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Type

Course

Know-how

Years

2008 2024
Julie Turin – Star's Bags - The Tree Bag

MEDIA & INTERACTION DESIGN

Julie Turin – Star's Bags - The Tree Bag

by Julie Turin

Assembly line work and online orders have become the norm, even in craftsmanship. The Star's Bags app is a seamstress's response to this trend, offering an immersive shopping experience to highlight manual labor before the customer receives their bag. "The Tree Bag" is the first collection from this app, which can expand into other themes. Through this experience, the customer participates in every step of the bag's creation over several days: gathering materials, placing patterns, cutting, sewing, pinning, addressing, and shipping. By following this process, the customer appreciates the effort involved and retains a special memory of their purchase, enhancing the value of the product received.

Generated memories

GRAPHIC DESIGN

Generated memories

with Guy Meldem

During the Image Creation course with Guy Meldem, students explored the benefits of AI. Feeding the machine with their own illustrative style, they were able to generate a certain quantity of images, enabling them to produce a graphic novel, a collection of images or other types of illustrated editorial work.

Image creation

GRAPHIC DESIGN

Image creation

with Guy Meldem

During the Image Creation course with Guy Meldem, the students had to develop a two-color teaching manual, with the aim of teaching a particular skill. Each project takes the form of a 16-page booklet with two different types of printing.

Aude Gunzinger – Les Résidences nomades

GRAPHIC DESIGN

Aude Gunzinger – Les Résidences nomades

with Guy Meldem, Nicole Udry

When the usual limits of publishing are pushed back, our senses are confused. We are confronted with new perspectives. Les Résidences Nomades engages the reader in a narrative through movement and body in a 9-meter pictorial language. It depicts a particular place and the customs of those who frequent it. Step by step, we discover a subtle reflection on fantasy, variations in perception and the limits of language.

Louis Roh – Les chemins perdus

GRAPHIC DESIGN

Louis Roh – Les chemins perdus

with Guy Meldem, Diego Bontognali

Millennia ago, humankind discovered electricity and never stopped exploiting and reinventing it, unconcerned, considering this resource to be infinite. This book, Les Chemins Perdus, opens up new horizons, between dream and fiction, through realistic and poetic notions. What if all the lights went out? It stimulates the imagination and offers readers light, childlike speculation. Interest in illustration, storytelling and printing techniques brings this graphic tale to life. This journey of colours and images appeals to a multi-generational audience, tapping into the potential of children’s books in these tense and confusing times.

Leoni Limbach – Wild Tales

GRAPHIC DESIGN

Leoni Limbach – Wild Tales

with Nicole Udry, Aurèle Sack

A flower is not just a flower, it is all living beings that depend on it to bloom. In the context of the biodiversity crisis, this book is a response to Gilles Clément's manifesto The Third Landscape. The landscaper calls for the revaluation of the spaces along our roads of cities. Between over-urbanisation and excessive agricultural monoculture, these forgotten marginal spaces are recolonised by pioneering, wild flora, regenerating ecosystems that are rich in biodiversity. Unlike the herbarium, which proceeds by fragmentary analysis, this project analyses relationships between living beings. Wild Tales is a book of atmospheric illustrations that invites us to draw from the varied colours and shapes of this space as well as the wild stories that make it up.

Tessa Roy – Digital Feminist Manifesto

GRAPHIC DESIGN

Tessa Roy – Digital Feminist Manifesto

with Guy Meldem, Tessa Roy

The Digital Feminist Manifesto website aims to present a set of principles for envisioning the body and its limitless nature in digital spaces, thus taking into account concepts such as inclusivity, the gender spectrum and intersectionality. The site consists of a textual section (the manifesto and its stakes) and avatars that represent one of the many possible interpretations of the body. These avatars are neither linear nor hierarchical; therefore they are organised in an evolving and branching way. Upon entering the site, we find ourselves at the central point of the page, allowing us to explore the site in all directions and discover its possibilities.

Laeticia Jakob – Sabina?

