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Type

Course

Know-how

Years

2008 2026
Dynamic Identity - 2026

MEDIA & INTERACTION DESIGN

Dynamic Identity - 2026

with Angelo Benedetto

First-year students designed visual identities for fictional museums. As part of the Dynamic Display course led by Angelo Benedetto, this project led them to create graphic universes that that express the character of each imaginary exhibition site.

MATHEMATICAL MUSIC – 2026

MEDIA & INTERACTION DESIGN

MATHEMATICAL MUSIC – 2026

with Gaël Hugo

Soundtoys coded by 1st year Bachelor students in Media & Interaction Design as part of a semester project led by Gaël Hugo.

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.

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?

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

A Matter of Frames - Workshop avec Vera van de Seyp

GRAPHIC DESIGN

MEDIA & INTERACTION DESIGN

A Matter of Frames - Workshop avec Vera van de Seyp

by Malik Ahmed, Alexander Anhorn, Melissa Appelon, Marc Auderset, Olivia Bindon, Baptiste Boulanger, Suriya Brambilla, Diego Buccelloni, Marta Casemi, Davia Ciccoli Trannoy, Alizée Clavien, Timoféi Cruz, Ethan Degano, Nora Dizeko, Andrea Domínguez Formet, Mathias Dugenne, Mathias Gelin, Tanguy Genier, Lila Gomez Gaillet, Juliana Granato, Xenia Grange, Bérangère Gremion, Helena Hell, Rocio Hernandez, Salomé Huwiler, Rebecca Indermühle, Kevin Jeangros, Nolan Latorre, Jose Pardo Pariente, Zachary Ramelet, Gabrielle Richard, Théo Rizzo, Alessia Rollini, Malcolm Semedo Barreto, Anastassia Siebold, Philippe Strässle Zuniga, Baptiste Sultana, Luna Tavernier, Margaux Tinguely

Traduire le mouvement en matière

Portfol.io

MEDIA & INTERACTION DESIGN

Portfol.io

with David Liebermann, Maximilian Kiepe, Jana Reddemann

Hello World! Goodbye predictable, standardized and interchangeable web. Students questioned the conventions of the digital World, explored the Wide possibilities of the medium, and even invented new approaches to interact with the Web. And what better way to give web design meaning than through the students own portfolios, understood as expressions of attitude and personality. https://websites.ecal-mid.ch/

A Story for a Shape – Workshop avec Mélanie Courtinat

MEDIA & INTERACTION DESIGN

A Story for a Shape – Workshop avec Mélanie Courtinat

with Mélanie Courtinat

Ce workshop explore la paréidolie, notre capacité à projeter du sens et des émotions sur des formes abstraites. À partir d'une primitive géométrique (cube, sphère, cône...), matrice fondamentale de tout univers numérique, les étudiant·e·s en binômes doivent concevoir une expérience en réalité virtuelle. En s'appuyant sur une synchronisation précise entre l'espace physique et un environnement Unreal Engine, le projet transforme ces objets fixes en supports narratifs.

Reverse DIffusion – 2026

MEDIA & INTERACTION DESIGN

Reverse DIffusion – 2026

with Matthieu Minguet, Jamy Herrmann

This workshop explores the use of real-time video streams as a medium for transforming reality. Through live capture or interface-based processes, participants experiment with different ways of altering images using locally run diffusion models. The video stream is approached as raw material, opening up new perspectives on how reality can be perceived and transformed.

ECAL Light House

GRAPHIC DESIGN

MEDIA & INTERACTION DESIGN

PHOTOGRAPHY

ECAL Light House

with Jean-Vincent Simonet, Léonard Guyot, Florian Pittet (Sigmasix), Vincent Jacquier, Julien Gurtner

During a week of collaborative work, first-year students in the Visual Communication department at ECAL were given the ambitious task of creating a complete audiovisual experience, designing a light and sound architecture based solely on five original musical compositions. Using a central totem-like screen installation and projections on the surrounding walls, enhanced with lasers, they created a visual environment, broadcast in real time, which was presented as a performance to the public at the end of the week. The aim was to construct a universe capable of fully utilizing the space and the various stage elements, inviting the audience to move around and experience the live performance in its entirety. Five cross-functional creative groups, each with a different sound base, were supervised by Jean-Vincent Simonet and Léonard Guyot to produce images and test them throughout the week on the device, which was developed, set up and operated by a sixth group under the supervision of Florian Pittet, Matthieu Minguet and Achille Masson.

