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Type

Course

Know-how

Years

2006 2022
Partnerships with Mec-Art

DESIGN FOR LUXURY & CRAFTSMANSHIP

Partnerships with Mec-Art

with Nicolas Le Moigne

Within the framework of the partnership between ECAL/University of Art & Design Lausanne and Mec-Art (Pour la Mécanique d'Art), the students of the Master in Design for Luxury & Craftsmanship had the opportunity to visit the manufactures and meet the artisans based in the town of Sainte-Croix. This region of the Franco-Swiss Jura arc gathers a great deal of know-how in watchmaking and art mechanics and is now part of UNESCO's Intangible Cultural Heritage. These visits and encounters should enable the students of the ECAL program to create simple and fun mechanical parts that will illustrate the various skills specific to the region, such as automatons, music boxes or watchmaking.

Partnership with the FHH

DESIGN FOR LUXURY & CRAFTSMANSHIP

Partnership with the FHH

with Nicolas Le Moigne

For many years, the ECAL and the FHH (Fondation de la Haute Horlogerie) have worked together regularly on activities or projects related to the watchmaking world: - Annual visits to the Watches & Wonders watch fair in Geneva; - Participation of the students in a workshop (assembling and reassembling each component of the mechanical movement of a watch); - Collaboration on exhibition projects; - Collaboration on research projects (publications, ...).

VR Sequences 2022

MEDIA & INTERACTION DESIGN

VR Sequences 2022

with Sami Benhadj

VR Music Video projects created by second-year students in the Bachelor of Media & Interaction Design program.

Service Design - 2022

GRAPHIC DESIGN

MEDIA & INTERACTION DESIGN

Service Design - 2022

with Angelo Benedetto, Vincent Jacquier, Pauline Saglio

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.

