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2006 2024
I as an Island

PRODUCT DESIGN

I as an Island

with Chris Kabel

Like Robinson Crusoe scavenged the wrecked ship for materials to build his home, First Year Master Product Design students, guided by Chris Kabel, were invited to delve into the flotsam of their creative minds for this open workshop. The workshop began with collecting, organizing, and analyzing creative flotsam and jetsam to create a self-portrait as a designer. Unrealized projects, obsessions and fascinations, irritations, vague dreams, (bad) jokes, and ideas too weird to talk about—all these resided within a designer's mind. Beginnings already existed: inspiring photos on phones, inviting materials, first ideas hastily scribbled down, quick sketches on paper, half-baked assemblages, or flimsy maquettes. These fragments and particles were analyzed to discover the kind of designer each participant was, extracting a direction for development during the week. This process of analysis, ideation, and translation, including the ‘end result,’ became visible as an island, shaped and populated by each individual's design process. It featured fragile beginnings, iterations, and the choices made along the way, culminating in a final conclusion shaped by material samples, shape research, 3D sketches, the development of a mechanism, a campaign, a film scenario, or whatever else was distilled from the initial flotsam.

Pruthviraj Ghosh – Ananth

DESIGN FOR LUXURY & CRAFTSMANSHIP

Pruthviraj Ghosh – Ananth

by Pruthviraj Ghosh

Ananth, which means “endless” in Hindi, is a collection of home decor in collaboration with Cosy Creations India. The aim is to create a living space within your home that can provide the environment in which you wish to live. Carpets translate natural environments into visual craftsmanship, while contemporarily designed centrepieces by Balarience guarantee the functional aspect of this concept.

Alexandra Sensi – Self-Reflection

MEDIA & INTERACTION DESIGN

Alexandra Sensi – Self-Reflection

by Alexandra Sensi

Self-Reflection is a social experiment that takes an ironic look at the impact of image within our society. It highlights the importance of self-perception in social norms. The installation overlays the user’s reflection onto a digital game through a one-way mirror. This immerses each individual in both the game and a confrontation with their own reflection. Throughout our progress, we encounter situations that reveal how our self-perception influences our behaviour and plays a role in our social constructions. This project is driven by personal reasons and a background in psychology and social sciences, furthering an interest in human mechanisms, psychological analysis and the desire to help.

Johannes Seibel – Mono 4T Exhibition

DESIGN FOR LUXURY & CRAFTSMANSHIP

Johannes Seibel – Mono 4T Exhibition

by Johannes Seibel

The spatial design Mono 4T Exhibition was developed for an event of the German design manufactory Mono in collaboration with the German Design Graduates for the 40th anniversary of the Mono teapot. The core elements of the modular system are reused tea glass shipping boxes, which are stabilised by four stainless steel L-profiles fixed together with a packaging strap. A stainless-steel sheet is placed on the support structure providing a high-quality stage for the ten sculptural objects designed by the selected graduates. Text on the sheet’s bent front sides informs about the designer’s name and object title. After the exhibition, the sheets will be recycled into production. Large-format detail photos of the objects, printed on fabric banners, enhance the exhibition’s visual experience.

Romain Oederlin – Archetype

GRAPHIC DESIGN

Romain Oederlin – Archetype

with Diego Bontognali, Aurèle Sack

Is what we see real or subjective? Interpretation is always the result of individual apprehension. This is why space can be manipulated to exacerbate desired relationships. In connection with the perception of our environment, this work examines the principle of anamorphosis generated by typographic typefaces designed in three dimensions. Fluctuating between letters and abstraction, these visual structures offer different degrees of legibility depending on the point of view adopted.

Vampire week

PHOTOGRAPHY

Vampire week

with Jean-Vincent Simonet

During one week, the students developed techniques that transform perception and the relationship with the corpus of images: erasure, displacement, loss of the sensation of reality.