GRAPHIC DESIGN

Laeticia Jakob – Sabina?

with Nicole Udry, Guy Meldem

The “Neovertebra” population continues to decline, decimated by high temperatures and food shortages. Nothing grows outside the greenhouses. To remedy the attacks that threaten the plantations, Sabina and Greg develop a dandelion-based fertiliser. Sabina? is a graphic novel in response to the possible collapse of civilisation. Faced with a certain sense of helplessness and passivity, the technique of hand collage appears as a palimpsest through which history can assume new perspectives. Collected images and personal creations accumulate and decay over the course of this dystopia, encouraging the reader to project and assimilate this information.

Music made visual

GRAPHIC DESIGN

Music made visual

by Rebecca Alfandary, Valentin Bonzon, Jonas Buxcel, Camille Choquard, Alexandra Cupsa, Sacha Décoppet, Morgane Gilliéron, Flaurant Kadrija, Yohann Kampmann, Simon Maurer, Delphine Moënnat, Monica Müller, Océane Pasteur, Luca Reichenbach, Luca Riva, Angeline Rossetti, Pierre Teissier, Baptiste Torrent, Elsa Trummer, Chloé Vandewalle

Workshop with Brian Roettinger This workshop was a typographic exploration/exercise on how typography can express musical feeling/tone. The students used the lyrics as a graphic material. With the as their only source material they had to create one poster.

The Things I Missed While Scrolling

GRAPHIC DESIGN

The Things I Missed While Scrolling

by Rebecca Alfandary, Valentin Bonzon, Jonas Buxcel, Camille Choquard, Alexandra Cupsa, Sacha Décoppet, Morgane Gilliéron, Flaurant Kadrija, Yohann Kampmann, Simon Maurer, Delphine Moënnat, Monica Müller, Océane Pasteur, Luca Reichenbach, Luca Riva, Angeline Rossetti, Pierre Teissier, Baptiste Torrent, Elsa Trummer, Chloé Vandewalle

Workshop with Stephanie Specht During the week the students had to produce one poster that makes people aware of their phone use, make them stand still. They had design their poster so that it inspires from a distance, and informs up close.

Random?

MEDIA & INTERACTION DESIGN

Random?

with Andreas Gysin

Workshop with Andreas Gysin The students worked on the concept of randomness to generate a series of patterns and drawings.

Fiona Valais – If, then…

GRAPHIC DESIGN

Fiona Valais – If, then…

by Fiona Valais

Escapism is an ever more widespread notion nowadays, manifesting itself through evasive acts using various mediums to flee an often heavy and insurmountable reality. This project immerses the reader into a generative and surreal world, with Tomie as the only point of reference. Portraits, settings and still lifes accompanied by captions are generated to create a narrative and an absurd universe to which readers attach their own meaning. Through the use of scripts, the publications are generated at random allowing each object and each story to be unique.

Iris Moine – Twist

MEDIA & INTERACTION DESIGN

Iris Moine – Twist

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

Twist was thought out as part of the upcoming industrial design exhibition at mudac - Musée cantonal de design et d’arts appliqués contemporains. The aim of this project is to engage children’s curiosity about design, for whom the idea of visiting a museum is often not the most exciting. How can we encourage a stimulating visit and discovery of the exhibits? By bringing out an object from the exhibition, the Bold chair by Big-Game studio, this project transforms it into an interactive installation. Guided by a character on screen, children are invited to interact with certain parts of the chair: sitting, pinching, turning, etc. These interactions trigger games, and information is presented in a playful way, thus creating a direct and memorable relationship with the object and raising awareness of design.

Get Out

MEDIA & INTERACTION DESIGN

Get Out

with Mario Von Rickenbach

Video game made by Marius Parisod during the first year Interactive Graphics course.

Matches

MEDIA & INTERACTION DESIGN

Matches

with Mario Von Rickenbach

Video game made by Viktor Gagné, Charlotte Pralong and Julie Turin during the first year Interactive Graphics course.

Image Creation

GRAPHIC DESIGN

Image Creation

with Guy Meldem

Ultra Low Resolution

MEDIA & INTERACTION DESIGN

Ultra Low Resolution

with Andreas Gysin

Projects created in the first year Bachelor Media & Interaction during a workshop given by Andreas Gysin.

