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A Cranky Journal of Themed Design and Development

"Mundus Vult Decipi . . ."

Nomenclature Archive

Last Updated:
march 1, 2008
An on-going glossary of words, buzzwords, fake words, dirty words, and like that. Stuff that'll give others the illusion that you know what you're talking about!

Got more for the list? Send it along to us!


A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Etc.


A

Approved Vendor, n.
A vendor worth enough to be worth suing. Paid scapegoat for Project Directors. Sure, half the stuff that you get or get done through outside vendors could be done in-house at the same or at a possibly much lower price (and with a lot less paper work). The real value of vendors is that they come custom-equipped with a "kick Me!" sign taped to their back and an almost masochistic nature, at least until the contract is done and the check clears.

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Art Director, n.
Not to be trusted (take their drawings and run). Sometimes very charming (to the point of being, well, scary about it). Moe often, these Joes and Janes are geniuses -- GENIUSES! - of the highest order, and if you don't think so, just ask 'em, they'd be happy to remind you of how they and they alone have set the standard for all themed entertainment design (and stage, film, internet, fashion, automotive, and cardboard six-pack carrying case design, as well). But, of course, you won't have to ask them, because it is in their natures (and, it is rumored, drilled into them in art school) to automatically remind you of their genius every 30 or 40 seconds, sooner if your client is within earshot. Keep them around if you have no vendors.

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Audience-ize, v.
Just as there are two kinds of people in the world (people who think there are two kinds of people and those who don't), it can be said that there are two kinds of entertainment. There are those kinds experienced by a single person at a time (like reading, playing an interactive computer game, immersive virtual reality, or attending a Henry Jaglom film festival), and those that can be experienced by a group of people, often called an "audience." These activities can include reading a book on a crowded subway, playing an interactive computer game in a crowded office on a Friday afternoon, theorizing about what we could do with immersive virtual reality if it wasn't so damned expensive, or attending a . . . no, sorry, Henry, I still don't see the "audience" thing there . . .

But in our mass attendance, modern 'A-GoGo world, all entertainment must, by design, be for a big audience. Sure, individual stuff is nice and we are always shooting off our collective mouths about "touch-screen interactives" and individual immersive VR Freak-O-Scopes, and like that. But when we start to look at the numbers of visitors, guests, customers or whatever nomenclature best describes those eager humans you hope to attract, unless you plan to make these "individual" events spectacularly boring (as is often requested by some of the more serious museum/National Park Visitor Center types of clients), you are going to have long lines and fairly pissed off people who aren't going to be in a good mood and will not buy lots of stuff like coffee mugs and T-shirts in the gift shops.

But there are so many cool things that are intended for use by one person at a time! So, what to do? Just say "Audience-ize it, please!"

Audience-izing, v.
The process (or, more usually the promise to begin the process) of taking some really cool thing that is ordinarily a one person activity and making it satisfyingly available for a mass audience.

Touch-screen interactives? Sure you can still have 'em, but now you add a bunch of slave monitors so that all the people standing nearby can become a part of the experience (which, considering how lame most touch-screen interactive stuff can be, it's not that much less an experience).

Immersive VR? Dump those dazzling images on a big domed screen and instead of having one person decide "on the fly" what to do, have the audience make choices before the experience begins and then let the show roll out from there.

Jaglom-Fest? Dunno . . . we'll work on it. Maybe a simulator-base theatre or free beer or something.

Anyway,you get the idea. Or as the Romans would have said had it been an issue: "E Unum Pluribus."

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B
Budget, n.
Theoretically hard and fast rules about how little a slice of the project pie it is with which the creative-types will be allowed to work, ruling how much honest-to-goodness cash you can squeeze out of a project, how insanely little time they'll have to it that squeezing, and, usually, how little "wiggle room" there will be for miscellaneous perks (such as boondoggles, "three pitcher of Margaritas" charettes, research materials from Amazon.com that find there way into your personal library, and the over-all tonnage of Chinese chicken salad that can affordably be consumed) that the project can be made to blow your way. For the most part, budgets, once set, do not get larger, being as they are set in stone. However, the stone in which they are set has the ability to weather away from mighty boulder-size to annoying pebble in your shoe-size in a surprisingly short amount of time (see also: DeScope). Rarely do these amazing shrinking budgets have an effect on such things as the number of director-level and above fingers that are slipped into the project pie.

While it is true that big budgets in and of themselves can't spawn creativity, tiny budgets can easily kill it.

By and large, budgets are scientifically based on vague financial assumptions that are themselves usually vaguely based on what some vice-president wants to be true, what the client wants to hear, or what the marketing gurus have divined is the absolute minimum amount on which any given project can be cheaped through and still allow them to draw their astronomical fees.

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Budget, v.
The practice of managing time and activity to maximize effort in the most efficient manner. This, of course, a terrible myth created by over-achieving speed freaks and those Franklin bullies: Covey and Daytimer.

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Budget Rot, v.
The curious habit of money that you haven't even gotten yet, but have probably already spent, slowly but surely disappearing. Similar, in the end, to the dreaded "descope," but unlike the heinous post-first client presentation "OK, that's great. But as it turns out, we will only be able to fund this sucker at about 55% of what we had thought. But we've got to keep selling it as if it was a big deal, so what are you going to do to keep all the bang for way, way fewer bucks, punk?" type of descoping.

