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Course Design

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Course Designers: Are good horsemen with excellent knowledge about ... Appropriate clothing - with rain gear always! ... Becoming a Course Designer ... – PowerPoint PPT presentation

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Title: Course Design


1
Course Design
  • Created by
  • Eduard Petrovic

FEI International Course Designer
2
Course Designers have a Responsibility toward
  • The Horses
  • The Riders
  • The Show
  • The Spectators
  • The Sponsors and the
    continuity of
  • The Sport

3
Good Course Designers
  • Are good horsemen with excellent knowledge about
    horsemanship and the sport.
  • Must take the responsibilities of the job very
    seriously.
  • Have an ability to organize, set priorities, and
    manage details.
  • Are well educated, experienced, independent,
    honest responsible and diplomatic personalitys
    which can use tact and skill in working with show
    officials and their assistents.
  • Are flexible enough to manage with anything that
    might come up.

Horseman, is not a man with a horse
4
Course Designers MustAlways Consider
  • Safety, is the first and last.
  • Producing fair, fun and dramatic sport.
  • Promoting horsemanship by always rewarding good
    training and riding.
  • Presenting the sport in a beautiful and natural
    way.
  • Directing the future of the sport.

5
The Course !
  • Every course should suit
  • The level of the show.
  • The kind of class it is.
  • The purpose of that particular class.
  • Level of the horses and riders at the show.
  • The size of the arena.
  • The weather conditions and the footing.
  • The time schedule for the ring that day.

6
Jumping Courses are Tests of
  • The level of education and training of the horse
    and rider.
  • The degree of communication and cooperation
    between horse and rider.
  • The riders judgment and concentration.
  • The horses skill,galloping performance, boldness,
    carefulness, , balance, and concentration.

7
What is a Course?
Knowl-edge
  • All courses are different.
  • Many factors importand to make a good course

Material
Color
Footing
Sun
Distance
Track
Height
In-Gate
Arena
Type off obstacle
8
Elements of a Course
  • The courseline.
  • Type and positions of obstacles. Especially the
    position of combinations and related lines.
  • Obstacle construction.
  • Distances used between obstacles.
  • Dimensions of the obstacles.
  • Type of cups and top poles used.
  • Speed and measurement for the time allowed.
  • Footing, towards the in-gate.

9
Difficulty Factors
  • Obvious
  • Height of the jumps.
  • Width of the jumps.
  • Distances between the jumps.

10
Difficulty Factors
  • Subtle
  • The line.
  • The type of combinations.
  • The type of obstacles.
  • The approach to the obstacles.
  • The decoration and the spectators.
  • The time allowed.

11
Difficulty Factors
  • Subtle
  • The obstacle material.
  • The colors and the background.
  • The length of the course and number of efforts.
  • The balance and flow of the course.

12
Combinations
  • Use variety.
  • Dont put in problems.
  • Save distance problems for special
    circumstances.
  • Watch the number of spreads.
  • Careful with the approaches.

13
Think about the Consequences!
  • How big are the risk for mistakes?
  • What will be the result of a mistake?
  • Can you make the price of an error more
    educational and less of a punishment, especially
    for the horse?

14
What Makes a good competion?
  • There are no crashes.
  • Every competitor has the chance to finish the
    course.
  • Every competitor up to the standard and without
    an error can produce a clear round.
  • Weaknesses in training or riding mistakes must
    produce faults.
  • Faults are educational and not punishing.
  • Many competitors have only one fault, and the
    faults occur all around the course.

15
STATISTICS
  • Evaluating your Jumper Course
  • Watch every horse go.
  • Keep track of fences that come down.
  • See where the four-faulters had trouble.
  • Look for balanced results.

16
The Course Designers Job
17
Taking a Course Designing Assignment
  • Be sure of show dates, location, specific
    duties.
  • Request a written contract, the schedule, and a
    sketch of the arena(s) with dimensions, and
    locations of entrance/exit, judges box, and any
    permanent obstacles or features.
  • Confirm details of arrival and departure days and
    times, lodging, transportation, expected weather,
    ring crew, copy machine, etc.

18
Essential Tools of the Trade
  • Measuring tapes and wheel.
  • Map wheel and calculator.
  • Appropriate clothing - with rain gear always!
  • Blank course plan sheets, pens, pencils,
    highlighter, white-out.
  • Rule book(s) and Schedule.
  • Laptop and printer
  • Plans for at least the first days classes.
  • Lots of energy, enthusiasm, and knowledge.

19
Arriving at the Show
  • Meet the Organizers.
  • Check for any schedule changes and update your
    time schedule.
  • See the arena(s) and check their size, footing,
    lighting, and any irregularities.
  • Meet with your assistants/crew.
  • See if a tractor and trailer are available for
    your use.
  • Locate and try out the copy machine.

20
Getting to Work
  • Make a detailed inventory of the material you
    have to work with.
  • Finalize your first days plans and make copies
    for the crew.
  • Explain your system of working to your
    assistants.
  • Build the course.
  • Confirm when everyone will arrive the next day.

