
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.
MEDIA & INTERACTION DESIGN
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.
MEDIA & INTERACTION DESIGN
with Harriet Davey
Who are you in the digital realm? Your avatar, your videogame skin, your alter ego. Second-year students, led by Harriet Davey, crafted digital alter egos from scratch. They used Daz, Blender, and VR to explore an alternate personality or expression through the digital self.
MEDIA & INTERACTION DESIGN
with Pauline Saglio
Folklore Fusion – a CGI character project developed by students in Bachelor Media & Interaction Design at ECAL, exploring the creative collision between Japanese and Swiss folklore through the lens of contemporary visual storytelling.
GRAPHIC DESIGN
MEDIA & INTERACTION DESIGN
PHOTOGRAPHY
with Angelo Benedetto, Vincent Jacquier, Pauline Saglio, Calypso Mahieu
During the Service Design course, the 3rd year of the Graphic Design, Photography and Media & Interaction Design bachelors had to create multi-media projects. A collaboration of the Visual Communication department which had as subject the SDGs (*Sustainable Development Goals). The theme was called "For a good cause, make the SDGs a reality" and its objective was to allow students to develop a cause that is close to their hearts. Each project consists of at least two different media, one primary and one secondary. These projects could take any form that the students deemed relevant, be it a website, editions, posters, a video sequence or virtual reality.
GRAPHIC DESIGN
with Gilles Gavillet
Through the prism of visual identity, this project addresses issues of graphic language and artistic direction. Each stage of the project examines an aspect of the development of a visual identity: research, concept, visual language, design and communication.
MEDIA & INTERACTION DESIGN
with Kylan Luginbühl
Video sequences created as part of the 3D Graphics course, led by Kylan Luginbühl. The videos interpret the theme Tease & Reveal. Whether for a movie, a series, a product, or a video game, the teaser sparks our curiosity and invites us to engage with the subject in just a few seconds. Projects created during the 1st year of the Bachelor in Media & Interaction Design.
MEDIA & INTERACTION DESIGN
with Kushagra Gupta
Third-year students in Media & Interaction Design created posters depicting insects whose appearance is inspired by their evolutionary adaptation to their environment. This week-long workshop was led by artist Kushagra Gupta.
PHOTOGRAPHY
with Jean-Vincent Simonet
As part of this second edition of XXL Projections, 2nd-year Bachelor of Photography students from ECAL/Ecole cantonale d'art de Lausanne developed projects in a course dedicated to the creation of video mapping. Supervised by Jean-Vincent Simonet, this course enabled students to conceive immersive creations designed to animate the facades of mudac and Photo Elysée with creativity and fantasy.
MEDIA & INTERACTION DESIGN
with Gaël Hugo
During this workshop, second year media & Interaction design students crafted interactive 'wonder-rooms' inspired by curiosity cabinets, blending 3D environments with real-time interactions. A collection of bizarre, imaginative little worlds to be explored.
MEDIA & INTERACTION DESIGN
with Nicole Ruggiero
Guided by New-York based 3D arist Nicole Ruggiero, the first year students brought their most impactful digital memories to life. Using Cinema4D, ZBrush, and Substance Painter, they crafted animations exploring how technology has shaped our experiences through nostalgic tributes.
MEDIA & INTERACTION DESIGN
with Jack McVeigh
A one week workshop where the first-year students were taught the basics of Blender and how to achieve a similar visual language to that of early era video game graphics. Students were asked to create a looping animation or 'Story' from the perspective of a character in the city of Renens where ECAL is based. These were then packaged into a playable game displayed on a series of CRT monitors controlled using a PS1 controller. The game itself was completely run in Blender using Geometry Nodes & Python.