Malik Sobgoui – Oblique Reasoning

MEDIA & INTERACTION DESIGN

Malik Sobgoui – Oblique Reasoning

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

Nowadays, almost all of us have adopted the unconscious reflex of pulling out our smartphone when we are faced with some form of loneliness or passivity. Hence, it has become difficult for us to cope with waiting without the help of our cell phones. The aim of Oblique Reasoning is to invite users to question notions of attention economy and FOMO (Fear Of Missing Out) while offering, in the manner of Oblique Strategies, reflections and alternatives. By recording unread notifications and quantifying them in units of time, this portable device offers us the possibility to step back and rethink our relationship with the smartphone.

ECAL x MUJI: Compact Life

INDUSTRIAL DESIGN

ECAL x MUJI: Compact Life

with Michel Charlot

A collection of clever furniture and household accessories to help organise everyday life. Following the method of carefully observing our daily routines to identify unique needs and then creating intuitive and practical products, the Bachelor of Industrial Design students imagined a collection of clever furniture and household accessories to help organise our daily lives, under the guidance of designer Michel Charlot. As an important part of the development of MUJI products is based on detailed photographic studies in people's homes, the students were invited to follow the same process by documenting the spontaneous state of their own homes and other people's environments in order to reveal how they interact with the products, and to identify how the objects are used as direct inspiration for their design.

Collection

MEDIA & INTERACTION DESIGN

Collection

with Gaël Hugo

Interactive illustrations created around the theme of the collection. Selection of projects created during Creative Coding course with Gaël Hugo.

Leila Farra – Traces

INDUSTRIAL DESIGN

Leila Farra – Traces

with Stéphane Halmaï-Voisard, Christian Spiess, Maddalena Casadei

“Traces” is a collection of paintbrushes made out of rattan and horsehair. The idea behind this research was to experiment with the tools. Movement, the design of the handle and the hair position influenced the result. The first tests on paper led to experiments on fabric, resulting in a series of painted textiles whose patterns stem directly from the brushstrokes. This project enabled me to immerse myself into two ancestral crafts, wickerwork and paintbrush manufacturing, which I was then able to merge to create a collection between art and design.

Satisfaction 2020

MEDIA & INTERACTION DESIGN

Satisfaction 2020

with Mario Von Rickenbach

Satisfying webtoys coded by 1st year Bachelor students in Media & Interaction Design as part of a week-long workshop given by Mario von Rickenbach.

Sidonie Bays – Jeux Réunis

GRAPHIC DESIGN

Sidonie Bays – Jeux Réunis

with Jonathan Hares, Nicole Udry

“Jeux Réunis” is a graphic novel that leads us to explore a world in which platform cooperativism is the answer to all our basic needs. This illustrative project highlights the principles of a sharing economy through visual symbols and metaphors. Caught up in the game, the reader embodies a character who, following the discovery of a cooperativism platform, drifts off into a daydream. The aim is then to explore the areas of tension between fiction and everyday scenes in order to understand the ties between the inhabitants of Syn, the city of sharing.

Loïc Dupasquier – Blackout

GRAPHIC DESIGN

Loïc Dupasquier – Blackout

with Guy Meldem, Aurèle Sack

Blackest Ever Black, a British record label, announced it was shutting down in 2019. This project pays tribute to the label through a post-mortem cassette reissue of its ten most outstanding musical releases. These feature two levels of information, a listing of how the tracks make the listeners feel and the barely visible metadata of the releases. The font used is my revival of a typographic drawing by Peter Behrens, which, just like the label did, enables me to take things from the past and make them contemporary.

Astrid Durand – Visite Maciet

GRAPHIC DESIGN

Astrid Durand – Visite Maciet

with Guy Meldem, Nicole Udry

The aim of this project is to question our perception of museums and the artefacts within them. The issue here pertains to the museum’s impact on the obsolescence or enhancement of the material exhibited. With the Maciet collection, I sought to create a hybrid, flowing exhibition. The carpet, the main medium of this project, enhances our relationship with handicrafts and artefacts while providing visitors with a new museum experience and overcoming traditional hierarchies.

