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Thaddé Comar winner of the Grand Prix Photographie du Festival de Hyères 2023 Article
Thaddé Comar winner of the Grand Prix Photographie du Festival de Hyères 2023

Thaddé Comar winner of the Grand Prix Photographie du Festival de Hyères 2023 Congratulations to photographer Thaddé Comar, an ECAL graduate, who receives the Grand Prix du Jury Photographie 7L at the Festival de Hyères 2023. On the occasion of its 38th edition, the Festival international de Mode, de Photographie et d Accessoires d Hyères, which took place from October 12 to 15, 2023, awarded photographer the Grand Prix du Jury. Born in 1993, graduated with a Bachelor of Photography from ECAL in 2018. The artist is based in Paris and Lausanne, where he juggles commissioned photography, editorial work and personal explorations. From the 2023 edition, the Grand Prix du Jury Photographie becomes the Grand Prix du Jury Photography 7L. The 7L bookshop was founded in 1999 by Karl Lagerfeld in Paris. 7L stands for 7, rue de Lille, in the 7 th arrondissement of Paris, and for Karl Lagerfeld s favorite number. Acquired by CHANEL in 2021, 7L celebrates its founder s unconditional love for books and photography. It brings together a bookshop dedicated to works in the field of visual arts, a cultural program named Correspondances inspired by his personal library present in his former photo studio, as well as the Éditions 7L publishing house. 7L will support the winner of the Grand Jury Prize on: the production of a book published by the Éditions 7L, launched in 2001 by Karl Lagerfeld, with the idea the of a book-object standard and the will of publishing books that are emphasizing the work of his talented friends as Grace Coddington, Roni Horn, Fran Lebowitz…or to re-publish some books mainly dedicated to photography that became rare as Moï Ver Paris, The Japanese Box… The creation of a book launch event with the production of an exhibition The winner of the Grand Prix of the Photography jury 7L will be offered an exhibition of his work at the villa Noailles during the following year s Festival. CHANEL is a partner of the Grand Prix of the Photography 7L, with a prize of 20,000 euros for the winner thaddecommar.com villanoailles.comImage by Hugo Varaldi

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ECAL LECTURE – CAPSULE MAGAZINE Event
ECAL LECTURE – CAPSULE MAGAZINE

ECAL LECTURE – CAPSULE MAGAZINE,12.10.2023,IKEA Auditorium, ECAL More than just a mirror for the latest trends, Capsule Magazine deploys its skills to create innovative experiences. In conference at the ECAL, Thursday 12 October at 5.30pm. Published each year to coincide with Milan Design Week, the young publication Capsule looks at the world of design. Between interiors and architecture, fashion and technology, ecology and craftsmanship, it explores our relationship with desire and consumption. A hybrid between a magazine and a book, Capsule pays homage to a lineage of radical Italian design publications while observing a sumptuous material aesthetic. Beyond print, Capsule aims to be a 360° curatorial platform, imagining Capsule Plaza, an innovative exhibition format, while also producing a clothing line and furniture.  DATES & SCHEDULE12.10.2023 5.30pm Free entry PLACEIKEA Auditorium, ECAL WEBSITEcapsule.global INFORMATIONIn the presence of Alessio Ascari, editor and artistic director Paul Cournet, deputy editor-in-chief

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Olivia Schenker receives one of the 2023 prizes from the Fondation vaudoise pour la culture Article
Olivia Schenker receives one of the 2023 prizes from the Fondation vaudoise pour la culture

Olivia Schenker receives one of the 2023 prizes from the Fondation vaudoise pour la culture ECAL graduate Olivia Schenker is the 2023 winner of one of the cultural prizes awarded by the Fondation vaudoise pour la culture. Born in 1993, Olivia Schenker is a Swiss photographer, video maker and graphic designer graduated in 2018 at ECAL. Her work explores intimacy, sexual diversity and gender expression and has recently been shown at Plat(T)form 2020, Fotomuseum Winterthur, and in various international festivals such as Images Vevey, Paris Photo and Villa Noailles. 2023 Awards Ceremony Saturday 4 November, 4.30pm Musée cantonal des Beaux-Arts, Lausanne oliviaschenker.com www.fvpc.ch Image by Matthieu Croizier

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USM Design Grant - 6th Edition Project
USM Design Grant - 6th Edition

USM Design Grant - 6th Edition The USM Design Grant is a study grant launched by the Fondation USM to encourage innovation by rewarding a student s project. For the 6th edition of the USM Design Grant awarded by the USM Foundation, ECAL Bachelor Industrial Design students, under the guidance of Swiss designer Christian Spiess, were asked to design new outdoor seating for the terrace of the Théâtre de Vidy in Lausanne. As part of the Théâtre de Vidy s renovation, the students worked in pairs to design seatings that would provide a moment of comfort for visitors and passers-by. In addition to the aspects of practicality, seating comfort and weather resistance, a simple handling of the furniture should be considered, allowing the terrace to be adapted to different needs. Proposals providing optimised storage space and mobility have been developed accordingly.VIDY ARMCHAIR Design Grant - Massimo Scheidegger & Bruno Pauli Caldas The concept of the VIDY ARMCHAIR is based on the observation of the building by Max Bill, his color studies, the atmosphere of Théâtre de Vidy, echoing the architectural surroundings with its tubular steel frames construction. Wheels allow for versatile arrangements, the stackable frame enables space-saving storage and an attachable parasol holder provides shade. Ready for the next act, the VIDY ARMCHAIR is robust and combines durable materials to create a special atmosphere in homage to the theatre, inviting the guests to stay a little longer.CÔTÉ COUR BENCH Special Mention - Alicia Berclaz & Tiziana Rocha da Silva Intended as a deck chair CÔTÉ COUR BENCH was specially designed for the inner courtyard of the Théâtre de Vidy. Its simple and practical shape with two backrests heights offers different seating positions so that visitors can use it alone or together. Thanks to its wheels, the bench can be easily moved like a wheelbarrow and conveniently stored upright for optimised storage. The awarded designs by Massimo Scheidegger & Bruno Pauli Caldas (winner) and Alicia Berclaz & Tiziana Rocha da Silva (honourable mention) were produced in multiple copies in the theatre s workshop and are therefore tailored around the skills of their carpentry, metalworking and sewing workshops. The project was conducted with the kind support of the USM Foundation and USM U. Schärer Söhne AG. The Winners

