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Type

Course

Know-how

Years

2006 2023
Realtime Narratives

MEDIA & INTERACTION DESIGN

Realtime Narratives

with Valerio Meschi

During the Realtime Narratives course, second-year students had to create a real-time narrative experience using Unreal Engine software. Based on the theme of "Chrysalis", the students developed the scenario, the graphic assets and the interactions. 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.

Nora Fatehi – Mirror Me-rror

MEDIA & INTERACTION DESIGN

Nora Fatehi – Mirror Me-rror

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

In an environment where the line between digital and tangible is becoming increasingly thin, having an existence in immaterial spaces implies shaping and maintaining an avatar that is often created in one’s own image. Living in these in-between worlds inevitably leads to the development of a more or less strong connection with one’s own digital representations. This is notably the case of my own avatar, with whom I share more than just a well-defined clothing style. In Mirror Me-rror, she and I become one. By using my physical and digital data to influence her abilities as my “virtual self”, I find myself constantly connected to her. With this project, I question the relationship that each of us nurtures with our digital identities and offer a gamified perspective of our own lives.

Alex Nguyen – Potential Objects

INDUSTRIAL DESIGN

Alex Nguyen – Potential Objects

with Stephane Halmai-Voisard, Maddalena Casadei

Potential Objects is a project in the form of a video game/digital tool in virtual reality. The game invites users to a fictional world in which they can move and design objects from a library of elements that can be linked together. In order to have varied results regarding the produced objects, people will be able to integrate pieces designed by previous users when creating a new object.

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.

Hands On

INDUSTRIAL DESIGN

Hands On

with Adrien Rovero

The 1st year class was invited by the Museum für Gestaltung in Zurich to design wooden toys that were exhibited as part of the retrospective exhibition Willy Guhl: thinking with your hands, which ran from December 9, 2022 to March 26, 2023. Curator Renate Menzi and set designer Sebastian Marbacher were their main contacts. For 39 years, Willy Guhl has taught at the Zurich School of Design (ZHdK), focusing on toy design with a highly sensitive and applied experimental approach. It is precisely in this context that the students, 40 years on, have come up with ideas in line with Willy Guhl's approach. Hands On, the title of the exhibition and project, defines a particular spirit of hands-on design. How do you think with your hands? How do you develop an object that can be manipulated and provides a particular experience? The students therefore began the project by experimenting, testing, manipulating and demonstrating the simple principles of mechanisms in the form of a scale model.

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.

What’s The Prompt?

MEDIA & INTERACTION DESIGN

What’s The Prompt?

with Cyril Diagne

During a week workshop given by Cyril Diagne, second year students explored the integration of machine learning tools in their creative process. By limiting the coding step in favour of using the concept of Prompt they experimented with Diffusion Models such as GPT3, Clip or DALL-E to create texts, images and videos. Comparing the way our brain seems to make our dreams and the way some AI models work, Elina Crespi used some Diffusion Model to represent her dreams.

MATHEMATICAL MUSIC

MEDIA & INTERACTION DESIGN

MATHEMATICAL MUSIC

with Gaël Hugo

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

Transitions

MEDIA & INTERACTION DESIGN

Transitions

with Mario Von Rickenbach

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

Rayane Jemaa – Is This the Middle East?

MEDIA & INTERACTION DESIGN

Rayane Jemaa – Is This the Middle East?

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

Is This the Middle East? investigates representation of the Middle East and North Africa (MENA) in a selection of video games. I am interested in the patterns, repetitive artefacts, locations and texts in games that claim to be set in the MENA region. These objects become archetypes. Are these photo-realistic environments also realistic in the scenes they depict or do they become another backdrop for war-related games? Using photogrammetry to reconstruct these environments, I address the implications of seeing an abundance of often over-simplified images of the Middle East, especially in a world where video games are becoming not only a global phenomenon, but also a means to encounter other cultures.

Julie Racaud – Fealing

INDUSTRIAL DESIGN

Julie Racaud – Fealing

with Julie Richoz, Maddalena Casadei, Stephane Halmai-Voisard

Fealing is a collection of creative tools whose development is based on the field of art therapy. The project features a therapeutic approach that uses creation as an intermediary, allowing people to express themselves in ways other than with words. In this theme, the creative process, the emotions, the sensations felt, and the personality are paramount. However, behind the artists’ tools lies a level of requirement and expectations that can potentially limit the user’s creativity. I have therefore chosen to offer original tools that allow us to transform this level of requirement into a quest for discovery and to help us express our creativity through different gestures, forms and textures.