Aurore Péry – Passerines

GRAPHIC DESIGN

Aurore Péry – Passerines

with Guy Meldem, Nicole Udry

“Passerines” is a short animated film that addresses the notion of cycle in the environment, through the theme of bird migration and its deterioration in relation to various aspects of human activity. Inspired by educational films and wildlife documentaries, this project aims to raise awareness of our impact on our environment through a loop that our actions influence and which deteriorates with time. Between contemplative scenes and explanations, this short film is an invitation to question our relationship to our environment. Prix BG Ingénieurs Conseils

Bruno Jolliet – New York Urban Atlas

GRAPHIC DESIGN

Bruno Jolliet – New York Urban Atlas

with Gilles Gavillet, Nicole Udry

“New York Urban Atlas” is a project on the different ways in which urban density is physically transcribed in New York City. The book follows the principle of administrative residential areas by exploring the various neighbourhoods in the form of illustrations. Throughout the chapters the reader is led to explore urban materiality from an analytical angle with environmental factors relating to the illustrations. Map information provides insight into the various neighbourhoods explored in the book.

An addendum for the Universal Declaration of Human Rights

GRAPHIC DESIGN

An addendum for the Universal Declaration of Human Rights

with Roosje Klap

During this workshop, all students were asked to write an extension article for the Universal Declaration of Human Rights, which together formed an addendum for this historical text. It has formed a new part of the temple that hold and protect our humanity. To provide contextual background to the work, students had been reading and discussing an article each day, followed by a daily topic. By the end of the week, an extension of the Universal Declaration of Human Rights was celebrated in the form of 20 flags and a collaborative video of 20×20 seconds.

Satisfaction 2019

MEDIA & INTERACTION DESIGN

Satisfaction 2019

with Mario Von Rickenbach

Satisfying webtoys coded by 1st year Bachelor students in Media & Interaction Design as part of a week-long workshop given by Mario von Rickenbach.

Sébastien Matos – Sokomplex

MEDIA & INTERACTION DESIGN

Sébastien Matos – Sokomplex

with Alain Bellet, Christophe Guignard, Gaël Hugo, Pauline Saglio

Sokomplex pays tribute to the Sokoban puzzle video game series, first released in 1982. The main purpose was to push boxes onto target squares in a labyrinth. The contribution of a three-dimensional environment entirely composed of cubes now allows the use of brand new game mechanics, thus considerably varying the gameplay. This open universe makes it possible to move away from the well-known level system of “puzzle games”. Designed using web technologies, the game is available on a multitude of connected platforms. sokomplex.app

Moins Zéro

GRAPHIC DESIGN

Moins Zéro

with Denis Roueche, Prune Simon-Vermot

During 4 days, the students in the first year of the Bachelor's degree in Graphic Design and Photography were confronted with the weather in the Far North of La Chaux-de-Fond and presented the results of their work in the form of a giant calendar at QUARTIER GENERAL. With the participation of students: Pauline Baldinetti, Ines Barrionuevo, David Benito Py, Alexandre Brunisholz, Emma Chapuis, Lucien Grandjean, Hugo Hectus, Elena Najdovski, Julie Neuhaus, Laetitia Paroz, Guillaume Pavia, Caroline Perrenoud, Amanda Puna, Alizée Quinche, Clara Roumegoux, Steven Rüthy, Julie Ryser, Guillaume Schilter, Samuel Schmidt, Timo Tiffert, Laura Trummer, Adeline Vermot, Loris Wahler, Justine Willa Teachers: Denis Roueche, Prune Simon Vermot Assistants: Amaury Hamon, Clément Lambelet, Olivia Schenker

Projet de création

GRAPHIC DESIGN

Projet de création

with Guy Meldem

Satisfaction 2019

MEDIA & INTERACTION DESIGN

Satisfaction 2019

with Mario Von Rickenbach

Satisfying webtoys coded by 1st year Bachelor students in Media & Interaction Design as part of a week-long workshop given by Mario von Rickenbach.

