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Panasonic Creative Museum AkeruE

Panasonic Creative Museum AkeruE

This creative museum opened in the Panasonic Center Tokyo as a successor to RiSuPia, which opened in 2006. It is a place where inquiry learning on themes such as SDGs is practiced based on STEAM education. As a place to cultivate children's intellectual curiosity and inspiration, it provides an environment where they can experience both learning and making things and events. The space was designed based on five themes to freely release curiosity and motivation for creativity: "Feeling that it's okay to get dirty," "Feeling that you can make it yourself," "Feeling that you can rearrange it," "Feeling that you're not confined to a framework," and "Feeling that you can concept design a session together." Furthermore, from the perspective of SDGs, the existing environment was effectively reused and updated while incorporating it as a concept design motif. The project team's desire to build on the history of the predecessor museum and to add new history to it is also expressed in the spatial concept design. <Our project members> [Sales/Project Management] Yamazaki Kei [Direction] Yamaguchi Akane [design, layout] Koga Sayaka, Tani Seiho, Sasai Ayumu, Nakade Mikiyuki [Production/ construction] Kumazawa Yuta, Asakura Yumi ~Related links~ [Release] ・ NOMURA 's social good activities: The case of AkeruE Creating a space that fosters children's intellectual curiosity and inspiration for a better recycling society in the future [nomlog] ・Until AkeruE was created. Talking about spatial concept design. (Part 1) ・Upcycling ideas, concept design you won't feel guilty about towards the earth (Part 2)

#corporate
Marunouchi Street Park 2021 Summer

Marunouchi Street Park 2021 Summer

Marunouchi Street Park, which began in 2019, is a social experiment project to examine the future state and utilization of Marunouchi Nakadori. In the summer, the spatial concept was "Let's connect, summer street," and each of the three blocks spanning approximately 300 meters was developed with a different theme, while keeping in mind the connections between culture, regions, and people that are unique to Marunouchi. Block 1 in front of the Maru Building is themed on "Sports & Relax," and is planned as a wellness street where you can move your body and relax while refreshing yourself, with a ping-pong counter where you can enjoy table tennis and a deck with balance balls. Block 2 is themed on "Enjoy Eating Out," and offers the fun of eating in a parklet space surrounded by fairwood while enjoying outdoor live painting by artists based on the concept of SDGs and street piano. Block 3 is themed on "PARKcation," and was well received for its grass-surrounded workplace and cycle counter that represent the grassy hills swaying in the wind, and a summer beach resort scene using coral sand from Okinawa. In terms of safety and health, we also implemented special infection control measures such as measures against strong winds from typhoons and building winds, and spraying the entire building with an anti-viral coating. (Dates: August 2, 2021 to September 12, 2021) Fair Wood Initiatives For fixtures such as the counters, Nishikawa cedar and larch wood thinned in Hanno City, Saitama Prefecture is used. The design took advantage of the grain and color characteristics of the distinctive cedar heartwood known as the "black heart" and structural plywood. After the event, some of the wood used will be reused, and when it has completed its usefulness, it will be returned to nature and recycled into seedlings, reforestation, and forestry. <Our project members> [Project Director] Suzuki Echiyo [Sales Promotion] Ishiyama Shigeyuki, Yamamoto Hitomi [design, layout] Matsubara Miwa, Kaizawa Ayuko, Sudo Ryo, Sakuma Tonoeki [Planning] CIC: Saito Yusuke [Operation Management] CIC: Ando Kaoru [Production] Marumori Yukio, Yamaguchi Yuta, Yoshida Takuto ~Related Links~ [Notice] ・"Marunouchi Street Park Illumination Tour!" sponsored by NOMURA [Related Achievements] ・Marunouchi Street Park 2021 Winter

