Haptobiosis

Nyria Graber – Haptobiosis

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.

Diploma project (2026)

Students
Nyria Graber
Know-how
Tangible Interaction, Electronics
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Projects related to Tangible Interaction

Steve Bouillant – Re:soil

BA 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.

Thomas Gaudin – UnBubble

BA MEDIA & INTERACTION DESIGN

Thomas Gaudin – UnBubble

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

Unbubble is an interactive installation in which a robot explores a user’s smartphone to analyze their Instagram usage. This intrusive act highlights a paradox: if it’s rare to hand one’s phone to a machine, we nonetheless do so every day by letting algorithms collect our data. Our online habits shape a tailor-made reality that filters, sorts, suggests, and sometimes limits our horizons. Unbubble questions how our digital traces construct a fragmented image of ourselves — one that is then used to guide our choices, desires, and attention. The installation invites us to become aware of these mechanisms and opens up a space to imagine other narratives, other ways of navigating, and other worlds to explore beyond the paths laid out by algorithms.

Andreas Abbaszadeh – KIN

BA 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.

Talk to me – 2026

BA MEDIA & INTERACTION DESIGN

Talk to me – 2026

with Alain Bellet

By combining code, electronics, and physical prototyping, first-year students design interactive objects that react, respond, and invite interaction, gathered under the title Talk To Me. Using dialogue as playground and inspired by conversational interfaces, the projects transform physical objects into new forms of interaction.

Laurine Gigandet – CLAWS

BA 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.

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