Selected information on Veli-Pekka Räty’s design projects.
ACM TVX’17 Workshop on Interactive Digital Storytelling in Broadcasting – IDB 2017
Traditional broadcasters are losing their younger audiences. New ways of user interaction that are catering to the attention of a distracted audience need to be identified. One of the challenging aspects is the growing user requirements for real-time mobile information and stories anytime and anywhere. This has exerted significant pressure on the importance of new forms of storytelling and information delivery on every target audiences.
I took part in the organizing team as the Technical Program Chair, and also designed the workshop logo.
VisualMedia integrates state of the art in social media engines, innovative 3D graphics capabilities, and novel interaction systems into one single solution in order to bring to the market a completely new way to produce interactive TV programs.
VisualMedia is a response to an express need from creative industries in the broadcast media sector for new, innovative ways to engage and involve their audiences. Broadcasters and other content developers recognise the demand for improved user engagement. The increasing popularity of social media channels, when combined with 3D and augmented reality technologies, offers an innovative approach to meeting this demand.
VisualMedia provided broadcasters with the capability to manage complex and diverse data streaming in through the wide range of social media channels, and to translate this data into engaging interactive content for a better audience experience.
At the NTNU – Norwegian University of Science and Technology, I was responsible for planning and conducting the project’s work package User Consultations and Requirements Definition. We created the user consultation process, and studied the needs of the six broadcasting partners which were Bayerischer Rundfunk (BR, Germany), BlueSky TV (Greece), Hallingdølen (Norway), Radio Televisión Española (RTVE, Spain), Setanta Sports (Ireland), Televiziunea Română (TVR, Romania). Also, I was planning and working with VisualMedia system verification and validation.
The user consultation process was developed and the user requirements researched during the first five months of the project. User consultation continued till the end of the project.
It was a great opportunity to know all these broadcasters and their user needs, and to translate and transfer them to the technical partners.
Räty, Veli-Pekka; Arndt, Sebastian & Perkis, Andrew. 2017. Using Commercial Impact Advisory Group in Product Design for Broadcasters. Adjunct Publication of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video, 14 June 2017, Hilversum, The Netherlands: ACM.
Arndt, Sebastian; Räty, Veli-Pekka; Nieuwenhuis, Taco; Keimel, Christian; Ibáñez, Francisco & Perkis, Andrew. 2017. Enhancing Use of Social Media in TV Broadcasting. Adjunct Publication of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video, 15–16 June 2017, Hilversum, The Netherlands: ACM, pp. 51–56.
Arndt, Sebastian; Räty, Veli-Pekka; Mansilla, Wendy Ann; Ibáñez, Francisco; Davies, Scott & Perkis, Andrew. 2017. Workshop on Interactive Digital Storytelling in Broadcasting Environment. Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video, 14 June 2017, Hilversum, The Netherlands: ACM, pp. 139–140.
Arndt, Sebastian; Räty, Veli-Pekka & Perkis, Andrew. 2016. Opportunities of Social Media in TV Broadcasting. Proceedings of the 9th Nordic Conference on Human-Computer Interaction, NordiCHI’16, 23–27 October 2016, Gothenburg, Sweden.: ACM, 1–6 pp.
Räty, Veli-Pekka. 2016. User Consultation Protocol and Tools. VisualMedia Deliverable 2.1, 28 February 2016, 39 pp.
Räty, Veli-Pekka. 2016. User Requirements Definition. VisualMedia Deliverable 2.2, 19 May 2016, 71 pp.
Designer & Photographer at Three Images, 2003–present
The largest research and design work has been with co-developing an outdoor exercise park, Dynamic Garden, for Lappset Group Ltd, to encourage and motivate people to exercise. This was a Eureka project from 2007 to 2009. My role was to design for exercise motivation, and lead the user-centred design (UCD) in the project.
Also, I have produced visual designs, web pages, and photographs for companies, worked as a photo editor and journalist, and developed digital image asset management system for internal use.
More information all over on this web site!
