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Type

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Years

2008 2024
Gary Sandoz – Reminix

MEDIA & INTERACTION DESIGN

Gary Sandoz – Reminix

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.

Théo Déchanez – Vulcan

MEDIA & INTERACTION DESIGN

Théo Déchanez – Vulcan

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.

Julie Turin – Star's Bags - The Tree Bag

MEDIA & INTERACTION DESIGN

Julie Turin – Star's Bags - The Tree Bag

by Julie Turin

Assembly line work and online orders have become the norm, even in craftsmanship. The Star's Bags app is a seamstress's response to this trend, offering an immersive shopping experience to highlight manual labor before the customer receives their bag. "The Tree Bag" is the first collection from this app, which can expand into other themes. Through this experience, the customer participates in every step of the bag's creation over several days: gathering materials, placing patterns, cutting, sewing, pinning, addressing, and shipping. By following this process, the customer appreciates the effort involved and retains a special memory of their purchase, enhancing the value of the product received.

Emma Grosu – ESC

MEDIA & INTERACTION DESIGN

Emma Grosu – ESC

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.

Viktor Gagné – Serialized Saplings

MEDIA & INTERACTION DESIGN

Viktor Gagné – Serialized Saplings

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.

Charlotte Pralong – Take Part

MEDIA & INTERACTION DESIGN

Charlotte Pralong – Take Part

by Charlotte Pralong

Have you ever wanted to be part of the show at the concert you are attending? This is where the Take Part project comes in, an interactive scenography for a song specially composed by my musical duo with my sister. The phone, often seen as a disturbing intermediary between artists and the audience, is here used as a tool for connection that strengthens bonds and amplifies collective energy. Indeed, each spectator participates in the projection behind the musicians using their phone. The audience follows a character with a naïve style, animated in 2D, who travels through various worlds to recharge before finally sharing this energy, symbolizing the sharing and multiplication of collective joy.

Odran Jobin – What lies behind

MEDIA & INTERACTION DESIGN

Odran Jobin – What lies behind

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.

Isaïa Delaplace – Azimut

MEDIA & INTERACTION DESIGN

Isaïa Delaplace – Azimut

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.

Alexandre Gambarini – Echoes from the Tales

MEDIA & INTERACTION DESIGN

Alexandre Gambarini – Echoes from the Tales

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.

Sasha Iatsenia – LittleCubes

MEDIA & INTERACTION DESIGN

Sasha Iatsenia – LittleCubes

by Sasha Iatsenia

Today, 1 in 15 children are affected by a disorder that alters their behaviors, impacting their educational, socialization, and communication skills. LittleCubes were designed as therapeutic toys to help develop these skills through light and play. Using a cube that lights up and responds to natural gestures, therapists can create fun and engaging exercises using an intuitive app. While designing this project, I discovered that I have autistic traits, inspiring me to build a toy I would have loved as a child. My goal is to build bridges between neurotypical and neurodiverse experiences, making the world more inclusive for all. To date, I have tested the cube with more than 15 therapists and 30 children (ASD, motor deficiencies and associated disorders). I hope to continue this project after my diploma. This project is supported by Fondation Dr Combe.

Marius Parisod – Get-Out 4

MEDIA & INTERACTION DESIGN

Marius Parisod – Get-Out 4

by Marius Parisod

At the crossroads between video games and board games, Get-Out 4 is an invitation to rediscover the joy of playing together. This puzzle game, designed to be played by two or more players, encourages direct interaction and cooperation. The use of external game pieces invites players to rely on their observation and deduction skills, bringing them together in a shared experience that goes beyond screens. The design of Get-Out 4 is based on a minimalist aesthetic inspired by early video games such as Pong, Pac-Man, and Tetris. This visual simplicity not only evokes nostalgia but is strategically employed to enhance player engagement by focusing on gameplay mechanics. This project, beyond its playful aspect, offers human interaction through the lens of gaming.

Jérémie Kursner – iLand Universe

MEDIA & INTERACTION DESIGN

Jérémie Kursner – iLand Universe

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.