Budget rot happens slowly, sneaking up on you like, well, like rot: a slight reduction in this part of the project there, a minor downward adjustment of the budget in that part of the project there, and so on. Much less painless, at first, and can actually seem like a "fun" challenge ("fun" here being defined very loosely) and produces something of a "how to boil a frog" kind of situation, with you and your bottom line being the frog.

Rather than all of your money going away early on (OK, your client's money of which you may someday get a small taste to do wild things like pay the well-past 30 days net invoices from the freelancers or, better, go out and recharge your Starbucks card), budget rot happens as the project continues, making it harder and harder to readjust your continuing work to meet the slowly narrowing chute through which it is passing.
By the time you realize that you have no money to actually do what you've been working on, it's too late to gracefully attempt to reorganize the project (because, so far as you could tell, there was no reason to worry about things before because then there was money!).

Budget rot is one of the reasons you hear people at the free booze mixers at IAAPA and AAM, when crowing about their latest and greatest project success, comment as the tequila hits their cerebellum, "Jee-zus! Another success like that, and I'm screwed."


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C

Catering, n.
Food; usually deli platters of half sandwiches, bags of chips, bowls of pasta and/or Chinese chicken salad, and a platoon of cans of (mostly) diet soda and squat bottle-upon-bottle of Snapple or some other well marketed flavored ice tea in a bottle (and thank God for these kinds of drinks for keeping in our little lives the glory that is the Kiwi Fruit). Also: mounds of "afternoon sugar fix-ers" such as cookies, brownies, and, if the caterer has a proper sense of the otré, a gooey mound of marshmallow squares or individual boxes of Boston Baked Beans candies. Catering, however, comes in all shapes and sizes and can be as grand as Sterno-heated steamer trays filled with beautifully prepared (albeit still rubbery) chicken breasts in a pine nut and white wine sauce nestled on a bed of lightly sautéed spinach, artichoke hearts, and okra or as basic as "Gee-zus! I am dying here! Will somebody just freakin' call Nino's and order up a couple 'a extra-large pies, extra cheese. Yeah, yeah, and a medium Veggie pizza for the facilities guys."

The most important elements in a creative charette? 5 X 7 cards? Check. A big box of those deadly, 1/2 inch long metal push pins? Sure. Lots of multi-colored marking pens? OK. Endless pads of foolscap sketch paper for the concept artists to quick-draw nasty caricatures of the finance and R & D people? Well, yeah. A cadre of eager, imaginative, very creative, culturally / pop-culturally attuned individuals who each brings to that "swirling maelstrom of concept that must be navigated around if a cohesive design, educational and / or entertainment experience may be crafted to further the delight, the imaginations, the intellects, the emotions, and the viscera of the public and turn a buck for the client? Uh, well, sure...I guess.

But if you get all of these elements together in some airless space for longer than three hours without any hope of sustenance, tempers will flare, blood sugar will drop, and all that can be expected to come of it is a sort of half-hearted agreement to think about maybe considering planning to begin to arrange for a second meeting...as soon as everybody can fit it into their schedules. And there you are on the phone to the client hemming, hawing and "no, really, it went well. We are studying the matter in greater detail, that's all" for all you are worth.

But dangle the opportunity and grabbing a smoked turkey and Swiss on sourdough, dill pickle slice, bag of Kettle chips, Peach Snapple, and a couple of Macadamia nut and white chocolate cookies in front of them, and you own their souls, if not the hearts and/or minds, for at least another 3 hours. And having been fed, the room will at least feel the vaguest sort of obligation to, if not produce something today, at least have something worth looking at the next time, provided there is catering there, too.

Or as the Second String Yog Sogoth of So-Cal once observed: if you feed them, they will come."

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Charette, n.
Ostensibly a means to channel creative effort in order to generate large numbers of ideas through a free-flow of discussion, charettes are actually a system invented by the corporate catering and 5 X 7 note card and Sharpie pen supplier bunds.

Based around the central notion of "brainstorming," in which all ideas are equally valid (except for those of the boss or the Übber-client, whose ideas always carry slightly more weight -- "golly! Another homerun, sure fire crowd-pleasing hit, Sir!), participants, once given a basic framework from which to begin (the creation of a new attraction, for example), begin to offer up elements that could possibly become a part of the ultimate product (the new attraction, for example). A seemingly scattergun approach (which, after doing this sort of thing for a while, is what many people begin to fantasize using on some of the more obnoxious attendees of the charette) that sometime proves the notion of a orderly universe as seen in the chaos theory. That is, when you throw a lot of crap at a wall with sufficient force (or conviction, which, when the other definition of this word is considered, is what keeps those scattergun thoughts to a minimum), actual huckleberries might be produced. Or at least enough of the illusion of a result can be imagined as to allow the participants to go away and not feel like complete bandits for billing at their full day rate what has been, in essence, a catered bull session.

The average charette usually begins with coffee, juice and Danish, a quick rehash of what the work that the participants have been doing lately (embellishments, half truths, and career-enhancing white lies), their golf games (outrageous embellishments, quarter truths, and handicap-enhancing over the top lies).

The substance of the charette is usually a matter of the participants recycling stuff that they've done for other clients, stuff that they'd tried to get other clients to do, but had been declined because that client chose not to bankrupt themselves for the same of this stroke of genius (the philistines!), stuff they'd seen at IAAPA, stuff they'd seem at AAM, stuff they'd seen at the "Thus Spake Zarathustra Goofy Gold and Batting Cages" in Blackwell, TX, or stuff they saw in an episode of "McGyver." All this is carefully worded to make it not sound like an complete rip-off, but rather a creative "repurposing," dutifully written on the endless supply of 5 X 7 cards, and stuck up on the wall.