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USM FOUNDATION DESIGN GRANT EXHIBITION – 6th EDITION Event
USM FOUNDATION DESIGN GRANT EXHIBITION – 6th EDITION

USM FOUNDATION DESIGN GRANT EXHIBITION – 6th EDITION,10–30.10.2023,Théâtre Vidy-Lausanne Presentation of new outdoor furniture designed by ECAL students for the Théâtre de Vidy-Lausanne as part of the USM Foundation Design Grant. With the aim of encouraging innovation, the USM Foundation is offering for the sixth time a scholarship of CHF 25,000. The prize is awarded alternately to students from ECAL/Ecole cantonale d art de Lausanne and HEAD/Haute école d art et design Genève. Awarded this year at ECAL under the guidance of Swiss designer Christian Spiess, the prize enabled students in the Bachelor of Industrial Design program to design new seating for the terrace of the Théâtre de Vidy in Lausanne. As part of the Théâtre de Vidy s renovation, the students worked in pairs to design seating that would provide a moment of comfort for visitors and passers-by. In addition to the aspects of practicality, seating comfort and weather resistance, a simple handling of the furniture should be considered, allowing the terrace to be adapted to different needs. Proposals providing optimised storage space and mobility have been developed accordingly. The awarded designs by & (winner) and & (honourable mention) were produced in multiple copies in the theatre s workshop and are therefore tailored around the skills of their carpentry, metalworking and sewing workshops. The project was conducted with the kind support of the USM Foundation and USM U. Schärer Söhne AG. DATES & SCHEDULE11–30.10.2023 Monday – Friday 9am – 4pm Free entry ADDRESSThéâtre Vidy-Lausanne Emile-Henri Jaques-Dalcroze 5 CH-1007 Lausanne WEBSITEfondationusm.orgOPENINGTuesday, October 10, 2023 - 6pm

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Diplomas 2023 Page
Diplomas 2023
Prompt Battle Event
Prompt Battle

Prompt Battle,05.10.2023,Hall Kudelski, ECAL In front of a live audience, two challengers transform their texts into images using artificial intelligence software. Surprises guaranteed! The goal? Show off your prompt skills and maybe the audience will choose you as the winner who elicited the most surprising, disturbing or beautiful images from the latent spaces of DALL·E 2, Stable Diffusion, Midjourney, … How? Image descriptions, called "prompts", are entered into text-to-image software powered by OpenAI s AI. These descriptions generate photos, images and illustrations. The public selects a winner who, in their opinion, has generated the best AI images. Prompt Battle is a concept developed by Florian A. Schmidt & Sebastian Schmieg after observing the remarkable development of machine learning models capable of transforming text into images in terms of quality and accessibility. On Thursday October 5, 2023, the public final will pit the 8 best prompter students from ECAL against each other. DATES & SCHEDULEThursday, October 5, 2023 – 6 p.m. Free entry ADDRESSECAL – Hall Kudelski Avenue du Temple 5 1020 Renens WEBSITEpromptbattle.com

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A Third Hand – Creative Applications for Robotics Project
A Third Hand – Creative Applications for Robotics