MEDIA & INTERACTION DESIGN
by Gary Sandoz
By delegating our life experiences to digital media processed by algorithms, memory is no longer solely human. Reminix explores the emotional dimension and the future of our fragmented memories through a device that scans and analyzes photographic slides, acting as an ephemeral backup of a past life in the absence of the author's testimony. In a spatial contemplation, the image materialized and rendered in 3D, accompanied by generative narration, reconstitutes an alternative past with each activation. This interactive experience reactivates the memory and creates a bridge between the user and the narrative potential of the image, while questioning the fragility, preservation, trust, and generation of our memories by machines.
MEDIA & INTERACTION DESIGN
by Théo Déchanez
Vulcan is an immersive journey to the heart of telluric powers. It is a tribute to volcanologists and volcanoes, exploring themes such as human smallness and the fascination of the immensity of natural forces. Divided into two parts, the narrative opposes the vision of a volcanologist getting as close as possible to a crater, to that of the god of fire, forges and volcanoes, the eponym of the experience. Vulcan is inspired by the work of Haroun Tazieff and the couple Katia and Maurice Krafft, and is an extension of a reflection begun during my thesis on the reconstruction of myths using digital tools.
MEDIA & INTERACTION DESIGN
by Emma Grosu
Video games allow players to escape into narrative worlds where they hold ‘all the power.’ In ESC, the game's character seeks to escape his own reality. This reversal examines the notions of freedom and constraint in video games, ironically highlighting the limits of our existence. What would happen if a character became aware of their situation, realizing that they are not in control of their movements but are, instead, imprisoned by them? ESC allowed me to explore concepts of immersion such as breaking the fourth wall and mise en abyme. Inspired by works like ‘The Truman Show’ and ‘Sword Art Online,’ I illustrated how the perception of freedom can be an illusion, both in video games and in the physical world.
MEDIA & INTERACTION DESIGN
by Viktor Gagné
The weight of materials produced by humans is now believed to exceed that of all terrestrial biomass. How will these artifacts integrate into the rest of the environment in a million years? Serialized Saplings is an interactive installation that speculates on a potential form of vegetation to come, heavily altered by the excesses of human production, here crystallized through the symbol of the electrical outlet. By manipulating the connections of several power strips, the participant is invited to program the "genetic code" of hybrid plant species that do not yet exist and whose appearance resembles our industrial standards. This generated vegetation is then classified in the form of a digital herbarium that can be consulted and studied.
MEDIA & INTERACTION DESIGN
by Isaïa Delaplace
Azimut is a puzzle game set in a 3D natural environment. The aim is to solve a series of riddles linked to the position of the sun in the sky. Inspired by the theme of Jun'ichiro Tanizaki's book “In Praise of Shadows”, controlling the sun becomes the central element of the gameplay. This action allows players to simply interact with the light that illuminates the Earth, solving puzzles and progressing through the experience. Through this series of increasingly complex puzzles, we can observe and feel the beauty of light and shadow in an increasingly vivid and rich environment.
MEDIA & INTERACTION DESIGN
by Odran Jobin
What Lies Behind is an immersive virtual reality experience dealing with the disproportionate scales that separate us from the immense and the minuscule. This project is based around a philosophical and personal thought; it is difficult, as human beings, to define ourselves when faced with the idea that the immense and the minuscule come together in complexities and scales that escape our perception. This experiment takes us on a journey through these scales. The aim is not to explain, but to marvel at the beauty of the inexplicable. Seated on a bench, we are led through various scenes, each gradually altering our perception of space.
MEDIA & INTERACTION DESIGN
by Alexandre Gambarini
Whether it's the legend of Joan of Arc, William Tell, Che Guevara or other emblematic figures, our societies and our daily lives are partly punctuated by these tales. Echoes from the Tales is an interactive sequence that traces the life of Vasil Levski, a Bulgarian icon. By listening to his story, punctuated by strong symbolism, the sequence enables us to grasp how these stories can shape individual and collective identity. The aim of this interactive sequence is to analyze how a story can be assimilated and transformed by the individual imagination and then passed on, as well as understanding how age-old narratives such as Vasil Levski's can be hijacked by modern storytelling.