The secret is to move quickly and not get bogged down. Supposedly, this is to stop the "gatekeeper" "jeez, I dunno you guys . . ." thinking that is death to creativity. However, the real reason is to fill up the wall with as many cards as possible so that it looks like something was actually done before it's time for the next important part of the charette: lunch. As soon as the charette participants catch Chinese Chicken Salad and roast beef and sprouts on whole wheat pita whiff and hear the exciting "clink" of bottles of Snapple being set out, well, you might as well forget about it.

Lunch over, and the minds of the participants floating on a thick layer of corporate-supplied chow, the charette kicks into the long, low, hellish slide toward the end. The vague ideas and half notions from the morning are reexamined and found to be, uh, well . . . kinda off the mark. But that's OK, as now begins the process of discarding parts that just don't stick (the lame-o, trite, and tired stolen ideas suggested by others), re-pitching stuff that was really, really liked (their own repurposed ideas), and coming to the realization that within a few hours, they'll have to pretend with a straight face that they actually CAN see the germ of a workable concept emerging.

As this process continues, a palpable lethargy will settle onto the room like a woolen blanket soaked in mercury, and there is a real danger of the charette disbanding for lack of an awake quorum. That's when another of the vital elements for a charette that doesn't end in fisticuffs should arrive: plates of sugar-rich cookies and other sucrose-blast inducing goodies.

If possible, a charette should end shortly after the last cookie has been shoved into the ravenous maw of one or more of the participants, preferably at a time that is late enough in the day as to allow all and sundry in attendance to acknowledge that, by God, some good, solid creative work was done here today, damn it! yet still allow every one to get the hell away from there and home (or to the bar at El Coyote) earlier than usual.

Not unlike the Black Hole of Calcutta, except with people in nifty PDAs, logoed polo shirts, and with titles like "Director of Wacky," (usually burned out marketing people who had worked a couple of summers as a rubberhead walkaround character at Waldemeer Park), the goals of any charette are an array of synergistically created concepts . . . and personal survival.

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Char-etiquette, n.
An ill-defined and constantly shifting set of rules that governs the behavior of the participants who are involved in a creative, planning, or other scheduled event known for no real reason as a "charette."

One may not know what the rules of char- etiquette may be, but they will always know it when they have been violated.

A few examples of char-etiquette may be:

  • When a co-worker uses a tired catch phrase (such as "exiting the guests through retail is a real 'win-win' situation!"), and says it with true-believer gusto instead of the required amount of tired irony, pointing at them, laughing out loud and saying "hey, yeah. Lemme write that down for future reference!"

  • Using a tired catch phrase as "exiting the guests through retail is a real 'win-win' situation!" This puts too much pressure on the others to not laugh, point, and mock.

  • Starting any sentence with "well, at WDI / WED / Schlossberg / Lockheed in the good old days of the cold war, we always . . ."

  • Openly admitting that you don't have a single fresh idea and intend to simply rehash and recycle every tired idea you've had since your fourth grade extra-credit science project to build a working tornado simulator using electric curling irons, an espresso machine, and a Malibu Barbie Dream House.

  • Taking a third helping of Chinese Chicken Salad while having eaten the first and second helping still standing in line at the catering table.

  • Suggesting that "hey, we're making such good progress, why don't we just work through dinner?"

Violators of these rules of char-etiquette make find themselves not being invited to charettes, being made to sit in the old, icky chairs in the conference room, or getting stuck with an abnormally large and largely un-expense accountable bar tab.

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Client, n.
1.) A person, persons, or a variety of institutions who engages you, or your organization, for professional advice or services.

2.) Clients are the people with the money. That's usually their one claim to any kind of value. Money. That, or they have access to somebody else's money that may or may not come your way directly (money that you had to whine, scream, and threaten legal action about, burning up more hours than you actually worked on the client's project to finally get) or indirectly as the honest-to-goodness working budget for your client's project. Or, it may not exist at all, but was only a financial carrot to get you to cough up a lot of creative effort so that the client can go out and find money with the results of your hard work. Or they may tell you that yes, money will be on it's way real, real soon, but in the meanwhile, how's about some work on spec and we Swear To Gawd that when this thing gets funded you, and you alone, will be handcuffed to it clear through to opening and beyond.

3.) Clients are also very often liars. Clients will tell you, swear to you, grab you by the lapels and scream into your sallow face that what they want is something new! Different! Exciting! Innovative! Creative! Edgy, for Gawd's sake...EDGY when what they really want is something that won't cause them to have to think or, worse, have the courage to do anything about it that is even the slightest bit differently than they've always done.

4.) Clients are the ones who don't know what they want, but know that it isn't what you're showing them. Clients are the people who when they don't now what they want , are certain that what you are showing them isn't what they want, would rather die than tell you what they want and when backed into a corner as they reviewing your first round of treatments / drawing / plans / whatever, will avoid the issue of their not knowing what they want and, more importantly, not even being able to express coherently what it is that they really want or what it is about what you've shown them that isn't quite right, will suddenly become fixated on the one (or three) typos in your documents, an incidental "just to show the scale of things" character in an illustration that looks sorta-kinda like maybe Richard Nixon in a clown suit, or some obscure code violation that your plans might incur if they weren't "preliminary to being preliminary" and might actually be in the works to someday get built.

