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宮ヶ瀬ダム 水とエネルギー館 ウォーターミュージアム「水道ゾーン」

宮ヶ瀬ダム 水とエネルギー館 ウォーターミュージアム「水道ゾーン」

宮ヶ瀬ダム 水とエネルギー館 ウォーターミュージアム「水道ゾーン」は、出展から20年以上が経過したことで改修が必要となり、開館25周年に合わせてリニューアルされました。展示のコンセプトは「水道用水供給事業」の学習機会創出(水道企業団の役割紹介)および、「水道水」に対する意識変容(水資源の再認識・地球環境学習)です。普段は知る機会の少ない、ダムに貯められた雨水が水道水として家庭の蛇口に届くまでの過程・設備・それらに関わる仕事に対する学びを通して、生活に必要不可欠な水道水への感謝や、社会インフラの重要性について学ぶことができます。また宮ヶ瀬ダムを含めた周辺地域が観光地であることから、メインターゲットは周辺の小学校の社会科見学や、休日に来館するファミリー層としています。大型スクリーンによるガイダンス映像、映像のドローンを操作して水道施設を調査するバーチャルコンテンツ、河川の水を浄化するフローのシミュレーションなど、実写とCGを組み合わせたゲーム性の高いデジタルコンテンツのほか、水道用水供給事業を支える企業団の仕事を疑似体験できる展示によって、目的層・無目的層のどちらでも短時間で楽しんでいただける内容となっています。

#public
Being Furniture -DESIGNART TOKYO 2024-

Being Furniture -DESIGNART TOKYO 2024-

We exhibited "Being Furniture" at DESIGNART TOKYO 2024, Japan's largest concept design and art festival (with the theme "Reframing - The Beginning of Transformation"). "Being Furniture" is a project that reconsiders the relationship between people and objects. We create many things every day in our spatial concept design projects, but behind the scenes, we feel that there is a big issue with these things being discarded or no longer used while still fully usable. When we think about a situation in which an object is used for a long time and with great care, it is often the case that a relationship is formed that gives rise to an attachment to the object. In such cases, we noticed that we have gone from a sense of "owning and using" to a sense of "being with" the object and caring about it. Therefore, we thought that noticing this change in sensation might be one way to solve the problem. The furniture presented in the project is not particularly sturdy or functional. Rather, it has a certain instability and whimsy that makes us want to care for it. If furniture changes from "being" to "being there," how will we interact with it? Through a series of experimental concept design in this project, we ask society about the transformation in value between people and objects. Our company's vision is to "open up all kinds of spatial possibilities starting from the 'creativity' of each individual," and we are working to create spaces that enrich people's hearts. As part of this, we continue to exhibit at concept design events both in Japan and overseas in order to take on the social issues we face from a creative perspective and create a cycle of communication, exchange, and innovation through our output.

#hospitality
KOCHIKAME Museum

KOCHIKAME Museum

KOCHIKAME Museum" is a sightseeing base facility for the Kameari area in Katsushika City, based on the manga "Kochira Katsushika-ku Kameari Koen-mae Hashutsujo" (Here I come, Katsushika-ku Kameari Koen-mae Hashutsujo). We were in charge of the concept of the facility, displays, content planning and design, and construction. In addition, we planned and designed the circulation measures around Kameari Station, construction and promotional measures for the opening of the facility. The two teams, CIC (Content Integration Center), a team of experts in IP content*, and the public works facility team, which has expertise in local government tourism base facilities and city planning, took advantage of each other's strengths. The concept of the project was "The main character builds a facility on his own and then runs away to the town of Kameari! The architecture looks like a stack of comic book frames, with famous scenes popping up interiors and a space that exudes the worldview of the work concept design, creating a sense of existence for the main characters and creating an immersive spatial experience for visitors. Visitors experience a consistent spatial story from the entrance to the exit, as if they are chasing a hero who has escaped. This also contributes to the promotion of the shopping district and local revitalization of Katsushika Ward and the Kameari area. *This term refers to all content protected by Intellectual Property Rights (IPRs). For example, games, movies, animation, manga, novels, music, characters, etc. fall under IP content.

#entertainment
#public
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