2026 Diplomas – Bachelor Media & Interaction Design

Published
June 24, 2026

Discover the diploma projects from the Bachelor Media & Interaction Design.


Projects

Andreas Abbaszadeh – KIN

MEDIA & INTERACTION DESIGN

Andreas Abbaszadeh – KIN

by Andreas Abbaszadeh

Streaming made music infinite and weightless: access to everything, ownership of nothing. This dynamic frayed the bond between artists and the people who listen to them. KIN rematerializes listening. It's a portable player that holds only a handful of tracks, like a mixtape. Its magnetic connectors let two devices touch to exchange their music, hand to hand: sharing becomes a gesture between two people again. Built around scarcity and ritual; custom electronics, a translucent body, physical controls, a screen that reflects light rather than emitting it, KIN slows the circulation of music to give back its value and its human weight.

Steve Bouillant – Re:soil

MEDIA & INTERACTION DESIGN

Steve Bouillant – Re:soil

by Steve Bouillant

The smartphone has turned a trip to the mountains into an exercise in documentation. We take photos, tag our location, and post them: the natural world becomes content before it becomes a moment of reconnection. Re:soil offers a compact outdoor device whose sensors continuously measure humidity, light, and the transitions between environments. Its probe, planted in the ground, measures the earth's heat and compares it to that of the user's hand. Its microphone captures the soundscape of the location. Re:soil conveys these connections through vibration and light, without a screen, without performance, and without a phone. Upon the user's return, a linked app generates an ephemeral journal blending sensory interpretations, the geology of the site, and likely flora and fauna.

Laurine Gigandet – CLAWS

MEDIA & INTERACTION DESIGN

Laurine Gigandet – CLAWS

by Laurine Gigandet

CLAWS is a collection of interactive accessories designed for a connected community. Worn on the fingertips, these devices enable users to assert their presence and engage with their surroundings on their own terms. Blurring the line between prosthetics and augmented nail art, the project explores how bodily ornamentation can transform the body into an interface with the physical, digital, and social worlds. Each CLAW is customizable : textures, colors, and patterns become symbols of identity and belonging. Inspired by Afrofuturist visions, the project centers on the concept of "digital marronage" through fugitive, self-organizing technologies. CLAWS acts as a political and cultural extension that resists the standardization of mainstream contemporary technology.

Nyria Graber – Haptobiosis

MEDIA & INTERACTION DESIGN

Nyria Graber – Haptobiosis

by Nyria Graber

Haptobiosis reveals the microbiome of our desk, the living, invisible world that our gestures shape. The installation is built around three hybrid objects: a keyboard, a mouse and its mat, reimagined somewhere between the technological and the organic. In a society that sterilises its spaces and fights off microorganisms, how can we reconnect with this imperceptible living world? By interacting with these objects, we uncover bacteria, their shapes, their presence, the silent life unfolding beneath our fingers, across our surfaces, evolving alongside us. Every gesture lets this microbiome grow behind the screen, the most sterile place of all, where no organism should exist. Touch becomes the medium of interaction between our gestures and this ecosystem.

Teo Grajqevci – reform

MEDIA & INTERACTION DESIGN

Teo Grajqevci – reform

by Teo Grajqevci

reform responds to a context in which designers are gradually losing control over their tools: creative software is becoming more automated, closed and dependent on cloud-based services. Today, generative AI can produce 3D models with ease, but often at the cost of control, understanding and ownership of the creative process. reform offers another approach: making 3D modelling easier to access, in a field that is usually complex and difficult to learn. The project takes the form of free and open-source software, built around a simplified interface, intuitive interactions and guides that support the learning of these tools. Through demonstrations and didactic exercises, reform restores the designers' motivation and means to model 3D shapes themselves.

Brikeld Hoxha – Compliant

MEDIA & INTERACTION DESIGN

Brikeld Hoxha – Compliant

by Brikeld Hoxha

Welcome to Compliant, the first social network built entirely around you. Not around what you want to show, but around who you really are. During the setup phase, we show you exactly what we collect about you. Your profile is generated automatically. Your first posts, your behaviors, and your interactions feed your content. Then, hour after hour, Compliant updates itself for you. Without you having to do a thing. Your place in the community will be established. Compare yourself to your peers and climb the rankings. For the first time, others see you as you truly are. You no longer need to search for what to say, we already know the answers.

