Semestre 1 Semestre 2 Semestre 3 Semestre 4 Semestre 5 Semestre 6

Supports et interactions I
8 ECTS
  • Creative Coding I - Generative Graphics
  • 3D Graphics I - Sequence
  • Dynamic Display I - Visual Systems
Théorie I
6 ECTS
  • Histoire de l'art (opt.)
  • Histoire de la photographie (opt.)
  • Histoire du cinéma (opt.)
  • Histoire du jeu vidéo
  • Humanités digitales 
Compétences transversales I
6 ECTS
  • Design graphique

  • Photographie
  • Interaction Design
  • Séquence 2D / 3D
Semaines Blocs I
6 ECTS
  • Creative Coding
  • Beyond the screen
  • Interaction Design
  • Workshop
Supports et interactions II
8 ECTS
  • Creative Coding II - Interactive Graphics
  • 3D Graphics II - Interaction
  • Dynamic Display II - Dynamic Identities
Théorie II
6 ECTS
  • Histoire de l'art (opt.)
  • Histoire du design graphique (opt.)
  • Histoire du design industriel (opt.)
  • Histoire des idées (opt.)
  • Humanités digitales
Compétences transversales II
10 ECTS
  • Design graphique
  • Photographie
  • Interaction Design
  • Séquence 2D / 3D
Semaines Blocs II
6 ECTS
  • Creative Coding
  • Beyond the screen
  • Interaction Design
  • Workshop
Supports et interactions III
12 ECTS
  • Creative Coding III - Screen Design
  • 3D Graphics III - Realtime Narratives
  • Interface Design I – Usability
  • Prototyping I – Electronics
Théorie III
6 ECTS
  • Information et communication
  • Visions globales
  • Humanités digitales
Compétences transversales III
6 ECTS
  • Séquence VR
  • Edition Livre
Semaines Blocs III
6 ECTS
  • Creative Coding
  • Interaction Design
  • Workshop
Supports et interactions IV
12 ECTS
  • Creative Coding IV - Network Related Design
  • Interface Design II - Tangible
  • Prototyping II - Digital Fabrication
Théorie IV
6 ECTS
  • Information et communication

  • Visions globales
  • Humanités digitales
  • Introduction au mémoire
Compétences transversales IV
6 ECTS
  • Séquence Clip
  • Edition Magazine
Semaines Blocs IV
6 ECTS
  • Creative Coding
  • Interaction Design
  • Workshop
Supports et interactions V
18 ECTS
  • Creative Coding V - Advanced Interaction
  • Projet d’atelier
  • Workshop
Théorie V
6 ECTS
  • Mémoire
Compétences transversales V
6 ECTS
  • Edition Digitale
Studio de diplôme
6 ECTS
Théorie IV
6 ECTS
Travail de diplôme
18 ECTS

Projects

This section contains a selection of emblematic or recent projects related to the disciplines taught in the Bachelor's degree.

All Projects

Olivia Capol – How Do They Know ?

MEDIA & INTERACTION DESIGN

Olivia Capol – How Do They Know ?

by Olivia Capol

We all use ChatGPT. But why? Perhaps because it seems to have an answer to everything. How Do They Know ? is an interactive experience that invites us to follow the path of each question we ask an AI, from the moment it enters the system until a truth is delivered to us. Three guides are available to take us to the heart of language model mechanisms. Their points of view, sometimes opposing, intersect and contradict each other. What if the way algorithms respond to us influences what we believe? Behind each exchange lies our relationship to human knowledge, what we expect from machines, what they learn from us, and what we decide to believe.

Valère Zen-Ruffinen – Memoria

MEDIA & INTERACTION DESIGN

Valère Zen-Ruffinen – Memoria

by Valère Zen-Ruffinen

“All those moments will be lost in time, like tears in rain.” - Roy Batty, Blade Runner (1982). Many of the moments we share with our loved ones fade from memory when nothing brings them back to life. Little by little, they disappear. Memoria is a photo album application that explores the fragility of memory, and how we maintain — or allow to fade — our connections through it. Through a process of gradual disappearance, the people in our photos slowly fade if no new memories shared with them are added. To keep their faces visible, users are invited to regularly enrich their album with new shared moments.

Ayten Gönel – Tied Realities

MEDIA & INTERACTION DESIGN

Ayten Gönel – Tied Realities

by Ayten Gönel

Tied Realities is an interactive virtual reality (VR) experience that questions the relationship between material and immaterial space. In VR, physical space is rarely considered a constraining parameter in the creation of the environment. the project seeks to reverse this logic by integrating a physical constraint at the heart of the virtual experience. Plunged into an oppressive environment, each participant is invited to interact with an device that binds their wrists and restricts their movements. This device acts as a material representation of the discomfort felt by the protagonist in VR, which becomes the central element of the narrative, structuring the environment and interactions. Tied Realities then allows to experience the friction between digital freedom and physical limits.