Pietro Alberti – Beyond Fields

MEDIA & INTERACTION DESIGN

Pietro Alberti – Beyond Fields

with Alain Bellet, Cyril Diagne, Christophe Guignard, Gaël Hugo

Beyond Fields is a plateform independent puzzle game composed of three chapters each inspired by the fundamental interactions of nature. Throughout the game the player pass through different levels during which he has the opportunity to interact with various graphical elements that will allow him to rebalance the force fields and to solve the level. Thanks to a system of filters, it is possible to travel through different representations of the game - graphical, analytical or mathematical - thus allowing the player to have a global vision of the forces that are exerted between the graphical elements. Play online

Satisfaction 2017

MEDIA & INTERACTION DESIGN

Satisfaction 2017

with Mario Von Rickenbach

Satisfying webtoys coded by 1st year Bachelor students in Media & Interaction Design as part of a week-long workshop given by Mario von Rickenbach. Every interactive versions here.

Mylène Dreyer – Scribb

MEDIA & INTERACTION DESIGN

Mylène Dreyer – Scribb

with Alain Bellet, Cyril Diagne, Cédric Duchêne, Christophe Guignard, Gaël Hugo

Scribb is a computer game in which the physical area scanned by the mouse is an integral part of the interaction. The player must draw some black areas, detected by the mouse, to be able to evolve in the game. So, in the same time, he has to manage the position of the mouse and the surface on which it is placed. This double reading questions our way of switching from digital to analog. The mouse, diverted from its usual role, is not only used as an extension of the hand, but as a physical object influenced by its environment.

Mirko Stanchieri – Pyrite

MEDIA & INTERACTION DESIGN

Mirko Stanchieri – Pyrite

with Alain Bellet, Cyril Diagne, Cédric Duchêne, Christophe Guignard, Gaël Hugo

Pyrite is a puzzle game available on a tablet. The goal is simple: the player must reach a target randomly positioned in space by building a path and this in a limited number of shots. The view is an isometric projection which makes in particularly complicated and singles it out. In addition, the player’s levels and used paths freeze, creating new obstacles and increasing the game’s complexity. This project and its minimal universe is a continuation of the aesthetics that I have experienced at ECAL since the beginning of my studies.

Guillaume Cerdeira – Moon River

MEDIA & INTERACTION DESIGN

Guillaume Cerdeira – Moon River

with Alain Bellet, Cyril Diagne, Christophe Guignard, Gaël Hugo

Moon River is a 2D top-down view game. The player is locked in the screenplay: when he crosses the boundaries, he finds himself teleported to the opposite screen side. Three levels challenge the player, leading him to use the abilities of the character to solve a series of puzzles becoming more and more complex along the game. This project was an opportunity for me to create a coherent universe, but also to offer an entertaining and challenging experience.

Tessa Donati – Viwo

MEDIA & INTERACTION DESIGN

Tessa Donati – Viwo

with Alain Bellet, Christophe Guignard, Gaël Hugo

Sound, illustration and construction are the key elements of the Viwo box, which contains 16 little wood blocks prepared to disclose six amusing illustrations. By placing these living cubes in the right place it will be possible to discover the supporting role of sound in solving the puzzle. This first game encourages children to examine the shapes of the objects, stimulates them to recreate the images accurately and increases their listening skills. To get started, just touch the word Viwo. The lid of the box and the available cards function as an amazing game! The senses involved are mainly touch, hearing and sight. In planning and building this box, my aim was to combine the traditional qualities of a wood game with those of modern games that capture children’s attention.

