Speaking with your hands

Speaking with your hands

How does our physical body interact with digital content ?
The students have explored creative ways in which typography and graphics can be manipulated in response to human movement.

Workshop (2024) with Vera van de Seyp

Assistants
Martial Grin
Students
Elena Biasi, Olivia Capol, Thomas Gaudin, Quentin Kohler, Mathias Liniger, Emilie Maier, Aryana Noorani, Livia Schmid, Alexine Sierro, Charlotte Waridel, Valère Zen-Ruffinen
Know-how
Augmented Reality (AR, XR), UX/UI, Creative coding

OVERDOSE

Advertising sells us dreams, it’s up to you to choose your reality. The user tries to chase away increasingly invasive ads.

 

By Mathias Liniger and Quentin Kohler


Client vs Designer

A conversation between a designer and their client represented in a fighting game.

 

By Alexine Sierro and Charlotte Waridel


SMOKE

By imitating the gesture of smoking a cigarette, the user creates virtual smoke that reveals a message.

 

By Valère Zen-Ruffinen and Baptiste Godart


FAceOFF

A photo booth steals your face and gives it to someone else. You must catch it to get it back.

 

By Elena Biasi and Emilie Maier


Locoland

A car ride in an imaginary world. Drive the vehicle using your arms.

 

By Thomas Gaudin and Olivia Capol


POND

Above a pond, the user fishes for puns related to fish.

 

By Aryana Noorani and Livia Schmid

Projects related to Augmented Reality (AR, XR)

LET THE DATASET CHANGE YOUR MINDSET - 2025

BA MEDIA & INTERACTION DESIGN

LET THE DATASET CHANGE YOUR MINDSET - 2025

by Steve Bouillant, Teo Grajqevci, Yann Müller

Data has the power to reshape the way we interpret the world. Starting from a simple question or hypothesis, this project explores how visualization can reveal patterns that are not immediately visible. The result is a fully functional data visualization experience with an interactive interface, including a mobile controller that allows users to manipulate the display in real time. Designed and programmed by second-year Bachelor students in Media & Interaction Design as part of a course taught by Gaël Hugo, the project demonstrates how interactive visualization can make complex data more accessible and engaging.

Viktor Gagné – Serialized Saplings

BA MEDIA & INTERACTION DESIGN

Viktor Gagné – Serialized Saplings

by Viktor Gagné

The weight of materials produced by humans is now believed to exceed that of all terrestrial biomass. How will these artifacts integrate into the rest of the environment in a million years? Serialized Saplings is an interactive installation that speculates on a potential form of vegetation to come, heavily altered by the excesses of human production, here crystallized through the symbol of the electrical outlet. By manipulating the connections of several power strips, the participant is invited to program the "genetic code" of hybrid plant species that do not yet exist and whose appearance resembles our industrial standards. This generated vegetation is then classified in the form of a digital herbarium that can be consulted and studied.

Folklore Fusion

BA MEDIA & INTERACTION DESIGN

Folklore Fusion

with Pauline Saglio

Folklore Fusion – a CGI character project developed by students in Bachelor Media & Interaction Design at ECAL, exploring the creative collision between Japanese and Swiss folklore through the lens of contemporary visual storytelling.

Screen Design 2024

BA MEDIA & INTERACTION DESIGN

Screen Design 2024

with Harry Bloch

Websites developed over a semester according to a book chosen by the students as part of Harry Bloch's Screen Design course, second year Bachelor of Visual Communication.

Marius Parisod – Get-Out 4

BA MEDIA & INTERACTION DESIGN

Marius Parisod – Get-Out 4

by Marius Parisod

At the crossroads between video games and board games, Get-Out 4 is an invitation to rediscover the joy of playing together. This puzzle game, designed to be played by two or more players, encourages direct interaction and cooperation. The use of external game pieces invites players to rely on their observation and deduction skills, bringing them together in a shared experience that goes beyond screens. The design of Get-Out 4 is based on a minimalist aesthetic inspired by early video games such as Pong, Pac-Man, and Tetris. This visual simplicity not only evokes nostalgia but is strategically employed to enhance player engagement by focusing on gameplay mechanics. This project, beyond its playful aspect, offers human interaction through the lens of gaming.

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