A Third Hand – Creative Applications for Robotics Robotic arms have long been a common sight in many industries. They are currently making a rapid entry into art and design studios and practices. Yet, at the same time, difficulties remain in accessing the workflows and work methods demanded by these machines given a clear lack of reference resources suited for this community. The same applies to Art and Design schools, which are increasingly investing in this type of equipment, often without having the resources to run it. This research project uses applied case studies to explore and define a set of exemplary work methods, capable of both informing and inspiring future users. In the field of automated manufacturing and industrial robots, the term used to highlight the concept of total automation is that of lights-out manufacturing, namely factories potentially capable of running with the lights off, without any on-site human presence required. This project adopts a virtually antithetical approach, casting the spotlight on the robotic arm and its many possibilities, and outlining the new opportunities for collaboration that these machines can offer designers, artists and creators at large. It does not adopt the perspective of production nor that of optimisation, but focusses more on experimentation, inspiration and collaboration. Robotic arms have expanded beyond their traditional industrial applications, presenting creators with opportunities to explore innovative production methods and new forms of expression. A rising generation of designers, artists, and architects is repurposing machines, originally designed for different tasks, for creative purposes. These machines are now being employed in collaborative and alternative ways, offering novel possibilities. However, embracing robotics in creative endeavors still involves a steep learning curve and significant financial investments. Over the past two decades, some production machines initially meant for industrial use have become accessible to designers, architects, and artists. Examples include 3D printers, laser cutters, and CNC milling machines. These tools, while initially intended for production, have found new life in the realms of creation and experimentation. They are now widely accessible in art and design school, fablabs or art and design studios. In this landscape, industrial robotic arms, especially their collaborative versions, have emerged as valuable tools for creativity. However, there is still a lack of reliable reference resources suited for this community. The project Creative Applications for Robotics ​​​​​​aims to address this problem by offering access to best practices and case studies that can be used to further learning, stimulate ideas and foster the integration of collaborative robots into creative practices. The project therefore focuses on the use and interaction with this type of robot in a creative environment. Our goal is to produce a guide accompanied by a set of resources and relevant case studies. This content will be available in the form of an Open Access website and a printed edition. Advances in robotics are traditionally considered to belong to the realm of engineering and computer science, yet there is growing evidence that designers and artists have much to contribute to innovation in this area. Consequently, our research question addresses real needs insofar as inspiring case studies and specific resources can greatly further the inclusion of these new tools in art and design curricula and prove a useful addition to the multidisciplinary skills of tomorrow s creators.Main applicantAlain Bellet, associate professor HES Research teamResearchers Andrea Anner (AATB) Alain Bellet Thibault Brevet (AATB) Martin Hertig Guest  lecturers / Guest designers and artists Jussi Ängeslevä Mar Canet (Varvara & Mar) Varvara Guljajeva (Varvara & Mar) Niklas Hagemann Taiyo Onorato Raphaël Pluvinage (Pinaffo – Pluvinage) Marion Pinaffo (Pinaffo – Pluvinage)DurationFebruary 2022 – October 2023Supported byECAL/École cantonale d art de Lausanne Réserve stratégique de la HES-SO (RCDAV)PartnersAATB – Practice for non-industrial roboticsStudents“Production Line” Workshop, May 2023 BA1 Media & Interaction Design & BA1 Industrial Design Abla Bolassi Owoussi, Alexander Bryant Paynter, Alexandre Li, Alexine Sierro, Alice Graff, Aryana Noorani, Aurélien Clerc, Baptiste Godart, Charlotte Jobin, Charlotte Waridel, Elena Biasi, Emilie Maier, Eva Reymond, Fernandez Oriana Gonzalez, Flavia Renaud, François Ader, Gaia Vitali, Isaure Nicolet, Jean-Elie Matile, Jeremy Loup, Joab Schneiter, Julie Tena, Lélie Guiochet, Livia Schmid, Mael Sandoz, Maëlle Rotten, Mathias Liniger, Matteo De Carlo, Matthieu Rigelo, Mehdin Talovic, Melchior Myard, Noah Stanley, Olivia Capol, Quentin Kohler, Salla Vallotton, Sasha Iatsenia, Thomas Gaudin, Titouan Longatte, Valère Zen-Ruffinen

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FORM #1 : FORMSWISS Event
FORM #1 : FORMSWISS

FORM #1 : FORMSWISS,21.09–20.10.2023,Gallery l elac, ECAL After a tour of Japan, Form #1: FormSWISS is coming to Switzerland. They are offering ECAL an immersion in the current Swiss graphic design practice. Dedicated to visual communication design, including graphic design, typography and motion design, the exhibition, curated by Japanese graphic designer Arata Maruyama, sheds light on the way of life and thinking of prestigious designers. Through the presentation of their work and a series of interviews with some thirty design studios, schools and museums in Switzerland, FormSWISS draws up an intergenerational panorama of designers working in French-speaking Switzerland, German-speaking Switzerland and Italian-speaking Switzerland. Furthermore, a book published by Arata s design platform “Form” for the occasion also highlights this exceptional heritage. Created by designer Arata Maruyama, founder of the Japanese studio &Form, the Form platform was designed to interactively promote various cultural values from a design perspective, both inside and outside Japan. Recognized for its extensive contribution to the development of contemporary design, Switzerland inspired this first exhibition, which was presented in several Japanese cities. Supported by Embassade de Suisse au Japon Tuileries Fribourg & Lausanne SAOPENING & TALKThursday, September 21st, 2023 From 5pm – IKEA auditorium, ECAL Talk with Alfio Mazzei, Chiasso Studio Feixen, Lucerne Swiss Typefaces, Vevey/Berlin Moderated by Arata Maruyama, graphic designer, &Form, Tokyo , Head of Bachelor Graphic Design, ECAL From 6pm – Galerie ELAC OpeningDATES & SCHEDULE21.09 – 20.10.2023 Wednesday, Thursday, Friday – 1pm-5pm Free entry ADDRESSGalerie l ELAC Avenue du Temple 5 1020 Renens WEBSITEformtokyo.com GRAPHIC DESIGNERSAlfio Mazzei Balmer Hählen C2F CCRZ ECAL Futur Neue Gavillet & Cie Hubertus Design Jannuzzi Smith Kasper-Florio Ludovic Balland Notter+Vigne Simone Cavadini Studio Feixen SUPERO Swiss Typefaces Werner Jeker ZHdK

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Julie Richoz receives one of the Grands Prix de la Création de la Ville de Paris 2023 Article
Julie Richoz receives one of the Grands Prix de la Création de la Ville de Paris 2023