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.

Sébastien Galera Larios – Data Riot

MEDIA & INTERACTION DESIGN

Sébastien Galera Larios – Data Riot

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

Once upon a time, a few Homo Sapiens allowed humanity to escape the endless cycle of life and death. Together, leaving behind their individuality, they merged into a new form of existence, beyond humanity – as if in this second genesis man had created God in his own image. Data Riot questions the foundations of human individuality through a social science fiction halfway between a video game and a music video. Enter a futuristic world and experience your transplantation into a collective intelligence to the rhythm of the electronic sounds of the collective Curl. Based on your personal data and your decisions, the experience adapts to you and offers a disturbing experience of your own identity.

Valerio Meschi – Tone Alembic

MEDIA & INTERACTION DESIGN

Valerio Meschi – Tone Alembic

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

The barrier of entry to sound synthesis software has historically been kept high by visually abstract, overloaded interfaces and expensive ecosystems like those of Pure Data or MAX. Tone Alembic seeks to make sound experimentation accessible to a beginner audience. It does so by offering a platform consisting of a digital interface that abstracts many of the concepts of synthesis in favour of a more visual approach and a set of MIDI controllers that allow more hands-on interaction with the interface while providing everything one needs to get started creating sounds.

Elie Eliez – S-Board

INDUSTRIAL DESIGN

Elie Eliez – S-Board

with Maddalena Casadei, Stéphane Halmaï-Voisard, Julie Richoz

The S-Board is a small skateboard made of recycled plastic, designed to be directly produced on a small scale. It is a minimalist means of transport that I have been developing for several years. Perfectly adapted to the urban environment and travel, it has several advantages. It can be stored in a backpack or hand luggage, it takes up very little space on a bus and it allows you to juggle between public transport and pavements. The proximity of the axles makes it possible to rotate within a very small radius in order to slalom easily or dodge an obstacle over a short distance. Its thickness makes it an extremely solid object. Lightweight, it is cost-effective in terms of materials and offers a practical means of transport.

chatOS

MEDIA & INTERACTION DESIGN

chatOS

with Mario Von Rickenbach

Project made by Adryan Barillet during the first year Interactive Graphics course.

Harder, Better, Faster, Stronger - Mindmaze x ECAL

MEDIA & INTERACTION DESIGN

Harder, Better, Faster, Stronger - Mindmaze x ECAL

with Mindmaze, Laura Nieder, Tibor Udvari

“Harder, better, faster, stronger” was a one week workshop in collaboration with Mindmaze exploring playful interactions with medical sensors and devices.

HERE AND THERE

MEDIA & INTERACTION DESIGN

HERE AND THERE

with Marcelo Coelho, Gaël Hugo, Pauline Saglio

A new educational model for a post-pandemic world

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.

Maya Bellier – Strike the Pose

MEDIA & INTERACTION DESIGN

Maya Bellier – Strike the Pose

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

In performing arts, there is often, by convention, some distance, an invisible screen that separates the audience from the actors in the performance. Yet these respective positions have changed over time. Bauhaus artists actually aimed for total theatre, where the entire venue would be the stage. Strike the Pose is a participatory VR experience that begins from the moment we wait. A re-interpretation of Oskar Schlemmer’s “Triadic Ballet”, this complete and inclusive work invites all participants to enter through their acting into a total composition, both physical and digital.

Kylan Luginbühl – FRAME-Lab

MEDIA & INTERACTION DESIGN

Kylan Luginbühl – FRAME-Lab

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

FRAME-Lab offers a series of immersive experiences that provide new ways of interacting with a virtual reality environment. The traditional controller is replaced by a physical frame that enables you to explore various worlds and functionalities. This new interface, both tangible and digital, can thus take the form of a shield, a portal to travel in time and space, or that of a parachute. This interface frame is offered to the community of makers as 3D files available online that anyone can transform and print at home.

Léonard Guyot – Concrete

MEDIA & INTERACTION DESIGN

Léonard Guyot – Concrete

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

Concrete is an immersive experience that offers to discover digital architectures through lights and shadows that reveal the volumes and geometry of these environments. A tangible interface of concrete and electronics controls the parts of these buildings. To access the various structures, each person is invited to solve an enigma based on a pattern of light. With Concrete, I aimed to combine reflection on how we interact with a digital world with brutalist architectural inspirations and a playful experience of virtual reality.