Excerpts from Master Type Design theses

TYPE DESIGN

Excerpts from Master Type Design theses

with Anniina Koivu, Roland Früh, Wayne Daly

Excerpts from Master Product Design theses

PRODUCT DESIGN

Excerpts from Master Product Design theses

with Anniina Koivu

AUTHOR: Adam Huxley-Khng TITLE: ON in the absence of OFF On and off – at the flick of a switch, or the touch of a button. We are able to switch between the states of being of an object without thought, rarely questioning what makes an object ‘on’. Is it the presence of electric power? A sense of agency, or animism? What if on-ness is a state of being reflected by the cultural, rather than technological, capacity of an object – the embodiment of a moment of possibility? ----- AUTHOR: Alessandro Simone TITLE: What is next? SUBTITLE: The evolution of mountaineering and human limits This research examines the mountain landscape in the context of the evolution of mountaineering. Starting from the activity’s origin, the research investigates the shifts in technology, mindset, and limits that enabled the transformation of a destination for challenging expeditions into a place for second homes and weekend enthusiasts. How were humans able to overcome their limits, and what were the motivations for this drive? Products and objects played an essential role in guiding the story of mountaineering from the old ages to nowadays, making the user and his/her experience safer, but subsequently opening this terrain to mass tourism. This research retraces historical events and technical innovations to better understand mountaineering’s evolution, imagining a possible approach to this form of high-altitude tourism for the future. ----- AUTHOR: Alexander Schul TITLE: Visual language of sustainable design Different “sustainable” design proposals have been made in the past decades: from (literally) green looking objects, to normal looking ones, to objects whose visual language speaks to sustainability in their own individual way. In this research, I analyse a few examples in regards to the way the visual language of sustainable products has been approached in the past, what sustainable design looks like today, as well as what it will look like in the near future. The essay is led by the question “How does a sustainable approach to an object influence its visual language?” ----- AUTHOR: Charlotta Åman TITLE: Waste matters SUBTITLE: Valorising secondary products for a resourceful future Throughout history, humans have been expert in utilising every element of a given re­source. The heritage of husbandry has been car­ried from generation to generation – until today. Now, we are more disconnected than ever from original assets. In present manufacturing processes, secondary matter from production is often considered as waste rather than as a resource – an unfortunate conclusion as we are running out of raw materials and landfills grow. What does it entail to fully utilise a resource by valorising its secondary products, and how does it relate to the practice of a designer? The loose connections in manufacturing chains provide an opportunity to re-think: by considering the source, the scale and the system, design can be used as a tool for transition. ----- AUTHOR: Grace, Ka Yin Cheung TITLE: Japanese miniature culture: netsuke and gachapon SUBTITLE: Why are we so fascinated with small things? Miniatures are smaller than a normal objects, and include small replicas or models. Miniatures are present in different cultures all over the world and throughout time. The miniaturisation of mundane objects is recurrent, and has been an integral part of the memory of a culture. Among the different international miniature cultures, Japan has one of the most distinctive and apparent spirits of miniaturisation. To understand why people are so fascinated with miniatures, this research looks for the answers by delving into the miniature culture of netsuke and gachapon in Japan. ----- AUTHOR: Hsin Hung Chou TITLE: Unpack flat-pack SUBTITLE: The value of ready-to-assemble furniture This research studies flat-packing from its origins in the mid-19th century to its contemporary form as one of the prevailing typologies of the global furniture industry. Guiding questions have been: If the objective is to design and produce products from a logistical and sustainable point of view, is there any other solution to knock-down furniture? Does furniture lose its aesthetic and value in the process of being flat-packed? If the future is flat, could we make it better? ----- AUTHOR: Jimin Jeon TITLE: Soft, small and far, far away SUBTITLE: Our understanding of software Fire is the first profound tool in human history that cannot be grasped with the naked hand. Fire was considered a mysterious or religious thing – a gift from God, or punishment. But it was also an essential tool for human evolution. Today, we have found another tool surrounded by mystery and misunderstandings: software. It doesn’t smell, make noise, or come in any fixed form. It just occasionally flickers through a screen. This new tool takes us to another world, beyond physical limitations, that no caveman could have imagined. But, first, we need to understand the nature of software in relation to hardware – that is, the tools we are already familiar with. ----- AUTHOR: Jisan Chung TITLE: Assemblage in design Assemblage is mainly considered an artistic technique. However, by reviewing works of various designers, we can see that the same technique has been used in the field of design, too. This study aims to examine the characteristics and the meaning of “assemblage design” and its potential. Assemblage can trigger innovate manufacturing processes and create its very own aesthetic. ----- AUTHOR: Jonas Villiger TITLE: About repairability SUBTITLE: Rules, incentives and approaches to keeping things in circulation We want our products to be durable. And, if they break or become outdated, they should be repairable and upgradeable, too. It can be a very satisfying feeling to make something work again, or to make it work even better than it did before. Unfortunately, the industry does not make this easy for consumers. Not being able to intervene when something goes wrong with an object, consumers end up simply buying new things. However, giving a device an extended lifespan keeps us