Julie Richoz receives one of the Grands Prix de la Création de la Ville de Paris 2023 Congratulations to designer Julie Richoz, ECAL graduate and winner of the Grands Prix de la Création de la Ville de Paris 2023. For 30 years, the City of Paris has renewed its commitment to the creative professions each year. In 2023, the Grands Prix de la Création de la Ville de Paris will reward 7 winners: 3 Grands Prix, 3 Emerging Talents and 1 Fashion Accessories Prize. The Grand Prix rewards a professional for the quality of his or her project and career path, development strategy, commitment to the transmission of know-how or innovation. This prize is aimed at experienced professionals, companies and brands whose development is well advanced. A 2012 graduate of a Bachelor Industrial Design from ECAL, worked with designer Pierre Charpin from 2013 to 2015. Winner of the Grand Prix du Jury at the Villa Noailles Design Parade in 2012, which enabled her to work with CIRVA (Centre international de recherche sur le verre et les arts plastiques), published by Galerie Kreo, she says she entered design practice with one-off pieces or small series. " However, I put a lot of energy into developing industrial projects, which then become accessible to a larger number of people. It s a different, more complex approach, where everything can come undone for a detail. That s why, when I saw the letter of intent from Inga Sempé, the President of the Jury, I wanted to present my work to her. She explained that she wanted to showcase singular but also industrial objects. (...) This proves that just because you work in series doesn t mean you can t be bold in language and form." says the designer, who set up her studio in 2012. julierichoz.com bdmma.paris

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Leenaards 2023 cultural grant for Romane de Watteville Article
Leenaards 2023 cultural grant for Romane de Watteville

Leenaards 2023 cultural grant for Romane de Watteville Congratulations to artist Romane de Watteville, ECAL graduate and winner of a Leenaards 2023 cultural grants. The Leenaards Cultural Grants support the artistic careers of eight emerging artists in the fields of visual arts, music, performing arts and literature. Worth CHF 50,000 each, they help these young Swiss talents to reach the next level in their careers. Romane de Watteville was awarded one of the Cultural Grants at the Rendez-vous culturel Leenaards on 12 September 2023 at the Théâtre Vidy-Lausanne. Romane de Watteville is a Franco-Swiss artist who holds a Bachelor s degree in History of Art and Cinema from the University of Lausanne (2016) and a Bachelor s degree in Fine Arts from ECAL (2020). She lives and works in Lausanne, where she is developing a practice centred on figurative painting that plays with art-historical iconography. leenaards.ch romanedewatteville.com

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Rising Talent Awards 2023 go to three EXECAL Article
Rising Talent Awards 2023 go to three EXECAL

Rising Talent Awards 2023 go to three EXECAL The Rising Talent Awards France 2023 have revealed seven new designers and studios. Among them are Athime de Crécy (studioADC), Sébastien Cluzel (SCMP DESIGN OFFICE) as well as Arthur Fosse and Samuel Perhirin (Passage), all graduates of ECAL. Considered a veritable springboard for young designers, the Rising Talent Awards 2023 spotlight the new wave of French design. Chaired by Philippe Starck, the jury selected seven designers and studios representing the vitality and diversity of contemporary French design. Their bold, innovative creations blend traditional know-how with modern approaches, reflecting emerging trends in the industry. Congratulations to the three ECAL alumni among the winners: Athimede Crécy - studioADC Arthur Fosse & Samuel Perhirin - Passage Sébastien Cluzel - SCMP DESIGN OFFICE Jury 2023 Philippe Starck, créateur, président du jury Isabelle Dubern, Co-Founder of The Invisible Collection Lauriane Duriez, Head of the Bureau du Design, de la Mode et des Métiers d Art and Director of Les Ateliers de Paris Stéphane Galerneau, President of Ateliers d Art de France Alexis Georgacopoulos, Director of ECAL/Ecole cantonale d art de Lausanne Hervé Lemoine, President of Mobilier national Constance Rubini, Director of madd-Bordeaux and design curator Emmanuel Tibloux, Director of the École nationale supérieure des Arts Décoratifs de Paris (EnsAD)

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IVORIA Project
IVORIA

Anaïs Sulmoni – IVORIA Once prized and valued by craftspeople, bone is now perceived as dirty and worthless. Yet, it is still widely used by cosmetics and food industries. It has appealed to me for many years because of its similarity to ivory and because of its living aspect, even though it represents death. Drawing on the abundance of this organic waste, I set out to recreate the prestige of ivory. I discovered the potential of bone as glue and powder, applied to different supports: solid wood, wood shavings and fabrics. The research book and models highlight bone, which presents new aesthetic and structural possibilities and acts as the first step towards reconciliation with this precious material.

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So how can we live better Project
So how can we live better

So how can we live better Beyond questions of functionality, comfort and individual or collective well-being, the built environment is able to respond in a stimulating way to societal, energy and environmental challenges. The work space, the living space, the public space, the interior space, the street, are carried by real statements of intent that motivate their forms, following certain principles such as climate transition, densification, ecology and energy transition.... The 2nd year Graphic Design students worked on the production of a communication based on one of these principles (or others) and on the architectural realization which refers to it in order to promote it. The hours Edition Time is an elusive element dictated by architectural elements or objects, but this reissue of The hours takes us to a more fundamental and biological vision. By Srumenti per guardare la natura Edition By État des Lieux Edition & Animation There s the dock, the bench and the fish bench. But the most pleasant bench is the public bench. Accessible to all, it offers a supposedly charming view that we all share. Only one person won t see the same thing as the other. So I chose a bench and tied two envelopes to it. The first envelope contains blank pieces of paper measuring nine by six centimetres and a grey pencil. On it is written: "Take a piece of paper and answer the following question: What do you see? Then put your answer in the other envelope. The second envelope is empty and unmarked. État des lieux transcribes the results of this extraordinary experiment. By L atelier Edition Book about the life and work of my grandfather and artist Pierre Noël Bergendi. The content is made up of images and texts from his personal archives found at the Atelier. All the documents are arranged chronologically and are supplemented by transcriptions of notes from his calendars. Links between the images have been added to show the global aspect of his work. By Rome was not build in 5.5 years Edition Waiting is inevitable in daily life, whether it s in store queues or public transportation. This waiting time can significantly influence our perception of time. By becoming aware of the time we spend waiting, which accumulates to 5.5 years over a lifetime, we can better understand its value. Comparing this waiting time to the duration required to build famous architectural monuments, we realize how precious it is. This analysis highlights the importance of managing our waiting time productively, using it for meaningful activities, personal reflection, or productivity. In summary, becoming aware of the impact of waiting in our lives encourages us to use these moments more intentionally. By

