iesna lighting levels

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I. INTERIOR Very Important Somewhat LOCATIONS AND TASKS Design Issues Appearance of Space and Luminaires Color Appearance (and Color Contrast) Daylighting Integration and Control Direct Glare Flicker (and Strobe) Light Distribution on Surfaces Light Distribution on Task Plane (Uniformity) Luminances of Room Surfaces Modeling of Faces or Objects Point(s) of Interest Reflected Glare Shadows Source/Task/Eye Geometry Important Accounting (see Offices) Air Terminals (see Transportation Terminals in Section V, Transportation) Social activity Banks (see Reading) Lobby General Writing area Armories Art Galleries (see Museums) Auditoriums Assembly Barber Shops/Salons Casino and Gaming Circulation High activity Medium activity Low activity Tellers' stations ATM facilities — keypad ATM facilities — display screen ATM facilities — writing surface ATM facilities — surrounding area Baccarat General

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IESNA Lighting Levels gives information about light levels for different environments.

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I.INTERIORVery ImportantSomewhat importantLOCATIONS AND TASKSDesign IssuesAppearance of Space and LuminairesColor Appearance (and Color Contrast)Daylighting Integration and ControlDirect GlareFlicker (and Strobe)Light Distribution on SurfacesLight Distribution on Task Plane (Uniformity)Luminances of Room SurfacesModeling of Faces or ObjectsPoint(s) of InterestReflected GlareShadowsSource/Task/Eye GeometryImportantAccounting (see Offices)Air Terminals (see Transportation Terminals in Section V, Transportation)Social activityBanks (see Reading)LobbyGeneralWriting areaArmoriesArt Galleries (see Museums)AuditoriumsAssemblyBarber Shops/SalonsCasino and GamingCirculation High activity Medium activity Low activityTellers' stationsATM facilities keypadATM facilities display screenATM facilities writing surfaceATM facilities surrounding areaBaccarat GeneralI.INTERIOR Very ImportantImportantSomewhat importantLOCATIONS AND TASKSBlackjack General Game surfaceCraps General Game surface Game surfaceBingo General Game surfaceRoulette General Game surfaceSport and race books General Game surfaceKeno General Game surfacePoker General Game surfaceLounge and readingConference RoomsMeetingCritical seeing (refer to task)Video conferenceVideo and slotsChurches and Synagogues (see Houses of Worship section)Club and Lodge RoomsDesign IssuesAppearance of Space and LuminairesColor Appearance (and Color Contrast)Daylighting Integration and ControlDirect GlareFlicker (and Strobe)Light Distribution on SurfacesLight Distribution on Task Plane (Uniformity)Luminances of Room SurfacesModeling of Faces or ObjectsPoint(s) of InterestReflected GlareShadowsSource/Task/Eye GeometryCourt Rooms (see Reading)Seating area (spectators)Judge and clerkLitigant's tablePodiumCorrectional FacilitiesCellsDay roomsCorridors (see Service Spaces)Depots, Terminals, Stations (see Transportation Terminals in Section V, Transportation)Drafting/Graphic ArtsCAD stations onlyMixed CAD and paper taskWitness chairDance Halls/Discotheques Dance halls/discothequesBallrooms/social eventsOverlaysLight tablePrintsMylar High contrast media Low contrast mediaVellum/mylarHigh contrastLow contrastI.INTERIOR Very ImportantImportantSomewhat importantLOCATIONS AND TASKSEducational FacilitiesCorridorsLecture halls Audience (see Reading) DemonstrationMusic rooms (see Reading)Shops (see Section II, Industrial)Sight saving roomsClassroomsGeneral (see Reading)Art roomsDrafting (see Drafting/Graphic Arts)Home economics (see Residences)Science laboratoriesOutdoor sports facilities (see Section IV, Sports)Cafeterias (see Food Service Facilities)Dormitories (see Residences)Elevators, FreightStudy halls (see Reading)Typing (see Reading)Gymnasiums Basketball Other sports (See Section IV, Sports) Social