from wasting valuable resources. Starting from recent legislation and public movements that call for the right to repair, this research questions the role of designers within these changing circumstances. ----- AUTHOR: Julian Ribler TITLE: The Factory SUBTITLE: An investigation into modern design principles The Modernist movement promoted the appreciation of the advancements of industry. Modernism went on to integrate industrial advancement as part of the fundamentals of the movement as a whole. The principle of applying an engineer’s perspective was thought to inform the practice of designers and architects. Exploring modern factory environments and investigating the advancements in manufacturing technology today can help us revise these principles and examine the changing factory context. ----- AUTHOR: Kwan Ming Sum TITLE: Stagnation and innovation in the wheelchair industry A wheelchair is an essential tool for people with mobility issues to perform everyday tasks and achieve social participation. Unfortunately, modern manual wheelchairs hardly satisfy the emerging need of a well-resolved wheelchair design. A fundamental shift in understanding of today’s needs and innovation in this field are urgently required. Given the growth of the aging population, a rethink of wheelchair design is critical. Through conducting several interviews with different stakeholders, including wheelchair users, producers, and designers, this research aims to investigate the underlying reasons behind the stagnation in the wheelchair industry, and looks at how that might change. ----- AUTHOR: Maxwell Ashford TITLE: Fractions SUBTITLE: Cost-effective recycling A fraction is the result of any recycling process. It refers to the amount of materials from an object that can be recycled cost effectively, and is used broadly across the recycling industry. Objects are by standard practises designed independently from any end-of-life system and inevitably, the result is that objects cannot be effectively recycled. Historically, there has been little incentive for producers, and thus designers, to deal with the death or disposal of objects. But this is due to change, as incoming legislation from the EU will force producers to use recycled materials and create more recyclable objects. In turn, this demand will affect designers. So how can we work to create more sustainable goods? ----- AUTHOR: Nadav Goldenberg TITLE: Empire State of Play SUBTITLE: Playground design in the urban environment How did the design of playgrounds evolve throughout history? And how does the urban environment play a part in their evolution? To answer these questions, I look at New York City. Here, we see a dense urban space for play development, with a long history of constant shifts in play ideals, safety regulations and the pioneering of playground design. ----- AUTHOR: Oscar Kwong TITLE: Comfort and the curve The curve exists in all ranges of expression, from the flamboyant to the modest. In the past decade there have been multiple studies that have set out to confirm our instinctual desires for the curvaceous shape, proving in every measurable scenario that humans prefer the round compared to the rectilinear. This intuitive response to the curve has been hard-wired as part of our evolutionary bias. The relationship that connects comfort and the curve will be the premise of this essay: from the buildings of Sanaa that employs the familiar curve, as a reminder of our connection with nature; to trace the postures supported by the comfy lounge and its intimate bond with the human body; to the conforming contours of everyday objects. ----- AUTHOR: Silvio Rebholz TITLE: TV studio sets SUBTITLE: A space for reality and fiction TV studio sets are spatial constructions in which TV formats such as news, talk shows or game shows are produced. On these sets, hosts interact with guests, newsreaders broadcast informa­tion and hosts entertain – always with the intention of reproducing the scene on screens. Focusing on the designs of TV studio sets, it is striking how unusually shaped they are. Elaborately sweeping curves of sofas; LEDs highlighting the edges of a desk. Remarkably, these and other exceptional elements aren’t isolated cases, but repeat across shows, broadcast genres and national borders. Their similarities suggest that it’s about more than free formal expression. What are the parameters for consideration in a “good” TV studio set? How did this unique style develop? ----- AUTHOR: Thomas Manil TITLE: The typology of coins This research project explores the history, production and formal language of coins. They are part of our lives and accompany our daily gestures. We give them, we receive them, we pocket them, or we place them carefully in a wallet. We have the impression that we know them very well, and yet, we have a hard time describing them with precision. It is an integral part of the country’s identity and embodies the link between art, design and technology. In a society that is gradually seeking to dematerialise money, the coin deserves special attention. ----- AUTHOR: Till Ronacher TITLE: The robotic arm Industrial robots have been involved in the manufacturing of products since the 1960s. But over the last decades, industrial robots have been moving out of the factories into new contexts such as architecture and design. Now, in some experimental contexts, digital fabrication is explored with the help of industrial robots. In such laboratories, the cooperation between humans and industrial robots is being investigated and applied in a design context, within which new forms and transformative design processes emerge. In this thesis, I examine some of these developments with regards to the possibilities of their integration into the design process. ----- AUTHOR: Trolle Rudebeck TITLE: A writing and drawing instrument In the age of typing, scrolling and audio-recording, cursive writing might seem endangered, particularly among younger generations. As handwriting has become more and more obsolete, it has come to be considered as a poetic or romantic act rather than a fundamental tool. Looking back to ancient civilizations and their instruments for drawing and writing, the pen’s stick-like shape has remained surprisingly constant. By looking to the past, could we predict the future of the pen?