Enshittification - 2026

MEDIA & INTERACTION DESIGN

Enshittification - 2026

with Tibor Udvari

Many platforms degrade over time, shifting from useful tools into manipulative systems. In this workshop, we explore enshittification as a creative method by modifying existing websites or developing small web experiments that exaggerate friction, automation, overload, and disorientation in order to reveal the underlying logics.

Screen Design – 2025

MEDIA & INTERACTION DESIGN

Screen Design – 2025

with Harry Bloch

Websites developed over the course of a semester based on books chosen by students, which they adapted into web experiences as part of Harry Bloch's Screen Design course, second year of the Bachelor's degree in Visual Communication.

Realtime Narrative – 2026

MEDIA & INTERACTION DESIGN

Realtime Narrative – 2026

with Valerio Meschi

During the Realtime Narratives course, second-year students had to create a real-time narrative experience using Unreal Engine software. The aim of the project was to raise students awareness of the use of 3D realtime engines and the various links with other software specific to each stage of development.

Betaverse – 2026

MEDIA & INTERACTION DESIGN

Betaverse – 2026

with Mario Von Rickenbach

This project brings together a series of experiments created by students exploring the intersection between physical reality and immaterial imaginary worlds. Using a mixed reality headset, they transform their environment into experimental spaces where real elements become supports for digital creations.

Talk to me – 2026

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.

Beyond The Screen – 2025

MEDIA & INTERACTION DESIGN

Beyond The Screen – 2025

with Angelo Benedetto

Beyond the screen - is a series of interactive machines developed by students in their first year of Bachelor Media & Interaction Design. These systems are inspired by the relationship between instructions and execution within a computer system. These machines create text through a modular typographic system.

COUNTDOWN – 2025

MEDIA & INTERACTION DESIGN

COUNTDOWN – 2025

with Mario Von Rickenbach

The students worked on an interactive countdown in a web environment. Each day, they were tasked with creating a new sketch, culminating in their own collection, which could also be combined with projects from the entire class.

Toggle - 2025

MEDIA & INTERACTION DESIGN

Toggle - 2025

with Sébastien Matos

A collection of interface buttons designed and animated by first-year students of the Bachelor’s program in Media & Interaction Design. Each element includes a standard animation, an exaggerated animation, and an unexpected version. https://toggle.ecal-mid.ch/2025

Digital Attention

MEDIA & INTERACTION DESIGN

Digital Attention

with Irene Pereyra

Where does our attention go? In this workshop, first-year students become their own data researchers for 24 hours, observing when and why their phone draws focus. They track triggers, emotions, recovery time, control, context, apps used, duration, body language, energy, and inner dialogue. These everyday traces are then transformed into a one-page scrollytelling experience, a visual story of how attention moves through a day.

Thomas Gaudin – UnBubble

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.

Audio Reactive Festival Poster Series

MEDIA & INTERACTION DESIGN

Audio Reactive Festival Poster Series

with Talia Cotton

First-year students designed a series of audioreactive posters for a music festival. They utilized dynamic tools and live data input to explore sound-responsive visuals within social media's digital format, creating a cohesive and recognizable festival identity.

Valère Zen-Ruffinen – Memoria

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.

Elena Biasi – Magnetic Fragments

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.

Livia Schmid – Trail Sync

MEDIA & INTERACTION DESIGN

Livia Schmid – Trail Sync

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

In remote alpine regions, access to reliable information – such as trail conditions or weather alerts – becomes difficult in the absence of network coverage. Trail Sync addresses this challenge through a participatory and decentralized approach: local information boxes, integrated into hiking infrastructure, are passively updated by hikers using an offline mobile application. Each person passing near a box synchronizes contextual data, leaving a digital trace that benefits those who follow. Reinforcing existing signage without increasing technological dependency, the system is rooted in the mountain values of collective responsibility and solidarity.

Alexine Sierro – Spira Memoriae

MEDIA & INTERACTION DESIGN

Alexine Sierro – Spira Memoriae

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

In a world where ecosystems are dying out and certain smells are evaporating, what is happening to the places and stories that gave them form? Spira Memoriae is an immersive olfactory experience in virtual reality that invites users to journey through a fragmented sensory world. Original fragrances, created in collaboration with perfumer Tennessee Macdougall, extend the reflection through the language of odours. Beacons of an abstract landscape, they reveal rare materials, sometimes extinct, but still present in our collective memory. Spira Memoriae explores the tensions between disappearance and persistence, industry and territory, reality and reconstruction. Smell becomes a vehicle for storytelling, transmission and shared fiction.