Ralph Ethan Valladares – Bleuboard

INDUSTRIAL DESIGN

Ralph Ethan Valladares – Bleuboard

with Stéphane Halmaï-Voisard, Christian Spiess, Maddalena Casadei

Across time and cultures, games have always been a great way for all kinds of people to gather and spend time together. “Bleuboard” is a compact, modular board game system. You can setup up to 50 different boards easily thanks to its individual bits of board. Featuring games of alignment, battle, hunting, capture, you name it, “Bleuboard” is jam-packed with a large selection of diverse games featuring many different game mechanisms, which allows its users to choose a game depending on their mood.

Jérémy Aberlé – NATT

INDUSTRIAL DESIGN

Jérémy Aberlé – NATT

with Stéphane Halmaï-Voisard, Christian Spiess, Maddalena Casadei

As some great architects of modernism used to say, the issue for major cities is that man is completely disconnected from nature. This is why I decided for my graduation work, to create urban structures at the crossroads of design and architecture that aim to reconnect human beings with nature. These consist of tubular steel elements on which nets are strung for people to rest. These structures are intended to be set up around trees, in parks or schoolyards, where human activity interacts with green spaces.

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.

Yael Sidler – Lasius Flavus

MEDIA & INTERACTION DESIGN

Yael Sidler – Lasius Flavus

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

“Lasius Flavus” is an immersive and didactic experience developed in collaboration with the Museum of Zoology. Throughout the tour, visitors discover the world of the yellow ant, its habitat and perception of the world. This interactive VR project offers an interpretation of these various aspects to lead us to reflect on the relationship that each species has with its environment. Moreover, the exercise of thinking on a scale that is not ours can help us question our own future.

Wind Down

MEDIA & INTERACTION DESIGN

Wind Down

with Mario Von Rickenbach

Project made by Loris Briguet during the first year Interactive Graphics course.

Benny in lockdown

MEDIA & INTERACTION DESIGN

Benny in lockdown

with Mario Von Rickenbach

Project made by Elodie Anglade during the first year Interactive Graphics course.

Starfish

MEDIA & INTERACTION DESIGN

Starfish

with Mario Von Rickenbach

Project made by Soraya Camina during the first year Interactive Graphics course.

Aquarium

MEDIA & INTERACTION DESIGN

Aquarium

with Mario Von Rickenbach

Project made by Nathanaël Vianin during the first year Interactive Graphics course.

Ethical Fighter

MEDIA & INTERACTION DESIGN

Ethical Fighter

with Marc Dubois

Ethical fighter is a mini-game that questions our ethical conscience in the face of reality. At each turn, the player is confronted with two different humanitarian projects, based on real-time data from the website https://www.globalgiving.org/. The player must guess the amount raised by each of the two randomly selected projects. However, the player only has the actual total sum of the two projects added together, so it's up to him to divide them up and guess. Once the player has validated his or her answer, he or she discovers the real sums that each of the two projects has raised, and can click on a link to help finance it or them.

XY

MEDIA & INTERACTION DESIGN

XY

with Ted Davis

XY - Experiments around the graphical and interactive potential of oscilloscopes. One week workshop given by Ted Davis to the 1st year Bachelor in Media & Interaction Design. Workshop assisted by Sébastien Matos.

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

Tamara Virág – Bloom

MEDIA & INTERACTION DESIGN

Tamara Virág – Bloom

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

In our fast-paced and stressful society, getting overwhelmed is easy. Bloom is tailored as a biofeedback-based tool that allows the subject to become more conscious of oneself and helps alleviate stress symptoms. This VR experience is accompanied by a therapist who follows and guides the patient through a set of different chapters; visual, auditory and kinesthetic. The project will be taken further as a study at the CRR in the Hospital of Sion, in order to verify the pertinence and efficiency in the treatment of stress, anxiety et chronic pain management.