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Collector Project
Collector

Collector During the visual identity course with Adeline Mollard, the students had to develop an identity project promoting a collection chosen by them. Each project includes the design of a catalogue contextualising and presenting the collection, together with the design of a triptych of posters. Pas de publicité, merci "Pas de publicité, merci." This collection brings together a variety of unwanted newspapers, flyers and advertisements found daily in letterboxes near Lausanne.  With no addressees, these advertisements lose their original usefulness. The aim was to create a new dialogue by recontextualizing and glorifying these images. By Alfredo VentiThink different tick different "Think different tick different" is a collection of Swatch watches. Reflecting the passion of a young collector, it also recounts the brand s lively, colorful aesthetic of the 90s. A fictitious exhibition is imagined to share the rich collection accumulated by this mostrophilist. By Flora HayozREGARD FESTIVAL The fictitious identity of the regard festival uses graphic elements specific to the language of cinema. It attempts to retranscribe as closely as possible the sensation that we can experience in the cinema when a character plunges his gaze into ours, while preserving the notion of movement. By Eliot DubiStickers from elsewhere This project brings together a collection of stickers found on various fruits, collected thanks to the collaboration of people from different European countries over the course of 2023. This compilation highlights the design of the stickers while exploring the history of the fruit s countries of origin, and the influence of transnational corporations on this process. By highlighting the wider implications of economic globalization, this project offers a unique perspective on these complex dynamics. By Lidia Molina GonzalezDGBT The DGBT (Direction générale de la Brigade temporelle) is a fictional organisation of time travel experts. It transforms our perception of genealogy by highlighting key moments in the lives of family members. A fictitious exhibition is being prepared by the DGBT to present its findings on the Favre de Chens family, accompanied by a catalogue of the investigation report. By Dorian Pangallo

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Papers, please Project
Papers, please

Tianchang Gu – Papers, please The title of my graduation work comes from the video game of the same name and is the sequel to my thesis “Renens Palace”, an autofiction based on a dystopian future. In this fiction, the “self”, a former immigrant in Europe, becomes an immigration officer. How can writing be transformed into performance? The observed becomes the observer. The formerly oppressed blends into the system and becomes a person of authority. Bureaucratic gestures turn into choreography. Official documents become poems. Administrative motifs and symbols of power turn into visual aesthetics. These are the questions I contemplate during this creative process. All these strangely romanticised and anxiety-inducing elements evoke a reality we don t always want to confront.

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Will I Exist Within You? Project
Will I Exist Within You?

Adryan Barrilliet – Will I Exist Within You? 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.

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City Project
City

Tickie Bindner – City Sazen City immerses us into the collective landscape of our memories. Each participant takes part in the experience by exploring a territory, then sending digital postcards that generate a dynamic and imaginary map. Unlike photos of panoramas or cities, these digital cards depict memories, universal moments and emotions, revealing a new form of epistolary exchange that is more suited to our digital spaces. Inspired by Italo Calvino s Invisible Cities, Sazen City employs machine learning to co-create a collective space. As it evolves, this shared landscape questions the individuality of our memories and the role of artificial imagination in our digital environments.

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Groove Électrique : l’Odyssée Project
Groove Électrique : l’Odyssée

Julien Caulet – Groove Électrique : l Odyssée My project is a tool that allows a musician, in this case Iya Ko, to offer their community a privileged role in the process of organising a concert. By using Instagram in unconventional ways, Groove Electric: The Odyssey presents a narrative in the form of an interactive series that invites the audience to participate in the concert s implementation process until the day of the performance. This project is aimed at artists who want to strengthen and expand their community. The goal is to create an original platform that enables the artist to develop new “human” connections with their audience while promoting their work. This closeness should nourish both the artist and the community, which will play a central role in the creative process of certain projects.

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Metamorphoses Project
Metamorphoses

Elina Crespi – Metamorphoses Metamorphoses is a video game installation that lets you develop your world by exploring its different dimensions. It is an organic machine that represents a harmony of opposites, a duality between machine and human. There is a balance to be found: should the machine adapt to the human or the human to the machine? Human to human? Machine to machine? By participating in Metamorphoses, players are invited to create connections by plugging in a jack cable to solve enigmas. They actively engage in the narrative and interact with the environment. The organic machine embodies a duality by making natural and technological elements coexist in an interactive and changing environment, thereby prompting introspection about our own world.

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Dotto Project
Dotto

Lily Rose Hold – Dotto Dotto is a digital puzzle game that draws inspiration from classic dot-to-dot games. It combines connecting dots with the satisfaction of creating vector graphics. As you navigate through the collection of puzzles, you embark on a journey of discovery. Each connected dot unveils a part of the underlying artwork, gradually bringing it to life with every connection. A blend of satisfying gameplay and the celebration of vector Illustration, Dotto offers an experience for puzzle enthusiasts and those who love graphic illustration alike.