21
Course Plans
22
Drawing Plans 1
  • Preliminary Work
  • Make a good plan of the arena in scale.
  • Make a masterplan draw lightly with a pencil,
    the lines, combinations, and single obstacles.
  • Do most important class of the day first.
  • When youre satisfied with the lines and the
    obstacles positions, then draw harder with your
    pencil.
  • Now you can work on the other courses for the day

23
Useful Tips
  • Work in scale!
  • Use color to differentiate between the different
    courses on one piece of paper.
  • Use circles, squares, underlines, etc. for
    copies.
  • For obstacles to be added later, use dotted
    lines.
  • Use large circled numbers for the first course of
    the day.
  • Stay consistent for the sake of your helpers!

24
Drawing Plans 2
  • Next steps
  • Decide the materials to be used for each
    obstacle.
  • Decide on the distances and heights and spreads,
    including those for extra obstacles to be built
    but only used later in the day.
  • Decide who is doing what and make enough copies
    of the final masterplan plan for all your
    assistents.

25
More Tips
  • Work first with pencil.
  • Dont forget importand sponsor obstacles, maybe
    also must be part of the jump-off.
  • Learn how to make simple and easy changes to the
    course that will make different and more suitable
    courses for later classes. You will need a lot
    of practice and thought.

26
Drawing Plans 3
  • Final Steps
  • After the course is built, draw if nessesery a
    new masterplan with all fences in their actual
    positions
  • Use the masterplan and make a plan for each
    class of the day showing the class information
    and with arrows and numbers showing the course
  • Make more copies of each courseplan for your
    assistents.

27
What Needs to be on a Course Plan
  • Class name and number.
  • Fences numbered and with arrows to show
    direction. Start Finish.
  • Table, Speed, Length of Course, Time Allowed,
    Time Limit, Jump-Off information.
  • Indicate Option Jumps, Closed Combinations.
  • Helpful items day, time, in/out gates, show
    name, class level.
  • To make them special use logos,

28
Course Plan Copies
  • How many?
  • Keep a copy of your Masterplan.
  • Make just enough Clean Copies of the plan for
    each class for the judges, the in-gate, and the
    press or office if requested. Keep one extra
    filed away just in case you need it!
  • Prepare plans showing the adjustments and
    dimensions for each course change during the day
    copy these for each of your assistents in the
    arena.
  • Avoid making more copies than you need!

29
Course Plans for Big Events
  • The Press and Television
  • Need plans ahead.
  • Need dimensions.
  • Need distances.
  • Need the Time Allowed.
  • Spectators
  • May need a plan for the start list
  • Leave out dimensions
  • Commentator
  • Likes to have a plan with dimensions.

30
Building a Course
  • From an Empty arena
  • to
  • Ready for the First Horse

31
Lay Out the Rails
  • Make a list of the poles you need one for
    verticals, two for oxers.
  • Put poles on the ground walk the distance
    between them so you are as close as possible the
    right position.
  • Look at the course as a whole.
  • Nows the time to make any needed changes to the
    course!

32
Buillding obstacles
  • Put poles on the ground, one for verticals ,two
    for oxers and so on.
  • Measure distances, spreads and cross measure
    them.
  • Put the wings on the ends of the laid out poles.
  • Put first poles up as the top poles (at the
    correct heights) on each obstacle.
  • Keep the wings straight.
  • Again, cross measure the lines and combinations
    so they are straight.

33
Fill in Decoration
  • Add the walls, gates, planks to each obstacle.
  • Determine spacing of elements.
  • Add flower boxes, take-offs, etc.
  • Add plants or to sides of jumps.
  • Add start and finish markers, flags and numbers
    to obstacles.

34
Finish the Course
  • Check for proper cups. (And that no extras are
    lying around.)
  • Put straightest and lightest poles on top of each
    jump and mark them if nessesery. Re-check
    heights and spreads again.
  • Check and regulate with different cups
    theeasibility of poles.
  • Walk the whole course to see all the details.
    (the jump-off too!), and re-check the distances.
  • Measure courses and calculate the time allowed.
  • Cross off (or take the flags off) unused jumps.
  • Be sure of your spare materials.

35
Jump Offs
  • Considerations
  • How many jumps?
  • Left and Right balance.
  • Verticals and oxers.
  • Turns with oxers.
  • Inside turns.
  • Galloping performance
  • One combination

36
Jump Offs
  • What makes a good one?
  • exciting for the audience without being
    dangereous.
  • Suitable length.
  • Balance of left and right.
  • Turns before and after jumps.
  • Place to gallop.
  • Angled approach.
  • Optional distance.
  • Inside/outside option.

37
Start and Finish
  • Things to Keep in Mind
  • How they work.
  • Changing them between classes.
  • Moving them for the jump-off.
  • Width of Start and Finish lines.
  • How far away from the jumps.
  • Straight or angled?
  • Positioning the flags.

38
Becoming a Course Designer
  • Walk courses, study the masterplan and watch
    whole classes to study how they ride.
  • Ask designers what theyve done and why.
  • Volunteer to assist a variety of designers.
  • Work at a variety of shows.
  • Travel out of your area to watch assist.
  • Read the classic books on horsemanship.
  • A lot of experience as competion rider
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