Works#Digital Technology

CHOOSEBASE SHIBUYA

CHOOSEBASE SHIBUYA

“CHOOSEBASE SHIBUYA” is the first media-type OMO store (*) in the department store business format opened by Sogo & Seibu Co., Ltd. The purpose is to create a new retail business through collaboration with the D2C brand, which has fully renewed the Seibu Shibuya store parking building 1F and is supported by millennials and generation Z. Customers who visit the store can enjoy a new shopping experience that combines online and offline on their smartphones in an immersive space. This time, the EC site will be opened at the same time as the real store, and a new shopping service will be proposed, including a sales format in which products purchased online can be received at the store. Using cutting-edge technology such as AI cameras, we also provide store owners with data that can be used for test marketing, product planning, and service improvement. *OMO store = A store format that integrates customer, product, and inventory information between stores and e-commerce A new department store that was launched based on the idea that creating a place where new generations of customers and new brands can meet is the way a new department store should be. business. While it is a media-type OMO store that utilizes the latest technology to amplify the editorial power unique to department stores with the power of technology, it is also a place where people can experience human consumption without relying too much on technology. Based on the keyword "editing", I aimed to build a world view with margins. The entire store has a spatial configuration in which two thick conductors cross each other, and by tapering slightly from each entrance toward the crossroads, the sense of immersion is enhanced. Four areas called "BASE" are adjacent to the crossroads, and each has a unique material within a common worldview. Taking advantage of the existing characteristics of a semi-basement with a low ceiling, the assorted colors give a hint of the future by intentionally eliminating the warmth of the blue painted floor in a one-color world with no chroma. It has become. The two aisles are drawn to the back by lines of light that draw organic curves, and the galvanized steel panel with a gradation from silver to blue is reminiscent of Blue Moment, creating a mischievous atmosphere unique to the location. also offers a special experience. <Our project members> [Sales/project management] Hiroshige Sakimoto [concept design /basic planning] no.10: Nao Kameda, Shohei Suzuki, Atsushi Watanabe [schematic design / working drawings / interior administration] no.10: Nao Kameda, Suzuki Shohei, Jun Watanabe [Production and construction] Taishi Watamoto, Katsuhiko Kurokawa

#Urban & Retail
Atsuta Shrine - A treasure trove of swords, Kusanagi-kan

Atsuta Shrine - A treasure trove of swords, Kusanagi-kan

Since Atsuta Shrine is a shrine that enshrines the Kusanagi-no-Mitsurugi, one of the Three Sacred Treasures, dedications of swords have been performed continuously throughout the ages. The Kusanagi Museum, a treasure trove of swords, is a special displays hall unique to Atsuta Jingu that houses about 450 swords, including swords designated as national treasures and important cultural properties, as well as swords that have been dedicated to the gods with prayers since ancient times. In addition to swords, you can appreciate paintings and historical documents related to swords, as well as real Japanese swords (swords and wakizashi) and large swords made with actual length and weight. We have set up an experience corner where you can feel the weight of two swings (Jiro Tachi). We were in charge of the graphics for the museum, commentary on the sword displays, and video production. In the video, the theme is "Kusanagi Divine Sword ~ Traditional Myth", which is also the origin of the name of Kusanagi Museum. The birth myth of the Kusanagi sword and the origin myth enshrined at Atsuta Shrine are introduced in a graceful picture scroll style. We also paid special attention to the background music, beginning with the music of gagaku instruments that have been handed down in Japan since ancient times, and adding the sounds of the orchestra to convey the moment of the magnificent birth of the shrine. For the commentary monitor of displays sword displays, while following the sword appreciation theory, we made it easier for a wider range of generations to read by using large letters and using many furigana. <Our project members> [Sales] Izumiichiro Yamamoto, Kyoko Watanabe [Planning, graphic direction, video direction] Yuki Shimokuni [Furniture concept design] Dairo Miyake