5.) Clients are the inattentive gatekeepers between you and getting a job done in a manner that'll make the work worthwhile. They are the pontificating know-nothings (or, worse, know-just-enough-to-screw-things-up) who, unable to articulate what it is that they think they need, will lecture you endlessly about what they don't want ("Hey, look, were don't want Disneyland here!").

6.) Clients are very often fronts for still other clients, dropping you yet one more layer away from the real source of what passes for authority and money. It's a rare day when you don't find yourself working for not one client, but for many: the people who may or may not eventually pony up some cash to rent your fading genius is actually in the employ of someone else, usually a much larger client, someone who you'd really rather be working for but your client, like a cloud passing between the sun and your tan, is soaking up their own hunk of the financial rays, giving you just the burn. This relationship can be beneficial, especially if you can get your middleman client to pay up before the giant, übber-client goes bust or realizes that rather than giving away duffel bags of cash to a bunch of arts-fartsy designers, they rather simply embezzle it themselves. Don't think of working your ass off for a middleman client (who will take all the glory if what you do is worth a damn) as a complete waste (albeit, hopefully, a well-paid waste) of your time, think of it as a crypto-audition for the übber-client ("Gee, Mr. Soze, as it turns out, I actually did all that work for you. Of course, you shoulda seen it before they dehumorized it . . . don't know what they where thinking . . .")

7.) Clients are necessary and unavoidable evil, like the Death Penalty, souvenir logo plastic cups, Lifetime on cable, or "American Idol."

8.) Clients are your best friend on the face of the planet, especially when the check finally arrives, the project actually opens and you get invited to the opening, or when the phone rings and they ask (ask, mind you) if you have some free time because, wow, they're really, really gonna need your style, talent, expertise, and vast knowledge of pop-culture on this week-long charette in the Bahamas at your full fee plus travel.

Gosh . . . clients are sooooo great (especially when their check clears).

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Concept Design, n. or v.
The evolving process (as in, a process that is allowed to evolve to meet changing design and project needs as the design is developed in a natural fashion as needed) that brings together diverse sets of factors — personal schema, physical needs, external story or context budget, footprint constraints, personalities of the designers and those for who the design is being executed, the need to mention the client's name early and often, etc. — with the specific intention of presenting opportunities for immersive, first-person (including groups of "first-persons" having individual experiences in a group) multisensory, multischemic experiences.

Schema: mental structures, conscious ideas and unconscious needs. People use their personal schema to organize their knowledge and memories and provide a framework for understanding the world from one moment to the next.

The end result of concept design presents guests (or visitors or users or audience members or whatever nomenclature is applicable and acceptable) with a mediated kit of experiential elements — the intended story, message, lesson, or experiences — over which they can imagine their personal schema that allows them to take ownership of the larger story (or lesson or experience) and see themselves as being at the center of that story or experience.

In other words, it's doing whatever it takes to give people a good story to which they can relate, framed by whatever needs are important — setting, message, etc. — to the project at hand.

Concept design is more than assembling a kit of ideas to tell a story and create some experiences. It's about developing a deep understanding of who the guests are, what they want and need, what they've already done ("already" being anywhere from previous 2 seconds to, possibly, the previous span of their lives) before they arrive at a place, what they want and need to do while there, what the "story" (or client, as the case may be) wants them to do, and how they will leave it behind to move on to their next thing.

Namely, to go and spend more money in the gift shop than they originally intended.


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Consultant, n.
Person or persons who consult, eg. "Why that CONSULTANT was a cost efficient saviour of creative thought." Also, eg. "Harrumph! Those . . . those . . . those CONSULTANTS were nothing more than money wasting charlatans suckling at the themed entertainment mother hog at our expense!"

Consultants are often the same thing as a freelancer (a qualified employee who a design group should hire as a full-time employee, but would rather exploit and/or be exploited by for generally short-sighted economic reasons), but not always. In these days of modern times, the notion of "consultant" has come to imply (with a frequency that roughly matches the overall decline in the fortunes of the themed entertainment world) either someone whose powers and abilities far outstrip those of mere garden variety freelance talents or that they Offer A Certain Magical Something That No Others In The Entire Themed Entertainment World Can Match, Even At A Lower Price.

On what do consultants consult? Anything and everything, from more of less "real" services (writer, producer, designer, colourist, architect, composer. etc.) to stuff that only the most gullible of clueless VPs would think was worth the while to spend their money on (Entertainment Trends Futurist, RDE Integration Engineer, Retail Experience Enhancement Technician, and, the classic, Story Guru. There are others, but we are using those titles in our current incarnation as consultants. When we've worn them out, we'll let you know).

Consultants shouldn't be confused with "charlatans," but even we have to admit that there are times when it's difficult to tell the real-deals from the self-designated "geniuses." But before we get all high and/or mighty on this subject, we might want to remember that there is hardly a freelancer/consultant who hasn't at least for a brief and well-calculated moment during a meeting, has slipped into charlatan mode. It's in the nature of the biz, I guess.


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D
DeScope, v. (descoping, descoped)
To cut back the size, budget, purpose, vision, or all of the above on a project or design (or whatever). While this sort of thing happens often, it nearly always comes as a nasty surprise.

The announcement of descoping usually happens after you have been lulled into a false sense of security by endless claims from the people who have all the money that you should "dream big!" Well, you do and then it turns out that isn't what was wanted at all. Oops.

