Category
Theme
Series IconDentsu Design Talk [103]
Published Date: 2017/11/30

Visual Breakthrough Power! (Part 1)

Jun Ichimura

Jun Ichimura

Amana Inc.

Takashi Okamoto

Takashi Okamoto

Amana Inc.

Keiichi Kataoka

Keiichi Kataoka

Amana Inc.

Hayato Satomi

Hayato Satomi

Amana Inc.

Keigo Aoki

Keigo Aoki

Dentsu Group Inc.

Adachi Hikaru

Adachi Hikaru

Dentsu Inc.

Kazunori Kawakoshi

Kazunori Kawakoshi

Dentsu Inc.

Takaaki Koshiba

Takaaki Koshiba

Dentsu Inc.

In a society where globalization and digitalization advance simultaneously, the power of visuals in business is becoming increasingly important. This Design Talk is a collaborative project between Dentsu Business Design Square's Future Creation Office and Amana, a visual content planning, production, and provider. Specifically, producers and creators from Dentsu Inc. and Amana will explore the essence of "the power of visuals" through an omnibus format covering five themes: "Visuals × Creative PR," "Visuals × New Business," "Visuals × Technology," "Visuals × Internal Activation," and "Visuals × Digital Marketing."


Visual × Creative PR

Koshiba: I'm Takaaki Koshiba from Dentsu Inc.'s Future Creation Office. The theme for this Dentsu Design Talk is "Visual Breakthrough Power!" Visuals are art, messengers that narrate history, and stages that nurture imagination.

Recently, the importance of visuals in business has been recognized for enabling intuitive and efficient communication. Furthermore, they play a vital role in confirming relationships and bonds between people. In this way, visuals exist as an integral part of all our activities.

Kataoka: I'm Keishi Kataoka from Amana. For the past two to three years, I've been focusing on developing businesses that combine Amana's diverse technologies, such as stock photography, CG, and photography. Our company employs over 400 creators and has producers with both expressive power and strong execution capabilities. Today, I'd like to share how we can become a "weapon" to support companies in expanding their business.

Koshiba: Our first theme is "Visuals × Creative PR." We'll hear unique case studies from Kazunori Kawakoshi, Art Director at Dentsu Inc.'s Creative Planning Division 3, and Hayato Satomi, Producer at Amana.

ビジュアル・ブレークスルー・パワー!川腰氏・里見氏
(From left) Kazunori Kawakoshi, Dentsu Inc.; Hayato Satomi, Amana

Kawakoshi: Our first case study is Yahoo! JAPAN's 20th anniversary project, " History of the Internet." This project aimed to visually represent every significant event in the history of the internet, starting from 1969.

We started by researching the events. There were about 1,300 in total, and the volume became enormous, especially after 1995 when the internet exploded. We plotted all these events and visualized them.

Mr. Satomi from Amana joined us from the planning stage. We worked directly with the client and progressed over a long period of time. The production period took about one year.

Satomi: We handled the research phase for the events ourselves, didn't we?

Kawasoko: That's right. We commissioned experts for supervision, meticulously categorizing everything to a level suitable for a history textbook. It was a major undertaking, taking half a year to visualize it all. We drew illustrations, photographed them, retouched the photos, and then combined them. It was incredibly labor-intensive.

Ultimately, we compiled it into a massive 18-meter-long exhibit and a website. The website features a mechanism where clicking on each event displays an explanatory text.

Satomi: The attention to detail in what's displayed makes you want to keep exploring.

Kawasoko: "History of the Internet" won a Gold Award at the New York ADC Awards. The second case study is our collaboration with Hokkoku Shimbun. For a PR campaign to promote the National High School Sumo Tournament held in Kanazawa City, we created a video and graphics titled " Sumo Girls 82 Techniques." This project featured two female sumo supporters recreating all 82 sumo techniques.

Because the newspaper company was the client, having both print and video content made a huge difference in the campaign's reach. In fact, it was featured on numerous TV programs.

Casting the "Sumo Girls" proved challenging for this project. After multiple auditions, we finally found two women with judo dan ranks. These two performed over 500 sumo stances.

Koshiba: When you first heard the idea from Mr. Kawagoshi, didn't you think to yourself, "Are you kidding me?"

