It's realistic to have staff rooms, noisy utilities, quarantines, etc. to be away from the main guest path, that's what I meant. Yes some zoos have keeper facilities visible to guests, they could alter that in Planet Zoo - that would be fine. But for most of the other stuff, it guides you into creating a more realistic layout.
While you can easily find zoos with visible transformers and water treatment facilities, I don't mind that utilities have a negative impact on the guests.
I don't really think staff rooms are an issue, they hopefully doesn't smell and how loud do you really think the staff are? I think it's quite normal to see a door with a staff only sign on it.
Keepers Hut, Animal Trade Center, Research Center, Staff Room and Workshop are all buildings I would expect to see!
Quarantine, Veterinary Surgery and Research Center are buildings for professionals and should be kept away from the guests. I'd say that the aoe is far to small for these buildings!
I know I mentioned Research Center both times, I think it depends on the work being done. Virus research are for professionals, no guests allowed. Animal enrichment could easily be done close to guests.
And to be honest I think the negative effect should be much worse on the staff than on the guests. Staff rooms near annoying and loud guests? Trying to concentrate lots of annoying guests breathing down your neck...
Having staff facilities near guest should give a boost to education but negatively effect staff performance.
You could also make them so they still were negative for a proportion of guests who are squeamish.
This would feel more true to life, I used to work in a falconry centre and we did have visitors who couldn't cope with seeing the food and any job I did which involved the public watching inevitably took longer.
I like this! While I personally expect seeing staff work, their work might not be for everyone. Having staff buildings close to guests could give an educational boost to some while being negative for others.