Ayten Gönel – Tied Realities

MEDIA & INTERACTION DESIGN

Ayten Gönel – Tied Realities

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

Tied Realities is an interactive virtual reality (VR) experience that questions the relationship between material and immaterial space. In VR, physical space is rarely considered a constraining parameter in the creation of the environment. the project seeks to reverse this logic by integrating a physical constraint at the heart of the virtual experience. Plunged into an oppressive environment, each participant is invited to interact with an device that binds their wrists and restricts their movements. This device acts as a material representation of the discomfort felt by the protagonist in VR, which becomes the central element of the narrative, structuring the environment and interactions. Tied Realities then allows to experience the friction between digital freedom and physical limits.

Emilie Maier – Moji

MEDIA & INTERACTION DESIGN

Emilie Maier – Moji

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

A simple password can be cracked in a matter of seconds. Many people reuse the same password for years, or entrust all their passwords to specialized software, counting on not having to remember them themselves. Moji offers a playful and accessible alternative for strengthening our digital security, without the complexity. Designed for people who are less at ease with these issues, the application accompanies the user step by step, guided by Moji — a little character who simplifies the creation of passwords and makes their memorization more intuitive. The whole experience is designed to be fluid and non-anxious, transforming an often tedious task into a simple, guided and reassuring moment.

Olivia Capol – How Do They Know ?

MEDIA & INTERACTION DESIGN

Olivia Capol – How Do They Know ?

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

We all use ChatGPT. But why? Perhaps because it seems to have an answer to everything. How Do They Know ? is an interactive experience that invites us to follow the path of each question we ask an AI, from the moment it enters the system until a truth is delivered to us. Three guides are available to take us to the heart of language model mechanisms. Their points of view, sometimes opposing, intersect and contradict each other. What if the way algorithms respond to us influences what we believe? Behind each exchange lies our relationship to human knowledge, what we expect from machines, what they learn from us, and what we decide to believe.

Baptiste Godart – L'anarchisme n'est pas une invention des Sex Pistols.

MEDIA & INTERACTION DESIGN

Baptiste Godart – L'anarchisme n'est pas une invention des Sex Pistols.

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

The first international anarchist organization appeared in 1871—not in London, but in the Jura Mountains of Switzerland. Who would have thought? If you think anarchism is all about chaos, crust punks, or masked rioters, this web documentary will shatter those stereotypes. You’ll discover how the Jura watchmakers organized to unite their peers across borders and confront the domination of the bourgeois, capitalist class. The Jura Federation is a key chapter in the history of anarchism. The art direction combines the fanzine aesthetic of the late 20th century with a modern interface design. Visual work is a major part of the documentary, with most of the imagery being original creations.

Quentin Kohler – EnhancedCrops

MEDIA & INTERACTION DESIGN

Quentin Kohler – EnhancedCrops

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

“At EnhancedCrops, we aim to create the apple of the future.Thanks to our exclusive technology, which promises to revolutionize the future of agriculture, we are about to develop an apple tree capable of surviving the hottest heatwave as well as the latest spring frost. No matter what parasite clings to it, our Tungsten apple tree will always resist. And that’s not even counting that it will produce the perfect apple, available year-round. Humanity is accelerating climate change? It doesn’t matter! We have the solution. It’s up to us to help it surpass itself. At EnhancedCrops, we’ve made it our mission. Join us, and let’s cultivate a sweeter, ever more fruitful world together.” A story of a failure foretold.

Aryana Noorani – Check-out / Check-in

MEDIA & INTERACTION DESIGN

Aryana Noorani – Check-out / Check-in

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

In this point-and-click game, players take on the role of a maid on her first day in a luxury hotel. Each level consists of a messy room left behind by guests. The  player must remember the list of tasks and complete them in the correct order to restore the room. The gameplay relies on simple, repetitive actions, where order and memory are key, with no room for error in such meticulous surroundings. Through repetition, the actions become mechanical, but the slightest mistake forces the player to start over. Guided by the overbearing voice of a manager, the experience combines curiosity, frustration and a quiet sense of absurdity in a simple game loop.

Mathias Liniger – Just a game?

MEDIA & INTERACTION DESIGN

Mathias Liniger – Just a game?