Mélanie Martin – Odalys

MEDIA & INTERACTION DESIGN

Mélanie Martin – Odalys

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.

Elina Crespi – Metamorphoses

MEDIA & INTERACTION DESIGN

Elina Crespi – Metamorphoses

by Elina Crespi

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.

Lily Rose Hold – Dotto

MEDIA & INTERACTION DESIGN

Lily Rose Hold – Dotto

by Lily Rose Hold

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.

Julien Caulet – Groove Électrique : l’Odyssée

MEDIA & INTERACTION DESIGN

Julien Caulet – Groove Électrique : l’Odyssée

by Julien Caulet

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.

Tickie Bindner – City

MEDIA & INTERACTION DESIGN

Tickie Bindner – City

by Tickie Bindner

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.

Arthur Lucchesi – RWM MK1

MEDIA & INTERACTION DESIGN

Arthur Lucchesi – RWM MK1

by Arthur Lucchesi

The RWM MK1 is an experimental electronic synthesiser that captures and transforms radio signals, creating intriguing sounds and soundscapes. This instrument interacts with terrestrial and cosmic electromagnetic radiation, enabling us to listen to distant echoes from the far reaches of the universe. It consists of two PCB plates with a tangible interface for real-time interaction with these waves. Musicians can also add sound effects, enhancing the experience. My project is inspired by Jocelyn Bell’s discovery of pulsars, NASA’s SETI program, the Wow Signal and the works of musicians such as Tim Hecker and Gustav Holst.

Niki Zaal – Waazo

MEDIA & INTERACTION DESIGN

Niki Zaal – Waazo

by Niki Zaal

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.

Alexandra Sensi – Self-Reflection

MEDIA & INTERACTION DESIGN

Alexandra Sensi – Self-Reflection

by Alexandra Sensi

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

Paul Dorsaz – MR

MEDIA & INTERACTION DESIGN

Paul Dorsaz – MR

by Paul Dorsaz

With GlobalCom, generate your business’s visual identity thanks to the power of AI! The recent emergence of services like ChatGPT or DALL·E prompts us to question the role of AI in design processes. In a reality where an advertising designer inevitably turns to the web for inspiration, the final product often appears similar to others. What would logos and visual identities look like if the initial design was driven by an AI, whose dataset is already saturated with overproduction and mimicry? GlobalCom, a product of this automated process, reveals that these tools are still too naive to operate independently. However, could they be employed as catalysts to stimulate the creativity of designers?

Adryan Barrilliet – Will I Exist Within You?

MEDIA & INTERACTION DESIGN

Adryan Barrilliet – Will I Exist Within You?

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.

Jeanne Weber – Dusky Large Blue

MEDIA & INTERACTION DESIGN

Jeanne Weber – Dusky Large Blue

by Jeanne Weber

Dusky Large Blue is a web experience that raises awareness of the impact of human activities on endangered species. This project is part of the context of the Grande Cariçaie reserve with which I have collaborated for its realisation. A fictional walk leads the visitor through five stations, each of which approaches an endangered species. Dusky Large Blue is a prototype that presents a specific case: the life cycle of the Dusky Large Blue, a species of butterfly. The visitor also discovers which problems are linked to its life cycle in the reserve and outside it. This project has allowed me both to develop a subject that is close to my heart and to offer an alternative version of a specific environment by superimposing a personal visual and auditory approach to reality.

Bogdan Nastase – FULCRUM

MEDIA & INTERACTION DESIGN

Bogdan Nastase – FULCRUM

by Bogdan Nastase

Designed for the field of photojournalism, FULCRUM addresses privacy concerns surrounding the publication of photographs. Whilst many photo-journalists would agree that blurring or censoring faces tampers with important historical documents, protecting sources is ultimately a core journalistic principle. Given today’s ubiquitous data scraping and face recognition algorithms, legislation aimed at mitigating potential abuse remains outpaced by the swift progress of technology. FULCRUM offers a contemporary solution to the ethical debate between photojournalists and the public. By masking subjects’ faces with AI generated ones, FULCRUM ensures non-destructive anonymisation that simultaneously safeguards the identity of the individuals depicted and the photographic quality of the image.

