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菊のまち二本松ブランディングプロジェクト

菊のまち二本松ブランディングプロジェクト

福島県二本松市では、菊人形や一本の茎から数百、数千の菊花を咲かせる「多輪咲」などの「魅せる菊」を作ってきましたが、品評会出展や秋の菊花展示にとどまっていました。しかし、多様なシーンや空間の彩りの中で、今の時代に合った形で菊を活用していただきたいという想いから、2016年に二本松の菊の魅力向上を目指す「菊のまち二本松ブランディングプロジェクト」を立ち上げました。 プロジェクト2年目となる2017年に、明治時代に全国で菊人形展を大規模化し、集客イベントとして拡大したことが創業のきっかけの一つでもあった当社に、ブランディング業務のご依頼をいただきました。 当社は二本松市とともに伝統ある二本松の菊づくりの新たな価値を高め、「菊のまち二本松」を日本へ、世界へ発信するブランドへと進化させていただくお手伝いをさせていただきました。 ◆プロジェクトHP ※外部のウェブサイトに移動します。よろしければ下記URLをクリックしてください。 http://senrinzaki.jp/ ※ご注意 ・リンク先のウェブサイトは、乃村工藝社のウェブサイトではなく、当社の管理下にはないものです。 ・この告知で掲載しているウェブサイトのアドレスについては、当ページ作成時点のものです。ウェブサイトのアドレスについては廃止や変更されることがあります。最新のアドレスについては、ご自身でご確認ください。 ・リンク先のウェブサイトについては、リンク先の組織・団体等にご確認ください。   【お客様の課題/ご要望】 菊人形や千輪咲といった高等な園芸菊栽培技術が残る二本松市の菊づくりをブランディング、新規事業化し、多世代交流、まちづくりなどの象徴としたい。また、二本松市の菊がブランド化されることにより、菊に関するセカンド商品(土産品・菊グッズ等)の新規創業・新分野進出、菊を見に来る来訪者の増加により観光業を中心とするサービス業等の雇用増加につなげたい。 【解決策】 ・花卉、ディスプレイ業界へのマーケティング・市場調査、商品供給における課題の整理、販売戦略の立案 ・ブランド・コンセプトの策定 ・ブランドロゴマーク、カラーの策定 ・商品となる「千輪咲」「百多輪」「懸崖」といった二本松の菊を販促するための商品カタログの制作 ・プロジェクト専用LPの制作 ・プロモーション戦略の立案 ・プロモーションムービー(日・英)の制作 ・イベント出展支援・プロデュース ・市内事業者へのブランディング・商品開発セミナーの開催 ・商品開発支援 【お客様の声】  伝統ある「二本松の菊」づくりについて、その魅力をさらに引き出すようなプロモーションツールの制作や、これまで考えもしなかったアートイベントへの出展など、新たな魅せ方のご提案をたくさんいただき、「二本松の菊」のもつ可能性を確認することができました。プロジェクトを通じて、国内外のたくさんの方に「千輪咲」を知っていただけて、初めての海外への展開も実現しました。プロモーションや展示のみならず、地元事業者との関連商品開発や「菊人形展」へのアドバイスなど、多岐にわたってサポートいただき、市民の機運醸成も図ることができました。 <当社プロジェクトメンバー> 【営業・プロジェクトマネジメント】横田 浩志 【企画・ディレクション】下國 由貴 【デザイン・設計】深野 友規  中川 百合 【PR】深沢 后礼 【制作・施工(DESIGNART TOKYO 2017/2018出展時)】島田 武 【DESIGNART TOKYO 2018出展時コラボレーション】内山慧子(NOMLAB)    ・NOMLAB  DESIGNART2018出展作品「千輪咲」菊MR  http://www.nomlab.jp/jp/projects/detail/15  ・リリース情報 https://www.nomurakougei.co.jp/uploads/news/attachments/1/a7a75355626e63682aa71e0b4fb11fc91cfaa652524366dc8f100e9f068d9f55.pdf