MEDIA & INTERACTION DESIGN
by Jérémie Kursner
iLand Universe is a project focused on the world of amusement parks where every activity is an allusion to the digital world, whether through its architecture, its scenography, or its references to the overuse of smartphones. Through an "epic" teaser, this project adopts the promotional codes of a traditional amusement park, using video as the main communication tool while playing with the "inspiring" codes of this industry from the United States. The desire to create this fantastic world stems from my passion for this universe, as well as my interest in metaphorizing digital visions into tangible concepts, thus creating mind games that continuously question the digital society in which we live.
MEDIA & INTERACTION DESIGN
by Mélanie Martin
Odalys is an artificial intelligence that takes the shape of a glowing doll. She is designed to respond to her owner's every wish at the touch of a button. However, she needs to be setup in a multiple ended narration where the user's choices irreversibly affect the trajectory of their relationship.The intention of the project is to expose the potential consequences of our interactions with generative AIs. The experiment also aims to highlights the over-representation of female shells to sell these products. Odalys is not a woman-object, she is the object of the system to which the user submits her. And she objects it.
with Julien Gurtner, Vincent Jacquier, Matthieu Minguet, Anthony Guex
As part of the Paris 2024 Olympic and Paralympic Games, the canton of Vaud has commissioned ECAL to create an original work of art, on view from July 24 to September 8 in the Maison suisse set up for the occasion in the courtyard of the Swiss Embassy in Paris.
GRAPHIC DESIGN
MEDIA & INTERACTION DESIGN
with Sami Benhadj
Clips produced as part of the Sequence course supervised by Sami Benhadj. Second-year students from the Bachelor's programs in Graphic Design and Media & Interaction Design each created a music video. Each project brings an existing piece of music to life, exploring visual storytelling, rhythm, and the creation of a unique graphic universe.
GRAPHIC DESIGN
MEDIA & INTERACTION DESIGN
PHOTOGRAPHY
with Angelo Benedetto, Vincent Jacquier, Pauline Saglio, Calypso Mahieu
During the Service Design course, the 3rd year of the Graphic Design, Photography and Media & Interaction Design bachelors had to create multi-media projects. A collaboration of the Visual Communication department which had as subject the SDGs (*Sustainable Development Goals). The theme was called "For a good cause, make the SDGs a reality" and its objective was to allow students to develop a cause that is close to their hearts. Each project consists of at least two different media, one primary and one secondary. These projects could take any form that the students deemed relevant, be it a website, editions, posters, a video sequence or virtual reality.
MEDIA & INTERACTION DESIGN
with Angelo Benedetto
First-year students explored the creation of dynamic identities for fictional places. This project, part of the Dynamic Display course led by Angelo Benedetto, challenged them to imagine graphic universes reflecting the essence of each invented location.
MEDIA & INTERACTION DESIGN
with Alain Bellet, 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.
MEDIA & INTERACTION DESIGN
with Kylan Luginbühl
Video sequences realised during the 3D Graphics course led by Kylan Luginbühl. The videos interpret the From A to B theme, a direct exploration of the passage from one state to another. Projects realised during the 1st year Bachelor Media & Interaction Design.
MEDIA & INTERACTION DESIGN
with Elodie Anglade
Selection of animated sequences made during a 3D course directed by Elodie Anglade. The students were inspired by a painting and transcribed it into three different scenes.
GRAPHIC DESIGN
MEDIA & INTERACTION DESIGN
PHOTOGRAPHY
with Sami Benhadj, Vincent Jacquier
An immersive and magnetic visual environment, created by ECAL students, illuminates the facades of the mudac and Photo Elysée building. As part of an interdisciplinary project within the Visual Communication department of ECAL, students in the Photography, Graphic Design and Media & Interaction Design Bachelors programs developed immersive video projects designed to adorn the facades of Photo Elysée.