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Self-Reflection Project
Self-Reflection

Alexandra Sensi – Self-Reflection 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.

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Waazo Project
Waazo

Niki Zaal – Waazo Waazo is a mobile game that connects unknown participants for a social and friendly experience. It is an experience where virtual reality and reality come together. Today, smartphones and social networks connect us with people far away, but they can also separate us from our physical surroundings. This interactive game uses this hyper-connectivity to reconnect people in a specific location, paradoxically. The game draws inspiration from our childhood games, such as Where s Waldo? or Cluedo. Using their phone, each participant explores the people around them to discover unknown individuals. Subtle clues like their posture, mood or main accessory will guide the player in this quest for encounters.

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Doc Pals Project
Doc Pals

Alicia Berclaz – Doc Pals Doc Pals is a series of objects that aims to create a less stressful environment for children during their medical exam. It contains a blood pressure monitor, tongue depressors and a set of stamps and a colouring mat for the waiting room. Based on the stories paediatricians tell children to reassure them, a teddy bear monitor, a tiger tongue depressor and “healing” stamps have been designed. A story book, available in the waiting room, has also been created for the children during the exams. It contains a short story and some fun activities to occupy the children during stressful moments. Afterwards, the children can take the book home.

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FOLD Project
FOLD

Léo Crespin – FOLD Fold is a wooden convertible sofa that extends using a flexible hinge made out of fabric. In this way, Fold reduces the amount of hardware required, while still making it functional: simply pull the front part to unfold the cushions, then push it back to return it to its original position.

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Made in Sierra Leone Project
Made in Sierra Leone

Jade Eymann – Made in Sierra Leone In Sierra Leone, traditional handicrafts are in decline due to imports, which have deconstructed the qualitative perception of locally made objects for Western standards. My graduation project consists of organising creative workshops for children in a school located in an economically and geographically vulnerable area. I focused my research on woodworking, tailoring and textile printing. The project comprised two stages: first, collaborating with Sierra Leonean artisans to design objects using local materials and techniques then conducting three workshops to introduce children to manual trades, foster creativity and create usable objects within the school premises.

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The Table of the Future Project
The Table of the Future

Sam Lombardo – The Table of the Future The Silverground modules are designed to provide an opportunity for senior citizens to exercise their agility and balance in public spaces. These innovative modules are designed to be built into the ground along a walkway. Available to everyone, they are a great way to practice a fun, intergenerational activity. Balance is an essential skill for seniors. It is exercised through physical activity but is often neglected as we age. Professionally supervised physical activities are often costly for the elderly. These urban modules offer a solution accessible to all and help prevent falls – the main cause of accidents among the elderly. Usually, we find that the room in which we cook is separate from the dining room and therefore, when we prepare a meal, we are away from the rest of the family or from our guests. Beneath its ceramic top, this dining table hides an induction system. This means it can be used to prepare table dishes without additional equipment, or simply as a hob. Indeed, who wouldn t want to cook while looking after the children, work while preparing tea or coffee, cook a dish surrounded by friends, keep dishes warm or be able to cook raclette directly on the table?

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The Table of the Future Project
The Table of the Future

Sam Lombardo – The Table of the Future The Silverground modules are designed to provide an opportunity for senior citizens to exercise their agility and balance in public spaces. These innovative modules are designed to be built into the ground along a walkway. Available to everyone, they are a great way to practice a fun, intergenerational activity. Balance is an essential skill for seniors. It is exercised through physical activity but is often neglected as we age. Professionally supervised physical activities are often costly for the elderly. These urban modules offer a solution accessible to all and help prevent falls – the main cause of accidents among the elderly. Usually, we find that the room in which we cook is separate from the dining room and therefore, when we prepare a meal, we are away from the rest of the family or from our guests. Beneath its ceramic top, this dining table hides an induction system. This means it can be used to prepare table dishes without additional equipment, or simply as a hob. Indeed, who wouldn t want to cook while looking after the children, work while preparing tea or coffee, cook a dish surrounded by friends, keep dishes warm or be able to cook raclette directly on the table?

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KRUMP Project
KRUMP

Ilaria Citti – KRUMP As a Krump dancer, I have noticed a lack of editorial content dedicated to this dance. Originating in the underprivileged areas of South Central in Los Angeles in the 1990s, Krump is a way for dancers to express their anger, aggression, frustration and pain in a positive way. This book sheds light on the spirit of this dance through its codes: its community spirit, its vocabulary, its music and its competitions. By seeking to meet those involved in the dance scene in Switzerland, I hope to offer an authentic perspective on this movement.

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HYPER-OBJETS Project
HYPER-OBJETS

Ianka Jean-Marie – HYPER-OBJETS Part art book, part science textbook, this meta-encyclopaedia evokes the risks of global warming. Going beyond the usual paradigms of the Anthropocene era, these phenomena are known as HYPER-OBJECTS. Through the reading of a simplified language, this system of mental maps conceptualises these complex phenomena. In the context of the ecological crisis, the materialisation of this ecological thinking allows us to measure our impact, while reinterpreting the phenomenon of the end of the world in a more tangible way. Through this visual archaeology, we search for traces of our contemporary civilisation, questioning our relationship with the future. In truth, doesn t this object bear witness to the destructive movement of the end of the world?

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Wild Tales Project
Wild Tales

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

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Helix Project
Helix

Ambre Louineau – Helix Helix is a science popularisation project inspired by Isabella Maria Pasqualini s thesis, entitled “Embodied Space in Architecture, Cognitive Neuroscience and Virtual Reality”, carried out at EPFL Architecture. The book focuses on the links of the human body with architecture and neuroscience, offering an interpretation and an appropriation of the thesis. To do this, the book explores the vector representation of the four chapters, alternating with photographic fragments illustrating the integration of the human body into the architecture of the book.