Salomé Dotter – Fragments choisis

MEDIA & INTERACTION DESIGN

Salomé Dotter – Fragments choisis

by Salomé Dotter

Playmobil and minesweeper. Bag of marbles and MSN. Malabar and BlackBerry. Facebook and heartbreak. Disco ball and high school wall. Fragments Choisis is a poetic assembly of memories, an attempt at immunity against oblivion. On a shelf, the traces of the passing of time. Twenty-three physical objects have been carefully selected to embody reminiscences from early childhood to adulthood. Visitors are invited to scan whatever they like with their smartphones, to bring a story to life and lead them on an excavation of the virtual space on offer. Through this archaeological process, my intention is to crystallise contemporary nostalgia into a mosaic of shared memories. What fragments would you choose?

Jamy Herrmann – MEMOGRAM

MEDIA & INTERACTION DESIGN

Jamy Herrmann – MEMOGRAM

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

Today, for many, the memories that remain are only those of images taken with digital cameras. Through this continuous storage process, we offload those moments by trusting instantaneous backups. MEMOGRAM challenges this delegation by offering a time capsule in the form of tickets, accompanying our memories with textual clues and descriptions. www.memogram.ch

Nora Fatehi – Mirror Me-rror

MEDIA & INTERACTION DESIGN

Nora Fatehi – Mirror Me-rror

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

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

Samuel Dumez – Public Lectures

MEDIA & INTERACTION DESIGN

Samuel Dumez – Public Lectures

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

How can artists/designers share and enrich their practice in a context where videoconferencing is becoming one of the most used means of disseminating content? In the form of a mini web-conference, Public Lectures consists of a succinct presentation of the work of people active in the field of culture through audiovisual content. Encouraging interaction, through comments and content exchange, Public Lectures seeks to erase the usual boundaries between presenter and viewer. A form of horizontality is thus born within the platform, inviting people to contribute in order to bring out innovative forms of dialogue and to meet the challenges of this new means of communication.

Mélanie Fontaine – Latent*

MEDIA & INTERACTION DESIGN

Mélanie Fontaine – Latent*

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

The mirroring system of instant messaging implies the presumed availability of the interlocutor. However, while waiting for a response, certain questions become recurrent: “Alex is online, why isn’t he answering? What is he doing?” Latent* is a chat application that allows you to converse with your friends by developing the context of the discussion and what is not said. Just like theatre, it fuels the conversation by adding didascalies generated according to the collected data (response time, location). By highlighting the unsaid parts of an exchange, the generated reading mode enriches the discussion, creates poetic tension, and allows the interlocutors to become the characters of their own play. www.melaniefontaine.ch

Elodie Anglade – Digital DNA

MEDIA & INTERACTION DESIGN

Elodie Anglade – Digital DNA

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

Achille Masson – Phone Archaeology

MEDIA & INTERACTION DESIGN

Achille Masson – Phone Archaeology

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

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

Martial Grin – Spectacle·s Museum

MEDIA & INTERACTION DESIGN

Martial Grin – Spectacle·s Museum

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

Spectacle·s Museum looks at the photographs of visitors in a museum space. Through a web atlas, this project paints a series of portraits in one of the most photographed museums in the world, the Louvre. Using images published on Instagram, the project classifies and groups them according to their formal and spatial specificities. Through Spectacle·s Museum, I approach the theme of the staging of the self, particularly in the museum space.

Nathanaël Vianin – The Last Forest

MEDIA & INTERACTION DESIGN

Nathanaël Vianin – The Last Forest

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

The Last Forest offers a browser-based walkable forest of spatialised information about collapse in general. Internet users are invited to wander through it and to find posts from the r/collapse reddit community in the form of trees. The categorisation and index provide a more structured browsing of the information contained in the trees. The Last Forest aims to raise awareness about climate change and its potential to end globalised, consumerist civilisation as we know it.