Excerpts from Master Photography theses

PHOTOGRAPHY

Excerpts from Master Photography theses

with Anniina Koivu

AUTHOR: Sara Bastai TITLE: How to build a collective memory in the digital realm? SUBTITLE: Depicting humankind through methods of preservation It seems, sometimes, like today’s main focus of interest lies in how future societies will perceive us. The traces we might leave behind can significantly impact the history and interpretation of our current present. Can we rely on digital preservation? What should we document for the future? How can we represent and preserve society in the 21st century without being reduced to mere computational information processing? This master thesis is a speculative reflection on our current and past methods of preservation of social history. ------ AUTHOR: Maeva Bosko TITLE: Dream worlds SUBTITLE: What happens when we’re asleep? Since my early childhood, I have dreamt a lot. Sweet, pleasant or strange dreams, nightmares, sometimes even lucid dreams. Night is when I escape to these virtual worlds. But what are these worlds? Why are they so different from my ordinary waking world? I’ve even gotten to the point, on various occasions, when I preferred these dream states to my everyday reality. This is a research project into the world of dreams as an attempt to decode the unconsciousness in relation to the virtual universe and reality we experience at night. ------ AUTHOR: Natalie Maximova TITLE: Walking the landscape, in video games With a focus on landscape representation in video games called “walking simulators”, this thesis attempts to uncover questions related to a complex and ambiguous notion of landscape, from its original conception to today. During my research, I applied the interpretive approach of “reading” and decoding landscapes that have been used by geographers, as well as sociologists, artists and historians. Video game landscapes could be thought of as a system consisting of natural, man-made and cultural forces which can be identified and studied. The landscape in this case plays as a medium that combines, holds and channels these forces. If video game environments exist as part of our culture, what kind of connections do these virtual spaces form? This thesis tries to uncover processes behind the construction of the “natural” in video game environments. ------ AUTHOR: Joanna Wierzbicka TITLE: Why should our bodies end at the skin? SUBTITLE: Rethinking bodily matter beyond a humanist imagination This thesis follows the turn to matter within the fields of body studies, posthuman feminist theory, and new materialism in order to rethink the definition of what a body is and, more importantly, what a body can do. The main research objective is to find out how through questioning the definition of a body and the use of metaphorical thinking in this process, we can establish a more ethical living ground among other bodies. ------ AUTHOR: Olivia Wünsche TITLE: Myths shape reality After having lived a deeply transformative psychedelic experience, all previously held beliefs and perceptions which conditioned my relationship to the surrounding reality, suddenly broke free from the prison of mental programming and limited awareness. Different aspects of this internal change manifested through an almost visceral connection to the Earth. I started to direct my attention towards subjects revolving around environmental and humanitarian crisis, simultaneously wanting to find the cause that has led to our current state of separateness, in which we distance ourselves from others and from nature. I understood quite rapidly that socio-political problem-solving is undoubtedly urgent and indispensable, however it remains shallow and incomplete by treating symptoms without curing the cause. ------ AUTHOR: Zhang Manqin TITLE: A diamond-shaped egg This master thesis is based on different tools that can be used to explore the power of memory. Closely related to the author’s “I’m not a loner” photo installation, this research project combines fictional writing with the documentary approach of a diary.

Paris - Else

MEDIA & INTERACTION DESIGN

Paris - Else

with Sami Benhadj

Music video made by Elodie Anglade and Soraya Camina during the second year video course in Visual Communication Bachelor.

In the Blink of an Eye

MEDIA & INTERACTION DESIGN

In the Blink of an Eye

with Sami Benhadj

Music video made by Jamy Herrmann and Mélanie Fontaine during the second year video course in Visual Communication Bachelor.

Mapping Workshop - Nature morte

Mapping Workshop - Nature morte

with Florian Pittet, Clément Lambelet, Eric Morzier

The first year students in Graphic Design and Media & Interaction Design and Photography worked on mapping projects. The structures, which the different groups created with blocks of polystyrene, allowed them to experiment and create video, 2D and 3D content while playing with notions of space, depth and rhythm.

VR Sequences 2021

MEDIA & INTERACTION DESIGN

VR Sequences 2021

with Sami Benhadj

VR Music Video projects created by second-year students in the Bachelor of Media & Interaction Design program.

Maxime - Si On Danse

MEDIA & INTERACTION DESIGN

Maxime - Si On Danse

with Sami Benhadj

A video made by Rayane Jemaa as part of Sami Benhadj’s video course, second year Bachelor Visual Communication.

Curl - Blaze The Fuck Up

MEDIA & INTERACTION DESIGN

Curl - Blaze The Fuck Up

with Sami Benhadj

A video made by Sébastien Galera Larios as part of Sami Benhadj’s video course, second year Bachelor Visual Communication.