From the Shadow to Spotlight, from Rot to Street Cred, 2013–2014
Leading a project to examine and analyze the needs and possibilities to create a more attractive city. Especially looking at the possibilities of arts and culture in the twin cities of Tornio (Finland) and Haparanda (Sweden). Yearly, three million tourists go through the twin city that is dominated by trade and steel industry. Developed an action plan to vitalize the city for locals and tourists.
Role: Project Manager at Kemi-Tornionlaakso Municipality Education Consortium Lappia, Finland
Tales from the North 2012 – Arctic Cinema and Applied Arts
What tales are to be told about how the creative industries, people living in the North? What can be learned about new ways of engaging communities through the arts and the role of cinema in the Arctic? What is distinctive about art and cinema in the North? These were the sorts of questions that were addressed at this inaugural conference, hosted by the Institute for Northern Culture in the newly opened Sámi Cultural Centre, SAJOS, in Inari.
The idea of a discussion was at the heart of the conference, and delegates explored the two central themes: cinema and applied arts from a northern perspective. Entrepreneurs in arts and culture, artists, policy makers and educationalists were invited to consider how the arts contribute to the economic life and general well-being of people living in the North.
This two-day (10–12 April, 2012) conference brought together national and international experts from the fields of culture, cinema, and arts. The event was of interest to anyone with a professional interest in art and culture in the north; entrepreneurs within culture, arts, and tourism, artists and art associations, students of culture, arts, and tourism. The conference was also appealing to decision makers in development organisations, municipalities etc.
The programme included internationally renowned scholars, filmmakers, and artists.
Role: Conference Manager & Conference Designer at Kemi-Tornionlaakso Municipality Education Consortium Lappia, Finland
Institute for Northern Culture, 2009–2014
The documentary film ‘Les Feux Arctiques’ (The Arctic Fires), a joint production of the educational levels in the Institute for Northern Culture, tells about the scientific expedition of the group of explorers sent off to Lapland by King Louis Philippe I of France in the years 1838–1839. The guide of the expedition was Lars Levi Laestadius, a vicar, who complemented the research work of the French explorers in Lapland by providing his own scientific materials. For this valuable co-operation, King Louis Philippe I rewarded Laestadius with the insignia cross of the French Legion of Honour. Read more…
I was founding and setting up the Institute for Northern Culture in Lapland. It started its operation in the beginning of 2012. The Institute is a network consisting of three educational levels in art and design, and cultural actors. Cultural production and heritage are being developed by the network. The network develops vitality and well-being in Lapland through cooperation between education, research, and artistic activity.
This was an exceptional possibility to get to know so many educational institutes in the Arctic, especially in Finland, Norway, Scotland, and Sweden, and outside the Arctic, e.g. in France. I had the opportunity to get staff and students in these countries to study and work together.
During the founding period of the institute, I was advancing three large study programmes:
Les Feux Arctiques, film and web documentary, and much more,
Applied Visual Arts Master Programme, and
Applied Sound Master Programme.
I was also developing international relations of the Institute and organised its first international conference.
The core of the Institute is composed of the Faculty of Art and Design at the University of Lapland and the Culture educations at the Lapland University of Applied Sciences and at the Vocational College Lappia. The network partners of the Institute are the Lapland Institute for Tourism Research and Education, the Lapland Centre of Expertise for the Experience Industry, the Sámi Cultural Centre, the culture institutes in the Barents region, libraries, archives and museums on northern cultural heritage as well as other cultural actors and service users in Lapland.
Role: Project Manager (2009–2012) and Coordinator (2012–2014)
Total budget: 1.27 M€
Employer: Kemi-Tornionlaakso Municipality Education Consortium Lappia, Finland
Räty, Veli-Pekka. 2012. Yhteistyötä ja verkostoitumista – kokemuksia Pohjoisen kulttuuri-instituutti -hankkeesta [Collaboration and networking – Experiences of the Institute for Northern Culture project]. Teoksessa: Taidetta, kulttuurien yhteistyötä ja uusia verkostoja – Pohjoisen kulttuuri-instituutti = In: Arts, Cultural Collaborations and New Networks – The Institute for Northern Culture / Kemi-Tornio University of Applied Sciences, pp. 36–39.