Thomas Gaudin – UnBubble

MEDIA & INTERACTION DESIGN

Thomas Gaudin – UnBubble

by Thomas Gaudin

Unbubble is an interactive installation in which a robot explores a user’s smartphone to analyze their Instagram usage. This intrusive act highlights a paradox: if it’s rare to hand one’s phone to a machine, we nonetheless do so every day by letting algorithms collect our data. Our online habits shape a tailor-made reality that filters, sorts, suggests, and sometimes limits our horizons. Unbubble questions how our digital traces construct a fragmented image of ourselves — one that is then used to guide our choices, desires, and attention. The installation invites us to become aware of these mechanisms and opens up a space to imagine other narratives, other ways of navigating, and other worlds to explore beyond the paths laid out by algorithms.

Quentin Kohler – EnhancedCrops

MEDIA & INTERACTION DESIGN

Quentin Kohler – EnhancedCrops

by Quentin Kohler

“At EnhancedCrops, we aim to create the apple of the future.Thanks to our exclusive technology, which promises to revolutionize the future of agriculture, we are about to develop an apple tree capable of surviving the hottest heatwave as well as the latest spring frost. No matter what parasite clings to it, our Tungsten apple tree will always resist. And that’s not even counting that it will produce the perfect apple, available year-round. Humanity is accelerating climate change? It doesn’t matter! We have the solution. It’s up to us to help it surpass itself. At EnhancedCrops, we’ve made it our mission. Join us, and let’s cultivate a sweeter, ever more fruitful world together.” A story of a failure foretold.

Livia Schmid – Trail Sync

MEDIA & INTERACTION DESIGN

Livia Schmid – Trail Sync

by Livia Schmid

In remote alpine regions, access to reliable information — such as trail conditions or weather alerts — becomes difficult in the absence of network coverage. Trail Sync addresses this challenge through a participatory and decentralized approach: local information boxes, integrated into hiking infrastructure, are passively updated by hikers using an offline mobile application. Each person passing near a box synchronizes contextual data, leaving a digital trace that benefits those who follow. Reinforcing existing signage without increasing technological dependency, the system is rooted in the mountain values of collective responsibility and solidarity.

Alexine Sierro – Spira Memoriae

MEDIA & INTERACTION DESIGN

Alexine Sierro – Spira Memoriae

by Alexine Sierro

In a world where ecosystems are dying out and certain smells are evaporating, what is happening to the places and stories that gave them form? Spira Memoriae is an immersive olfactory experience in virtual reality that invites users to journey through a fragmented sensory world. Original fragrances, created in collaboration with perfumer Tennessee Macdougall, extend the reflection through the language of odours. Beacons of an abstract landscape, they reveal rare materials, sometimes extinct, but still present in our collective memory. Spira Memoriae explores the tensions between disappearance and persistence, industry and territory, reality and reconstruction. Smell becomes a vehicle for storytelling, transmission and shared fiction.

Aryana Noorani – Check-out / Check-in

MEDIA & INTERACTION DESIGN

Aryana Noorani – Check-out / Check-in

by Aryana Noorani

In this point-and-click game, players take on the role of a maid on her first day in a luxury hotel. Each level consists of a messy room left behind by guests. The  player must remember the list of tasks and complete them in the correct order to restore the room. The gameplay relies on simple, repetitive actions, where order and memory are key, with no room for error in such meticulous surroundings. Through repetition, the actions become mechanical, but the slightest mistake forces the player to start over. Guided by the overbearing voice of a manager, the experience combines curiosity, frustration and a quiet sense of absurdity in a simple game loop.

Baptiste Godart – L'anarchisme n'est pas une invention des Sex Pistols.

MEDIA & INTERACTION DESIGN

Baptiste Godart – L'anarchisme n'est pas une invention des Sex Pistols.

by Baptiste Godart

The first international anarchist organization appeared in 1871—not in London, but in the Jura Mountains of Switzerland. Who would have thought? If you think anarchism is all about chaos, crust punks, or masked rioters, this web documentary will shatter those stereotypes. You’ll discover how the Jura watchmakers organized to unite their peers across borders and confront the domination of the bourgeois, capitalist class. The Jura Federation is a key chapter in the history of anarchism. The art direction combines the fanzine aesthetic of the late 20th century with a modern interface design. Visual work is a major part of the documentary, with most of the imagery being original creations.

Elena Biasi – Magnetic Fragments

MEDIA & INTERACTION DESIGN

Elena Biasi – Magnetic Fragments

by Elena Biasi

Before the rise of digital technology and social networks, everyday moments were captured on analog media and watched with family in one uninterrupted flow. These long VHS tapes, composed of successive sequences, gradually disappeared, victims of their obsolescence. Magnetic Fragments offers a way to rediscover these forgotten memories through a three-dimensional web interface, where each bubble represents a memory to explore and comment on. Designed for a private circle, the collaborative platform allows free navigation, revisiting each memory fragments in a dynamic way and breaking with the monotonous structure of past viewings. Magnetic Fragments thus becomes a space for intergenerational transmission, where the past is shared in the present.