#Conventions & Events
HIRODEN etto

HIRODEN etto

HIRODEN etto, a tourist and commercial facility operated by the Hiroshima Electric Railway Group, opened in April of the same year on a site adjacent to the Miyajimaguchi Passenger Terminal, which began service in February 2020 as part of the Miyajimaguchi Area Port Improvement Project promoted by Hiroshima Prefecture. Under the concept of "DISCOVER MIYAJIMAGUCHI," the facility consists of 16 stores, mainly owned and operated by companies headquartered in the prefecture. The facility offers both everyday (local) and extraordinary (sightseeing) pleasures with Hiroshima's unique flavor, and provides a "fun, delicious, and new Hiroshima" experience to tourists and local residents alike. The new urban planning road was proposed as a measure to alleviate the chronic traffic congestion on National Route 2, which is the main route of daily life for local residents. In conjunction with this plan, it was decided to redevelop the aging passenger terminal by expanding the reclaimed land, and relocate the tourist product facility directly operated by the Hiroshima Electric Railway Group and the Hiroden Miyajima-guchi Station building/track. We were asked to create a scenario for a medium- to long-term phased development and to make a proposal for a new facility to be built by the Hiroshima Electric Railway Group on the land adjacent to the passenger terminal, which would be a suitable prologue and epilogue to the Miyajima Pilgrimage. We thought it was important to develop a development strategy from a regional branding perspective to give Miyajima-guchi, which is a transit point to Miyajima, "the power of the place". We also wanted to create a place and space that would add a new identity to Miyajimaguchi, which has no colors, through a naming and VI plan (*). The project took both a soft and hard approach to the creation of a place and space that would add color to the first phase of the Miyajima-guchi Town Opening. This approach has created new employment opportunities and contributed to the economic cycle in Miyajima-guchi by providing a new place of business, especially for local businesses. In addition, as a model case of regional development through private-sector involvement in a government-led redevelopment project, the project embodied the Hiroshima Electric Railway Group's management vision of "Connecting people with people to create an attractive future for the region," and fostered a sense of anticipation for later development. (*)VI: Visual Identity. It refers to the design of a logo or symbol mark. We were able to create a facility that meets our concept thanks to the tremendous cooperation we received from both the software and hardware aspects, from the conceptualization stage to the specific facility planning. We look forward to its growth as a facility suitable for the prologue and epilogue of a pilgrimage to Miyajima. <Sales and project management] Ichiro Morimoto [Consulting, planning, and soft direction] Mayo Amma [Leasing] Takaaki Hiraki, Eri Morita [design, layout] Kazumi Doi, Yukari Ozaki [Production, construction] Katsunori Sugino [Preliminary internal supervision, furniture and fixture manufacturing] Toshimichi Suzuki [Branding] Yuri Watamoto [Opening Promotion/PR] Daisuke Karube, Hikaru Oura -Related Links- [Notice] ・Announcement of "The 54th Japan Sign concept design Awards" Silver Prize and other awards

