Screen Design – 2024

Screen Design – 2024

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.

Transversal project (2025) with Harry Bloch

Assistants
Théo Déchanez
Students
Yann Müller, Maeva Chanson, Nyria Graber, Carolina Crivelli, Jonathan Vögele, Siméon Dubuis
Know-how
UX/UI, Creative coding, Web

The Consolations of the Forest

An interpretation of Sylvain Tesson's story, this website explores the experience of solitude and withdrawal from the world in a cabin on the shores of Lake Baikal. The students worked around the notion of time passing and the repetition of daily gestures, translating the slowness, contemplation and cyclical rhythm of life in isolation.

 

Visit the website

 

by Yann MüllerMaeva Chanson

 

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Le Vieux qui lisait des romans d'amour

An interpretation of the novel by Chilean author Luis Sepúlveda, this site immerses you in the small Amazonian town of El Idilio. The experience invites you to live the hunt led by Antonio José Bolívar, in search of a Tigrillo that has killed a man.

 

Visit the website

 

by Nyria Graber, Carolina Crivelli

 

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The Suitcase

Interpretation of Sergei Dovlatov's book, in which the main character rediscovers the suitcase with which he left the USSR. The site explores the idea of interstices: openings through which the objects in the suitcase emerge, but also spaces where forbidden Soviet alternative culture came to life.

 

Visit the website

 

by Jonathan Vögele, Simeon Dubuis

 

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Projects related to UX/UI

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.

Valère Zen-Ruffinen – Memoria

BA MEDIA & INTERACTION DESIGN

Valère Zen-Ruffinen – Memoria

with Pauline Saglio, Christophe Guignard, Alain Bellet, Gaël Hugo, Laura Nieder, Lara Défayes

“All those moments will be lost in time, like tears in rain.” - Roy Batty, Blade Runner (1982). Many of the moments we share with our loved ones fade from memory when nothing brings them back to life. Little by little, they disappear. Memoria is a photo album application that explores the fragility of memory, and how we maintain — or allow to fade — our connections through it. Through a process of gradual disappearance, the people in our photos slowly fade if no new memories shared with them are added. To keep their faces visible, users are invited to regularly enrich their album with new shared moments.

Paul Paturel – Modulat – 2025 #2

BA GRAPHIC DESIGN

Paul Paturel – Modulat – 2025 #2

by Paul Paturel

Grime Index is an interactive VJ-ing project that centralizes, visualizes, and enables navigation through iconic moments of grime — a chaotic genre born on London’s pirate airwaves. By turning audio data into visual identity and live signage, the project makes a performance-based, oral, and improvised culture more readable. Designed for both newcomers and longtime fans, it is built around three interchangeable modules — MC, instrumental, and lyrics — honoring the culture of sampling, MCing, and mixing. Diarization, transcription, dynamic typography, and real-time effects combine to reveal grime’s living and navigable memory.  

Emilie Müller – Librarynth

BA GRAPHIC DESIGN

Emilie Müller – Librarynth

by Emilie Müller

It is good to believe that the library is resilient. Not as a relic of the past, but as a presence that reinvents itself, oscillating between the tangible and the intangible. It's not a question of denying the digital, nor of clinging to our yellowed pages. But to understand that if we accept the library as a moving space, an organism that mutates with the times, then its future may not be so bleak. My diploma is a non-linear immersive library, conceived as a virtual house. Each piece evokes one of six themes from the Jan Michalski Foundation's Varia collection. In the form of a web interface, the project celebrates the serendipity inherent in physical libraries, while questioning how digital technology can translate the book experience.

Elena Biasi – Magnetic Fragments

BA MEDIA & INTERACTION DESIGN

Elena Biasi – Magnetic Fragments

with Pauline Saglio, Christophe Guignard, Laura Nieder, Alain Bellet, Gaël Hugo, Lara Défayes

Before the rise of digital technology and social networks, everyday moments were captured on analog media and watched with family in one uninterrupted flow. These long VHS tapes, composed of successive sequences, gradually disappeared, victims of their obsolescence. Magnetic Fragments offers a way to rediscover these forgotten memories through a three-dimensional web interface, where each bubble represents a memory to explore and comment on. Designed for a private circle, the collaborative platform allows free navigation, revisiting each memory fragments in a dynamic way and breaking with the monotonous structure of past viewings. Magnetic Fragments thus becomes a space for intergenerational transmission, where the past is shared in the present.

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