Hyperlab

GRAPHIC DESIGN

MEDIA & INTERACTION DESIGN

PHOTOGRAPHY

Hyperlab

with Vincent Jacquier, Angelo Benedetto, Ali-Eddine Abdelkhalek, Jean-Vincent Simonet, Clément Rouzaud

In collaboration with the HYPEROUEST music festival, ECAL students were given the opportunity to design a visual installation in the room adjacent to the festival's ephemeral club, located on the Veillon wasteland in Crissier. For this project, 1st-year students worked in groups, mixing Bachelors in Graphic Design, Media & Interaction Design and Photography. Their main objective was to create powerful and creative visual sequences around the central theme of "HYPER". At the same time, second-year students in the Graphic Design option enriched this project by developing the exhibition's visual identity. These interdisciplinary collaborations stimulated exchanges and encouraged visual cohesion, connecting the different ideas and reinforcing the "laboratory" and experimental aspect of the project.

Révélation Photographique

PHOTOGRAPHY

Révélation Photographique

with Laurence Bonvin

During the first semester of the third year, this course enables students to take up a project they have already started, which could be continued in the second semester for the diploma. Students are encouraged to take risks in form, technique, production or subject matter.

Achille Masson – Phone Archaeology

MEDIA & INTERACTION DESIGN

Achille Masson – Phone Archaeology

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

Phone Archaeology is an interactive installation that traces the evolution of mobile phones through my own experience. The project reveals a digitalised, speculated, and recovered private life, like traces of the past. This memory engraved in silicon that tends to be obsolete is the story of memories left behind every time we change phones. Research around Phone Archaeology brings to light a form of reflection on our data. The matter of data recovery is intrinsically linked to digital archiving and planned obsolescence. While the abstraction of a digital file may seem timeless, the imminent danger of losing even more digital memories forces us to rethink how we archive them. phonearchaeology.com

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.

Moody Orchestra

MEDIA & INTERACTION DESIGN

Moody Orchestra

with Lucas Zanotto

Moody Orchestra is an interactive orchestra of seamless mood-loops. The students learned the software Cinema4D in order to create a visual and musical loop. This week of work led by @lucas_zanotto resulted on colorful and satisfying visuals.

Evaluations 3AV 2022

FINE ARTS

Evaluations 3AV 2022

by Roxane Christinet, Salomé Engel, Maria Esteves, Assadour Matthey, Léonard Vazquez Vila, Flavio Visalli

Evaluations 2AV

FINE ARTS

Evaluations 2AV

by Fanny Dunning, Clément Grimm, Laura Hagmann, Mathilde Hansen, Noemi Leneman, Nolan Lucidi, Lou-Anna Ulloa del Rio, Florentina Walser, Ysé Willemin

Evaluations 1AV

FINE ARTS

Evaluations 1AV

by Charlie Jannes, Anna Kawahara, Romane Roy

Fantastic Smartphones

MEDIA & INTERACTION DESIGN

Fantastic Smartphones

with Pauline Saglio, Vincent Jacquier

Fantastic Smartphones – a series of interactive installations developed by students in Bachelor Media & Interaction Design at ECAL, investigating in a critical and offbeat way our relationship with smartphones and the way they influence our daily behavior. See the press room

Elena Najdovski – Intra Carnem

GRAPHIC DESIGN

Elena Najdovski – Intra Carnem

by Elena Najdovski

Intra Carnem is a quest for shapes derived from animal anatomy, with the aim of chimerising a human body.

Amanda Puna – Polymorphe

GRAPHIC DESIGN

Amanda Puna – Polymorphe

by Amanda Puna

Polymorphe presents, in the form of three fabrics, the different issues that the African diaspora have to face during their integration process in Switzerland.