One minute repeater

MEDIA & INTERACTION DESIGN

One minute repeater

with Alain Bellet, Vincent Jacquier

On the occasion of the 24th edition of the Salon International de la Haute Horlogerie (SIHH), which took place in Geneva from 20th to 24th January 2014, the ECAL/ University of Art & Design Lausanne created, for watchmaker Vacheron Constantin, a special installation named “The Minute Repeater”. This installation is the result of a research work directed at ECAL by Vincent Jacquier, Head of Visual Communication Department, and Alain Bellet, Head of Bachelor Media & Interaction Design. This research, which brings together students from both Bachelor in Media & Interaction Design and Industrial Design, permitted to develop a stand for the watchmaker based in Geneva. Not less than 12 screens reveal the oneiric sense of the Calibre 1731 of Vacheron Constantin. Thank to the animations unveiled on each screen by the magic of magnifying glasses, ECAL proposes its interpretation of this minute repeater movement, known to be the flattest on the market. Animations, production and technical development : Pauline Saglio, Mathieu Rivier, Guilhem Moreau With the help of : Philippe-Albert Lefebvre, Matthieu Minguet Students involved in the project : Laurent Bernaert, Nicolas Nahornyj, Hélène Zeis

Sylvain Meltz – Mecadro

MEDIA & INTERACTION DESIGN

Sylvain Meltz – Mecadro

by Sylvain Meltz

Mecadro is a construction game available on computer and online (sylvainmeltz.com/mecadro), that allows you to create a “machine“ based on simple mathematical and geometric principles (translations, rotations, trigonometry…) to product complex drawings. The game introduces the user to programming through a graphic interface: he has to experiment, think in a certain way, observe and contemplate a more or less expected result. During my 4 years at ECAL, the hidden beauty of mathematics and geometry has been one of the most interesting discoveries: with a simple formula, a point can become a moving, independent and complex object. Programming took a significant part in my studies and introduced me to a certain reasoning and creative “behaviour” : to experiment, to research, to alter… Sylvain Meltz

Pauline Saglio – Rewind

MEDIA & INTERACTION DESIGN

Pauline Saglio – Rewind

by Pauline Saglio

Rewind is a digital clock collection designed to revive a physical link with the reading of the time that has become pervasive and unconscious since the digital revolution. While the movements relative to the reading of time are now gone, each clock offers a unique way to rewind its mechanism. When nowadays the gesture of interaction is minimized to touch, they propose to give it a more physical dimension by playing with recharge or energy release and either to rewind the clock to display the time, or to go back in time with the nostalgia evoked by the type of interaction. Their codes, drawing on childhood memories, transform what was once seen as a task into a fun activity. Pauline Saglio

Joelle Aeschlimann – Little Boxes

MEDIA & INTERACTION DESIGN

Joelle Aeschlimann – Little Boxes

with Alain Bellet, Christophe Guignard, Gaël Hugo

“Little Boxes is a music box concept for iPad. It consists of a tangible part composed of three separate music boxes that interact with an iPad and an application. When placing one of the boxes on the iPad, it recognizes it and activates. The idea is that each box contains its own universe revealed by the action of the crank with an animation and melody proper to each. The aim is to give a new dimension to the music box, and transcribe visual sensations that don’t exist in a standard music box. This work reflects my desire to play with the physical and digital elements by making them interact. It allowed me to embrace different areas, and confront myself with creative and technical challenges. The result is the creation of a world through the music box, where everyone can enter and interact with it.” Joelle Aeschlimann

Lucien Langton – Tilt Tower

MEDIA & INTERACTION DESIGN

Lucien Langton – Tilt Tower

with Alain Bellet, Christophe Guignard, Gaël Hugo

“Tilt Tower is an interactive monumental projection that took place during the Transat Festival in Lausanne on the 28th, 29th and 30th of June 2012. The main idea is to offer the public a fun and original way to interact with the projected content. Any spectator can launch an animation by dropping a ball in a hole situated in front of the building. The aim of this installation is to put in perspective differences in scale as well as the contrast between a physical input and a digital response. The aspect that I enjoyed the most while developing the project was the creation of animations and their micro-nar- rations. However, as a whole, it is often hard to find such events with interactivity. It is also extremely rare to see anything different from the aesthetic clichés of 3D rendering engines. Most of the time, monumental projection takes place in the public space. That’s why it was simply a pleasure to build a different way to give a little life to it.” Lucien Langton

Guillaume Chabot – Box-it

MEDIA & INTERACTION DESIGN

Guillaume Chabot – Box-it

with Alain Bellet, Gaël Hugo

Log a Rythm

MEDIA & INTERACTION DESIGN

Log a Rythm

with Alain Bellet

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