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Yours to Play and Win Project
Yours to Play and Win

Thomas Neyroud – Yours to Play and Win Yours to Play and Win is a typeface promotion project on the theme of chess. Letters, just like the game s pieces, are symbols which become meaningful once they have been activated by abstract human activity, i.e. thought. Referring to Duchamp, the ideographic representations of the cognitive process show their real potential, which goes beyond plain visual organisation. The font belongs to the Egyptian family, which hints to a modern mechanism, while honouring craftsmanship with the serifs. The monocase proportions adapt to the game s modular elements and the rounded edges add an organic quality to recall the human mind. The text showcases the game s principles and the ideas as a way to demonstrate the project s message.

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Trait de caractère Project
Trait de caractère

Ella Paleni – Trait de caractère The place of the graphic designer in the age of technological advances: today s world is in constant technological evolution, which raises questions about the place and role of the graphic designer. In this graduation project, I set out to explore this issue by adopting a resolutely manual and artisanal approach. I created a book from A to Z, using traditional manufacturing techniques, from the elaboration of the paper to the final binding. By moving away from the omnipresent process of digitalisation, I sought to express a need to return to the very essence of the graphic design profession. This project highlights the advantages of an artisanal approach in an increasingly digital world. It encourages reflection on the specific skills that graphic designers can bring to the table.

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Ici prochainement votre appartement Project
Ici prochainement votre appartement

Marjolaine Rey – Ici prochainement votre appartement Ici Prochainement Votre Appartement is the transition from private property to public space. On the eve of moving out of the family home, but especially in view of its imminent demolition, I have placed La Maison (The House) in a brand-new space, i.e. a book. This book, more than a personal monologue, is an invitation to enter through text and image. From the gate to the garden to the door, all the way to the attic, where the library lies. Iconography drawn from this library has an impact on the layout of the entire volume. The space of the book is my playground. The quarto format conceals half of the content between the pages. It is up to the readers to decide whether or not they want to enter each room of La Maison when they visit. Welcome to my home, soon to be yours…

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Les chemins perdus Project
Les chemins perdus

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

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Mirù Project
Mirù

Alice Villars – Mirù Mirù is an exploration of the transmission and itinerancy of my mother s life through interdependent objects, dresses and a book. Clothes say a lot about someone. More than appearance, they are a fertile ground for graphic expression and self-expression. I created five dresses using archive material. The composition of the dresses incorporates ornamental forms and graphic elements, pictures. Each dress becomes an address from my mother s life, representing a particular atmosphere that gives clues to her story. The editing, meanwhile, creates a loop between the dresses and the book, a place where everything comes together. Mirù plunges into the history and emotions of a life, conveyed through clothes and words.

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If I Could Tell You/Se Potessi Dirtelo Project
If I Could Tell You/Se Potessi Dirtelo

Matteo Angelé – If I Could Tell You/Se Potessi Dirtelo This reappropriation project attempts to question the influence of context and medium by reusing pornographic images from homosexual magazines of the 1980s – a decade marked by the discovery of AIDS. Originally created for purely pornographic purposes, these images, representing bodies devoid of movement and stemming from bondage culture, describe the male archetype as characterised by Rudy Lemcke in A History of Violence: “Born and shaped by violence (…), we exist in a world where these dynamics of power and control are already operating for, with and against us. The effects of violence are a part of who we are.”

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OS CRIAS Project
OS CRIAS

Inès Mermoud – OS CRIAS OS CRIAS attempts to shed light on the relationship between children living in various favelas in Rio de Janeiro and the violence that surrounds them. It addresses the subject from a personal point of view, based on family stories and experiences. The documentary book evokes Brazil s political and social issues from a critical perspective, and links together different types of images. A participatory approach is also highlighted.

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I NO LONGER LOVE BLUE SKIES Project
I NO LONGER LOVE BLUE SKIES

Gaétan Uldry – I NO LONGER LOVE BLUE SKIES The drone is a machine for control, surveillance and suppression that is increasingly used and improved in its technological evolution. The drone acts as a prism that recreates a new reality, filtering and annihilating the real world. The image produced is a kind of mirage, devoid of meaning. The machine creates a deliberate feeling of distance with the need to confront death. This book highlights this new reality by collecting, cropping and assembling images produced by drones to denounce the absurdity and danger of these devices for carrying out violence. It questions the status of these images, whose plasticity and aesthetics obscure and conceal the true nature of their function, which remains to control, monitor and kill.

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Sita Project
Sita

Edouard Bérard – Sita Sita is a family of sans and serif typefaces with origins in the Scotch Roman style. Sita Serif is a contemporary interpretation of Miller and Richard s 1822 Double Pica Roman. Sita Sans is derived from its counterpart, with influences from early British grotesques from the same foundry. Designed to be set together, Sita Sans and Sita Serif are optically matched for optimal typesetting. While they share the same construction, they complement each other by retaining their unique characteristics. Sita s harmonious texture and intricate details make it suitable for both small and large text sizes. Each style is available in five weights, from light to black, with corresponding italics. An additional display variant, Sans Black Condensed, completes the family.