Antoine Barras – Miksyn

MEDIA & INTERACTION DESIGN

Antoine Barras – Miksyn

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

Miksyn is an installation that invites us to rethink our relationship with living things by challenging our natural aversion to the various insects and arachnids of our domestic ecosystem, my primary motivation being to highlight the unexplored richness of microscopic forms. Miksyn is part of research on digital interactions with the microcosm. By decontextualising these tiny creatures under the lens of a high-resolution optical microscope, my project puts the spotlight on their imperceptible peculiarities. Can we use technology to overcome our bodily limitations and awaken a holistic conception of nature?

Valentine Leimgruber – Sanctuaires

MEDIA & INTERACTION DESIGN

Valentine Leimgruber – Sanctuaires

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

Through a narrative experience, Sanctuaires invites visitors to discover their relationship with plants. This project is structured as an interactive exhibition on the great trees of the city of Lausanne. As in a treasure hunt, visitors have to look for the trees, thanks to clues and a map on the app. When they find one, they connect to it through touch, thus triggering the beginning of the experience. Like a wise storyteller, the sanctuary-tree shares a tale with the visitors, telling them about its sensitive experience and observable universe. Urban tree development coincides with the advent of issues related to the ecological crisis. What do trees have to say about this and how can their perception help us improve our lifestyles?

Guillaume Pavia – Medium is the Party

GRAPHIC DESIGN

Guillaume Pavia – Medium is the Party

by Guillaume Pavia

Medium is the Party aims to communicate and defend the importance and benefits of partying while bringing together a worldwide community around these claims.

Paul Fritz – Grappaa

MEDIA & INTERACTION DESIGN

Paul Fritz – Grappaa

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

Grappaa is an artist-run exhibition space that I began working on in early 2021. It was built based on makeshift institutional spaces, e.g. art fairs and more recently, mass vaccination centres. The walls and furniture in these mega events become modules in the landscape of barren multipurpose warehouses. For Grappaa, through a process of urban hacking, the car parks become the grid for any spatial configuration. I pay rent by the hour. It’s not cheap.

Real Facts

INDUSTRIAL DESIGN

Real Facts

with Adrien Rovero

A collection of neophyte views on current agriculture through the prism of design. Invited by the Musée des Arts Décoratifs et du Design de Bordeaux (madd-bordeaux), second-year Bachelor of Industrial Design students at ECAL, under the guidance of designers Erwan Bouroullec and Adrien Rovero, have given form to their observations and questions about the current agricultural landscape. "Real Facts" is a collection of neophyte points of view on current agriculture, through the prism of design. This project was created at the initiative of Constance Rubini, director of the madd-bordeaux, on the occasion of the exhibition "Paysans designers, un art du vivant" at the Musée des Arts décoratifs et du Design de Bordeaux (madd-bordeaux) presented from 14 July 2021 to 17 January 2022. With the precious support of the Association vaudoise de promotion des métiers de la terre Prométerre, and in the framework of the Summer University programme of the Direction générale de l'enseignement supérieur (DGES) - Canton de Vaud.

Accrochage Photographique

PHOTOGRAPHY

Accrochage Photographique

with Laurence Bonvin

How can we move from the two-dimensionality of the image to the multi-dimensionality of the experience ? How can we introduce notions of space, volume, tactility and sensuality into images and the way they are presented ? If images can allow us to create new links with the world, how can we possibly move away from an essentially technically based vision, a perspectivist and anthropocentric vision ? How can we imagine and represent what a representation detached from our human point of view would be ? In our culture a separation has been established between culture and nature. This dichotomy has determined the way we see, understand and represent the world around us. How can we create images of the living, of "nature" that go beyond this distinction and this point of view ? Images that contribute to recreating a link with what is nonhuman: the plant, the mineral, the animal, the cosmic. What does an animal, a plant, an object, a tree, the earth feel and perceive ?

Earth is Already Crying

PHOTOGRAPHY

Earth is Already Crying

with Anouk Kruithof

"Earth is already crying" workshop d'une semaine avec l'artiste Anouk Kruithof.