Tiina Seppälä (ed.) 2012. Taidetta, kulttuurien yhteistyötä ja uusia verkostoja – Pohjoisen kulttuuri-instituutti = Arts, Cultural Collaborations and New Networks. The Institute for Northern Culture / Kemi-Tornio University of Applied Sciences
Dynamic Garden, 2007–2009
Balance Board was a prototype of new types of outdoor fitness equipment for adults. Balance Broad was one result of the Dynamic Garden project of Lappset Group 2007–2009.
Dynamic Garden created an outdoor exercise park to encourage and motivate to exercise, and exercise enthusiasts to play, exercise, communicate and have fun. This improves participants’ healthy well-being.
My role was to lead user-centred design (UCD) in the project. The main design goals were to motivate the users to exercise, and generate and keep up flow during the exercise. I created design guidelines and validated the final products.
Lappset Group (Finland) administered this Eureka project which collaborated internationally with AIJU and Brainstorm Multimedia (both in Spain), Sport Kreativ Werkstatt (Germany), and Carousel, Three Images, and University of Lapland (in Finland).
Role: research scientist, leader of user-centred design (UCD) including user requirements and validation, user experience and user motivation designer, user-interface & interaction designer.
Press Release 2007
Intuitive Environments Research Group, 2000–2003
Leader of a research group called Intuitive Environments of 11 people. We researched and designed new concepts to use computers such as interactive bodily and spatial environments for communication, sports and games; ubiquitous and wearable computing, augmented & mixed reality, and 3D user interfaces.
We designed new methods of computer controls replacing traditional keyboard and mice. We created intuitive user interfaces that blend in with the surroundings of the user, and are the natural way in which people move and act.
Role: Intuitive Environments Research Group Leader at VTT Information Technology, Senior Research Scientist
Intuitive Environments slides 2002
Intuitive User Interfaces 2002
Virtual Space, 1999–2001
Nautilus is a mixed reality underwater adventure. A group of players steer a diving bell only by moving together in the room. The players have no wearables.
Design and study of bodily and spatial user interfaces and their usability.
My original concept was proofed with new social interactive group games, a 3D and spatial version of the traditional Pong game, and an underwater group adventure game called Nautilus.
This was an exciting research and development work to create new ways to use gestures and body movements to steer theme park attractions. The games detected group dynamics in a room, and the players were surrounded with real-time interactive graphics, light effects, and surround sounds.
Co-production with Cube, Nokia Research Center, Tampereen Särkänniemi theme park, Tekes – the Finnish Funding Agency for Technology and Innovation, and University of Lapland, and VTT Information Technology.
Role: project manager, user-interface & interaction designer, senior reseach scientist at VTT Information Technology
Lumetila – Virtual Space Brochure 2002
Lumetila – Virtual Space slides 2002
Strömberg, Hanna, Väätänen, Antti & Räty, Veli-Pekka. 2002. A group game played in interactive virtual space : design and evaluation. ACM DIS2002, London. New York, NY: ACM Press, pp. 56–63.
Räty, Veli-Pekka. 2001. Novel user interfaces for the future. ERCIM News, no 46, July 2001, pp. 24–25.
Leikas, Jaana, Väätänen, Antti & Räty, Veli-Pekka. 2001. Virtual space computer games with a floor sensor control : human centred approach in the design process. In: Brewster, Stephen & Murray-Smith, Roderick (Eds.) Haptic human-computer interaction. Berlin: Springer-Verlag. Pp. 199–204.
Strömberg, Hanna, Väätänen, Antti & Räty, Veli-Pekka. Lumetila. Form + Zweck, vol 33, no 18, pp. 82–85.
Väätänen, Antti, Strömberg, Hanna & Räty, Veli-Pekka. 2001. Nautilus : a game played in interactive virtual space. Graphics Interface 2001. Ottawa, Ontario. 2 pp.
Leikas, Jaana, Väätänen, Antti & Räty, Veli-Pekka. 2000. Virtual space computer games with a floor sensor control : human centred approach in the design process. Workshop on Haptic Human-Computer Interaction 2000. Glasgow: University of Glasgow. 4 pp.