eventsElevators, PassengerEmergency Lighting (see Section VI, Emergency, Safety, and Security)Exhibition HallsDesign IssuesAppearance of Space and LuminairesColor Appearance (and Color Contrast)Daylighting Integration and ControlDirect GlareFlicker (and Strobe)Light Distribution on SurfacesLight Distribution on Task Plane (Uniformity)Luminances of Room SurfacesModeling of Faces or ObjectsPoint(s) of InterestReflected GlareShadowsSource/Task/Eye GeometryFiling (see Offices and Reading)Financial Facilities (see Banks)Fire Stations (see Municipal Buildings - Police and Fire)DiningFood displaysFood storage NonrefrigeratedRefrigeratedGalleyFood Service Facilities (If equipment locations are known, see Residences-Kitchens)Butcher shopCashierCleaningFood CourtsGarages Parking (see Outdoor Facilities section)Gasoline Stations (see Retail Spaces - Outdoor:Service Station in Section III, Outdoor)KitchenPantryRefuse areaSculleriesThaw roomGraphic Design and MaterialColor selectionCharting and mappingI.INTERIOR Very ImportantImportantSomewhat importantLOCATIONS AND TASKSLayout and artworkPhotographs, moderate detailHealth Care FacilitiesAmbulance (local)AnesthetizingGraphsKeyliningInspection, generalInspectionWork areas, generalProcessed storageCorridorsNursing areas, dayAutopsy and morgueAutopsy, generalAutopsy tableMorgue, generalCardiac function laboratoryCentral sterile supply Surgical task lighting HandwashingCystoscopy roomDental suiteGeneralInstrument trayNursing areas, nightOperating areas, delivery, recovery,and laboratory suite and serviceCritical care areasGeneral ExaminationOral cavityDesign IssuesAppearance of Space and LuminairesColor Appearance (and Color Contrast)Daylighting Integration and ControlDirect GlareFlicker (and Strobe)Light Distribution on SurfacesLight Distribution on Task Plane (Uniformity)Luminances of Room SurfacesModeling of Faces or ObjectsPoint(s) of InterestReflected GlareShadowsSource/Task/Eye GeometryGeneralEmergency outpatientGeneralEndoscopy roomsGeneralPeritoneoscopyRecovery room GeneralDialysis unit, medicalElevatorsEKG and specimen roomLaboratoriesSpecimen collectingLinensSorting soiled linenCentral (clean) linen roomSewing room, generalCuldoscopyEye surgeryFracture roomGeneralLocalInhalation therapyGeneralObservation and treatmentNursing stationsGeneralLinen closetLobbyLocker roomsMedical illustration studioMedical recordsNurseriesI.INTERIOR Very ImportantImportantSomewhat importantLOCATIONS AND TASKSDeskCorridors, day Birthing room Delivery area Scrub, general General Delivery table ResuscitationCorridors, nightMedication stationObstetric delivery suite Labor rooms General LocalObservationCritical examinationReadingToiletsPhysical therapy departmentsGymnasiumsPostdelivery recovery areaOccupational therapyWork areas, generalWork tables or benchesPatient roomsGeneralRadiological suiteGeneralRadiography/fluoroscopy roomTank roomsTreatment cubiclesPostanesthetic recovery roomGeneral Local Pulmonary function laboratoriesDesign IssuesAppearance of Space and LuminairesColor Appearance (and Color Contrast)Daylighting Integration and ControlDirect GlareFlicker (and Strobe)Light Distribution on SurfacesLight Distribution on Task Plane (Uniformity)Luminances of Room SurfacesModeling of Faces or ObjectsPoint(s) of InterestReflected GlareShadowsSource/Task/Eye GeometryRadiation therapy sectionGeneralSolariumScrub roomInstruments and sterile supply roomClean-up room, instrumentsAnesthesia storageSubsterilizing roomSurgical induction roomGeneralLocal for readingStairwaysSurgical suiteOperating room, generalOperating tableHomes (see Residences)Hospitality Facilities(see Hotels, Food Service Facilities)Surgical holding areaToiletsUtility roomWaiting areas General Local for readingHospitals (see Health Care Facilities)HotelsGuest rooms General Bathrooms, for groomingI.INTERIOR Very ImportantImportantSomewhat importantLOCATIONS AND TASKS Reading/desk