Triptychs

MEDIA & INTERACTION DESIGN

Triptychs

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.

ZRK x BasilD - Transhuman

MEDIA & INTERACTION DESIGN

ZRK x BasilD - Transhuman

with Sami Benhadj

A video made by Julie Ryser and Basil Dénéréaz as part of Sami Benhadj’s video course, second year Bachelor Visual Communication.

Mémoires

FINE ARTS

Mémoires

Jury 2020 Paul Bernard Stéphanie Serra

Lausanne Lumières - 2020

Lausanne Lumières - 2020

with Angelo Benedetto, Vincent Jacquier, Clément Lambelet, Florian Pittet

The project involved around fifty students divided into groups of two. The students, who graduated from ECAL's Visual Communication Department's Bachelors in Graphic Design, Media & Interaction Design and Photography, were supervised by Angelo Benedetto, Vincent Jacquier, Clément Lambelet and Florian Pittet, assisted by Kylan Luginbühl, Amaury Hamon and Julien Gurtner. Out of the 25 sequences produced, 11 were selected to be projected on the tower. https://www.lausannelumieres.ch

Body City

Body City

with Angelo Benedetto, Vincent Jacquier, Mitch Paone (Dia Studio), Jean-Vincent Simonet

Mapping of the Body City show Unique creation imagined for Lausanne en Jeux ! - the animation program of the Youth Olympic Games Lausanne 2020 - Body City is a show where arts and urban sports meet in an impressive open-air setting, on the central square of Lausanne. "Bodies in fusion with the city", it is from this strong image that Nicolas Musin conceived and realized Body City, a contemporary show questioning the relationship of the young generations to the city. On an open-air stage representing a city in constant mutation, more than 50 performers aged between 9 and 30 will cross their disciplines, bringing together arts and urban sports such as skateboarding, BMX, rollerblading, scooter, parkour and dance. A poetic and spectacular journey in the heart of Lausanne, where video, sound and light are mixed together! Imagined within the framework of Lausanne en Jeux, this show is above all a work of youth supported by art schools and training centers for urban disciplines established in the agglomeration of Lausanne. Thus, Body City has brought together different actors from Lausanne such as students from ECAL (video design), HEMU (composition of the original music and recording of the soundtrack), dancers from the Ecole-Atelier Rudra Béjart (dance and percussion), JDSEvents (hip hop, breakdance) as well as the riders from La Fièvre and the plotters from X-Trem Move. The mapping of the show was created by the students of the Visual Communication Department (BA Graphic Design, BA Photography, BA Media & Interaction Design) under the direction of Vincent Jacquier, Angelo Benedetto, Jean-Vincent Simonet and Mitch Paone while the editing was done by Amaury Hamon and Clément Lambelet.

PARACOSM - Quantum

MEDIA & INTERACTION DESIGN

PARACOSM - Quantum

with Sami Benhadj

A video made by Kylan Luginbühl as part of Sami Benhadj’s video course, second year Bachelor Visual Communication. Music by PARACOSM (Stéphane McDouglas).

Apollo Noir - Chaos ID

MEDIA & INTERACTION DESIGN

Apollo Noir - Chaos ID

with Sami Benhadj

A video made by Paul Lëon and Aurélien Pellegrini as part of Sami Benhadj’s video course, second year Bachelor Visual Communication.

Apollo Noir - Chaos ID

MEDIA & INTERACTION DESIGN

Apollo Noir - Chaos ID

with Sami Benhadj

A video made by Léonard Guyot, Evan Kelly and Yaël Sidler as part of Sami Benhadj's video course, second year Bachelor Visual Communication.

Playground

INDUSTRIAL DESIGN

Playground

with Damian Fopp

For this project, the students were asked to design a playground, by developing a coherent family of play elements or structures for a specific site existing in the Lausanne region. The students had to research, identify, select, analyze and document a site so that it would blend harmoniously into the local urban environment.

Moonshine

MEDIA & INTERACTION DESIGN

Moonshine

with Sami Benhadj

VR project made during a video course with Sami Benhadj.