Alix Doussot – Beach Access System

INDUSTRIAL DESIGN

Alix Doussot – Beach Access System

with Stéphane Halmaï-Voisard, Christian Spiess, Maddalena Casadei

In 2015, a French law required public places to be made accessible to everyone. Considered sensitive due to its nature, the sea shore was not subjected to the same measures as in cities. This system provides access to sand and water for everyone, including people with reduced mobility, throughout the year, while establishing permanent boundaries between transit areas and areas to preserve. The whole system is made up of three types of wooden floor and steel elements that facilitate movement and that can withstand the harsh coastal weather conditions.

Bruno Adrien Aguirre – The Guardian

INDUSTRIAL DESIGN

Bruno Adrien Aguirre – The Guardian

with Stéphane Halmaï-Voisard, Christian Spiess, Maddalena Casadei

Nowadays, the majority of museums use traditional chairs for their supervisors. “The Guardian” is a chair resulting from observations and reflections on this job that I performed alongside my studies at ECAL. The aim was to meet a series of criteria that include the requirements of the job, the user (the supervisor) and the museum context. “The Guardian” is a chair designed with proportions adjusted to its use and environment.

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.

Nicolas El Kadiri – Jim

INDUSTRIAL DESIGN

Nicolas El Kadiri – Jim

with Stéphane Halmaï-Voisard, Christian Spiess, Maddalena Casadei

With the rise of street workout, appropriating urban infrastructure to do body toning exercises is becoming increasingly common. “Jim” is a street furniture project that seeks to incorporate training equipment within the urban landscape in a more fluid manner than outdoor gymnastic and callisthenic parks and whose use remains open to all. The very rationalised shape is designed to enable a certain number of poly-articular movements thanks to the steel tube grips on each side and two platform levels made of ash wood, while providing multiple seating positions.

Signal Spectacle

MEDIA & INTERACTION DESIGN

Signal Spectacle

with Marion Pinaffo, Raphaël Pluvinage

Graphical motion experiments using only different papers and mechanics. A one week workshop led by Marion Pinaffo and Raphaël Pluvinage. Assisted by Benoît Chastenet De Gery and Sébastien Matos.

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.

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.

Alfatih ‎ – BASE

MEDIA & INTERACTION DESIGN

Alfatih ‎ – BASE

by Alfatih ‎

The image of a garment nowadays has more reach and value in the digital space than the physical one. And as we are embracing multiple personas at an ever-increasing pace, we see ourselves consuming more garments that quickly go to waste. Base is a clothing service offering an alternative economic model and a way to reflect on the nature of garments in the physical and the digital space. What does the physical garment look like when stripped down to its primary functions? And in what contexts can the digital garment be worn?

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.

Maëlle Chenaux – Plug-in

MEDIA & INTERACTION DESIGN

Maëlle Chenaux – Plug-in

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

Plug-in allows you to discover and enjoy music content in an original way at any time and in any place. The consumption of sound is affiliated with the environment in which it is found, creating an intimate and individual listening context linked to common places. The ambiguity of the object will allow the most curious to discover its exclusive content, combining private speeches and public music. Designed to promote a musical event such as a festival, it offers a tangible and different way of sharing and communication.

Diane Bécheras – The Sound of the Links

MEDIA & INTERACTION DESIGN

Diane Bécheras – The Sound of the Links

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

Inspired by the text The Camille Stories written by Donna Haraway, somewhere in the future, groups of people are organizing themselves into micro societies. The installation The Sound of the Links is a fragment of this civilization about how humans experience communication with plants in an attempt to rebuild a way of living in communion with the species that surround them. I would like to raise awareness about these imperceptible phenomena discovered by biologists, so that we can imagine a different relationship to the world than that of exploitation.

Giseigo

MEDIA & INTERACTION DESIGN

Giseigo

with Gaël Hugo

Project developed as part of the Network Related Design course led by Gaël Hugo.