Descoping is not usually a good thing. Darn it, it's never a good thing.

Except when it happens to a project or design (or whatever) that you let slide while you were busy working on more fun stuff and letting the descoped whatever slide. Or if it happens to your rival, that rat bastard who thinks that they are such a "design god" and always gets a good table (near the exit, back where the water park rowdies sit) at the THEA Awards . . .

DeScoping should not be confused with Muntzing, the process of finding not the biggest solution to a creative challenge, but the right solution.

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Disneyland, n.
The "Happiest Place on Earth." The wide spot in the orange fields of Anaheim, in a crook of the path of the Santa Ana Freeway that started the themed design revolution (or, more properly, was the big-bucks, premiered on TV, household name beginning of it) and jump-started the development of Orange County, CA. The biggest little theme park in the world! It's what everybody wants, but, with the exception of a select honest few, what people want you to believe they'd rather die than be like.

So many times over the years, clients have said during discussions about different projects (and this has even been the case with conventional theme entertainment forays) "Hey, we don't want Disneyland, here." If the subject at hand is one of budget, your inner monologue is "well, of course not, you cheap bastard!" while saying aloud "We understand. Fiscal responsibility is our middle name!" (prompting the clients' inner monologue to reply "well, of course it is, you cheap bastards!"). When it is on the subject of show elements and presentation, and guest experience, however, I am often prompted to think (never yet to say out loud . . . ) "OK, fine. What part of Disneyland don't you want? The well developed 'environment-as-story?' The attention to detail? The concern for human needs? The over-arching desire to treat the guests as the 'first-person' central characters in engrossing and memorable story experiences? The cleanliness? The long term repeatability? The long-term profitability? You tell me, and we'll make sure that doesn't happen here."

OK, OK . . . we both know that what the client/check writers are saying (by and large) is that they don't want a sanitized, simplified, single-dimensional . . . whatever it is that is being done (I've also noticed that people who bring up the negative "Disneyland" shtick also want you to know -- by Gawd! -- that what they have in mind is SERIOUSNESS! and not something, well, that just there for people to enjoy). Those sorts of people are often the same types who use phrases like "new contextual model" and "re-paradigming the audience experience" and "cutting edge." High Priests/Priestesses of Museums and their lower rent cousins, the members of the visitor center bund.

And OK, OK, knowing what they mean we should (when we have to) acknowledge that it is easy in the exhibit/entertainment racket to get caught up in the sizzle and forget that the steak is still in the freezer and that we haven't even bothered to light the bar-b-que.

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E

Edgy, adj.
On the verge of being too much, on the verge of being outrageous, on the verge of going over the edge. As in "I dunno, Sarge, his eyes where as big as golf balls, he was sweating profusely, bouncing around like a gerbil in a cocktail shaker, his jaws where clamped together like a pit bull's on a chunk of frozen Spam, and he was emitting a high whine, like a caged raccoon at the county fair."

When applied to design or the desired attitude for an attraction or show or something, it seems to indicate that what is wanted is a wee bit dangerous, a tad avant-garde, and something that might actually challenge an audience's placid notions of how whatever this sort of thing is normally encountered.

The freak shows at Lollapalooza? Edgy.

All too often, however, "edgy" doesn't really mean anything. Like "interactive," it's the sort of word that is too often used by suits and assorted other almost, but not quite creative, "dull chumps in custom-tailored suit" types when they want to challenge the actual creative folks (see the description above of the guy with the golf ball eyes) to give them something that is a bit out of the ordinary, but not too out of the ordinary. Actually, most of the tooth-grinding creative folks would pay cash money if they had any to actually work on something that was, in reality, edgy. But whenever they mistakenly stray into the parking lot of "EdgyLand Country, Safari," the edgy-wanna-bes give 'em the old "Whoa! Down, there, big fellah! I mean, fun's fun, and all that, but jeez; we got a family audience here. And we'd like to actually show a profit on this sucker. What have you guys been smoking, anyways?"

It's that constant challenge to make things edgy but not really that makes edgy people edgy.

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F

Fun, n.
In the Themed Entertainment world...

"What this wants to be is . . . fun."

Sure, themed entertainment being, by name anyway, half entertainment (and the other half that ever-elusive thing called "theme") would seem to imply that there is supposed to be an element of "fun" involved. Right: not everything entertaining (in the wider world of entertainment, themed and otherwise) is supposed to be "fun." "Who's Afraid of Virginia Wolff" is entertaining, but "The George and Martha: 'Get the Guests' Stunt Spectacular" is one project that if it should occur to anyone to suggest it, had better be ready to hear only the faintest of snickers from the creative team and a stony, hostile silence from the marketing people. No: the entertainment in themed entertainment, by and large, tends to be the happy, wacky, "well, I'll be dig-dang-doggled" sort of entertainment. That is to say: fun.

And at the outset of a project, that's certainly the intention, isn't it? Everybody, without necessarily talking about what "fun" is, will all heartily agree, just before they swoop down on the deli trays of stuffed pita sandwiches, bags of Kettle Chips, and bottles of Dannon water, that when all is said and done, the mission of this attraction / parade / ride / retail facility / buffet-eria / whatever should be to (and here's a bit over-themed speak for you) "engender a sense of playfulness, of wonder, of delightful release, of...well, yes, gentlemen and ladies, of fun in the left, right, front, and even the ancient lower "lizard" lobes of our guest's brains. A good morning's work. Now, let's hit them stuffed pitas!"

