Go to content

House of Tomorrow - Jim Meuer

Skip menu
Skip menu

House of Tomorrow

Edna Mode's House of Tomorrow
I think this attraction’s specific job is to demonstrate adaptable, humane future living through a humorous trackless moving-sofa home tour, without drifting into the invention territory of Utopia or WALL-E.
Edna Mode’s House of Tomorrow
“The future should fit you.”
I would make that the central idea of the entire attraction.
Edna believes most “smart homes” have been designed backward. Engineers start with technology and then ask people to live around it.
Edna starts with the person.
A home, she tells us, should be like one of her supersuits:
tailored, adaptive, protective, elegant—and never inconvenient.
And today, we are going to test hers.
The guest role
This is the biggest improvement I would make.
Guests aren't tourists visiting Edna's house.
They are officially:
Prototype Residents.
Edna has invited families to perform the first real-world occupancy test of her House of Tomorrow.
That immediately answers one of the Master Bible's central questions—who are we and what are we trying to accomplish?   
Our mission is simple:
Can one house adapt itself to many different kinds of people without forcing those people to adapt to the house?

That gives every room a purpose.
And it makes the climax much better, because when Jack-Jack starts the extreme test, the guests don't merely survive a mishap.
They accidentally perform the ultimate test of Edna's design philosophy.
The attraction experience
1. The Gallery of Tomorrow
The queue begins almost like a small world's fair pavilion.
Guests encounter physical models, furniture prototypes and architectural visions showing how people have imagined future homes through different eras.
There should absolutely be a respectful reference to Disneyland's original House of the Future.
But the joke is that Edna has opinions about all of them.
A lovely miniature futuristic house:
“Beautiful.”

A kitchen containing twenty-seven unnecessary gadgets:
“No.”

A chair covered with buttons:
“If your chair requires instructions, it has failed as a chair.”

This gives us exposition while establishing Edna's personality.
Importantly, most of this should be real models and objects, not monitors. The Bible explicitly establishes physical experience as the foundation, with screens extending rather than replacing it.    
2. Edna's Design Studio
This should be the attraction's first major Audio-Animatronic scene.
Edna stands in her working studio surrounded by fabrics, architectural models, material samples and half-finished inventions.
Behind her is an enormous architectural model covered by a cloth.
She explains:
“You design a house precisely as you design a supersuit. First: who is wearing it? What do they need? What might happen to them? And how fabulous can we make it?”

She unveils the model.
The House of Tomorrow.
Edna explains that it has never contained actual occupants.
Until now.
Doors open.
Our moving sofas are waiting.
3. Your Sofa Learns About You
The ride vehicles are one of the attraction's great ideas, so I would make them important to the story.
They aren't merely ride vehicles.
They are actually pieces of the house.
Each elegant curved sofa has four illuminated symbols built into its armrests:
SPACE — WELLNESS — NATURE — RESILIENCE
During boarding, the group chooses what matters most to their household.
No long questionnaire.
No app.
One button.
Edna reacts:
“Excellent. Or questionable. We shall see.”

The sofa now carries that preference through the house.
Crucially, I would not create four separate ride paths. The ride path remains identical.
Instead, certain lighting, physical effects, dialogue and finale elements change.
That gives personalization without wrecking capacity or maintenance.
4. The Transforming Living Room
This is where guests first realize the house is genuinely extraordinary.
They enter a beautiful living room.
Edna says:
“A room should not determine what you do. What you do should determine the room.”