#Urban & Retail
Kitakyushu General Tourist Information Center

Kitakyushu General Tourist Information Center

This is a new tourist information center built in the public passageway of JR Kokura Station, the gateway to Kitakyushu City. In order to improve the satisfaction of tourists, including foreign tourists, who will continue to increase in number, and to promote sightseeing around the city, the existing information center, which was built about 15 years ago, was closed and moved to a new location within the same station premises and expanded. [Social issues / Customer issues / Requests] The requests included creating a space that is easy for travelers to use and comfortable, preparing the hardware and software of a digital signage system with updateable content so that travelers themselves can search for tourist information, setting up a facility that takes into consideration the installation of foreign currency exchange machines and other equipment for foreign travelers, and creating an information center that meets the highest standard of "Category 3" *2 certified by JNTO (Japan National Tourism Organization) *1. [Solution] In addition to meeting the above requests, we proposed a plan with the goal of creating an information center that can be used even in the with-COVID era. Based on the concept of "Kyushu's gateway where you can experience Japan," we proposed a design that expresses the advanced spirit of Kitakyushu, a mecca for manufacturing, while also incorporating the traditional concept design of the castle town of Kokura, and carefully selected interiors materials to maintain a safe and clean concept design. The proposed functions include a non-contact face-to-face system using monitors, a system that allows travelers to upload and publish travel information using SNS, and an arrangement in which the entire glass surface of the exterior wall becomes a signage that promotes the attractions of Kitakyushu at night, and these were all adopted. The innovative concept design is unified with Kitakyushu's signature design and a clean white color, and the entire glass wall creates a bright, open, and welcoming atmosphere. While the concept design blends in with the modern station premises with a gray base, it also asserts itself as an information center by incorporating concept design inspired by Kokura weaving and elements of bustle. At JR Kokura Station, the gateway to Kitakyushu, the concept design is symbolic of the city, conveying the charm of Kitakyushu to customers both in and out of Japan and raising expectations for the trip. [Customer feedback] concept design reflected the space that the city wanted to create as a tourist information center, based on the services to be provided, and they created a tourist information center worthy of being the "gateway to Kitakyushu City." Despite the constraints of being located inside a station, they were able to solve many issues with their rich imagination and high technical skills. We hope that this facility will be used by more tourists visiting the city than ever before. *1. About the JNTO-certified foreign tourist information center certification system: JNTO has been operating a foreign tourist information center certification system since fiscal 2012, based on the "Guidelines for the establishment and operation of foreign tourist information centers (established in January 2012, revised in April 2018)" established by the Japan Tourism Agency. This certification system certifies information centers into three categories and partner facilities based on location, functions, etc. The certification is renewed every three years, and by providing support services such as interpretation services and training sessions by JNTO, we aim to enhance the functions and quality of JNTO-certified foreign tourist information centers nationwide. *2. The highest standard, "Category 3," means: English support is available at all times. Additionally, there is a system in place that allows guidance to be provided in two or more languages other than English at all times. National-level tourist information is provided. Open all year round in principle. Wi-Fi is available. Located in a gateway or location with many foreign visitors. <From the Japan National Tourism Organization website> <Our project members> [Development] Soeda Satoru [Sales and project management] Soeda Satoru [Planning, design, layout] Nishimura Chieri [Production and construction] Hijikuro Kazuya

#public
CHOOSEBASE SHIBUYA

CHOOSEBASE SHIBUYA

"CHOOSEBASE SHIBUYA" is the first media-type OMO store (※) opened by Sogo & Seibu Co., Ltd. in a department store format. The first floor of the parking building at Seibu Shibuya has been fully renovated, and the aim is to create a new retail business through collaboration with D2C brands that are popular with millennials and Gen Z. Customers who visit the store can enjoy a new shopping experience that combines online and offline in an immersive space on their smartphones. This time, an EC site will be opened at the same time as the real store, and new shopping services will be proposed, including a sales format where products purchased online can be picked up in the store. Using cutting-edge technology such as AI cameras, data that can be used for test marketing, product planning, and service improvement is also provided to store owners. *OMO store = a store format in which customer, product, and inventory information is unified between the store and EC This is a new business that was launched from the idea that creating a place where a new generation of customers can meet new brands is the new way of department stores. While it is a media-type OMO store that utilizes the latest technology to amplify the editing power unique to department stores with the power of technology, we aimed to create a world view with a margin based on the keyword "editing" unique to department stores, so that it can be a place where you can experience a human way of consumption that is not too dependent on technology. The entire store is composed of two thick lines crossing each other, and by slightly tapering from each entrance toward the crossroads, the sense of immersion is strengthened. Four areas called "BASE" are adjacent to the crossroads, and each area is given its own material personality within a common world view. Taking advantage of the existing characteristics of a semi-basement with a low ceiling, the blue painted floor, which is deliberately devoid of warmth, is an assortment of colors that give a sense of "slight discomfort" and a hint of the future in the world of a monochromatic color with no saturation. The two corridors are drawn with organically curved lines of light that draw you deeper, and the tin panels with a silver to blue gradation are reminiscent of a blue moment, providing a special experience while creating a mischievousness unique to the location.