Station Lights

MEDIA & INTERACTION DESIGN

Station Lights

with Angelo Benedetto, Vincent Jacquier, Pauline Saglio

Station Lights is a luminary installation specially made for the opening of the Gare du Châble train station. This project is the result of a course led at ECAL/Ecole cantonale d’art de Lausanne by Angelo Benedetto, Vincent Jacquier and Pauline Saglio. The technical development and production was entrusted to SIGMASIX, a studio started by ECAL graduates, who produce interactive installations in Switzerland and the rest of the world. The content displayed on the installation was made by students of the 2nd year Media & Interaction Design Bachelor: Antoine Barras, Maya Bellier, Pablo Bellon, Ivan Chestopaloff, Bastien Claessens, Guillaume Giraud, Léonard Guyot, Evan Kelly, Lisa Kishtoo, Kylan Luginbühl, Alice Nimier, Paul Lëon, Aurélien Pellegrini, Yael Sidler and Diane Thouvenin.

Ring My Bell

INDUSTRIAL DESIGN

Ring My Bell

with Cédric Duchêne, Stéphane Halmaï-Voisard, Mathieu Rivier

DONG! TRRRRRR! Or maybe even GLING! Or BLING!, MHHHH! And sometimes even BRAOUM! ECAL/University of Art and Design Lausanne presents an offbeat collection of interactive doorbells developed by first-year Bachelor Industrial Design students, under the joint guidance of Stéphane Halmaï-Voisard, Head of Bachelor Industrial Design, and Mathieu Rivier, a Bachelor Media & Interaction Design graduate. Sound and object design are two notions that industrial designers rarely have the opportunity to associate. However, most common objects potentially produce sounds. All you have to do is pull a chair, open and close a drawer or press a switch to generate sound. Common factors: movement, friction and interaction, which allow basic physics processes to create tones. In this perspective, the students offered a fresh and original look at an ordinary object, often invisible, but never discreet: the doorbell. Whether mechanical or electrical, the bells they have invented reveal a unique, sometimes even thundering, sound experience. Here, the classic carillon gives way to a curious metallophone powered by a perforated card reminiscent of traditional mechanical music boxes. The old door knocker is exchanged for a vibrating dong! The familiar buzzer is replaced by an efficient drum roll. The usual bell replaces a strange device that makes a great sound. Finally, the usual ding-dong is swapped for a resounding mhhhhh ! dear to the bovine race, to name but a few of the devices presented. Come in and ring the bell! www.ecal-ringmybell.ch

Pianeta PUCCI

MEDIA & INTERACTION DESIGN

Pianeta PUCCI

Pianeta PUCCI, a virtual reality experience realised by Pietro Alberti, proposes a new way of exploring the prints and the colors of the brand. Through the use of virtual reality, the custommer has the opportunity to immerse oneself in a surrealistic interpretation of the Pucci universe - showcasting a deconstructed version of the historic palazzo Pucci, Emilio Pucci heritage headquarters, and its renaissance decor including busts highlighted in the iconic “Emilio Pink”. Elsewhere, elements of the florentine city appear including a “Puccified” duomo. pietroalberti.ch

Constellations

MEDIA & INTERACTION DESIGN

Constellations

Constellations is a one-week workshop held by Béatrice Lartigue for the first year Bachelor M&ID students in November 2018. The idea behind the workshop is to explore the invisible physical process of electrical conduction. Using Touchboards, students explored different ways of giving form to this idea of electrical conduction by creating diverse projects using sound, video projection and/or installation.

Callum Ross – You can’t see the mountain from the peak

MEDIA & INTERACTION DESIGN

Callum Ross – You can’t see the mountain from the peak

with Alain Bellet, Christophe Guignard, Gaël Hugo

In the present day, the evolution of the quality of CGI forces us to question our relationship to digital representations of our world and the impact they have on us. This project explores the current ambiguity of the digital image through an interactive short film based around mountain imagery, used for its symbolism of an everlasting geological phenomenon, but which paradoxically, are some of the fastest images to generate. Through the use of a smartphone, we navigate this variable experience between real and virtual, gradually questioning the reality of the situation that is shown.