The room physically transforms around the vehicle.
A wall slides.
Furniture folds.
A table rises.
Lighting changes.
A ceiling panel opens.
The room becomes an office.
Then a school/work space.
Then a theater.
Then exercise space.
Then a guest room.
The sofa itself rotates into position and briefly becomes part of one configuration.
This should be one of the major practical-effect scenes of the attraction.
Very little video.
Guests should actually see the architecture move.
And here the first personalization occurs.
A group that selected SPACE sees an especially dramatic expansion.
WELLNESS emphasizes exercise and restorative lighting.
NATURE opens an interior wall toward a planted courtyard.
RESILIENCE reveals storage and modular partitions.
Same room.
Different emphasis.
5. The Kitchen That Grows Dinner
We enter Edna's kitchen.
This scene needs to smell wonderful.
Her philosophy is:
The shortest food supply chain in the world is from your wall to your plate.
A beautiful vertical garden rises through two stories.
Herbs, greens, strawberries and vegetables grow under adjustable daylight.
Water circulates visibly through transparent channels.
Kitchen scraps enter a small recovery system.
An automated harvesting mechanism selects ingredients.
Then Edna demonstrates the kitchen.
It recognizes dietary needs, portions food appropriately and attempts to minimize waste.
Everything works wonderfully.
Until the guests' sofas enter.
The system suddenly thinks it must prepare dinner for everyone simultaneously.
Mechanical arms begin moving faster.
Cabinets open.
Ingredients appear.
A tomato rolls across the room.
Another robot catches it.
A third robot attempts to plate something absurdly elaborate.
Edna finally says:
“STOP.”

Everything freezes.
One pea falls onto a plate.
Edna:
“Machines require supervision.”

That line encapsulates one of the philosophies of the entire Tomorrowland: technology serves people rather than replacing their judgment.
6. The Room That Grows With You
This may become the attraction's emotional heart.
We enter what looks like one ordinary bedroom/living suite.
Edna explains that most houses are designed around an imaginary occupant:
healthy, young, average height and permanently unchanged.
“Ridiculous. People change.”

The room demonstrates childhood.
Furniture lowers.
Storage becomes reachable.
Edges soften.
Then adulthood.
Work surfaces rise.
Walls shift.
Then aging.
Lighting softly illuminates pathways.
A handrail emerges elegantly from what had appeared to be decorative molding.
Cabinetry lowers.
Doorways widen.
The bathroom reconfigures.
A section demonstrates accommodation for wheelchair users without making accessibility appear institutional or medical.
Everything is beautiful.
That matters.
Edna makes the point:
“Accessibility is not something you add to good design. It is good design.”

That might become one of the defining statements of the attraction.
And it supports the Bible's requirement that future technology improve real human life rather than simply decorate a fantasy.    
7. The Indoor-Outdoor Room
I would add this scene to your current treatment.
The future house shouldn't consist entirely of machines.
Edna opens what appears to be a solid wall.
It physically disappears.
Suddenly we're surrounded by plants, sunlight, moving water and breeze.
The house has adjusted itself to the outside conditions.
A courtyard changes shade.
Louvers rotate.
A retractable canopy moves.
Water passes through a planted filtration garden.
Natural ventilation activates.
Butterflies or small practical kinetic elements might appear.
Edna:
“The purpose of architecture is not to separate you from nature. It is to make living with nature comfortable.”

This would beautifully reinforce the Tomorrowland Bible's rule that the future includes nature as part of the architecture rather than as decoration.    
It also gives us a calm, beautiful scene before everything goes wrong.
8. Edna's Climate Wardrobe
Now we get pure Edna.
We pass into an elegant dressing gallery filled with experimental materials.
Edna demonstrates clothing and household fabrics responding to environmental conditions.
A jacket changes insulation.
A window shade adjusts solar gain.
A fabric becomes water resistant.
A bed adjusts its temperature differently on each side.
A robotic wardrobe scans our sofa occupants.
It begins producing recommendations.
Then—
a giant cape dramatically unfolds.
Music swells.
Edna slowly turns.
Silence.
“No.”