Quantum

MEDIA & INTERACTION DESIGN

Quantum

with Sami Benhadj

Quantum is a music VR journey through the eye of a human body that let the spectator travel between differents surreal environements

Down the Rabbit Hole

MEDIA & INTERACTION DESIGN

Down the Rabbit Hole

with Sami Benhadj

Down The Rabbit Hole invites the viewer into a fictional world. As the spectator advances throughout the experience, the world becomes more and more imaginary and unreal.

Galerie des Bustes

INDUSTRIAL DESIGN

Galerie des Bustes

with Adrien Rovero

The Festival Images is a free event focused on contemporary images. The specificity of the Festival Images is to present monumental photography in the open air, while presenting projects around the image in a broader sense indoors. For the 2018 edition, ECAL was for the fourth time associated with the festival by pursuing the search for specific devices for outdoor image exhibitions. It is a question of imagining a photo booth. A space to take pictures of yourself alone or with others. The initiation, the fund, the global process will have to take the form of a real experience and interactivity. It is necessary to invent a device that is close to the installation, that is playful and that does not only provide a technical solution to the shooting. For the festival, this installation represents a real expectation of the audience as well as an income since each image costs 5.- Chf.

MASQUES - L’Impératrice

MEDIA & INTERACTION DESIGN

MASQUES - L’Impératrice

with Sami Benhadj

A music video realised by Nathan Vogel during a second year video course in Visual Communication Bachelor for the music “MASQUES” by the group L’Impératrice.

Noïzette - FAIRE [Official Music Video]

MEDIA & INTERACTION DESIGN

Noïzette - FAIRE [Official Music Video]

with Sami Benhadj

A music video realised by Luca Sassoli de Bianchi and Sébastien Matos during a second year video course in Visual Communication Bachelor for the music “Noïzette” by the group FAIRE.

Room

MEDIA & INTERACTION DESIGN

Room

with Pauline Saglio

Semester project that were produced during a course given by Pauline Saglio to first year Bachelor Media & Interaction Design, Graphic Design and Photography students.

Journey to the Block

MEDIA & INTERACTION DESIGN

Journey to the Block

with Pauline Saglio

Semester project that was produced during a course given by Pauline Saglio to first year students in Bachelor Media & Interaction Design, Graphic Design and Photography.

Existence

MEDIA & INTERACTION DESIGN

Existence

with Pauline Saglio

Semester project that were produced during a course given by Pauline Saglio to first-year students in Bachelor Media & Interaction Design, Graphic Design and Photography.

ACADEMIC PARTNERSHIP WITH IMD BUSINESS SCHOOL, LAUSANNE

DESIGN FOR LUXURY & CRAFTSMANSHIP

ACADEMIC PARTNERSHIP WITH IMD BUSINESS SCHOOL, LAUSANNE

with Nicolas Le Moigne

Lausanne IMD Business School and ECAL have signed a partnership agreement and are currently working together on a series of joint initiatives. The two leading academic institutions based in the Canton of Vaud recently jointly delivered a three-day program on Foundations of Business at IMD for students undertaking ECAL’s MAS in Design for Luxury and Craftsmanship. The program focused on the major facets of branding and the creation of products and companies.

LZR - Stay a Little Closer

MEDIA & INTERACTION DESIGN

LZR - Stay a Little Closer

with Sami Benhadj

A music video realised by Pierry Jaquillard and Eugène Kaïmanovitch during the second year video course in Visual Communication Bachelor for the music “Close to me” by LZR (Unofficial video).

Clone

MEDIA & INTERACTION DESIGN

Clone

with Pauline Saglio

A video realised by Alice Nimier during the first year video course in Visual Communication Bachelor.

Gestalt

MEDIA & INTERACTION DESIGN

Gestalt

with Pauline Saglio

A video realised by Sébastien Matos during the first year video course in Visual Communication Bachelor.