#public
Tokyo Michi Terrace 2020

Tokyo Michi Terrace 2020

A new normal illumination that fuses the real and the remote, sending a message of gratitude and encouragement from Tokyo to medical professionals, essential workers, and all those who are moving towards the new normal. [Social Issues/Customer Issues/Requests] We received a request for an illumination that can be viewed safely and securely during the corona crisis, and an event to send a message to society. [Solution] The venue was decentralized so that it would not be crowded, and in addition to viewing displays, we created and distributed an AR experience that can be enjoyed safely at home and five movies that can be viewed from the website. [Customer's voice] As a result of sending a message through displays at the venue and the official website, it is believed that the visitors and site visitors understood the purpose from the reaction on SNS. As measures to prevent the spread of COVID-19, we reduced the size of displays at the venue, extended the duration of the exhibition by about 10 days, and extended the lighting hours to distribute the number of visitors. (During the exhibition period, in response to a request from the Tokyo metropolitan government, we were able to turn on the lights for shorter hours until 22:00 on December 18th and until 20:00 on December 21st.) It is a plan that can be enjoyed not only during the day but also during the daytime. The event was operated with consideration given to avoiding crowds and preventing the spread of infection, allowing visitors to enjoy themselves with peace of mind. <Our project members> [Sales and project management] Ken Kumagai [Planning, design, layout, script, video production, lighting production, AR direction, WEB concept design] Ryuji Tsuyama [AR production management] Masahiro Nishikawa [Production production and construction management] Kazuo Maeda

#entertainment
Oh Sadaharu Baseball Museum Supported by Lipovitan D

Oh Sadaharu Baseball Museum Supported by Lipovitan D

Located on the 4th floor of the "BOSS E-ZO FUKUOKA" entertainment complex next to the Fukuoka PayPay Dome, home of the Fukuoka SoftBank Hawks, the new facility is a sports museum focused on "having fun" while conveying the appeal of "baseball man Sadaharu Oh". The museum is a sports museum focusing on "fun" as well as conveying the appeal of "baseball man Sadaharu Oh. In the "Sadaharu Oh History Zone (displays)," the great baseball player Sadaharu Oh's greatness and tumultuous path are presented using the latest displays techniques, and in the "89 Park (interactive attraction)," Sadaharu Oh's desire to "have fun with baseball" is condensed into an interactive attraction, where visitors can enjoy various challenges such as hitting, throwing and catching. The attraction offers a variety of challenges, including hitting, throwing, and catching. The customer's challenge/request] The customer wanted to keep the existing concept of "a future-oriented sports museum that emphasizes communication and enjoyment with the appeal of Sadaharu Oh, a baseball player, at its core," while enriching the content and creating a space with a sense of innovation appropriate for a renewal. Solution: While maintaining the concept of the facility, we aimed to create a museum that would be loved and adored by many people by conveying, through a multifaceted and progressive approach, the opportunity to become familiar with sports and the fun of the game, using the great footsteps of Sadaharu Oh, the baseball man, and the appeal of baseball as the starting point, and providing enjoyment that would energize many people. We were also in charge of digital measures to make the facility more enjoyable, such as voice guidance through a dedicated smartphone app, AR contents, photo frames, and 360-degree videos that can only be seen here. We produced a comprehensive space including planning, production, construction, digital communication, and maintenance management. By integrating real and digital experiences, we created a museum experience that is adaptable to the new normal. The company's depth and breadth of experience, including backup members, was impressive. Although the project did not result in the bizarre ideas we had at the start of the project, we believe that such creativity is important, so we were able to take advantage of the ideas while also taking the practical aspects of the project into proper consideration. In the end, we were able to keep the project within budget while still being creative. <Our project members> [Sales and project management] Tadahiko Koga [Digital contents planning] Hiroki Mima, Soichi Yoshitake [displays Structure] Koichi Ido [design, layout] Akira Imai, Riho Sawada, Atsuko Okamoto [Production construction] Ryo Hashiguchi, Tomoaki Morita [maintenance management] Takatoshi Nakamura, Nomura Techno Corporation [Operation planning] Ai Ichikawa

#public
Tokyo International Airport Terminal 2 International Flight Facility &quot;TOKYO AIR&quot;

Tokyo International Airport Terminal 2 International Flight Facility "TOKYO AIR"