Mechanical arms instantly yank it away.
This deserves an enormous laugh.
And because it arises organically from the technology demonstration, it doesn't feel like a forced movie reference.
9. Jack-Jack Finds the Control Room
Throughout the attraction we have occasionally glimpsed Jack-Jack.
Never long enough to become a plot.
A little flash.
Something floating.
A door closing.
Edna becomes increasingly suspicious.
Then our sofas enter the house's central systems room.
There he is.
Jack-Jack sees a large inviting control marked:
EXTREME ENVIRONMENT CERTIFICATION
He presses it.
Edna:
“Jack-Jack—”

CLICK.
The entire house changes.
10. Extreme House Test
This needs to be the attraction's spectacular scene.
Not a giant screen showing weather.
The actual set transforms around us.
HEAT
The room becomes intensely bright.
Sunlight streams through windows.
The glass physically darkens.
Exterior shades deploy.
Ceiling fans emerge.
Ventilation opens.
Cooling shifts toward occupied areas rather than wasting energy on empty rooms.
The temperature around guests may perceptibly change.
Edna remains irritated—but the house is succeeding.
STORM
Wind rises.
Rain lashes the windows.
Exterior panels seal.
Water is routed into storage.
Loose exterior elements retract.
The sofas rotate as rooms physically close into protected configurations.
Lighting changes.
We hear thunder.
GRID FAILURE
Everything goes black.
For perhaps two seconds.
Silence.
Then a soft glow returns.
The house has isolated itself from the electrical grid.
Stored power activates.
Only necessary rooms illuminate.
Edna explains that the house has automatically prioritized refrigeration, medical devices, communications and essential systems.
Our sofas move toward each other as separate rooms consolidate into a smaller shared living space.
That is important.
The house doesn't merely have batteries.
The architecture itself responds to the available energy.
The unforgettable image
Then something happens that I think could define the attraction.
The storm passes.
The emergency walls slowly retract.
A huge section of the house physically opens.
And beyond it is—
Tomorrowland.
Not a video of some imaginary future city.
The actual land.
Possibility Spire.
Flying PeopleMover vehicles moving overhead.
Gardens.
Water.
People.
The future we have just experienced inside the house suddenly connects to the future city outside it.
Because the attraction occupies the entrance-side complex alongside the Robinsons' Tomorrow House and Monorail station, that architectural relationship is already embedded in the master plan.    
This could be achieved through a combination of real exterior sightlines and theatrical framing depending upon the final building configuration.
Edna realizes Jack-Jack has accidentally subjected the house to the test she had been reluctant to perform.
And it worked.
11. The Neighborhood of Tomorrow
The vehicles now glide through the final scene.
Our single home becomes part of a neighborhood.
Individual houses exchange energy.
Shared autonomous transportation arrives.
Rainwater flows through landscaped channels.
Food gardens occupy rooftops and courtyards.
Children and older residents use the same public spaces.
The community isn't presented as sterile or utopian.
It feels alive.
Now our choice from the beginning pays off.
If we selected SPACE, our prototype emphasizes transformable rooms.
WELLNESS produces a health-centered version.
NATURE integrates extensive gardens and water.
RESILIENCE emphasizes independent energy and climate adaptation.
But then Edna reveals the real lesson.
No single version is correct.
Our house begins incorporating ideas from the others.
Because good design isn't about choosing technology.
It's about balancing human needs.
Edna:
“The future is not a gadget.”

Beat.
“It is a better fit.”