#Urban & Retail
Bridge for Innovation

Bridge for Innovation

This project was to build a place for customer contact in conjunction with the relocation of Fujifilm Business Innovation Japan (formerly Fuji Xerox) to a new office building. We were in charge of planning, design, layout the experience-based showroom "Bridge for Innovation" on the 17th floor of Toyosu Bayside Cross Tower, where the new office will be located. This project required the function of a showroom that would identify the direction of solving customers' problems and lead them to success, while also being a future workplace. Our answer was "agility of variable space." In the solution experience area, no fixed walls were built, and the entire space was composed of highly agile movable fixtures, thoroughly pursuing variable and movable space. [Social issue/customer issue/request] It was necessary to enable flexible operation so that the fixture layout arrangement could be created in a short time to match the business strategy. [Solution] We planned seven types of movable fixtures to correspond to the style of operation, where various booth configurations are updated daily to match the characteristics of the products and customers. Some partitions completely block the view, while others only let half of the view through, and these overlap to create even more variation in transparency. Furthermore, by not erecting fixed walls, and instead using color-coded floors and ceilings to make the boundaries of the spaces clear, natural zoning was made possible. Flexible infrastructure, such as power sources, has been installed under the floor, allowing for easy function conversion in the future. The thorough pursuit of a variable, movable space was also a challenge to organically control the spatial functions without building walls. <Our project members> [Sales and project management] Murakami Natsuko, Kawashima Toshito [Planning] Kobayashi Keita [design, layout] Onishi Ryo, Saka Nobuaki, Uemura Yoriko [Production and construction] Kimura Shunsaku, Murata Riku

#corporate
LOQUAT Nishiizu

LOQUAT Nishiizu

The former Suzuki residence, a large mansion consisting of a main house and three storehouses in the Toi district of Nishiizu, has been loved as a central presence in the area since the Edo period. With the "value of spending time with ancient beauty" in mind, we renovated each building and exterior structure to create an auberge with two accommodation rooms. The main house's closed-in layout was revised to expand the space up, down, left and right to ensure modern comfort. We wanted to preserve the atmosphere of the past by taking advantage of the spatial individuality of each of the three storehouses and adding minimal concept design, so we renovated two of them into accommodation buildings with luxurious outdoor open-air baths, and one of them functions as a lounge and spa. By combining it with the surrounding accommodation facilities, we have realized an auberge that blends into the local community and is loved by everyone. [Social issues / Customer issues / Requests] Toi has long been popular as a hot spring inn town, but there is a small variety of restaurants, and there are no cafes that serve as tourist bases or tourist content that makes use of Nishiizu's food resources, so the lack of tourist spending by tourists has been a long-standing issue. The company's request was that the development of this facility should not be prioritized for profitability, but rather for it to be beneficial to the region, and that it should be accepted and loved by tourists and local residents alike. [Solution] We felt that we needed to respect the time that the buildings had accumulated on this land, find the unique character of each building, and create concept design that could transform it into an attractive feature. We reviewed the layout while taking into consideration the structural burden of the existing unsuitable buildings, and respected the unique character of each building, such as the deep trusswork of the main building, the roughly painted plastered walls of the first storehouse, which served as a lounge, the dynamic one-room space of the second storehouse, and the vertical expanse of the second storehouse with its clay walls hidden behind the wooden walls. By respecting the unique character of each building, it became the very charm of each facility. [Customer's comments] As a result of the extremely high-quality concept design and construction techniques used to renovate the former Suzuki residence, which represents the history of Toi, in a short delivery period, not only tourists who come to "LOQUAT Nishiizu" but also local residents visit the facility almost every day, and it has become a place of relaxation that provides a little richness in their daily lives. Not only the accommodation building, but also the restaurant, bakery and gelateria are busy and full to capacity every day. <Our project members> [Sales/Project Management] Shinya Hiratsuka, Nobuyuki Yagi [Planning] Saki Ninomiya [design, layout] Norio Koito, Hiroshi Inoue, Tadahiro Nakajima, Ryotaro Tezuka [Production/ construction] Jun Endo, Takayuki Inoue, Nohara Kikuchi