But as has been seen elsewhere, along with the dignity of the creative team, the one element most consistently whittled away at between that first bite of Rumanian Chicken Salad and opening day, is the over-all "fun" content. Well, fine, to be fair, it's usually no so much whittled away at, but redefined into all-but oblivion. On day one, it's all "engendering" and "playfulness" and "wonder." Then the "experts" (insert the demon of your choice: finance people, marketing people, designers with an art/architecture school ax to grind, concept people with a finance/marketing/designer ax to grind, or the über-client (whom or whatever they may be) who Just Don't Freaking Get It And Haven't Since Day Freaking One, begin to decide that what's fun for a group of people hopped up on Kettle Chips isn't going to be always fun for the guests.

Sometimes, this redefinition happens in secret, as a writer / artist / architect / whatever, toiling away in their workspace, makes little "alterations" to the over-all idea to suit whatever curious entertainment / professional agendas they might have. Yet other redefinition is more out in the open, more along the lines of "Hey, isn't all this (fill in the blank: story, design, safety, non-marketing material) just a lot of filler? I'm not saying we need to get rid of all of it, just a little . . . for the good of the show-value and the bottom line" And, indeed, a little gets snipped off of the scope and the world doesn't come to an end. But in time these post-pita decisions add up and what was once envisioned as the most entertaining, engaging, fun thing in the whole wide THEA Award Winning world, is, well, very often less than fun.

In the museum / historical site / visitor center venue world . . .

"Anybody having fun isn't learning, nor are they appreciating the historical significance of this facility. Besides, fun causes lines that are hard to manage. Non-fun lines are always so much more docile, and a rarity at best and just the way we like them. Fun may induce our visitors to run around or raise their voices. I mean, this isn't...Disneyland (sneer / grimace, word dripping with envious venom), you know! Now stop smiling and learn, you barbarians!"

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I

Interactive, n. or v.
Along with "edgy" and "guest experience," one of the great, over-used, under-understood concepts currently around in the themed entertainment field. Usually used by suits or suit wanna-bes who want to say something that sounds like they know what they are saying and lets everyone else know that they have some vague idea that something is needed for the audience to do.

In a nutshell, "interactivity" has to do with the audience thinking they are making choices in the flow of a story or experience in an entertainment setting. The few workable attempts to do this have met with horror and end up desperately "dumbed down" by the lower level suits and upper level (i.e. the something to lose crowd) creative types. They seem to think that anything like this will be expensive (well, yeah, kinda...) but more importantly they fear that they will be somehow losing control of the "guest experience" (that is, made useless by some sort of technology that will allow the guests to make the creative decisions without their steady and experienced entertainment hands at the wheel).

This is hogwash: it's still all gotta come from the fevered brains of the middle-level creative types to begin with, whatever the interactive elements are to be. Any and all stories that any non-LSD altered guest experiences is, at any one time, linear. The "interactivity" is just an added story device, albeit a nifty one, if you actually get to do it.

Kinda. Hard to describe. Here, I've made a detailed flow chart. No, wait! Where are you going? C'mon, just have a look! it's really easy to understand! Hello?

Like the word "edgy," "interactive" says so little, requires the creative types to really bust their butts, and is something everybody thinks about but nobody can clearly define. And it can keep the suit/wanna-bes from getting fired if their superiors don't like what the creative come up with it because interactivity, like pornography, is in the eye of the beholder and is something a suit "just knows when they see it."

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P

Project Director, n.
All the responsibility, none of the authority of a vice president. More to be pitied than laughed at.

Q

Queue, n.
1.)The thing itself
A queue, as any Anglophile or themed entertainment wonk will tell you, is a line, rarely pure and never simple. For theme parks, it usually means a line of people (for those of you in really big offices with lots of employees and only one laser printer, the whole notion of "print queue" takes on a different meaning of hell, but I digress) and, unless it's a line of Brits in a German theme park, it also implies that there is some sort of stanchion system that directs the people into the many and various zigzagging configurations that will efficiently manage their use of space and completely drain them of if not their wills to live, then certainly their wills to get overly boisterous or at least too tired to complain until their they reach the (circle all that apply) show building, ride, parking lot tram, cash register, buffet-eria, restroom, other.

But of course, the whole "queue" thing is an issue to us living the wild themed entertainment life when it's viewed in terms of "human use issues." For example:

You (eager theme park guest): "'Wait from this point: 120 minutes.' Hunh? How can that be? The line starts right here and I can see it disappearing into the show building right there and the people look like there are moving along pretty smoothly (even though the people that are just entering the building kinda look like theme park tourist-zombies) and I can see almost all of the line, except for that little sorta dog leg it makes behind the faux-tiki god trash can set in the lush, largely plastic jungle undergrowth. But that's like, what, 20 feet of line? No big deal. The sign must be wrong. C'mon, gang, let's go have some themed and simulated thrills!"

(100 minutes later)

You (theme park tourist-zombie): Must get to show building . . . must get to show building . . . kill me, please kill me . . .

Somebody Else (speaking to you, the theme park tourist-zombie): "Hey! Is it really a two hour wait?"

You (perking up): Aw, it ain't that bad!"

The secret of the successful queue is to not only get lots and lots and lots of THRC-ers into your attraction (or whatever) and out of the way of the people behind them, ad nauseam (especially in the 99% humidity after several orders of funnel cake), but to do so in a way that won't make the guests viewing the attraction see an endless line of people who probably didn't have the good fashion sense to dress to match the carefully created design of the façade instead of the expensive art direction of your expensive art director. You also don't want their first thought upon entering the deceptively short-appearing queue that they are in for a seeming death march on their way to fun, fun, fun!

