About Us
About Us
We are a group of artists, designers and technology professionals, who specialise in immersive experiences.
Essi Huotari is a designer working on storytelling, information visualization and service design. She is interested in ways that data redefines our societies and democratic systems.
Projects: Laila (2020), Ahto (2022), Rauhankone (2026)
Choreographer Iina Taijonlahti is exploring the possibilities of combining dance art and new technologies: what kind of agencies does technology create and what kind of hybrids corporality and technology construct.
Projects: Laila (2020), Ahto (2022), Rauhankone (2026)
Artist and designer with over a decade of experience in creating meaningful digital experiences. Passionate about creating engaging and accessible immersive experiences that evoke emotions and give food for thought.
Projects: Laila (2020), Ahto (2022), Rauhankone (2026)
Lighting designer and visual artist interested in generative and computational art with a background in performing arts.
Projects: Ahto (2022), Rauhankone (2026)
Landscape architect and cultural manager at the interface of art, culture and urban space. Striving to promote experiential, equal and sustainable environment.
Projects: Rauhankone (2026)
Sound designer interested in live sounds for theatre, dance and installation, sound for video and computational/algorithmic sound art.
Projects: Rauhankone (2026)
Lighting designer and technical producer with a background in performing arts and event design. Loves working with art that goes hand in hand with sound, movement and time.
Projects: Rauhankone (2026)
Creative technologist and AI researcher with a background in screenwriting. Specializes in designing rhetorical and narrative systems.
Projects: Rauhankone (2026)
Artist and developer who’s work explores our relationship with the spaces within and outside our minds. He is constantly seeking to push the boundaries of what is possible in the artistic realm and create immersive and thought-provoking experiences the audience.
Projects: Rauhankone (2026)
Data scientist and creative technologist with a background in computer graphics. Specialized in artificial intelligence applications based on computer vision and neural networks.
Projects: Laila (2020), Ahto (2022)
Experience designer and robotics researcher, with special interests in artificial intelligence, human-robot interaction and technology ethics.
Projects: Laila (2020), Ahto (2022)
Sound designer mainly working with interactive and virtual reality art. Artistic interests include combining the physical with the virtual, and creating immersive, meaningful and emotional interactive experiences.
Projects: Ahto (2022)
Designer who don’t like to categorize himself to any specific field. Currently working as IT-consult at Futurice. Beside UI/UX I paint, work as a motion designer and as an artist in several projects like Ekho Collective.
Projects: Laila (2020)
Artistic Objectives
Our objective is to bring art and technology together in new and unexpected ways.
We examine the union of art and technology with a curious but critical approach. The relationship between a person and a machine is a complex system where both parties affect each other and incite new processes within the other.
Technology has its own materiality, which can be examined as if it were an independent performer. Combinations of different technologies and people create new ways of sensing, doing, experiencing and thinking. They are a part of social conventions, and create new ones.
As a collective we are interested in making these conventions visible and experienceable. We want to make technology more inclusive: through art, we aim to provide spaces where visitors interact with technology, and are able to ponder on its meaning to themselves and to the future.
Our methods
Our collective follows a participatory working method, where all members of the collective are free to contribute to parts of the work which are outside of their core expertise. This working method enables the collective's members to broaden their expertise and accordingly augment their thinking on the gestalt of the work.
Our artistic media are primarily audio-visual. While working, we employ prototyping methods that range from the playful and physical (bodystorming with legos and potatoes) to the technologically sophisticated (virtual reality visualizations).