That could be the attraction's final line.
The finale transition
The doors open.
The sofas glide into unload.
But guests don't enter a merchandise store.
They enter:
The House of Tomorrow Laboratory
That distinction matters.
The ride showed a fictional prototype.
Now guests discover how much of it is already possible.
The pavilion should have three layers
The first is Available Now.
Real technologies that guests can buy or use today: adaptable furniture, efficient lighting, air-quality systems, induction cooking, heat pumps, smart shading, water-efficient fixtures and accessibility design.
The second is Emerging Tomorrow.
Technologies undergoing serious development: transparent photovoltaics, advanced building materials, home energy storage, robotic assistance, water recovery and new food-growing systems.
The third is Imagine Next.
Concepts not yet ready or technically proven.
And those should explicitly be presented as possibilities.
That beautifully follows the Bible's rule that established science and speculation stay distinguishable.    
The signature hands-on exhibit
I'd make one exhibit much bigger than the others:
Design Your House of Tomorrow
A family gathers around a physical architectural table.
They choose conditions:
Hot climate.
Cold climate.
Small city lot.
Multigenerational family.
Wheelchair user.
Young children.
Limited energy.
Heavy rainfall.
Dry environment.
The system helps them design a house responding to those circumstances.
But the AI or computer isn't designing it for them.
The guests make the decisions.
The system visualizes consequences.
Increase windows here?
More daylight—but perhaps more heat.
Add garden space?
Great—but water use changes.
Add storage batteries?
More resilience—but at greater cost and material use.
At the end, instead of receiving a score, guests receive:
Your House of Tomorrow
with a rendering and explanation of their decisions.
That fits the project's explicit principle that AI should support human imagination rather than replace it.    
Buy Tomorrow Today
I like your shop idea enormously.
But I'd almost resist calling it a conventional shop.
Call it:
BUY TOMORROW TODAY
Things from the House you can actually use.
The merchandise mix becomes part of the attraction's credibility.
Yes, there can be Edna merchandise.
But alongside it:
adjustable household products, clever storage, accessibility products, efficient lighting, gardening systems, water-saving devices, home-air-quality products, sustainable materials and interesting emerging consumer technology.
Disney doesn't even necessarily have to inventory every large item.
Guests could scan exhibits and save information.
That means someone might leave Tomorrowland having discovered something that genuinely improves their home.
That's remarkably close to Walt's original conception of Tomorrowland as something more than science-fiction scenery.
One architectural decision I would lock
Externally, do not make this look like Edna Mode's cartoon mansion.
The Bible is explicit here.
Edna's black/white/red design language belongs primarily inside. The exterior remains part of Tomorrowland's common white, pearl, silver, glass, water and planted architectural vocabulary.    
So from Tomorrowland, guests see an elegant prototype residence integrated into the city.
Only as they enter does Edna's personality progressively take over.
Black.
White.
Red.
Sharp typography.
Beautiful materials.
And perhaps the small Edna medallion already allowed by the Bible rather than a giant character façade.    
That makes the attraction belong to Tomorrowland first and The Incredibles second, which I think is exactly right.
Ride-system direction
Your six-to-eight-person sofa is still the right vehicle.
I'd target eight nominal seats with accessible vehicles capable of accepting a wheelchair without requiring a guest to transfer.
The trackless system gives us a wonderful trick: sofas don't always behave like ride vehicles.
In the living room they line up like furniture.
In the kitchen they gather around the dining area.
During the emergency they cluster together into a protected central space.
In another scene they separate dramatically.
So instead of using trackless technology primarily to make vehicles spin randomly, we use it to create architecture.
That's more original.
A reasonable conceptual target would be roughly 1,200–1,400 guests per hour, probably using dual loading and unloading positions, although the Master Bible correctly treats capacity, evacuation and engineering as items requiring real study rather than assumptions.    
What makes this attraction special
The more we develop it, the less I think this is really an attraction about smart homes.
It's about something more interesting:
A future designed around human beings.
Children understand:
The house changes.
Adults understand:
Why don't our houses already work this way?
Older guests see:
A house that could help them remain independent.
Families see:
A home capable of changing as the family changes.
Technology enthusiasts see real engineering.
Design people see architecture.
And everyone gets Jack-Jack activating the apocalypse button.
That combination of useful ideas + physical wonder + comedy + human meaning is what could turn Edna Mode's House of Tomorrow from a clever pavilion into one of the defining attractions of this Tomorrowland.
And I think we've now found its central thesis:
The House of Tomorrow isn't intelligent because it has computers.
It's intelligent because it understands that people change.



See also Kimoware.com
This website documents independent research and experimental engineering. Some content is AI-assisted. Original concept development and visualizations presented here are independent fan works. Anachronexus™ and Jimmied!™ are trademarks of Kimoware LLC. © 2026 Kimoware LLC. All rights reserved.
Back to content