workCorridors, elevators, stairsFront deskLinen roomSewingGeneralCongregational areasLeadership areaHighlighted itemsKitchens (see Food Service or Residences)LobbyGeneral lightingReading and work areas Entrance canopyHouses of Worship Cataloguing Card files (paper) Carrels, individual study desks Circulation deskMap and print room (see Graphic Design and Material) Audiovisual areasLibraries (10)Reading stacksBookstacksActiveInactiveBook repair or binding Audio listening areas Microform areasDesign IssuesAppearance of Space and LuminairesColor Appearance (and Color Contrast)Daylighting Integration and ControlDirect GlareFlicker (and Strobe)Light Distribution on SurfacesLight Distribution on Task Plane (Uniformity)Luminances of Room SurfacesModeling of Faces or ObjectsPoint(s) of InterestReflected GlareShadowsSource/Task/Eye GeometryRetail store areas Alteration room Fitting room Dressing areas Fitting areas Locker roomsLocker RoomsMerchandising Spaces Show windowsShopping mall areasMain concourseFood court (see Food Courts)Entertainment areasKiosks Stock rooms, wrapping and packaging Sales transaction area Circulation General merchandise display Feature displaySide arcadeLandscape (see Retail Spaces Outdoor in Section III, Outdoor) Meeting rooms/officesSupermarketsMeat processedDirectory/information deskService corridorsRestroomsChild careVertical transportationEntry/vestibuleI.INTERIOR Very ImportantImportantSomewhat importantLOCATIONS AND TASKSDesign IssuesAppearance of Space and LuminairesColor Appearance (and Color Contrast)Daylighting Integration and ControlDirect GlareFlicker (and Strobe)Light Distribution on SurfacesLight Distribution on Task Plane (Uniformity)Luminances of Room SurfacesModeling of Faces or ObjectsPoint(s) of InterestReflected GlareShadowsSource/Task/Eye GeometryMotels (see Hotels)Municipal Buildings - Police and FirePoliceIdentification recordsMeat freshDairy casesProduceFloral displaysGondolasShelving3-dimensional objectsRealistic environmentsLobbies, general gallery areas, corridorsRestoration or conservation shops and labsNursing Homes (see Health Care Facilities)Jail cells and interrogation roomsFire StationMuseumsFlat displays on vertical surfacesExhibit casesOpen plan officeOffices (13)Filing (see Reading) General and private offices (see Reading)Open plan officeIntensive VDT useIntermittent VDT usePrivate officeLibraries (see Libraries)Lobbies, lounges, and reception areasMail sortingCustomer service counterMail processing, generalReading (16)Copied tasksCopy roomsParking Facilities (see Section III, Outdoor)Post OfficesLobbyVDT screensImpact printergood ribbon2nd carbon and greaterink jet/laser printerkeyboard readingMicrofiche readerPhotograph, moderate detailThermal copy, poorPhotocopiesPhotocopies, 3rd generationData processing tasksHandwritten tasks#2 pencil and softer leads#3 pencil#4 pencil and harder leadsBall-point penFelt-tip penMachine rooms Active operations Tape storage Machine area Equipment service Thermal printHandwritten carbon copyWhite boardsChalk boardsPrinted tasks 6-point type 8- and 10-point typeI.INTERIOR Very ImportantImportantSomewhat importantLOCATIONS AND TASKSDesign IssuesAppearance of Space and LuminairesColor Appearance (and Color Contrast)Daylighting Integration and ControlDirect GlareFlicker (and Strobe)Light Distribution on SurfacesLight Distribution on Task Plane (Uniformity)Luminances of Room SurfacesModeling of Faces or ObjectsPoint(s) of InterestReflected GlareShadowsSource/Task/Eye Geometry Glossy magazines Maps Newsprint Typed originals Telephone booksGroomingMakeup and shavingDressing evaluation (mirror)Handcrafts and hobbies Ordinary tasks (e.g,. crafts) Difficult tasks (e.g., sewing)ResidencesGeneral lighting Conversation, relaxation, and entertainment Passage areas (circulation)Specific visual tasksDiningKitchen rangeDifficult seeing (e.g., cooking)Kitchen sinkDifficult seeingNoncritical (clean