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Odawara Castle NINJA Museum

Odawara Castle NINJA Museum

This is the third facility renovation project undertaken by our company within the castle park, following the Odawara Castle keep and the Tokiwagi Gate Samurai Museum. It is a historical experience museum where visitors can learn about the Fuma clan, the Odawara ninjas who are said to have secretly supported the Odawara Hojo clan, in a fun way through digital technology and real-world experiences. Our company was comprehensively responsible for everything from planning, design, layout, production, and construction of displays and digital content to assisting with the overall operation plan of the museum. Furthermore, 88% of the materials used are Odawara-produced timber (certified as Kanagawa Prefecture-produced timber), contributing to the revitalization of Kanagawa Prefecture's forestry and timber industry. ◆Odawara Castle Tower https://www.nomurakougei.co.jp/achievements/detail/242 ◆NOMLAB Nomura Open Innovation LAB, a specialized organization that develops the digital communication domain of NOMURA Co.,Ltd. [NOMLAB (commonly known as Nomura Lab)] http://www.nomlab.jp/jp/ <Our project members> [Development] Akinori Ogasawara, Anjin Sawada [Sales and project management] Anjin Sawada [Planning] Wakako Satake [design, layout] Sayaka Horikoshi, Toshie Makigara [Content directors] Hitomi Nakamura (NOMLAB), Keiko Uchiyama (NOMLAB) [Air conditioning equipment design] Tadahiro Nakajima [Electrical lighting design] Yuko Yamashita, Yuya Tsuboi [Production and construction] Hironari Ota, Junichi Ito, Toshiyuki Suzuki, Hironori Mima, Takashi Yokoyama

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Mitsui Shopping Park LaLaport Shonan Hiratsuka "Kids Park" "Koniwa House"

Mitsui Shopping Park LaLaport Shonan Hiratsuka "Kids Park" "Koniwa House"

[Project Description] We have created a space at the large shopping mall "LaLaport Shonan Hiratsuka" that brings together functions to make it more comfortable and safe for families with young children. The 170u kids' zone "Kids Park," located next to the food court, is divided into areas according to age group and uses highly cushioned interiors materials that are carefully considered for safety, providing a safe space for children to play. "Koniwa House" is a rest space where parents with young children who are visiting the mall can take a breather. It has a small garden where adults and children can relax after taking off their shoes, a space for feeding babies solid food, and a nursing room where you can stretch out and relax. [Project Highlights] - Consideration has been given to reducing the psychological and physical burden on both children and parents, such as a kids' zone where children can rest before and after meals or eat while being supervised, and a nursing room where parents can stretch out and relax. - Zoning has been implemented according to the different ways of spending time, such as a quiet play zone, an active play zone, and a baby zone. - A simple space has been designed to incorporate features that stimulate children's instincts and curiosity. <Our Project Members> [Sales/Project Management] Hidefumi Ikuta [Planning] TeamM [design, layout] Yoko Suzuki, Kenta Omoto, Akika Yamada [Production/ construction] Katsuei Iwakura

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Heijo Palace Invitation Hall

Heijo Palace Invitation Hall

[Project Description] The "Heijo Palace Invitation Hall" is a guidance facility located within the Suzaku Gate Plaza of the Heijo Palace Site National Historic Park. It conveys the significance and splendor of the Heijo Palace Site Historic Park, a "special place" where you can feel the Nara period today, and invites visitors to the park and temples that retain the atmosphere of the past. [Client's Challenges/Requests] In order to invite visitors to the Heijo Palace Site, we aimed to create a "guidance displays that increases interest in the Heijo Palace Site and leads to a moving experience at the actual site." [Solution] We aimed to invite visitors to the field by spatializing and experientially impressing them with the "specialness of the Heijo Palace Site," which is difficult to see at the site. The zone is broadly divided into three parts: "The Present State of the Heijo Palace Site," which guides visitors through the current park; "The Appearance of Heijo Palace," which allows visitors to learn about and experience the activities of Heijo Palace in the past; and "Beyond Time," which interprets Heijo Palace and Kyoto in the past from artifacts. By changing the approach in each zone and impressing the specialness through the five senses, displays is designed to lead to a moving experience at the actual site. <Our Project Members> [Development] Haruya Miwa, Kazuya Hashizume [Sales & Project Management] Haruya Miwa [Planning] Shigeo Fujii, Yuka Sueda, Setsuko Nishimura [design, layout] Takeo Akamine, Tadashi Yuasa, Tomoyo Tsukiyama [Signage & Graphics] Yoshito Inoue, Satoko Hasegawa [Production & construction] Hayato Ichimanda, Goro Yamano, Ryohei Yamaoka, Yoshito Inoue, Katsumi Yamada, Satoko Hasegawa, Nanae Hori [public relations] Takeo Akamine, Shigeo Fujii, Yoshito Inoue, Satoko Hasegawa [Review Engineer] Kazuya Hashizume