Satomi: Honestly, I thought, "Seriously?" (laughs). But as a producer, when someone passionately says they want to do something fun, it gets me excited.

Kawagoshi: I could ask you because I trust you. It's crucial to guarantee visual quality and output while maximizing performance within a limited budget. Going forward, I'd like to try virtual projects that leap off the flat surface using CG or AR.

Visuals × New Ventures

Koshiba: Our next theme is "Visuals × New Business." We'll hear from Mr. Keishi Kataoka, Visual Consulting Supervisor at Amana.

ビジュアル・ブレークスルー・パワー!片岡氏
Amana: Mr. Keishi Kataoka

Kataoka: Currently, many new business divisions at major corporations and venture companies face challenges in communicating information to consumers. Because they are confident in their own businesses, communication tends to become one-sided, and they struggle to effectively convey their strengths. What I'm about to introduce are examples where we solved these challenges through visuals.

First, our collaboration with JAXA (Japan Aerospace Exploration Agency). As you know, JAXA possesses remarkable technology. However, most people likely think, "Space technology has nothing to do with us." We worked together to figure out how to plot that technology onto the civilian market.

For example, imagine an idea emerged to create a car that would never crash using JAXA's satellite data. However, trying to share this concept verbally would be difficult because people's mental images vary widely, making it hard to establish a shared understanding. This is precisely why visualization became essential.

Another example involves JAXA's numerical data on the Kuroshio Current. Without specialized knowledge, we couldn't understand it. But mapping the currents and turning them into video made it clear and comprehensible. This is the technology of "data visualization."

SoundFun, a venture company, developed the "Mirai Speaker," which produces sound that is easier for the hearing impaired to hear. However, the technical basis for why the sound carries clearly over long distances was difficult to communicate, often leading to misunderstandings. So, they created a video summarizing the key points of how the Mirai Speaker transmits sound. This helped people understand the core technology, "Curved Surface Sound."

Koshiba: The key takeaway here is that "visualizing the unknown creates a powerful common language." By establishing a visual representation of a technology that people interpret differently, you can unify understanding and spark interest.

Visuals × Technology

Koshiba: Our next theme is "Visuals × Technology." We'll hear about the latest VR case studies from Hikaru Adachi, Head of Dentsu Group's cross-organizational unit " Dentsu VR Plus," and Takashi Okamoto, Executive Officer of the Amana VR Contents Team.

ビジュアル・ブレークスルー・パワー!足立氏・岡本氏
(From left) Dentsu Inc. Hikaru Adachi, Amana: Takashi Okamoto

Adachi: The current VR landscape sees participation from numerous companies like Google, Facebook, Amazon, Apple, and Microsoft. For example, Facebook offers a beta version of its "Spaces" application as a communication enhancement tool. This app allows you to talk with friends in different locations as if they were right in front of you, or even move around places together.

This represents the first step toward "MR" (Mixed Reality), which combines AR and VR and is gaining attention as the next frontier in VR. MR is no longer a distant future concept. It is predicted to become practical within the next three years.

Okamoto: By combining Amana's expertise in photography and CG with our business resources like stock photos and expressive capabilities, we can create VR content that delivers new "experiences."

At the "JAPAN SENSES" event at Isetan Shinjuku, we also let visitors experience Yakushima Island inside the store through VR. This was an attempt to connect realistic VR experiences with product sales. Despite limited production time and budget, we achieved low-cost, short-term production by using VR stock footage we started handling at amanaimages.

I'd also like to share another example using "real-time rendering." This technology, powered by CG, allows users to freely navigate a space themselves. It enables experiences like seeing behind objects, shifting from passive video viewing to active, interactive engagement.

For example, previously at car dealerships, customers would customize grades, colors, and options while looking at catalogs or web browsers. With "real-time rendering," however, they can experience their ideal car at actual size within the CG environment. This is how we can connect the experience directly to purchasing.

Adachi: So you can even experience driving the car while still in the showroom, right?

Okamoto: Yes. Using a controller, you can not only experience driving but also physically grasp and throw objects. Additionally, it enables experiencing non-existent worlds like futuristic settings, as well as simulating homes and interiors.