up)Laundry Critical tasks (e.g., workbench) Easel hobbiesIroningKitchen counterCritical seeing (e.g., cutting)GeneralMusic study (piano, organ)I.INTERIOR Very Important Important Somewhat importantCasualSeriousSewing (see Residences: Handcrafts and Hobbies)Table gamesRestaurants (see Food Service Facilities)Reading In a chair (casual) In a chair (serious) In bed (casual)At deskService Spaces (see Service Spaces in Section II, Industrial)Stairways and corridorsElevators (see Elevators)Toilets and washroomsRetail Spaces (see Merchandising Spaces)Safety (see Section VI, Emergency, Safety, and Security)Schools (see Educational Facilities)Stairways (see Service Spaces)Storage Rooms (see Section II, Industrial)Stores (see Merchandising Spaces)Service StationsService bays (see Section II, Industrial)Sales room (see Merchandise Spaces)Show Windows (see Merchandising Spaces)(See Section V, Transportation)Winery (see Food Service Facilities)Wine cellarTheatre and Motion Picture HousesToilets and WashroomsTransportation Terminals LOCATIONS AND TASKSDesign IssuesAppearance of Space and LuminairesColor Appearance (and Color Contrast)Daylighting Integration and ControlDirect GlareFlicker (and Strobe)Light Distribution on SurfacesLight Distribution on Task Plane (Uniformity)Luminances of Room SurfacesModeling of Faces or ObjectsPoint(s) of InterestReflected GlareShadowsSource/Task/Eye GeometryNotes:(1) Consider lighting for video cameras.(2) Maximum illuminance.(3) At ground level.(4) The minimum illuminance in a prison cell is 200 lx (20 fc); 300 lx (30 fc) should be provided for reading at the head of the bed.(5) Adjustable task lighting recommended.(6) Task lighting recommended, possibly located in ceiling.(7) Degradation factors important to consider.(8) In the display plane.(9) Special lighting for signage or banners may be required.(10) See Chapter for special considerations.(11) Refer to Chapter 16, Health Care Facility Lighting, for specific recommendations for surgical task lighting.(12) At 30" above floor.(13) Design issues, including illuminances, can be listed for room or space.Refer to specific task under "Reading" or "Graphic Design and Materials", for example.(14) Lighting should be flexible to accommodate changes in office furniture.(15) Accoustical aspects of luminaires need to be considered.(16) Design issues and illuminances listed for the task.See "Offices" or "Educational Facilities", for example, for additional considerations for the room. Somewhat importantBlank = Not important or not applicableSparkle/Desirable Reflected HighlightsSurface Characteristics System Control and FlexibilitySpecial ConsiderationsNotes on Special ConsiderationsIlluminance (Horizontal)Category or Value (lux)Illuminance (Vertical)Category or Value (lux)Notes on Illuminance - see end of sectionReference Chapter(s)Ch. 11Ch. 23C ACh. 14CB ACh. 11(1) C A(1) D A(1) E A(1) A C(1) A B (2)D AC A (3) E DCh. 13D BC AB AD(1) CD(1) C BE A(1) CD(1) CC(1) C AE(1) CD(1) CD A(1) C BC ACh. 14DCh. 11D B(1) E D Somewhat importantBlank = Not important or not applicableSparkle/Desirable Reflected HighlightsSurface Characteristics System Control and FlexibilitySpecial ConsiderationsNotes on Special ConsiderationsIlluminance (Horizontal)Category or Value (lux)Illuminance (Vertical)Category or Value (lux)Notes on Illuminance - see end of sectionReference Chapter(s)Ch. 14D B (4)D BCh. 14C A(1) E C (5)(1) E C (6)(1) E C (5)(1) D BA AB ACh. 23C AD AE CF DE CF D(7)C AE CCh. 12CE DE DF EF ECh. 20F DB ACh. 20Ch. 13Ch. 18BB ACh. 29C A Somewhat importantBlank = Not important or not applicableSparkle/Desirable Reflected HighlightsSurface Characteristics System Control and FlexibilitySpecial ConsiderationsNotes on Special ConsiderationsIlluminance (Horizontal)Category or Value (lux)Illuminance (Vertical)Category or Value (lux)Notes on Illuminance - see end of sectionReference Chapter(s)Ch. 11Ch. 11Ch. 11Ch. 13E CD