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Kagoshima City Furusato Archaeological Museum

Kagoshima City Furusato Archaeological Museum

[Project Overview] The Kagoshima Municipal Archaeological Museum was established with the aim of deepening citizens' understanding of Kagoshima City's history through the cultural heritage left behind by their predecessors and contributing to the creation of a unique civic culture. Particularly popular are the interactive displays such as the "Excavation Experience," where visitors can feel like archaeologists, and "Let's Shape with a Giant Arc," which uses a giant version of a tool for examining the shape of pottery, fostering children's interest in archaeology and the history it reveals. Our company provided comprehensive support from basic planning and design to construction. [Client's Challenges] After 20 years since its opening, the museum was showing signs of aging, and a renewal of its content and facilities was required. displays renewal aimed to realize the presentation of the latest research results, the introduction of interactive displays, and the development of bright and easily maintainable displays facilities. The direction of the plan was as follows: firstly, a regionally focused displays that pursues "Kagoshima's unique character"; secondly, a fun and educational museum aiming to "create a place for participatory experiences"; and thirdly, the development of displays environment as "creating an environment for realizing a more user-friendly facility." This aimed to create a facility where people of all ages, from children to adults, could learn about local archaeology in an enjoyable way. [Solution] The first thing that makes an impression of "Kagoshima-ness" is the huge topographical table in the center overlooking the atrium space, which includes Sakurajima and the entire city of Kagoshima. It is accompanied by easy-to-understand explanations of archaeological sites in various locations. Next, a prime example of "creating a place for participatory experience" is the hands-on corner with various items that make learning archaeology fun. And as "creating an environment that makes the facility more user-friendly," we made detailed suggestions such as airtight cases that allow humidity control, the introduction of user-friendly universal concept design, and the installation of environmentally friendly LED lighting. <Our Project Members> [Development] Tatsuya Fujii [Sales & Project Management] Tatsuya Fujii, Yumeki Kusumoto [Planning] Takeshi Kami, Kyohei Kishida, Setsuko Nishimura [design, layout] Sho Inanobe [Production & construction] Yoshito Inoue, Hayato Ichimanda, Takeshi Sue, Shin Kameoka, Nanae Hori [maintenance management] Katsumi Yamada, Takatoshi Nakamura