#hospitality
Shitara-cho Okumikawa Folk Museum

Shitara-cho Okumikawa Folk Museum

The Shitara Town Oku-Mikawa Folk Museum, which was nurtured by the rich nature of the mountainous region of Aichi Prefecture, inherits the message of the old museum, "Conveying the life and spirit of our hometown." It is attached to the newly built Shitara Roadside Station and has been completely renovated as a core facility for town development. displays space is filled with local treasures and numerous valuable materials that have been collected since the Taisho period. The displays space is modularized with cypress latticework from Shitara Town, which is easy to update and can be used as a spatial infrastructure unique to the region in the future. Visitors can learn about the diversity of living things, archaeology and history from the rich forest scenery, and the wisdom of living that is still passed down today, surrounded by a rich collection of folklore. We aimed to raise awareness of sustainable lifestyles by creating and expressing the relationship between actions and changes in consciousness from the relationship between makers and users. [Social issues / Customer issues / Requests] 1) Creation of facilities by expanding the use of materials produced in Shitara Town, in line with the town's comprehensive plan and forest creation plan. 2) Exhibit tens of thousands of displays inherited from the old local museum, and create a rich displays environment. 3) Located at the southern gateway, guide to the northern part and local resources, and regenerate as a field museum. 4) Reuse of handmade displays from the old local museum, visualization of the inherited spirit of "Yui". 5) Video archive of local resources, including "Tamine Dengaku", a nationally designated important intangible folk cultural property. [Solution] displays room of the Oku-Mikawa Local Museum, which follows Shitara Town's guidelines, is made of cypress wood produced in Shitara Town, which is processed into a lattice structure and installed on-site. The folk materials on displays are a collection of handcrafted folk tools made from wood from the Edo to Taisho and Showa periods, which are preserved and passed down. It is concept design as a space unique to the region that conveys a message, considering the awareness and value of the rich forests of people who are connected over 100 years. displays begins with a diorama recreating a rich forest scene, and then goes on to learn about the region's natural history, archaeology, and history, including the diversity of creatures and geology, while recreating scenes of life in the past in folklore. It expresses the spirit of "yui" and makes the folk tool collection feel lively. displays allow visitors to experience the "life and spirit of the hometown" and convey the wisdom and ingenuity of our ancestors who survived in the harsh mountainous areas. [Customer feedback] Your company's extensive experience and technology have enabled us to meet a wide range of challenges, including the continuation of the old building's "communicating the life and spirit of the hometown," the easy-to-understand displays theme structure, the ability to update displays, and the use of materials produced in Shitara Town. <Our project members> [Sales and project management] Tetsuya Kurita, Teruko Takai [concept design direction] Shunsuke Shimizu [Planning, design, layout] Koichi Ido, Yoichi Miyakoshi, Nobuyuki Endo [Production and construction] Koichiro Takahashi, Takeshi Suezaki

#public
AW MUSEUM

AW MUSEUM

This facility conveys to young employees and stakeholders the history of Aisin AW's challenge to develop the first domestically produced automatic transmission and car navigation system in Japan, and the passion and technology of its predecessors who rose to the top of the world. In the main space, in order to convey the struggles that Aisin AW faced, starting from imitating Europe and the United States and then groping its way to build its own technology, six stories were presented using manga expressions that young people like and symbolic scenes. displays encourages empathy with the story in a casual manner, like reading manga, and allows visitors to fully feel the passion of its predecessors. In addition, the building from 40 years ago, which still retains the breath of the employees of that time, was used as a stage for displays, and AT pallets and grating materials actually used in the factory were used as fixtures and stages to create an opportunity for "dialogue" between employees and customers. The old conference room area is a large, long, narrow space connected by small rooms, and the entire space is likened to a timeline to introduce the evolution of product technology. The stage was constructed using AT pallets, the same materials that AW has used to deliver its products to the world, creating something that employees can feel familiar with and proud of. This space is a giant AW timeline that allows people to intuitively feel at a glance the incredible technical capabilities of AW, which continues to create world firsts and world bests. <Our project members> [Creative direction] LHC: Yoshinaga Mitsuhide [design, layout] LHC: Kosaka Yuzo, Tanaka Yuji, Murayama Akihiro [Modeling] Kishikawa Kenichi [Sales and project management] Fujioka Takuya, Tange Yukari [Production and construction] Ito Shun