ACC AE (8)B AB AE CE AD ACE CD A(9) D A Ch. 13Ch. 22Ch. 17F DF DE CF DF DE CCh. 16(10) E C(10) E C(10) E C(10) G E(10) D B(10) E CE CF DD BD BC AB AE A(10) B A(10) E C(10) (11)(10) F(10) E C(10) D BE CG E Somewhat importantBlank = Not important or not applicableSparkle/Desirable Reflected HighlightsSurface Characteristics System Control and FlexibilitySpecial ConsiderationsNotes on Special ConsiderationsIlluminance (Horizontal)Category or Value (lux)Illuminance (Vertical)Category or Value (lux)Notes on Illuminance - see end of sectionReference Chapter(s)C AF DB A(10) A A(10) E C(10) E C(10) D B(10) D B(10) G E(10) E C(10) F D(10) D B(10) E CD AD A(10) D BB A(10) B AB A(10) F D(10) E C(10) B A(10) E C(10) D B(10) E CB AA A(10) E CC AE CF D(10) F DG(10) G E(10) G EE C(10) D B(10) E C(10) B A(10) A AE C(10) D BD A(10) D B(10) D B(10) D BE CG E(10) E C(10) A A(10) A A Somewhat importantBlank = Not important or not applicableSparkle/Desirable Reflected HighlightsSurface Characteristics System Control and FlexibilitySpecial ConsiderationsNotes on Special ConsiderationsIlluminance (Horizontal)Category or Value (lux)Illuminance (Vertical)Category or Value (lux)Notes on Illuminance - see end of sectionReference Chapter(s)(10) B A(10) C A(10) D BC A(10) G E(10) G EF DD BE CC AC AE CE CC AD A(10) C A(10) D BCh. 18Ch. 13Ch. 16Ch. 13CD BDBEFCCDACh. 14C AD DDCh. 13, 18Ch. 12D(7) D (12)(7) B (12)(7) D A(7) DD BDD(7) DDDD Somewhat importantBlank = Not important or not applicableSparkle/Desirable Reflected HighlightsSurface Characteristics System Control and FlexibilitySpecial ConsiderationsNotes on Special ConsiderationsIlluminance (Horizontal)Category or Value (lux)Illuminance (Vertical)Category or Value (lux)Notes on Illuminance - see end of sectionReference Chapter(s)C A Ch. 12, 20Ch. 17F DD BF DC AD BDCE CF DG ED B(9) E C(9) F DF DDC AD BD AD(9) D BCh. 17, 21D AE CE CE CE CE CE CE CCh. 13Ch. 11FD AD BCh. 14(7) D(7) D B(7) D B(7) D B(7) C A(7) E CCh. 16 Somewhat importantBlank = Not important or not applicableSparkle/Desirable Reflected HighlightsSurface Characteristics System Control and FlexibilitySpecial ConsiderationsNotes on Special ConsiderationsIlluminance (Horizontal)Category or Value (lux)Illuminance (Vertical)Category or Value (lux)Notes on Illuminance - see end of sectionReference Chapter(s)Ch. 11E C(14,15) D B(14,15) E BE BC AE AC ACh. 22Ch. 11(1) C A(1) E A(1) ECh. 11, 12A AEFDEA ADEDDDD BCE CEDEFDDEBEEDDEDDEBA AA A Somewhat importantBlank = Not important or not applicableSparkle/Desirable Reflected HighlightsSurface Characteristics System Control and FlexibilitySpecial ConsiderationsNotes on Special ConsiderationsIlluminance (Horizontal)Category or Value (lux)Illuminance (Vertical)Category or Value (lux)Notes on Illuminance - see end of sectionReference Chapter(s)BD BD BD BE CF DDDE CD BE CE CD BD AD BD BE CD BD AE CD BCh. 13Ch. 17Ch. 29Ch. 12Ch. 11, 19B B ACh. 17, 19Ch. 17Ch. 19Ch. 17Ch. 15B A Ch. 11Ch. 23Ch. 13, 17(7) A ASomewhat important Blank = Not important or not applicableSparkle/Desirable Reflected HighlightsSurface Characteristics System Control and FlexibilitySpecial ConsiderationsNotes on Special ConsiderationsIlluminance (Horizontal)Category or Value (lux)Illuminance (Vertical)Category or Value (lux)Notes on Illuminance - see end of sectionReference Chapter(s)(4) The minimum illuminance in a prison cell is 200 lx (20 fc); 300 lx (30 fc) should be provided for reading at the head of the bed.(13) Design issues, including illuminances, can be listed for room or space.Refer to specific task under "Reading" or "Graphic Design and Materials", for example.