The other secret: tell the people that it is going to be a longer wait that it really will be. This both covers you in the event of a pesky "101"/temporary shut-down slowing the move towards exhilaration and if all goes well, when the guests get to the attraction "ahead of schedule," they feel like they got a little something extra . . . at no extra cost, muss, or themed fuss.

No matter what your personal thoughts on the role and value of a preshow might be, the first thing your guests will do (or so you hope) before experiencing your blockbuster attraction is stand in a line. A repetitive "first day of college registration-style" back-and-forth zigzag may satisfy the needs the just getting people into a controlled situation, but at what cost? Jeez, you already got their dough so at least pretend like you don't want 'em all to live lives of quiet desperation as they head toward the pay-off. Vary the route a bit. Give 'em something to look at besides just the sweaty back of the guy in front of 'em and the ratty little kid that keeps pushing them from behind while they attempt to make eye contact with the astonishingly ginchie person behind/in front of them in the queue who they pass every few minutes or so as they both slowly make their ways along.

And a little shade would kill ya, or the guests, either.

2.) The use of the word.
It's "queue," OK? Not "queue line," fer crying out loud. Unless you are from the Department of Redundancy Department (or a freaking idiot), you don't need "line" after "queue." Got it? People who say "queue line" have no damned idea what they are talking about and therefore shouldn't be trusted or, if they are the client, be soaked for as much money as possible. Either that or the use of the phrase "queue line" could be an indication that the person who said it is hoped up on too much Starbucks or Nyquil or adrenaline or exhaustion and is thereby a person to be pitied, not censured. But if they are a client, you should still invoice the heck out of 'em.

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R

S

Scope Creep, n.
The slow but, oh, so certainly uncertain process of additional work and services being added to the "hard and fast, set in stone and in contractual ink" scope of a project.

More often than not, these are the sorts of services one might possibly be sorta-kinda expected to have originally provided under the terms originally set between you and the client (often called a "contract" or "scope of services;" sometimes a fancy-shmancy well-typed document, but might also be a legally binding thing like a hastily scribbled list on damp cocktail napkin). "Might possibly," "sorta-kinda," yes, but because nobody knew that they'd be needed, or the client didn't want them and/or you couldn't convince your client to pony up the dough for them, or you needed to cut your contingency percentage to less-than zero to fake a workable budget, they weren't included.

Ah, but now you are in the thick of things, working like the cutting-edge design and development worker bee you are to meet all of the "Geez, if we only had one more week . . ." deadlines.

Suddenly, the phone rings or the e-mail window beeps and it's the client with a little, simple, no big deal request: an extra concept line drawing, a new version of a treatment with the name of a prospective sponsor casually worked into the narrative (". . . As guests stroll across the drawbridge toward the Great Hall of Valhalla, huge animatronic figures of Geirrod and Ymir threaten them with fearsome growls. But not so fearsome as to cause the guests to spill their properly iced Pepsi Ones in their Keyspan Energy Norse Legends Land Park logoed cups.").

"All for the good of the project," says the client, with an eye toward their own bottom line.

'All for the project," you say to yourself and your protesting co-theme drones, "all for the good of, you know, uh . . ."

And, yes, at first it is for the good of the project, and, yes it is no big deal.

At first.

But, as mentioned above, this is a slow and certain process, and after that first "oh, why not?" come more "little, simple" requests.

And more and more and . . . and suddenly, you find that you are missing real deadlines to make way for these "Oh, yeah, one other thing" mini-deadlines and that your fellow drones have gone from being over-worked, under-paid coffee and doughnut sponges to insanely over-worked, vastly and cruelly underpaid victims of a life not of our own making (sort of).

Is there a cure for scope creep? Hell yes! Putting your foot down with the client from day one!

Hell, before day one, you wimps!

Be bold! Kick pre-charette contract negotiation ass! Why the hell not? Gawdamn it, you are the seasoned professionals here, right? And your clients, well, they are the amateurs! If not, why do they need to come crawling to you for your expertise (this notion works best, by the way, if you completely forget about the endless desperate proposals you went so deeply into debt to present to the client to get this gig in the first place.

Where was I? Oh, yeah: putting your foot down with the client.

Yes, sure, right: you should do it; you should be strong and insistent about the terms of your contracts to prevent the usually innocently beginning scope creep from eating away at your brain, integrity, and your own bottom line.

However, in these days of modern economic times, when the huge, huge design and development dollars are, well, not so huge not no more, and you find yourself not unlike some big doofus with a pick up truck who knows full-well that the beach babes are only talking to you because they are moving to a better apartment and need someone to haul their furniture.

But, hey! Somebody seeing you hefting their stuff might think that even though you are a doofus, you are hanging with beach babes and are not such a doofus after all (this analogy makes more sense if you substitute the name of your design group for "doofus," your client you are pretending is high-profile for "beach babes," and the wobbly second-hand desks in your office for "pick up truck").

Gad, but what about all that extra, creeping scope that pushed you to the brink of financial, moral, and spiritual bankruptcy? If you are still alive when the project goes out the door and still have a door for it to go out through, you can justify it by thinking to yourself that it'll look great on the "Projects & Clients" page on your Website: lots of extra pictures and/or "project features" to trumpet to the milling rubes who've dialed you up for a look.