Mindfulness

MEDIA & INTERACTION DESIGN

Mindfulness

with Pauline Saglio

A video realised by Luca Sassoli de Bianchi during the first year video course in Visual Communication Bachelor. This video is an abstract invitation to dive in the state of mindfulness and face the struggle in order to achieve it

More Rules for Modern Life

FINE ARTS

More Rules for Modern Life

with Christophe Guberan, Stéphane Kropf

A selection of pieces by ECAL Bachelor Industrial Design and Bachelor Fine Arts students under the guidance of Christophe Guberan and Stéphane Kropf. Exhibition curated by John M Armleder.

Los Angeles 2016

FINE ARTS

Los Angeles 2016

by Virginia Ariu, Catarina Bota Leal, Charlotte Bourgeois, Loucia Carlier, Gabriele Garavaglia, Sarah Abigail Janjic, Vinzenz Meyner, Matteo Pomati, Ilaria Vinci, Shirin Yousefi

Summer University 2016, Los Angeles Stephanie Moisdon, Bei Schlingelhoff, Will Benedict, Emanuele Marcuccio. Studio visits, galleries and institutions: Oscar Tuazon. Lari Pittman, Silke Otto Knapp, Piero Golia studio monument with Andrew Berardini, Paul Pascal Theriault, Alex Hubbard, Nikolas Gambaroff, David Lennard, Gary Leonard, Chris Kraus, Puppies Puppies, CalArts with Darcy Huebler and Thomas Lawson, 356 Mission rd with Alexandra Tuttle, Tom of Finland Foundation, LACMA, MOCA, Regen Project, Maccarone, Sprüth Magers, Hauser Wirth & Schimmel.

Summer Time City Lights - Alexander Van Pelt

MEDIA & INTERACTION DESIGN

Summer Time City Lights - Alexander Van Pelt

with Sami Benhadj

A music video realised by Elise Migraine and Anna Kasareva during a second year video course in Visual Communication Bachelor for the music “Summer Time City Lights” by Alexander Van Pelt.

Larytta - Les Bambous [Official Music Video]

MEDIA & INTERACTION DESIGN

Larytta - Les Bambous [Official Music Video]

with Sami Benhadj

A music video realised by Erika Marthins and Giacomo Bastianelli during the second year video course in Visual Communication Bachelor for the music “Les Bambous” by Larytta.

Hatred

GRAPHIC DESIGN

Hatred

with Anouk Schneider Agabekov, François Rappo

Hatred aims to decipher the places, individuals and situations that interact with hate-but also the origins, consequences and questions it raises. Each issue of Hatred combines literary essays about hate with other contemporary topics. The theme of this issue is Non-Proliferation, similar to the nuclear weapons treaty. However, the goal is to find ways to end hate. By understanding its origins, it is possible to find more or less peaceful solutions.

Event

GRAPHIC DESIGN

Event

with Aurèle Sack

The students had to choose an event and make an editorial project.

Benoît Jeannet - Theoretical thesis

Benoît Jeannet - Theoretical thesis

with Joël Vacheron

Vanja Jelic- Theoretical thesis

Vanja Jelic- Theoretical thesis

with Alexandre Balgiu

Relevance doesn’t express individuals’ needs to organise the mess instead it is an expression of homogenization in the digital space. Algorithms are helping me to rapidly come across information and I’m starting to imitate it. Giving keywords, skim and repeat. But I’m human and therefore I make content disappear. The data I look at is fluid and impermanent, the instability forces me to take it out of its context and save it. As I take everything out of context in order to understand it better, the content gets destructed through all the filters.

Anaïs Benoit Dignac – Mémoire – Theoretical thesis

Anaïs Benoit Dignac – Mémoire – Theoretical thesis

with Constance Rubini

Jean Bourgois – Theoretical thesis

Jean Bourgois – Theoretical thesis

with Stéphanie Moisdon

Baker Wardlaw – Theoretical thesis

Baker Wardlaw – Theoretical thesis

with Stéphanie Moisdon

Coming soon

Léa Chetot – Theoretical thesis

Léa Chetot – Theoretical thesis

with Constance Rubini

Marceau Avogadro – Theoretical thesis

Marceau Avogadro – Theoretical thesis

with Constance Rubini

Daniel Hättenschwiller & Thomas Petit – Theoretical thesis

Daniel Hättenschwiller & Thomas Petit – Theoretical thesis

with Alexandre Balgiu

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