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Kyū Maru Gothic Project
Kyū Maru Gothic

Niklas Herrmann – Kyū Maru Gothic Inspired by hand-painted Japanese station signs from the late 1950s, Kyū Maru Gothic interprets and expands their handmade heritage into a coherent rounded sans serif and multiscript Latin/Japanese typeface. It carefully considers the warm and individual character created by the brush of the original sign painters and integrates it coherently into a typeface that is aimed at contemporary use. Further following the source, the typeface comes on a width axis to allow for more flexible typesetting for its intended use at display sizes.

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Wetlands of Pharmacology Project
Wetlands of Pharmacology

Moritz Jekat – Wetlands of Pharmacology Exterior virtual organs that enter our bodies and transform our brains surround us. These pharmaca multiply in wetlands between online and real life. In a desire for healing and reconnecting, a group of humanoid aliens inhabit this space and come together in a caring pile of thoughts, emotions and dreams. They share with you, thanks to subconscious writing and wetland tools. A waterbed in space invites you to relax. In the concept of adoption of pharmacology, in contrast to adaptation to the super-fast, consumption-based virtual spheres that are transforming social habits, Wetlands of Pharmacology experiments with a slow coming together and exchange of emotional and physical knowledge of five artists in a computer game engine.

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Smell&Tell Project
Smell&Tell

Sophia Götz – Smell&Tell Olfactory stimulation for people with dementia Using the power of smell – one of the senses most strongly associated with emotion and memory – Smell&Tell creates meaningful interactions and provides stimuli for communication and playful engagement. People with dementia can maintain their quality of life and promote well-being by participating in activities and social interactions that stimulate the brain and help maintain daily functions. The outcome of this research project is an olfactory game consisting of a series of ten selected odours and different ways to trigger (verbal/nonverbal) conversations. The design of the interaction between the caregiver and the affected person is not only intended to be enjoyable, but also to strengthen their relationship and provide a sense of meaning and identity.

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Living in a Wall: A Feasible Fantasy Project
Living in a Wall: A Feasible Fantasy

Paula Mühlena – Living in a Wall: A Feasible Fantasy Living in a Wall: A Feasible Fantasy merges contemporary construction standards with design, shifting our perception of products. The project explores built-in furniture, transforming it from an isolated practice into a replicable solution. It focuses on timber frame construction and prevalent prefabrication. By integrating furniture into the development and construction process of a house, this project demonstrates how furniture becomes an integral part of a cohesive, long-term system. The project is showcased in a book that serves as a scale model and a guide, leading readers through the evolution of built-in furniture, prefabrication and design iterations for living in a wall. The 1:10 scale, engineer-approved drawings and augmented reality features ground the concept.

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Skin Project
Skin

Cedric Oder – Skin Skin is a case for discarded smartphones. In combination with an app, it transforms the device into a child-friendly communication product. A redesigned interface allows children to explore the main functions of a phone in a more playful way while old hardware is used meaningfully. Concentration disorders, loss of creativity and imagination, and impaired development of the ocular apparatus are only a few of the consequential damages of premature smartphone usage. Skin challenges the traditional perception of tech for children and offers new conceptual and experimental solutions. Children get the opportunity to grow up with a healthier relationship to technology while being independent and connected. The aim is to create experiences with interactions that feel magical and that bring joy.

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re- club Project
re- club

Yohanna Rieckhoff – re- club Children s feet grow quickly. Considering the need for shoes for different weather conditions, seasons and activities, the number of pairs per child is relatively high – and so is the cost for parents and even more for the planet. Shoes need to fulfil an array of consumer requirements in terms of style and function. They are composed of many parts and up to 40 different materials, including all types of plastics and glues. Hence, they are complicated to disassemble and recycle. In this context, Re- club features an everyday unisex shoe for children aged 1 to 6 that is built to be easily disassembled, allowing for recycling and refurbishing to extend the product s lifespan.

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Campà Project
Campà

Luca Vernieri – Campà Campà features a series of decorated ceramics developed with I.C.A Giordano, a terracotta factory located in my hometown in the Amalfi Coast area. Originally, the production of ceramics was dedicated to locals who wanted to purchase objects that transformed everyday images into art. These objects depicted animals, fishermen, rural life and landscapes. Over time, as tourism developed, these objects became souvenirs, and decorators focused on reproducing the same patterns for decades with minimal variations. These once representative illustrations now serve as distant reminders, lacking emotional connection with younger generations. Campà aims to restore this bond by introducing self-ironic drawings, illustrating how modern lifestyle has found its unique form in this area.

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Things That Talk Project
Things That Talk

Lucie Houel – Things That Talk Museum exhibitions traditionally present a multitude of objects grouped by theme or typology. While each of them is accompanied by a brief description of their origins, exhibitions rarely delve into the narratives surrounding each work. Things That Talk is a research project initiated by the LHST, which focuses on the exhibition of a single object and its multiple associated narratives. The final exhibition showcases a digital fresco that combines archival images and original content, which visitors can explore and animate using interactive spotlights. These interactions reveal hidden connections between the narratives and contemporary issues, allowing visitors to generate their own understanding of the themes addressed and to engage in a critical reflection on history.

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Hangeul Marbles Project
Hangeul Marbles

Kiyong Lee – Hangeul Marbles Hangeul Marble is an object that is designed based on the principle of Hangeul (Korean alphabet), in which letters are formed as strokes are added, e.g. ㅡ, ㄱ, ㄴ, ㄷ, ㄹ, etc. Using the traditional game of marbles – a game known to and enjoyed by all – as a motif, the object is primarily intended to be used on a table. The rule of the game is to move the glass marble from start to finish using your finger. The object is made from ash wood and natural leather and, when not in use, it can serve as a contemporary decorative object.

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