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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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三井ショッピングパーク ららぽーと湘南平塚 『キッズパーク』『こにわハウス』

三井ショッピングパーク ららぽーと湘南平塚 『キッズパーク』『こにわハウス』

【プロジェクト説明文】 大型ショッピングモール「ららぽーと湘南平塚」に、子育てファミリーのお客様がより快適に安心して過ごしていただくための 機能が集約されたスペースをつくりました。 フードコートに併設された170uのキッズゾーン「キッズパーク」は対象年齢ごとにエリア分けした構成になっており、安全に 十分配慮したクッション性の高い内装材を使用することで安心して子供たちが遊べるスペースを提供しています。 「こにわハウス」は、ご来店された育児中の親たちもほっと一息つける休憩スペース。靴を脱いで大人も子どももくつろげる 小さいお庭、離乳食を食べさせるスペース、足をのばしてリラックスできる授乳室を設けました。 【プロジェクトのポイント】 ・ 食事の前後の休憩や見守りながら食事ができるキッズゾーンや、足をのばしてリラックスできる授乳室など、 子どもだけでなく親にとっての心理的・物理的負担も軽減するよう配慮 ・ 静かに遊ぶゾーン、アクティブに遊ぶゾーン、赤ちゃんゾーンなどそれぞれの過ごし方に沿ったゾーニングを実施 ・ シンプルな空間ながら子どもの本能や好奇心を刺激する仕掛けを導入 <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】生田英史 【企画】TeamM 【デザイン・設計】鈴木洋子、大本健太、山田明加 【制作・施工】岩倉克栄

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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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西武秩父駅リニューアル

西武秩父駅リニューアル

【プロジェクト概要文】 秩父エリアの多彩な魅力を結集し世界に発信していく地域観光の新たな賑わい拠点を創出することを目的とした、西武秩父駅既存駅舎の全面的な美装化リニューアルプロジェクト。 地元産の杉材や提灯といった秩父ならではの素材の選定やオリジナルロゴの制作を通して、秩父エリアの多様な魅力を発信しています。 当社は、コンセプトから建築・内装の基本デザイン、デザイン監修等をお手伝いさせていただきました。 【お客様の課題】 これから観光地にお出かけいただくお客様の期待感を高める、また観光地からお戻りのお客さまに余韻を感じていただく駅舎となることで、 秩父観光をより印象的なものとしてお客様の記憶に残し、地域の持続的な発展に寄与することが求められました。 【解決策】 秩父の豊かな自然・継承された文化・活気溢れる祭などの多彩な魅力を結集し、地域の皆様に愛され、訪れる方に伝え繋がる「場所」としての駅舎を目指しました。 品格を醸す「墨色」を背景に、地産材「秩父杉」の活用、地域産業の「提灯」などから地域文化を表現しています。 風景・文化を紡ぐ「織成柄」の繊細な格子組や、四季で変化する「秩父の紋」が空間に彩りを添え、随所で秩父を感じられる空間としました。 秩父の風土・歴史・文化が強調された空間で、地域と観光が繋がり、新しい体験・コミュニケーションがうまれる「場所」を計画させて頂きました。 【当社プロジェクトメンバー】 【開発】白井敏之 【デザイン】加藤利仁・妙中将隆 ※下記オープン年にはリニューアル工事完了年を記載しております。

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