Nobody need know how badly you got bitch-slapped by scope creep to provide the eager design and development seekers all that additional second-hand online content.

Now, uh, any chance we could have a second version that doesn't mention Pepsi? You know, just in case the Stay Free Maxi Pad people return our call? No big deal: "all for the good of the project!"

Thanks . . . you chump!

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T

THRC, n.
Usage: "Nice work, but there's just no way. As you know, to be considered an "E Ticket" kinda attraction, it really needs a HRC of 2100 to meet the standard economic model. Next!"

Theoretically, "THRC" stands for:

1.) "Theoretic Hourly Rider Count,"
2.) "Total Hourly Rider Count,"
or 3.) "The Horrible Realities Conundrum."

Don't let the word "rider" confuse you. Sure, it's the kind of number very often associated with, well, "rides." But that just shows off it's roots as having come from the pre-nomenclaturally correct days when much of our themed world was centered around "rides" as opposed to "attractions" or "immersive guests experiences," or whatever we've convinced our bosses and/or clients is the jargon pâtí of the day. "Theoretic" because it assumes that there are going to be at least the X number of people that the THRC describe clambering to zip through this nifty attraction.

Ordinarily, THRC is (when the first two definitions are used) a shorthand by which an attraction can be described in the most basic terms of it's size and the nature of the experience. The definition of "attraction" here is a pretty loose thing: ride, museum, theatre, whatever: any place that will have people in it and moving through it. So, something with a low THRC is a small attraction and something with a high THRC is a large attraction. Simple . . . or not.

To be all account-erly about it, it's also a way of defining the budget for this thing. An attraction with a price-tag of $600,000 that is designed to have a THRC of 2100 (2100 people, theoretically, moving through it in an hour) is a "home run, great idea." 2100 THRC is what is usually considered to be the minimum for an "E Ticket," or "really, really bitchen'" attraction. And 600 large for that is going to be considered a really great price. However, an attraction with, say a bottom line of $180,000,000 that can only handle a THRC of, say, 700 may make for some nifty concept, but you don't want to be there when the Bean Counters take the boss/client aside and inform them that you have your creative team head up your creative team keester.

Speaking of our good pals in the

BenevolentOrder of Responsible Entertainment Services

otherwise known as the Finance People (also known as "Bean Counters," also known as "Them freakin' money bags kill-joys. I mean, c'mon, it ain't like it's their money, you know," also know as . . . well, stuff that'd make my blush if'n I were to type it), it is usually they who invoke the third definition of THRC: "The Horrible Realities Conundrum." See, spending money to make money is an odd idea to these people (don't even try to get the "spending money to provide quality entertainment" argument past them. This notion was suppressed in them as a part of their receiving their MBAs) and they will attempt to squash anything that smacks of spending the boss' / client's dough for what it was intended: the creation of a really nifty attraction. One of their first lines of defense against actually having to expend capital on something that those "pot-smoking Martians" on the creative team is to damn it through proving that it makes no sense from the standpoint of the THRC. "Well, OUR numbers show (and when the Finance people say the word "numbers" people listen 'cuz they Know From Numbers) (and we all know that number are never wrong) that this attraction can't possibly maintain a THRC of more than 1200. That simply won't do for our budget. It's simply does not represent an adequate cost-to-guest ratio. Instead, we thing the area would be better served as a themed retail space / iced latte bar. Here, Mr. Iger, have a look at these numbers . . ."

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V

Vendor, n.
Paid scapegoat for Project Directors. Sure, half the stuff that you get or get done through outside vendors could be done in-house at the same or at a possibly much lower price (and with a lot less paper work). The real value of vendors is that they come custom-equipped with a "kick Me!" sign taped to their back and an almost masochistic nature, at least until the contract is done and the check clears.

Vice President, n.
All the authority and none of the responsibility of presdients. Often referred to as "Seagulls," because of their habits of making a lot of noise (mostly nonsensical and irritating), crap all over everything, and then flying off to parts unknown.

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W

Weenie, n.
Supposedly coined by W. E. Disney, it was something he no doubt picked up from all of his carnival midway / carousel buddies in Santa Monica

A "weenie" is the long-distance attention-grabbing device; the thing that catches the eye and draws a guest (or sucker, depending on your sense of who and what those "starved for entertainment" people with money in their pockets are) deep into an area.

More than a marquee, the design or contextual framing of an area that helps to define it as a separate place, the weenie should usually be back inside the area, rising above everything else, drawing the guests back to their entertainment doom. The marquee should act as the frame for the weenie, creating for the guests an immediate, snapshot, right brain picture of what the place as all about.

Brightly colored and lit things are good. Spinning things are better. Brightly colored and lit things that people can ride on or get food, beverage, or merchandise from (or all three) are best.

As a concept, "weenie" is a marvelous device for designing a themed area of any sort. Better still, it's a great bit of jargon to spring on a client if they aren't familiar with the term? "Did you say 'weenie?"" Snort, chuckle. Later: "Then, of course, we'll need a good view of the 'weenie.'" Sly smirk in your direction.

Client's like saying the word "weenie" (see also Lenny Bruce on "Blah-blah-blah"). They think it's cute and will make fun of it seemingly at your expense. Let 'em. It's a solid design concept described with a junior high school giggly term. And it just shows them that you exist in a world of nomenclature that they can visit, but are not a full-time part.


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