Title: Course Design
1Course Design
- Created by
- Eduard Petrovic
FEI International Course Designer
2Course Designers have a Responsibility toward
- The Horses
- The Riders
- The Show
- The Spectators
- The Sponsors and the
continuity of - The Sport
3Good 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
4Course 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.
5The 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.
6Jumping 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.
7What 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
8Elements 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.
9Difficulty Factors
- Obvious
- Height of the jumps.
- Width of the jumps.
- Distances between the jumps.
10Difficulty 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.
11Difficulty 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.
12Combinations
- Use variety.
- Dont put in problems.
- Save distance problems for special
circumstances. - Watch the number of spreads.
- Careful with the approaches.
13Think 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?
14What 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.
15STATISTICS
- 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.
16The Course Designers Job
17Taking 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.
18Essential 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.
19Arriving 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.
20Getting 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.
21Course Plans
22Drawing 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
23Useful 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!
24Drawing 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.
25More 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.
26Drawing 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.
27What 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,
28Course 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!
29Course 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.
30Building a Course
- From an Empty arena
- to
- Ready for the First Horse
31Lay 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!
32Buillding 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.
33Fill 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.
34Finish 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.
35Jump Offs
- Considerations
- How many jumps?
- Left and Right balance.
- Verticals and oxers.
- Turns with oxers.
- Inside turns.
- Galloping performance
- One combination
36Jump 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.
37Start 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.
38Becoming 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