Responsible for the environmental concept design and construction of the commercial area facing the departure lobby in conjunction with the expansion of the Tokyo International Airport (Haneda Airport) Terminal 2 international flight facility. Aiming for a symbolic concept design suitable for a new gateway to Japan, we expressed the future "sky" of "Tokyo", which floats in the "sky" like "clouds" and "wind" and melts and changes infinitely. . A countless number of objects constructed with cutting-edge 3D modeling design technology create streamlined silhouettes of clouds and wind, and the gradation of light and colors that move through them creates an infinitely different expression of the sky. ” pops up. For example, the expansive and majestic expression of “clouds” and “wind” that can be felt in the distance is composed of a detailed geometric arrangement of approximately 5,500 belt-like parts when viewed up close. In addition, the time of day and the change of seasons are expressed with the faint and delicate light and color shades of approximately 1,800 uniquely developed lighting fixtures. The dynamism of the Japanese sensibility that repeats fineness and generosity, and the "Japanese aesthetics" that admires the changes of spring, summer, autumn and winter, such as falling snowflakes, waves, autumn breezes and winter skies. By fusing these two elements into a space with a new dimension of technology that has never existed before, we challenged the possibilities of future spaces. <Our project members> [Sales and project management] Kazuyoshi Hikoda [design, layout] Shinjiro Kondo [Production and construction] Miyuki Nakamura, Hiroshi Udagawa, Ryosuke Takada

#public
Shiroi Koibito Park

Shiroi Koibito Park

Ishiya Confectionery Co., Ltd., a confectionery maker that represents Hokkaido and is familiar with Shiroi Koibito. In 1995, the Ishiya Chocolate Factory was built as the headquarters factory building, and the entire facility was named Shiroi Koibito Park. Today, Shiroi Koibito Park, which has become a tourist attraction representing Sapporo, celebrates its 20th anniversary since its opening, and the annual number of visitors has exceeded 700,000. In anticipation of 1 million visitors, the renewal plan has started with the theme of providing surprises and fun by making use of the confectionery factory by improving customer service and adding new entertainment elements. NOMURA oversaw the overall production of the park, produced video content, reviewed the displays plan, concept design the space, produced and construction the new cafe, refurbished the lounge, expanded the hands-on experience area, completely refurbished the factory direct sales store, and revised the signage plan. We produced the space by taking on all planning, designing construction work that covers all areas of the know-how of NOMURA Group. In addition, this time, we did a wide range of creative production, including facility logo concept design, character concept design and new character concept design, advertisement concept design, and package concept design for limited products accompanying renewal. Mainly on the projection mapping tour "Chocotopia House" where you explore the secrets of chocolate with "Dr. It has been reborn as a chocolate entertainment facility where you can learn, taste, and experience [Customer issues / requests] It is important to inherit the antique that is the basic concept design of the entire facility, and to concept design and produce the atmosphere of the existing facility. It is a premise. First of all, it became a big issue to solve the chronic congestion with over 700,000 visitors per year. Another challenge was to create a new attraction, so it was necessary to proceed with the plan by targeting not only tourists from outside Hokkaido, who have been the main tourist destination, but also tourists from within Hokkaido and from abroad. [Solution] First of all, we will set a clear production concept as a guideline, and review displays story and route plan, starting with the start of the attraction, from the tour route to the lounge and shop, so that the customer's route Aimed at relieving congestion. In addition, we aimed to alleviate congestion by dispersing visitor points by increasing the number of attractions, establishing a new café, renovating the lounge, expanding the experience facilities, and expanding the final point of the shop. In addition, we created new characters in content production, and aimed to create new appeal by making full use of the latest production technology such as projection mapping and new diorama models based on new concepts. <Our project members> [Sales and project management] Taku Wakita, Tadayuki Matsubara [Planning] Yuichi Saito, Tomoko Yanagihara, Moe Murakami [design, layout] Keiu Tamura, Fujie Suzuki, Kentaro Yamada, Yuki Masuda, Akika Yamada , Shimon Kato, Sari Suzuki, Mayu Toyoda [Production and construction] Naofumi Sasaya, Ikushige Umemoto [Creative Engineer] Akimitsu Kishi, Kenichi Kishikawa, Tomoji Kawai [Signage Planning] Naoaki Mori (Nomura construction) Cooperation] Mizuki Suzumura (Nomura Techno)