Iris Moine – Twist

MEDIA & INTERACTION DESIGN

Iris Moine – Twist

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

Twist was thought out as part of the upcoming industrial design exhibition at mudac - Musée cantonal de design et d’arts appliqués contemporains. The aim of this project is to engage children’s curiosity about design, for whom the idea of visiting a museum is often not the most exciting. How can we encourage a stimulating visit and discovery of the exhibits? By bringing out an object from the exhibition, the Bold chair by Big-Game studio, this project transforms it into an interactive installation. Guided by a character on screen, children are invited to interact with certain parts of the chair: sitting, pinching, turning, etc. These interactions trigger games, and information is presented in a playful way, thus creating a direct and memorable relationship with the object and raising awareness of design.

Soraya Camina – Per Aspera Ad Astra – Five Women Who Mapped the Cosmos

MEDIA & INTERACTION DESIGN

Soraya Camina – Per Aspera Ad Astra – Five Women Who Mapped the Cosmos

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

Per Aspera Ad Astra is a web-documentary that tells the story of five women astronomers who were in charge of discovering, calculating, classifying and mapping the cosmos between 1879 and 1979. This project aims to rehabilitate the crucial contribution made by women in STEM. In the early days, before the word “computer” was used to describe a machine, it was in actual fact used to describe a person, namely the women who made calculations and observations by hand. The “Harvard Computers” significantly contributed to astronomy and science by discovering many galaxies and establishing the stellar classification system that is still in use today. Nowadays, however, we speak very little about these five women; their work remains unknown, and their discoveries have often been attributed to the men who employed them. per-aspera-ad-astra.vercel.app

Loris Briguet – FM42

MEDIA & INTERACTION DESIGN

Loris Briguet – FM42

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

“My project aims to demystify FM synthesis and to offer a new approach to its programming. After analysing various FM synthesizers and their interface, I identified two major problems: - The difficulty of understanding how they work - The complexity of sound exploration My project offers two objects to remedy these problems: a guide, based on texts in FM Theory & Applications, which enables the user to understand FM synthesis in a theoretical way, and a synthesizer that enables the user to explore the basics of synthesis with a more hands-on approach, thanks to an interface that offers all the controls without “menu diving”. These two objects provide the user with an ideal introduction to electronic music.”

Antoine Contreras Salazar – Ballade

MEDIA & INTERACTION DESIGN

Antoine Contreras Salazar – Ballade

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

At a time when music can be accessed anywhere and at any time, how can one compose an interactive and evolving album that takes into account its environment? In an ode to strolling around Lausanne, the auditor discovers a polyphonic orchestra while walking through the city’s landmarks. The mobile phone becomes the tool for a composition that features different sound layers, revealed throughout the walk, where the music no longer has a pre-established duration but varies according to the places that are visited. By their geolocation, the listeners/composers initiate new musical tracks as they walk along. A more organic mode of listening is introduced, where compass and binaural sounds reveal the abstract and digital substance that floats around us.

Jorge Reis – Alter

MEDIA & INTERACTION DESIGN

Jorge Reis – Alter

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

Alter provides users with a platform to take control of an alter-ego, whose virtual identity is based on archetypes observed on Instagram. The primary intention of the project is to explore the possibility that social networks offer to live experiences that are not our own. Thus, Alter highlights the typical profiles that have been instituted on Instagram over the years. These different archetypes incorporate various ways of showing off, staging oneself or communicating. These archetypes influence, despite ourselves, the way we use certain networks. The project consists of two distinct parts: on the one hand, the observation and study of these different archetypes, and on the other, their use in a webapp.

Guillaume Giraud – Goko

MEDIA & INTERACTION DESIGN

Guillaume Giraud – Goko

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

The Goko is a digital musical instrument that explores new ways of playing music. It is a chord machine in the form of a MIDI controller. This tool promotes and facilitates the composition of chords. It enables beginners to play while having fun and offers professionals a new understanding and visualisation of the rules of musical harmony.