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

Just a game? is an interactive project that explores how war video games contribute to the trivialization of violence through their game design. Why are weapons perceived as desirable objects? How do customization, visual and sound effects make the act of killing satisfying? What remains of a body after death in a video game?  And what does this say about our relationship to violence? In these games, nothing is left to chance: pleasure, oblivion, hostility — it's all a question of design. Through a series of classic combat scenes, this immersive documentary invites viewers to observe, question and understand the systems that transform war into a playful experience.

LET THE DATASET CHANGE YOUR MINDSET - 2025

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.

Video Clips – 2025

GRAPHIC DESIGN

MEDIA & INTERACTION DESIGN

PHOTOGRAPHY

Video Clips – 2025

with Sami Benhadj

Music video projects created within the framework of the Sequence course supervised by Sami Benhadj. Each 2nd-year student in the Graphic Design, Media & Interaction Design & Photography Bachelor programs produced an individual music video. Taking an existing track as a starting point, every project sought to translate the music into images, exploring visual storytelling, rhythm, and staging. Students were encouraged to experiment and develop a creative and personal approach, resulting in original graphic worlds where sound and image resonate with one another.

Much Faster / Much Slower – 25-26

MEDIA & INTERACTION DESIGN

Much Faster / Much Slower – 25-26

with Alain Bellet

Second-year Interaction Design students imagined and prototyped a mobile application exploring the theme “Much Faster / Much Slower.” The project examines our fascination with speed and slowness in digital interfaces, and how technology shapes our perception of time, attention, and communication. Building on this tension, students developed app concepts that propose alternative ways of communicating, consuming, or creating content, where rhythm becomes a central element of interaction design. Each project takes the form of an interactive prototype, offering a distinctive and sometimes deliberately non-immediate experience that questions our everyday digital habits.

Dynamic Identity - 2025

MEDIA & INTERACTION DESIGN

Dynamic Identity - 2025

with Angelo Benedetto

First-year students designed visual identities for fictional museums. As part of the Dynamic Display course led by Angelo Benedetto, this project led them to create graphic universes that that express the character of each imaginary exhibition site.

Betaverse – 2025

MEDIA & INTERACTION DESIGN

Betaverse – 2025

with Mario Von Rickenbach

Using a mixed reality headset, the students used their surroundings as playground. Through creative gestures, each experiment proposes a way of interacting with the environment.

Show more / Show less

MEDIA & INTERACTION DESIGN

Show more / Show less

with Alain Bellet

Fictional mobile apps based on the "Show more / Show less" theme, offering new ways of consulting, communicating, creating, playing, discovering and learning. Students in their 2nd year of Bachelor Media & Interaction Design designed a dedicated experience and graphic interface via interactive prototypes on Figma.

Redesign 24-25 - S1 – 2025 #2

MEDIA & INTERACTION DESIGN

PHOTOGRAPHY

Redesign 24-25 - S1 – 2025 #2

with Giliane Cachin

As part of the course given by Giliane Cachin, 1st year students are required to produce an edition by examining the different axes that make it up. The course offers a study of various grid systems and the fundamentals of micro-typography. During the semester, students will look for the best way to structure and arrange the content they have chosen (or which has been assigned to them, depending on the semester's data). Some essential rules to know in terms of printing and bindings will be reviewed at the end of the semester, in order to bring the conceptualized object to life.

Magazine - 24/25

GRAPHIC DESIGN

MEDIA & INTERACTION DESIGN

PHOTOGRAPHY

Magazine - 24/25

with Anouk Schneider Agabekov, Emmanuel Crivelli

As part of the magazine course led by Anouk Schneider and Emmanuel Crivelli, second-year Visual Communication students had the opportunity to design a magazine during the second semester. Students were encouraged to fully embrace their artistic freedom at every level of creation, whether in terms of format, paper choice, binding, layout, illustration, text, or typography. In this course, the magazine can take shape through various forms of illustration, such as photography, reproduction, contextualization, drawing, 3D, and more. The focus is placed on the author’s artistic vision and the means used to bring it to life. Students take on multiple roles as editor, curator, and architect, assuming the responsibilities of art director, designer, photographer, stylist, illustrator, typographer, editor-in-chief, and editorial secretary. This course highlights contemporary editorial design by exploring the narrative potential of a carefully crafted content sequence.

MATHEMATICAL MUSIC – 2025

MEDIA & INTERACTION DESIGN

MATHEMATICAL MUSIC – 2025

with Gaël Hugo

Soundtoys coded by 1st year Bachelor students in Media & Interaction Design as part of a semester project led by Gaël Hugo.

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