MEDIA & INTERACTION DESIGN
with YONK
Under the guidance of 3D duo YONK, Second-year students worked on creating animated water creatures with accompanying habitats for the project “Fishtank”, inspired by the wall of aquariums you find at a fish store. The students learnt the ins and outs of using Virtual Reality to Sculpt 3D assets as well as animating, lighting and texturing in the 3D software Blender.
MEDIA & INTERACTION DESIGN
by Adryan Barrilliet
Will I Exist Within You? is an immersive exploration of the human duality between the desire for connection and the fear of suffering from it. The existential journey follows a torn individual, exploring how social interactions contribute to shaping their essence. By delving into profound themes such as the search for meaning, loneliness, fear and love, the experience, which is divided into four parts, questions our relationship with others, individuality and self-construction. Will I Exist Within You? is an extension of a reflection that began with my thesis work on the influence of video games on personal development, specifically the para-social bonds that are established between players and their accompanying characters.
GRAPHIC DESIGN
with Diego Bontognali, Jonathan Hares
Photosensitive epilepsy is a variant of epilepsy in which the affected person suffers from particular reactions to light and certain static patterns. Due to a lack of awareness of this disorder, our environment contains a large number of visual triggers, which endanger the daily life of photosensitive people. My project reproduces in virtual reality the most harmful locations and elements for photosensitive people, always illustrating two of these variants: the one that is visually accepted and the one that acts as a visual trigger. Being both a graphic designer and a photosensitive person, I sought to highlight the ignorance of this disease, which leads to visual exclusion. This is reinforced by the idea that I myself will never be able to view my own project in its full form.
DESIGN FOR LUXURY & CRAFTSMANSHIP
by Nathanaël Baby
Art and design meet to highlight the research aspect. This fictitious exhibition takes viewers through the work of MAS Design for Luxury & Craftsmanship students. The passe-partout is an in-between object that creates space around a work of art. It gives its name to the exhibition and inspires a series of display stands, specific to each sample.
MEDIA & INTERACTION DESIGN
with Sami Benhadj
Music video made by Julie Turin and Charlotte Pralong during the second year video course in Visual Communication Bachelor.
MEDIA & INTERACTION DESIGN
with Benjamin Muzzin
Selection of animated sequences made during a 3D course directed by Benjamin Muzzin. The students were inspired by a painting and transcribed it into three different scenes.
MEDIA & INTERACTION DESIGN
with Sami Benhadj
Music video made by Théo Déchanez and Viktor Gagné during the second year video course in Visual Communication Bachelor.
MEDIA & INTERACTION DESIGN
with Sami Benhadj
Music video made by Jérémie Kursner and Alexandre Gambarini during the second year video course in Visual Communication Bachelor.
MEDIA & INTERACTION DESIGN
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.
MEDIA & INTERACTION DESIGN
with Vincent Schwenk
Under the guidance of 3D artist Vincent Schwenk, second-year students skillfully created an abstract animation centered on the theme of relaxation. Throughout the process, they gained valuable insights into various techniques such as modeling, texturing, simulations, rendering, and sound design.
GRAPHIC DESIGN
MEDIA & INTERACTION DESIGN
PHOTOGRAPHY
with Angelo Benedetto, Vincent Jacquier, Pauline Saglio
During the service design course, the 3rd year of the Graphic Design, Photography and Media & Interaction Design bachelor's degree programs realized multi-media projects. A collaboration of the Visual Communication department with the theme of SDGs (*Sustainable Development Goals). The theme named "For a good cause, make the SDGS a reality" aims to develop a cause close to the heart of the different student groups. Each project is composed of at least two different supports, one primary and one secondary. The projects could therefore take any form the students deemed relevant, be it a website, editions and posters, a video sequence, or even virtual reality.