#entertainment
Moominvalley Park

Moominvalley Park

Moominvalley Park opened in Hanno City, Saitama Prefecture on March 16, 2019. We were in charge of planning, designing, staging planning and construction of the entire park. [Customer issues/themes] Since it will be the world's first permanent Moomin theme park, there is no precedent, and literally what kind of facility should be and what kind of attractions should be there. It was necessary to get approval from the publisher, Moomin Characters, from scratch. In addition, since the scope of responsibility is wide-ranging, we were required to form a team with a large number of people working together. [Solution] The deep understanding of the original by the promotion members and repeated confirmation work with the publishers resulted in a very high evaluation from the publishers, which led to a smooth approval. . In addition, by assigning a promotion team for the entire NOMURA Group, we have created a situation where constant communication can be maintained in all kinds of fields. [Customer's voice] The promotion members have a deep understanding of Moomin's characters and story, and have worked on content production with love, which has earned the trust of the licensor and the approval process has proceeded smoothly. It has been highly rated by guests as "a facility where you can feel the love for the characters." <Our project members> [Sales and project management] Shingo Terasaki, Shioto Kawashima, Mirai Suzuki, Morifumi Nihei, Junichi Manabe, Haruhiko Kako [Planning and design] Masaki Kawahara, Kyosuke Horie, Asahi Sasa, Sakae Kirioka, Kentaro Yamada, Yoko Suzuki, Masahiro Sugihara, Yuki Handa, Manami Nagao, Eri Isoyama, Satoshi Nakagawa, Akira Oikawa, Noriko Osaki, Kazumi Shimada, Yuki Toyoda, Rina Saito, Ryosuke Naga [Graphic concept design] Minoru Konno, Misao Kaneko, Ayaka Hagitani, Mayu Toyoda, Fujie Suzuki [Production and construction] Shunsaku Kimura, Tetsuji Inoue, Tadamitsu Seki, Kunihiko Hashimoto Nomura Products: Kiyohiko Hoshi, Naoaki Mori, Takeshi Niimi, Naoyuki Kiyomi, Wataru Yoshida [System engineering] Suzuki Kenji, Isao Yokota Nomura Techno: Katsuji Oguchi, Masahiro Takano [Structural calculation work] Kiichi Fujihira

#entertainment
Shiseido Global Innovation Center S/PARK

Shiseido Global Innovation Center S/PARK

This is a lively facility project established on the 1st and 2nd floors of Shiseido's cutting-edge research facility, the Shiseido Global Innovation Center (known as S/PARK). On the 1st floor, there is "S/PARK Cafe" where you can enjoy meals created in collaboration with Shiseido Parlor, "S/PARK Beauty Bar" where you can purchase personalized cosmetics, and "S/PARK Beauty Bar" where you can experience original programs based on unique methods. PARK Studio", and on the 2nd floor, the hands-on museum "S/PARK Museum" is placed, and it is a complex experience facility of beauty that anyone can freely visit. It features an oversized SONY 16K crystal LED vision in the atrium and a large spiral staircase that connects the 1st and 2nd floors. In addition, on the ceiling of the open atrium structure, we installed an extra-large motif that makes visitors imagine "inspiration soaring". Kundo Koyama (ORANGE AND PARTNERS) was in charge of the overall production, nendo+onndo was in charge of the spatial concept design, and our company was mainly in charge of designing and construction interiors of the facility. <Our project members> [Sales and project management] Masahiro Takamori, Hiroki Nekota [Planning] Tomoko Yanagihara, Kayoko Fujii, Kohei Hirota, Mayo Tenma, Hiroko Okazaki [concept design and basic planning] Keita Aono (onndo), Matsui Shingo (onndo) [schematic design, working drawings, interior administration] Kohei Hayashi, Noriaki Tamura, Makiko Nita, Seika Yato [Graphic concept design] Fujie Suzuki [Production and construction] Soichiro Yamada, Ryowa Hirowatari [Technical direction] Akimitsu Kishi , Haruki Oku

#corporate
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