Antoine Barras – Miksyn

MEDIA & INTERACTION DESIGN

Antoine Barras – Miksyn

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

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

Ivan Chestopaloff – (un)load

MEDIA & INTERACTION DESIGN

Ivan Chestopaloff – (un)load

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

In a world dominated by images, where content is constantly blasted at our brain, the race for maximum performance and ultra-high definition feels endless. (un)load chooses to go beyond the classic forms of digital experience. With this tool, we will try to dive into a molecular state, where the single unit becomes the whole. In a kind of reverse cinema, you will be deprived of some of your senses and will reach overload through extreme reduction. Expressing the constant overload we experience as a society and the capacity we have to construct our own relationship to the world, (un)load explores the narrative potential of immersive technologies, based on the senses and beyond representation. Warning: this work contains flashing lights.

Malik Sobgoui – Oblique Reasoning

MEDIA & INTERACTION DESIGN

Malik Sobgoui – Oblique Reasoning

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

Nowadays, almost all of us have adopted the unconscious reflex of pulling out our smartphone when we are faced with some form of loneliness or passivity. Hence, it has become difficult for us to cope with waiting without the help of our cell phones. The aim of Oblique Reasoning is to invite users to question notions of attention economy and FOMO (Fear Of Missing Out) while offering, in the manner of Oblique Strategies, reflections and alternatives. By recording unread notifications and quantifying them in units of time, this portable device offers us the possibility to step back and rethink our relationship with the smartphone.

Ignacio Pérez – Overloaded.supply

MEDIA & INTERACTION DESIGN

Ignacio Pérez – Overloaded.supply

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

In 2020, we reached a tipping point with the mass of man-made artefacts exceeding the biomass on our planet. This is mainly due to an economic system of manufacturing and consumption where the overabundance of objects has become the norm. Overloaded.supply is a semi-autonomous system that exploits the control of creation algorithms in order to question current patterns of design, production and legislation. To do so, the installation allows users, via a physical interface, to control an intangible, invisible and vast universe of objects where they can take possession of them through a fictitious patent document. This document will be stored on a dedicated website that acts as a repository of already protected objects that may or may not be produced. overloaded.supply

Michael Pica – Confessionnal

MEDIA & INTERACTION DESIGN

Michael Pica – Confessionnal

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

Confessionnal is a web app that enables users to anonymously confess their behaviour on social networks. With the advent of social media years ago, the behaviour of users varies. Unmentionable acts are sometimes committed on these platforms. This project is inspired by the Catholic confessional as we know it but is based on the digital era we live in. Users live the anonymous experience with a mask as participants or spectators. They confess orally and personalise their mask based on their age, the platform or the main subject of the confession. On the other hand, they can observe other masks and listen to the confessions of other users.

Rayane Jemaa – Is This the Middle East?

MEDIA & INTERACTION DESIGN

Rayane Jemaa – Is This the Middle East?

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

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

Valentine Leimgruber – Sanctuaires

MEDIA & INTERACTION DESIGN

Valentine Leimgruber – Sanctuaires

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

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

Basil Dénéréaz – Reif

MEDIA & INTERACTION DESIGN

Basil Dénéréaz – Reif

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

Mention Très bien Through our entertainment media, partnerships and sponsored content are becoming omnipresent. Based on this observation, Reif i s a fictional account of the objectification of a digital influencer. Through different media created with computer generated images, we visualise the change of identity of this character who allocates areas of her body as advertising spaces, generating her metamorphosis from human to object. In order to realise the content for Reif , a process of digital production was set up, adjusting to the standards of avatar creation which affiliates this fiction to the current technical reality.

Sébastien Galera Larios – Data Riot

MEDIA & INTERACTION DESIGN

Sébastien Galera Larios – Data Riot

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

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

Valerio Meschi – Tone Alembic

MEDIA & INTERACTION DESIGN

Valerio Meschi – Tone Alembic

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

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

Paul Fritz – Grappaa

MEDIA & INTERACTION DESIGN

Paul Fritz – Grappaa

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

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

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