MEDIA & INTERACTION DESIGN
with Kylan Luginbühl
Video realised by Alexine Sierro during the 3D Graphics course led by Kylan Luginbühl. This video interprets the theme PAST/FUTURE. A direct confrontation of two time spaces by their temporalities and their dimensions. Project realised during the 1st year Bachelor Media & Interaction Design.
MEDIA & INTERACTION DESIGN
with Kylan Luginbühl
Video realised by Quentin Kohler during the 3D Graphics course led by Kylan Luginbühl. This video interprets the theme PAST/FUTURE. A direct confrontation of two time spaces by their temporalities and their dimensions. Project realised during the 1st year Bachelor Media & Interaction Design.
MEDIA & INTERACTION DESIGN
with Kylan Luginbühl
Video realised by Emilie Maier during the 3D Graphics course led by Kylan Luginbühl. This video interprets the theme PAST/FUTURE. A direct confrontation of two time spaces by their temporalities and their dimensions. Project realised during the 1st year Bachelor Media & Interaction Design.
MEDIA & INTERACTION DESIGN
with Kylan Luginbühl
Video realised by Aryana Noorani during the 3D Graphics course led by Kylan Luginbühl. This video interprets the theme PAST/FUTURE. A direct confrontation of two time spaces by their temporalities and their dimensions. Project realised during the 1st year Bachelor Media & Interaction Design.
MEDIA & INTERACTION DESIGN
with Kylan Luginbühl
Video realised by Valère Zen-Ruffinen during the 3D Graphics course led by Kylan Luginbühl. This video interprets the theme PAST/FUTURE. A direct confrontation of two time spaces by their temporalities and their dimensions. Project realised during the 1st year Bachelor Media & Interaction Design.
MEDIA & INTERACTION DESIGN
with Kylan Luginbühl
Video realised by Elena Biasi during the 3D Graphics course led by Kylan Luginbühl. This video interprets the theme PAST/FUTURE. A direct confrontation of two time spaces by their temporalities and their dimensions. Project realised during the 1st year Bachelor Media & Interaction Design.
PRODUCT DESIGN
with Christophe Guberan, Camille Blin
Following a collaboration with the Swiss avant-garde brand On, ECAL is proud to present the interdisciplinary work carried out jointly by the 2nd year students of the Product Design, Photography and Type Design Masters.
PHOTOGRAPHY
with Maxime Guyon
Following a collaboration with the Swiss avant-garde brand On, ECAL is proud to present the interdisciplinary work carried out jointly by the 2nd year students of the Product Design, Photography and Type Design Masters.
MEDIA & INTERACTION DESIGN
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.
MEDIA & INTERACTION DESIGN
with Alain Bellet, Christophe Guignard, Gaël Hugo, Laura Nieder, Pauline Saglio
Digital DNA is a 3D data visualisation platform that displays an analysis of the content that is shown to me on Instagram. The interface compares the duality of my perception with that of the algorithm. It results in a virtual space representing a digital genome that visitors are invited to explore in order to discover the subtleties of the intersection between human and algorithmic perspectives. While studying these “smart” systems, I became aware that their ability to analyse is somewhat biased. Some of the categories I was assigned were unexpected and did not match the visuals presented. In this way, Digital DNA highlights the gap created by this contrast between the categories and the visuals that are displayed. Try it here
GRAPHIC DESIGN
by Marion Marquet
Like a typeface, Moving from Trisha offers a repertoire of ten choreographic signs generated based on an adaptation of Trisha Brown’s Glacial Decoy. The dancer’s movements serve as a support for the drawings of the characters. The vertical depth of the movements defines the thickness of the lines. These signs draw the trajectory of one of the dancers’ hands seen from above. Their feet are physically located in the centre of each sign, free to be interpreted according to a desired orientation and by the desired hand. The repertoire, which can be constantly developed, constitutes a methodology. A two-dimensional choreographic notation system and creates an applicable link to a three-dimensional performative interpretation.