Conferment of Degrees, 2001
Professor Antti Eklund’s ceremonial question to the highest ranking Doctoral candidate.
Games Playing, 1996–1999
The Tortoise and Hare and the Duck City were two examples of computer games and their design in my thesis Games Playing.
Doctor of Arts (Art and Design) study on visual design of computer games designed for the use of children below school-age (7 years of age in Finland) and used by personnel involved in the rehabilitation of multiply disabled children.
I studied computer games as applied arts products that contain visual communication from the viewpoint of game design and representing the views of both the designers of computer games and their users.
Role: project manager, visual designer, research scientist at University of Art and Design, Department of Graphic Design (currently Aalto University, School of Arts, Design, and Architecture)
Räty, Veli-Pekka. Pelien leikki : lasten tietokonepelien suunnittelusta sekä käytöstä erityisesti vammaisten lasten kuntoutuksessa [Games playing : on designing and using children’s computer games in the rehabilitation of disabled children in particular]. Helsinki: University of Art and Design, 221 pp. (in Finnish, English summary)
Press Release (in English)
Press Release (in Finnish)
Räty, Veli-Pekka. 2000. Computer games help disabled children to communicate. Industrial Horizons, 2000, pp. 23–24.
Video-on-demand service for Nokia Research Center, 1995
Role: project manager, graphic designer, co-user-interface designer at VTT Information Technology
ACCESS – Development Platform for Unified Access to Enabling Environments, 1994–1995
New multimedia communication devices for disabled.
The project was part of the EU’s Technology Initiative for Disabled and Elderly People (TIDE) Bridge Phase.
Role: research scientist at VTT Information Technology
Multimedia Application for Learning, Understanding and Using a Social Sight Vocabulary, 1993–1995
Educational computer game for learning for mentally disabled people. A Nordic co-production with Hadar (Sweden), SINTEF (Norway), and University of Oslo (Norway) for the Nordic Development Centre for Rehabilitation Technology.
Role: project manager, research scientist, co-scriptwriter at VTT Information Technology
Aku’s Software for Rehabilitation of Disabled Children, 1991–1996
Design of 14 computer games for rehabilitation of disabled children.
Role: project manager, co-graphic designer, co-user-interface designer at VTT Information Technology
Räty, Veli-Pekka. 1996. Akun ohjelmat – Multimedia vammaisten lasten kuntoutumisessa [Aku’s software – Multimedia in rehabilitation of disabled children]. Helsinki: University of Art and Design, Department of Graphic Design, 132 pp.; 13 instruction manuals, 125 pp.; 14 computer disks. Licentiate of Arts (Art and Design) thesis.
Prototype workstation with video conference, 1991–1993
Designing a prototype workstation with video conference for a severely disabled person’s telework.
Part of the INDICES project (Interfacing Disabled People to Industry-Standard Computing Environments) of the EU’s Technology Initiative for Disabled and Elderly People (TIDE) Pilot Action.
Role: project manager at VTT Information Technology
Severely Disabled Children’s Technical Aids, 1986–1990
Research and design of devices for communication and mobility for severely disabled children.
Role: research scientist, co-user-interface designer at VTT Information Technology
Räty, Veli-Pekka. 1991. Monivammaisen lapsen apuvälineet. Osa IV. Kommunikaation apuvälineiden arviointilaitteiston kehittäminen [Severely disabled children’s technical aids. Part IV. Development of a computer-based equipment to evaluate communication aids]. Espoo: Technical Research Centre of Finland. 40 pp. + app. 6 pp.
Räty, Veli-Pekka & Korpela, Raija. 1990. Computer-based simulator for various communication aids. European Conference on the Advancement of Rehabilitation Technology (ECART), Maastricht, 1990. P. 16.5.
Speech control on a wheelchair, 1987
Design and development of speech control on a wheelchair. MSc (Electrical Engineering) degree thesis.
Role: research scientist, user-interface designer at VTT Medical Engineering Laboratory
Räty, Veli-Pekka. 1988. Puheohjaus sähköpyörätuolissa [Speech control on a wheelchair]. Tampere: Tampere University of Technology, Department of Electrical Engineering. V + 81 pp. MSc Thesis.