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Karatsu Castle

Karatsu Castle

[Project Overview] Karatsu has long been a gateway to the continent. During the Edo period, the Karatsu Domain was an important base for the shogunate's rule of Kyushu, and it was also a historical and cultural city where unique cultures such as the Karatsu Kunchi displays and Karatsu ware flourished. Our company believed that Karatsu Castle, the starting point for Karatsu tourism, should play a role in leveraging the charm of Karatsu's brilliant history and culture and acting as a circulating mechanism for walking tours of the city. Therefore, we comprehensively reviewed the exhibits, facilities, and operations, aiming to redevelop Karatsu Castle as a comprehensive guidance facility for "walking tours" in Karatsu City, a hub that will revitalize the region by maximizing the appeal of Karatsu Castle. Our company assisted with the basic planning, design, and construction from start to finish. [Client's Challenges] There were three challenges with Karatsu Castle before the renovation. First, the client desperately wanted to update the aging facilities, outdated displays, and outdated displays themes. Second, Karatsu City's attractive resources were not being fully utilized, and there was a need for collaboration with collections and other tourist spots. The third issue was safety and cultural property preservation, requiring measures to address issues such as natural light, universal concept design, earthquakes, and theft. By solving these three challenges, we aimed to create a tourist hub befitting a "city of tourism and cultural exchange where authenticity shines, surrounded by nature, history, and culture." [Solutions] To solve the challenges, we aimed to create displays that allows visitors to enjoy Karatsu, developing displays story centered on the history of the castle town and successive castle lords, realizing an attractive displays space utilizing the Hizen Province Products Illustrations and Karatsu ware, and actively utilizing IT, such as introducing AR displays explanations. Next, aiming to create a "comfortable displays," we created a welcoming space such as a museum shop, reviewed the flow of movement within the building and took into consideration visitors with disabilities, such as foreign tourists, and installed toilets, stairlifts, and a multipurpose room. Furthermore, aiming to create a "safe displays," we enhanced the functions of the facility as an introduction to tourist Karatsu, such as a tourist information corner, promoted the ability to move around by disseminating information on sightseeing facilities, and thoroughly implemented risk management for accidents and losses. In summary, we have put forward three solutions. <Our Project Members> [Development] Yumeki Kusumoto [Sales & Project Management] Tatsuya Fujii, Yumeki Kusumoto [Planning] Takeshi Kami, Kyohei Kishida [design, layout] Masaaki Mitsunaga, Rie Morita [Production & construction] Takeshi Suezaki, Goro Yamano, Nanae Hori [maintenance management] Katsumi Yamada, Takatoshi Nakamura

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Toyama Prefectural Museum of Art

Toyama Prefectural Museum of Art

[Project Overview] The museum, boasting a collection of masterpiece chairs and posters, places more emphasis than ever on concept design, aiming to become an experiential creative museum that "connects art and concept design." There are six displays rooms of varying sizes. Our company was responsible for the design and construction of the wall cases in the special displays room on the second floor. In addition to permanently displays approximately 50 chairs from the collection of about 240 chairs, we developed displays system for concept design displays room, which boasts a collection of approximately 13,000 posters. We also handled displays of works and materials by Shuzo Takiguchi and Simon Goldberg, which were donated when the museum was the Toyama Prefectural Museum of Modern Art. In the hall, we developed an experiential "interactive art" installation that creates light art through body movements. [Client's Challenge] The museum possesses a rich collection of 20th-century art and an unparalleled collection of concept design (chairs, posters). The goal is to create an experiential creative museum where visitors can freely explore this museum, deepen their knowledge of one genre, and not only grasp things in relation to various genres, but also develop a deep understanding and critical thinking skills. [Solution] We created distinctive displays spaces tailored to the theme of each displays room, including displays fixture planning, color scheme planning, lighting plan, and video/sound plan, resulting in memorable art and concept design experiences. Furthermore, we introduced "interactive art" in the hall, where visitors create light art through body movements, contributing as an element of an experiential, imaginative museum that connects art and concept design. <Our Project Members> [Development] Atsushi Ishikawa [Sales/Project Management] Atsushi Ishikawa [design, layout] Yasushi Kasuga [Production/ construction] Shunichiro Nagayama [Video] Akinori Goto

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Renewal of Seibu Chichibu Station

Renewal of Seibu Chichibu Station

[Project Overview] This project involves the complete beautification and renovation of the existing Seibu Chichibu Station building, with the aim of creating a new vibrant hub for regional tourism that brings together the diverse attractions of the Chichibu area and disseminates them to the world. Through the selection of materials unique to Chichibu, such as locally produced cedar wood and lanterns, and the creation of an original logo, the project communicates the diverse charms of the Chichibu area. Our company assisted with everything from the concept to the basic concept design of the architecture and interiors, and design supervision. [Client's Challenge] The client wanted a station building that would heighten the expectations of customers heading to the tourist destination and leave a lasting impression on customers returning from the tourist destination, thereby making Chichibu tourism more memorable and contributing to the sustainable development of the region. [Solution] We aimed to create a station building that brings together the diverse attractions of Chichibu, such as its rich nature, inherited culture, and vibrant festivals, and is loved by the local people and serves as a "place" that conveys and connects with visitors. Against a backdrop of dignified "ink black," the use of locally produced "Chichibu cedar" and "lanterns," a local industry, expresses the regional culture. The delicate lattice patterns of "Woven Patterns," which weave together landscapes and culture, and the "Chichibu crests," which change with the seasons, add color to the space, creating an environment where you can feel Chichibu at every turn. We planned a "place" where the local area and tourism are connected, and new experiences and communication are born, in a space that emphasizes the climate, history, and culture of Chichibu. [Our project members] [Development] Toshiyuki Shirai [concept design] Toshihito Kato, Masataka Myonaka *The year of opening listed below is the year the renovation work was completed.