#corporate
Nijigen no Mori "Godzilla Interception Operation ~National Godzilla Awajishima Research Center~"

Nijigen no Mori "Godzilla Interception Operation ~National Godzilla Awajishima Research Center~"

The new attraction area "Godzilla Intercept Operation ~National Godzilla Research Center~" in Hyogo Prefectural Awajishima Park Anime Park "Nijigen no Mori" is themed on the life-sized Godzilla, the largest in the world, with a total length of about 120m, that landed on Awajishima. It is the only entertainment attraction in the world where you can truly experience its power and force. Our company was in charge of planning direction and concept design and modeling supervision. Participants become members of the National Godzilla Research Center and take on missions such as the thrilling "Zip Line" where you enter the body of the life-sized Godzilla from its mouth, and the "Shooting Game" where you annihilate Godzilla cells scattered around. *The 118.5m-long Godzilla that appeared in the movie "Shin Godzilla" (2016) is reproduced with the upper body, right hand, and tail protruding from the ground. The size of the part visible from the ground is about 52.6m in length, 25.4m in width, and 23m in height. The attraction area is about 5,000m2. [Social Issues/Customer Issues/Requests] This is Nijigen no Mori's largest project to date, where you can experience a life-sized Godzilla. As the overall producer of this project, the challenge for Toho Co., Ltd., the publisher, and Nijigen no Mori Co., Ltd., the operator, was how to provide a high level of planning experience and production quality so that it would be an attraction that the world could be proud of. [Solution] First, based on our deep knowledge of content that has been loved by the world for many years, we combined it with the unique location of Awajishima Prefectural Park to come up with a planning experience that would make people want to visit not only from Japan but from all over the world. In addition, in supervising the production, we visited factories overseas and directly advised them on the know-how and knowledge that we have cultivated, leading them to the final completion. [Customer's comments] We were asked to plan an original attraction that would attract attention from all over the world, where people would jump into a life-sized Godzilla. In addition, they provided detailed direction for the production, creating something that would satisfy everyone from families to hardcore fans. <Our project members> [Sales/Project Management] Shingo Terasaki, Shohei Baba [Planning direction, concept design /modeling supervision] Masaki Kawahara, Yasuyuki Chosa, Yuki Toyoda TM & © TOHO CO., LTD.

#entertainment
PARA HEROes Exhibition

PARA HEROes Exhibition

The "PARA HEROes" exhibition was planned to convey the spread of diversity and inclusion to Japan and the world by four young artists and creators expressing the appeal of the sport and the athletes through the theme of "Para Table Tennis". As part of NOMURA Ltd.'s support activities leading to the promotion of sports, and also due to the connection with the "Tokyo 2020 Paralympics One Year to Go Commemorative Event COLORS" held in October 2019, we were able to sponsor the project by providing planning and concept design. What did the artists feel when they encountered "Para Table Tennis", what did they think when they tried to incorporate it into their work, and what did they want to convey through the work they created? What emerged from this was the way they expressed what they saw through their own sensibilities, without any fixed ideas or preconceptions. We hoped that visitors would also be able to break away from preconceptions through the artists' expressions, increase their empathy for parasports, and face the works with a natural state of mind, so we concept design the space concept to be "Uncoated". The elements that make up the space also make use of the base materials, and incorporate base materials related to each piece of art. Particular attention was paid to how the art is displayed, so as to bring out the best in each piece. In line with NOMURA Group's goal of "providing added value from an environmental perspective," this displays was concept design so that around 90% of the work can be reused as is. The wood used was selected in accordance with the Fair Wood Support Declaration. <Our project members> [Planning support and concept design] Yamaguchi Akane, Onishi Ryo ~Related links~ [Release] -NOMURA, Ltd. sponsors concept design work for "PARA HEROes Exhibition 2," currently being held to great acclaim -NOMURA, Ltd. launches company-wide "social good" activities to create a happy impact on society and contribute to solving social issues [Announcement] - "PARA HEROes Exhibition," with concept design work sponsorship, currently being held

#Conventions & Events
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