Currently, beyond advertising and promotions, it's being used for safety training at construction sites and for training new employees. It's a technology with tremendous potential, so I expect we'll see even more diverse applications emerge in the future.

Adachi: Looking ahead to 2020, there's a movement to propose new ways of watching sports. KDDI's free viewpoint technology lets you watch sports as if you were on the field yourself. Anticipating this era, we're considering building a platform together with Amana to house VR materials and content.

Koshiba: Personally, I used to think of VR as something far in the future, but hearing you talk about it has made it feel much more relevant to me.

Adachi: I think the current situation resembles the early days of smartphones. When they first launched, many people wondered, "What's it for?" Yet they became ubiquitous tools before we knew it. VR will likely permeate daily life just as quickly.

*Continued in Part 2
You can also read the interview here on AdTie!
Planning & Production: Dentsu Live Inc. Design & Technical Unit Campaign Planning Room Digital & Account Planning Department Aki Kanahara

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Author

Jun Ichimura

Jun Ichimura

Amana Inc.

After joining the company in 2004, he was responsible for planning and direction work, primarily focused on digital promotion. In 2014, he became a director at Amana Design, where he oversaw communication planning and direction, primarily for corporate design. Currently, he is engaged in providing content marketing solutions to companies at Amana.

Takashi Okamoto

Takashi Okamoto

Amana Inc.

Joined the company in 2000. Responsible for a wide range of content production work, primarily corporate advertising campaigns, leveraging Amana's unique expressive capabilities. Areas of responsibility span diverse fields including graphics, TV commercials, and web. Currently serves as the leader of a project team focused on planning and producing digital content, primarily VR. From a visual communication perspective, proposes the use of technology in corporate communication activities.

Keiichi Kataoka

Keiichi Kataoka

Amana Inc.

We produce content across a wide range of fields essential for corporate communication—including graphics, video, web, and events—while also providing consulting services for content asset management to establish robust content frameworks within companies. Additionally, we engage in activities to invigorate corporate internal communication, starting from the visual domain.

Hayato Satomi

Hayato Satomi

Amana Inc.

Production Department Team Leader / Chief Producer Joined the company in 2011. Started with graphic advertising production and has since produced a wide range of projects including 3DCG, web, and video. With a motto of creating advertising that truly resonates with end users, he handles production duties for various projects on a daily basis.

Keigo Aoki

Keigo Aoki

Dentsu Group Inc.

Since 2012, we have been developing new business and partnerships to deliver fresh value to customers in the Japanese market through collaborations with leading international marketing technology companies.

Adachi Hikaru

Adachi Hikaru

Dentsu Inc.

Joined the company in 1990. From the outset, he explored expressions utilizing DTP, CG, VR, and AR technologies, engaging in digital creative work for overseas markets that leveraged the latest technologies. For over 20 years, he has been involved in VR-based methodologies. In 2016, as the representative of the internal task force "Dentsu VR Plus" promoting Dentsu Inc.'s VR business, he aimed to establish VR/AR as a mainstream media and popularize it.

Kazunori Kawakoshi

Kazunori Kawakoshi

Dentsu Inc.

Elevating design to a higher concept in advertising, he specializes in comprehensive branding centered on art direction, creating numerous campaigns that "move people" and "sell products." Armed with overwhelming design prowess, he has won numerous top-tier global advertising and design awards. Awards include: 2019 Creator of the Year, NYADC Gold, ONE SHOW Gold, D&AD Yellow Pencil, ADFEST Grand Prix, Cannes Lions Silver, ACC Minister of Internal Affairs and Communications Grand Prix, Tokyo ADC Award, JAGDA Award, Yusaku Kamekura Award Nominee, Asahi Advertising Award Grand Prix, JPA Minister of Economy, Trade and Industry Award (Highest Honor).

Takaaki Koshiba

Takaaki Koshiba

Dentsu Inc.

Joined the company in 2007. After serving as an account manager for foreign IT clients, transferred to the Future Creation Group in 2013. Manages various corporate internal reform projects and regional revitalization projects, while also advocating for "Photo-olution"—a solution that leverages the inherent power of "photography" beyond advertising copy.

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