Jonathan Boulenaz – Light Perception

MEDIA & INTERACTION DESIGN

Jonathan Boulenaz – Light Perception

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

Starting from the observation that technology evolves by putting more and more the visual in the foreground, especially via VR, I have chosen to play on the partial deprivation of this sense, to appeal to more primary instincts. The user is in the VR space where light is captured and redistributed to represent the sound, giving him brief insights into what surrounds him. He will therefore have to use his ability to mentally visualize a space in order to be able to evolve in the experience.

Network Related Design

MEDIA & INTERACTION DESIGN

Network Related Design

with Gaël Hugo

Selection of videogames produced in 2018 during a course about Network Related Design led by Gaël Hugo. Projects by ECAL/Pablo Bellon, Bastien Claessens, Evan Kelly and Aurélien Pellegrini

Teaching the Machine

MEDIA & INTERACTION DESIGN

Teaching the Machine

with Gene Kogan

This workshop was a hands-on introduction to machine learning with a focus on creating artistic and interactive applications. Machine learning is a field dedicated to teaching computers how to perform tasks given examples and human oversight and has been used by artists, musicians, and designers to add a dimension of machine intelligence and interaction to their work. The students focused on the core algorithms used for discovering patterns in complex multimedia data, including images, sounds, and text. They learned how to use neural networks to create real-time, cross-modal interactions for use in video, installation, live music performance, and physical computing. They were provided a suite of tools and code for clustering, visualizing, and searching through large collections of multimedia.

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.

Corentin Vignet – Light Them All

MEDIA & INTERACTION DESIGN

Corentin Vignet – Light Them All

with Alain Bellet, Christophe Guignard, Gaël Hugo

Light them all is a multiplayer game taking place in an interactive installation composed of lamps, projection mapping and a mobile web application. When users connect with their mobile phone, a light source that they can control in the installation appears in projection. This ball of light turns on each of the physical lamps it touches for a limited time. When a lamp come on, it’s lampshade filters the light, thus recomposing the map.

Diplomas

INDUSTRIAL DESIGN

Diplomas

with Stéphane Halmaï-Voisard, Chris Kabel, Elric Petit

Bachelor Industrial Design diploma's projects, 2018

Toastie

MEDIA & INTERACTION DESIGN

Toastie

with Mario Von Rickenbach

Project made by Malik Sobgoui during the first year Interactive Graphics course.

Dogs

MEDIA & INTERACTION DESIGN

Dogs

with Mario Von Rickenbach

Project made by Sébastien Galera Larios during the first year Interactive Graphics course.

Steering Behavior

MEDIA & INTERACTION DESIGN

Steering Behavior

with Mario Von Rickenbach

Project made by Valerio Meschi during the first year Interactive Graphics course.

Glow

MEDIA & INTERACTION DESIGN

Glow

with Mario Von Rickenbach

Project made by Basil Dénéréaz during the first year Interactive Graphics course.

Electrical Insight

MEDIA & INTERACTION DESIGN

Electrical Insight

with Sebastian Vargas

Electrical Insight is a computer program that makes borderline judgments about the content of images. Its algorithms were once trained to recognize images coherently and precisely, but it is now asked to make the strangest distinctions. And you are asked to do the same. Initial project made during a one-week workshop with Dries Depoorter. Video produced during a workshop led by Sebastian Vargas.

Le Salon de Compagnie

MEDIA & INTERACTION DESIGN

Le Salon de Compagnie

by Pietro Alberti

This immersive installation created by Pietro Alberti proposes an innovative way to discover an emblematic room of the musée des Arts Décoratifs et du Design in Bordeaux (madd-bordeaux). Thanks to Virtual Reality, the perception of the 15th century’s architecture, gildings and furnitures are constantly changing, giving the spectator, a completely new vision of the space and its antic masterpieces. The musée des Arts Décoratifs et du Design in Bordeaux (madd-bordeaux) paired with ECAL/University of Art and Design Lausanne for a collaboration that led to an interactive installation in the museum. This project is the starting point for future collaborations and new digital devices installed in the museum. pietroalberti.ch

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

Elise Migraine – Twins objects

MEDIA & INTERACTION DESIGN

Elise Migraine – Twins objects

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

Twins Objects are three pairs of connected devices: Tits Me, Pianoze, and Dual Drums. Nowadays instant messaging is an unmissable actor of our long-distance relationship. However, if we discuss on these platforms with either a very old friend or someone we barely know, result to the same sensory experience. Twins Objects is a quest for new tools of communication, to reassert the worth of human connexions, using the possibilities of the IoT.

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