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Seibu Chichibu station square hot spring festival hot water

Seibu Chichibu station square hot spring festival hot water

[Project Outline] Along with the renewal of Seibu Chichibu Station, which is the gateway to Chichibu City, Saitama Prefecture, where more than 300 festivals are held annually, “Seibu Chichibu Ekimae Onsen Matsuri-no-Yu, ” a new multi-use hot spring facility, opened from Nakamise Street in Seibu Chichibu in April 2017. Based on concept design concept of "Matsuri," which symbolizes the Chichibu area, it has a hot spring, a food court, and souvenir shops. As a facility where you can fully enjoy the characteristics of the Chichibu area, it has become a new base for sightseeing in the Chichibu area and has created a bustling atmosphere. our company assisted with development planning and consulting, basic concept design, environmental design supervision, stage decoration/graphic concept design and sign, facility logo concept design, etc. [Customer's issue] In order to make visitors to the Chichibu area enjoy the various attractions of the four seasons, such as the moss pink in spring and the night festival in winter, we supported commercial planning through food and beverage planning at the food court where visitors can enjoy the menus and ingredients unique to Chichibu, as well as product sales planning of sweets and goods in collaboration with famous local stores, and helped realize Concept concept design through design supervision of interiors and architecture as a matsuri no yu. [Solution] Through the basic cooperation of concept design and design supervision throughout the project, we have contributed to the realization of the expression of the facility concept of "Matsuri" and synergistically to the improvement of brand value through very smooth relations and close communication with the project operator, design company, and construction company. < our company Project Members > [Development] Toshiyuki Shirai [Sales/Project Management] Tetsuo Mori [Research/Planning/Consulting] Kenichi Sakazume, Tetsuro Yasuda/Ai Ichikawa [design, layout] Toshihito Kato/Chujo Takashi Myo [Production/construction] Masato Takeuchi

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The Food Times

The Food Times

【Project Overview】 The project is underway for completion in the spring of 2019, and the commercial facility "Green Blue" at the domestic passenger terminal at Fukuoka Airport is underway. As the entire airport is being redeveloped under the park concept, we are in charge of environmental planning for the commercial zone. It aims to be like a park where tourists and people from the city can gather. This time, I was in charge of the design and construction of the food hall, which was the centerpiece of the early opening. 【Challenges/Themes】 ■ concept design Concept "Captain's Base" "Captain's Private Base Flying Around the World" Based on this concept, we took a lot of inspiration from maintenance yards and airplanes and deployed them in concept design zones and details. By adding a story, we deepened the charm of the space. ■The best trip starts from the best "If the waiting time is fun, the trip will be even more wonderful." Based on this idea, in order to provide guests with a way to spend their waiting time according to their goals, we have set up a unique seating space for each zone, and scattered concept design with a playful spirit. Solution: The north zone near the boarding gate has a high counter zone where you can easily drink a drink and board immediately. In the south zone, we displays airplane parts to create a museum-like space. Plan to spend time touching airplane equipment that you can't usually see. In addition, the central hall seats are equipped with original lighting inspired by the truss structure of the maintenance yard. It has random movements and creates a fun buzz. The space in the back is inspired by the captain's study. I draw a memo writing on the blackboard on the ceiling that expresses my thoughts on becoming a pilot. [Our project members] 【Sales】Naoki Goto 【Consulting】Hayako Suzuki 【Design】Ryutaro Matsuura / Tomohiko Deguchi / Kosuke Omura 【working drawings】Satoshi Matsuo 【construction】Mitsuru Kanayama / Toshihide Tsumagari

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