still, the kids loved it and honestly, we adults had a great time also, in large part because the kids were so excited and happy to be there. Also, it didn’t hurt that lines for rides were at most a 20 minute wait.
But in general, the consensus among adults I know seems to be that the rides at Disneyland simply aren’t very good when judged in terms of them being rides. The rides at many other amusement parks are bigger, faster, more exciting. But there’s some “magic” at Disneyland that makes the whole experience enjoyable and memorable anyway. Certainly, a large part of this is nostalgia and regressing toward childhood memories. But I noticed several things during our visit that helps to explain why the Disneyland user experience is positive, even for jaded adults.
1. Many of the special effects are “just good enough”
As technology progresses and we gain access to faster and more computing power, we have a tendency to want to make things more “realistic”. The assumption is that if the presentation is closer to what we experience in the real world, it will ultimately be a better experience. But I don’t think this is true because working on a computer or using a gadget is not in the real world. And this in turn distracts us from the true goal of trying to create the most fulfilling experience possible rather than the most realistic.
As I went through the Pirates of the Caribbean ride, I noticed that many of the effects were obviously fake and had been designed and implemented many years ago. The fire looked like sheets of plastic bathed in red light. The pirates looked silly chasing each other around a circular track. The cannonballs … heck, there weren’t any cannonballs; just flashes of light followed by a splash of water with sound effects. Despite this, however, I liked the ride because the effects were “just good enough”. The ambiance and environment of the ride as a whole was enough to convey the spirit of traveling through pirate land and in the end, my user experience was a positive one.
This brings me to instances of user interface design that for reasons I don’t understand sacrifice a positive experience for greater realism. One specific example is how many audio editing software interfaces insist on presenting on-screen knobs as control widgets. I see a knob, but I interact with a mouse. This annoys me to no end. Mice are great for linear motion, but pretty horrible for circular gestures. I always have trouble with these knob widgets because I don’t know where to start clicking and I don’t know where to drag to. Plus, the parameters that they manipulate tend to be linear anyway. Sliders would be much better devices for performing these tasks, but apparently, they aren’t “real” enough. For me, that’s a poor tradeoff. I don’t need realism when I work on audio. I want effectiveness.
2. Star Tours wasn’t so great
I used to love Star Tours. When it first appeared, I remember being enthralled with the immersive nature of the attraction. I was astounded by how they could simulate all of the various spaceship motions in an enclosed room. This time, I wasn’t so impressed. But I don’t think this was due to the motion effects. I think it was because of the visuals on the screen. It was quite obvious that the graphic quality of the visual effects was not modern state of the art technology. The ability of graphics technology has improved so dramatically in recent years that our standard of what we expect to see on a screen has increased as well. The Star Tours visuals looked dated and sucked me out of the immersive illusion.
In this case, realism (or what I imagine real space should be like) was important. So the lesson is to make careful judgments about whether or not realism is an important aspect of the user experience and to implement it wisely.
3. Entertainment while you wait
Although the lines were very short this trip, on other visits the lines for rides have been excruciatingly long and boring. But for many of the attractions, once I’m inside the building, the experience begins. Disneyland does a terrific job of entertaining while you wait.
As you wait for Star Tours, you’re treated as an interstellar tourist walking through the spaceship terminal. There are large videos providing galactic news, safety instructions a la plane flights, and robots doing work of some sort or another. As you’re in line for the Indiana Jones ride, you move through a maze of tunnels and caves. You see darkness, rocks, and torches. There is a certain level of suspense and anticipation just walking in line.
I find myself very appreciative of these designs. They greatly enhance the experience of the rides, not only by providing things to do and see while waiting, but also because they increase the immersive nature of the experience. Again, realism comes into play, but there is also the factor of preparing guests for the main event. As user experience practitioners, there is a lot we can learn from this. There are many instances where users are left waiting for something to happen. Sometimes, nothing happens during this period and this is horrible. At a minimum, we are shown a spinning ball or some sort of progress bar. This is much, much better. And in a few situations, we are presented with something useful while we wait, perhaps helpful tips about an application that is being installed or an entertaining animation.
We’d all like it if we never had to wait for things to happen, but that’s not how the world, nor a computer, works. Waiting is part of the experience. But a good experience designer will use these moments to make the waiting painless, or even beneficial, by providing something than enhances the usage process.