(16) Design issues and illuminances listed for the task.See "Offices" or "Educational Facilities", for example, for additional considerations for the room.IES - RECOMMENDATIONS===================================================================== TABLE 1=====================================================================IES ILLUMINANCE CATEGORIES and VALUES - for GENERIC INDOOR ACTIVITIESACTIVITYCATEGORY LUX FOOTCANDLESPublic spaces with darksurroundings A 20-30-50 2-3-5Simple orientation for short temporary visitsB 50-75-100 5-7.5-10Working spaces where visual tasks are only occasionally performedC 100-150-200 10-15-20Performance of visual tasks of high contrast or large sizeD 200-300-500 20-30-50Performance of visual tasks of medium contrast or small sizeE 500-750-1000 50-75-100Performance of visual tasks of low contrast or very small sizeF 1000-1500-2000 100-150-200Performance of visual tasks of low contrast or very small size over a prolonged periodG 2000-3000-5000 200-300-500Performance of very prolonged and exacting visual tasksH 5000-7500-10000 500-750-1000Performance of very special visual tasks of extremely low contrastI10000-15000-20000 1000-1500-2000A-C for illuminances over a large area (ie lobby space)D-F for localized tasksG-I for extremely difficult visual tasksIES METHOD - RECOMMENDED PROCEDURESTEP 1 - define visual task and visual plane.STEP 2 - select illuminance CATEGORY (use IES tables or Table 1 above)STEP 3 - determine illuminance RANGE. (from Table 1).Since 1958 the Illuminating Engineering Society has published illuminance recommendations in table form. These tables cover both generic tasks (reading, writing etc), and 100's of very specific tasks and activities (such as drafting, parking, milking cows, blowing glass and baking bread).All tasks fall into 1 of 9 illuminance categories, covering from 20 to 20,000 lux, (2 to 2000 footcandles). The categories are known as A - I, and each provide a range of 3 iluminance values (low, mid and high). See Table 1.STEP 4 - select WEIGHTING factors:for category A-C use 'Table 1a' below.for category D-I use 'Table 1b' below.========================================================================== TABLE - 1a - (for Categories A-C)==========================================================================-1 0 +1Occupant agesunder 40 40-55 over 55Average room surface reflectancesmore than 70% 30-70% less than 30%INSTRUCTIONS for Table 1a: Add both weighting factors algebraically.If the total factor is -2 use the low illuminance value.If the total factor is +2 use the high illuminance value.If the total factor is 0 use the middle illuminance value.========================================================================== TABLE - 1b - (for Categories D-I)==========================================================================-1 0 +1Occupant agesunder 40 40-55 over 55Importance of speed and/or accuracy not importantimportant criticalReflectance oftask background more than 70% 30-70% less than 30%INSTRUCTIONS for Table 1b: Add all 3 weighting factors algebraically.If the total factor is -2 or -3 use the low illuminance value.If the total factor is +2 or +3 the high illuminance value.Otherwise use middle illuminance value.EXAMPLESTEP 1 - What illuminance is recommended for an adult aged 56, performing detailed accounting tasks of medium contrast or small size?STEP 2 - From 'Table 1' we identify CATEGORY' E' as the appropriate category.STEP 3 - From 'Table 1' we also identify the illuminance RANGE as 50-75-100 fc.STEP 4 - From 'Table 1b' we calculate the weighting factor:AGE - 56factor +1IMPORTANCE OF SPEED AND ACCURACY - (important)factor 0BACKGROUND REFLECTANCE - (medium contrast, about 40%)factor 0---------+1In accordance with 'Table 1b' instructions, we use a weighting factor of +1 and then select the middle value of 75 footcandles for the task.ROOM AND OCCUPANT CHARACTERISTICS Weighting FactorROOM AND OCCUPANT CHARACTERISTICS Weighting FactorSTEP 1 - What illuminance is recommended for an adult aged 56, performing detailed accounting tasks of medium contrast or small size?In accordance with 'Table 1b' instructions, we use a weighting factor of +1 and then select the middle value of 75 footcandles for the task.