Shana Meinecke – She Kept Playing

MEDIA & INTERACTION DESIGN

Shana Meinecke – She Kept Playing

by Shana Meinecke

While women make up half of all gamers in Europe, they account for only 7% of participants in esports competitions. The VR project "She Kept Playing" explores the causes of this disparity. Although esports is a relatively young sector, gender stereotypes and misogyny remain. By listening to short stories based on testimonials from professional female gamers, participants directly discover the systemic obstacles these women face. Carried by influential players like Kayane and Loupiote, they serve as powerful role models for the next generation, empowering female gamers to carve out a place in the field without having to worry about gender bias.

Yann Müller – Trame Noire

MEDIA & INTERACTION DESIGN

Yann Müller – Trame Noire

by Yann Müller

As cities light up, the night fades from our sight. Trame Noire is a night-exploration mobile app designed to raise public awareness about the impacts of light pollution on the wildlife and flora that come alive at dusk. Combining immersive experience and citizen science, the project offers a new way to observe and understand our coexistence with the living world. Guided by the seasons and natural cycles, the app invites users to explore the urban environment and capture, from one location to the next, the unique light footprint of each space. Through these explorations, Trame Noire maps a sensitive geography of the dark, bringing to light how artificial illumination alters the behavior of nocturnal life.

Daniel Rocha – HOMAZON

MEDIA & INTERACTION DESIGN

Daniel Rocha – HOMAZON

by Daniel Rocha

In this video game, the user plays as a support agent at HOMAZON, whose mission is to ensure a family's comfort in their smart home. Every action is designed to make the family's daily life simpler, more convenient, and more comfortable. Throughout the game, the player performs actions that seem at first glance harmless. Yet they ultimately tell a different story. Behind these actions, the smart devices have in fact collected a wealth of data on the family's lifestyle. HOMAZON does not seek to reveal the existence of data collection, a reality already known to the general public, but aims to raise awareness among teenagers and young adults about what is really happening behind the use of smart devices, which appear harmless and convenient.

Dalia Spichtig – Breaking the Narrative

MEDIA & INTERACTION DESIGN

Dalia Spichtig – Breaking the Narrative

by Dalia Spichtig

Breaking the Narrative is an interactive educational web documentary exploring manosphere narratives. Structured in three parts, it examines the three media formats most used by these communities: video, text, and audio, to analyze their communication and dissemination strategies. Through playful interactions, the project raises awareness of the persuasive mechanisms used by the manosphere while exposing the systemic and ideological realities these narratives often conceal. Aimed primarily at young boys, as well as parents, guardians, and educators, Breaking the Narrative provides tools for understanding, critical analysis, and education around these contemporary issues.

Jonathan Vögele – Siphonophores

MEDIA & INTERACTION DESIGN

Jonathan Vögele – Siphonophores

by Jonathan Vögele

Siphonophores is an immersive experience in which two participants learn to share a single virtual body. The siphonophore, this marine animal that seems to be but a single gelatinous creature, is in fact a colony of organisms. We too, who believe ourselves separate, are already multiplicities and together we form bodies vaster still. Linked by a device that captures and synchronizes their movements, the participants feel their gestures seek one another out, meet, and at times work against each other. An arm rises without our quite knowing who willed it. How far can we feel ourselves extended, displaced, shared?

Charlotte Waridel – Bloom

MEDIA & INTERACTION DESIGN

Charlotte Waridel – Bloom

by Charlotte Waridel

Bloom is an interactive installation that delves into the opaque reality of nickel mining, a cornerstone of the energy transition. In 1975, biologist Alan Baker discovered, in an open-pit mine, a plant whose leaves contain nickel concentrations a thousand times higher than normal, Noccaea caerulescens. He published his findings, which went unnoticed. Today, the mining industry has taken an interest in these hyperaccumulator plants and is developing phytomining as an alternative to conventional extraction methods. Bloom explores the duality between scientific reality and a pro-industry narrative that presents it as tomorrow's green solution, navigating between the extraordinary adaptation of these plants to their environment and the mechanisms of greenwashing.

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