André Andrade – 300 000 km/s

MEDIA & INTERACTION DESIGN

André Andrade – 300 000 km/s

with Alain Bellet, Christophe Guignard, Gaël Hugo

The probable future expansion of the territory of Man towards Mars will bring us to communicate through an interplanetary Internet. The distance between the two planets will not physically allow the immediacy of the Internet as we know it on Earth. My project highlights the limit of the communication speed through a simplified visualization of a permanent ping (round-trip time) between Earth and Mars. In a world where everything is accelerating, 300’000 km/s symbolically illustrates the limits of physics and evokes a patience that we are not used to anymore.

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.

Timeline 125

MEDIA & INTERACTION DESIGN

Timeline 125

with Angelo Benedetto, Cyril Diagne, Vincent Jacquier

Timeline 125 is an interactive timeline for the 125th anniversary of Ecole hôtelière de Lausanne. The project is developed in collaboration with 1st year students in BA Media & Interaction Design.

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

Invisible Narratives - KIKK Festival

MEDIA & INTERACTION DESIGN

Invisible Narratives - KIKK Festival

with Alain Bellet, Cyril Diagne

Two interactive installations created by third-year Media & Interaction Design students were exhibited in two different venues of the KIKK festival in Namur (Belgium) this year. Commissioned by the festival, the installations address the festival’s theme of “Invisible Narrative” through two iconic items: drones and surveillance cameras.

Hélène Portier – 20°C

MEDIA & INTERACTION DESIGN

Hélène Portier – 20°C

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

Send a message: 140 milliseconds. Download a news: 1.4 seconds. Take a picture: 370 milliseconds. Information is accessible anywhere and anytime. Through our daily actions, we solicit the network without limits and without constraints. For most people, the internet is elusive and invisible. For GAFA, the network shall consist of data centers, submarine cables and coal mines. 20°C is a series of three objects that questions this physical reality and proposes a tangible interaction with our data.

Mélanie Courtinat – I never promised you a garden

MEDIA & INTERACTION DESIGN

Mélanie Courtinat – I never promised you a garden

with Christophe Guignard

I never promised you a garden offers an immersive journey inside a fantasized hanging garden using virtual reality. The public is invited to walk among chimeric plants and make them blossom with a simple touch. Having noticed that some spectators have a tendency to be uninvolved and passive before an interactive design artwork, this project questions their willful participation. What is to be done when a spectator makes the conscious choice to not interact with an interactive project? What is the design of refusal?

Salomé Chatriot – Distal Extension

MEDIA & INTERACTION DESIGN

Salomé Chatriot – Distal Extension

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

The global context of personal and intimate data diffusion and the associated challenges enabled me to open a discussion on the contemporary medical sector and on the cognitive evolutions linked to the development of new technologies. This Rube Goldberg machine shows a chain reaction similar to the breath’s journey within the human body, thanks to the combination of electronic devices and a person’s sensory input. The spectator corporally extends himself spatially thanks to the real time interaction of his main vital functions with a physical and digital environment.

Stella Speziali – Tangibles Worlds

MEDIA & INTERACTION DESIGN

Stella Speziali – Tangibles Worlds

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

Tangible worlds is a project combining virtual reality and tactile sensations, allowing us to feel as close as possible to the virtual elements present in the installation. My research aims to make sure that the user doesn’t limit himself by simply observing the virtual universe, but interacts with the material within and become attentive of the feedback through his sensations and feelings that come by touching these textures. The installation is composed of three different boxes. Each box contains an IR distance sensor, which detects when a hand is inserted and display the virtual world attributed to the box. This new virtual world surrounds the user. A sensor is placed on each wall within the boxes, this sensor recognizes the hand and activates an animation inside the virtual world. I tried to map the sensors in the virtual universe so that a little clue is given to the user and will lead him to trigger the animations.

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