Emilie Maier – Moji

MEDIA & INTERACTION DESIGN

Emilie Maier – Moji

by Emilie Maier

A simple password can be cracked in a matter of seconds. Many people reuse the same password for years, or entrust all their passwords to specialized software, counting on not having to remember them themselves. Moji offers a playful and accessible alternative for strengthening our digital security, without the complexity. Designed for people who are less at ease with these issues, the application accompanies the user step by step, guided by Moji — a little character who simplifies the creation of passwords and makes their memorization more intuitive. The whole experience is designed to be fluid and non-anxious, transforming an often tedious task into a simple, guided and reassuring moment.

Mathias Liniger – Just a game?

MEDIA & INTERACTION DESIGN

Mathias Liniger – Just a game?

by Mathias Liniger

Just a game? is an interactive project that explores how war video games contribute to the trivialization of violence through their game design. Why are weapons perceived as desirable objects? How do customization, visual and sound effects make the act of killing satisfying? What remains of a body after death in a video game?  And what does this say about our relationship to violence? In these games, nothing is left to chance: pleasure, oblivion, hostility — it's all a question of design. Through a series of classic combat scenes, this immersive documentary invites viewers to observe, question and understand the systems that transform war into a playful experience.

Workshops

Betaverse – 2025

MEDIA & INTERACTION DESIGN

Betaverse – 2025

with Mario Von Rickenbach

Using a mixed reality headset, the students used their surroundings as playground. Through creative gestures, each experiment proposes a way of interacting with the environment.

Altered Ego

MEDIA & INTERACTION DESIGN

Altered Ego

with Harriet Davey

Who are you in the digital realm? Your avatar, your videogame skin, your alter ego.  Second-year students, led by Harriet Davey, crafted digital alter egos from scratch. They used Daz, Blender, and VR to explore an alternate personality or expression through the digital self.

ECAL Night Live

GRAPHIC DESIGN

MEDIA & INTERACTION DESIGN

PHOTOGRAPHY

ECAL Night Live

with Vincent Veillon, Paul Walther, Florian Pittet (Sigmasix), Vincent Jacquier, Julien Gurtner

During an intensive week, first-year students from the Visual Communication department at ECAL had the opportunity to create and produce the first edition of ECAL Night Live. The goal was to design a show inspired by satirical television formats. Divided into multidisciplinary teams—including students from the Bachelor programs in Graphic Design, Media & Interaction Design, and Photography—they collaborated to create all the content, set design, and visual identity of the show, delivering a fully homemade project in record time. The main theme revolved around self-mockery, targeting the visual communication professions, students, and the institution itself, with a subtle touch of current events. This project was supervised by Vincent Veillon and Paul Walther, directors of the RTS show 52 Minutes, as well as Florian Pittet, a digital scenography expert who guided the creation of the show's set design.

Talk to me – 2025

MEDIA & INTERACTION DESIGN

Talk to me – 2025

with Alain Bellet

Talk To Me is a series of interactive objects designed by first-year students in the Bachelor Media & Interaction Design program. These creations use dialogue as a playground, drawing inspiration from conversational interfaces to create new forms of interaction.

Otherworldy Insects

MEDIA & INTERACTION DESIGN

Otherworldy Insects

with Kushagra Gupta

Third-year students in Media & Interaction Design created posters depicting insects whose appearance is inspired by their evolutionary adaptation to their environment. This week-long workshop was led by artist Kushagra Gupta.

Countdown (2024)

MEDIA & INTERACTION DESIGN

Countdown (2024)

with Mario Von Rickenbach

The students worked on an interactive countdown in a web environment. Each day, they were tasked with creating a new sketch, culminating in their own collection, which could also be combined with projects from the entire class.

Wonder Rooms

MEDIA & INTERACTION DESIGN

Wonder Rooms

with Gaël Hugo

During this workshop, second year media & Interaction design students crafted interactive 'wonder-rooms' inspired by curiosity cabinets, blending 3D environments with real-time interactions. A collection of bizarre, imaginative little worlds to be explored.

Digital Impact

MEDIA & INTERACTION DESIGN

Digital Impact

with Nicole Ruggiero

Guided by New-York based 3D arist Nicole Ruggiero, the first year students brought their most impactful digital memories to life. Using Cinema4D, ZBrush, and Substance Painter, they crafted animations exploring how technology has shaped our experiences through nostalgic tributes.

Beyond the screen – 2024

MEDIA & INTERACTION DESIGN

Beyond the screen – 2024

with Angelo Benedetto

Beyond the screen - is a series of interactive machines developed by students in their first year of Bachelor Media & Interaction Design. These systems are inspired by the relationship between instructions and execution within a computer system. These machines create text through a modular typographic system.

TOGGLE: Interactively fun buttons

MEDIA & INTERACTION DESIGN

TOGGLE: Interactively fun buttons

with Sébastien Matos

A collection of interface buttons designed and animated by first-year students of the Bachelor’s program in Media & Interaction Design. Each element includes a standard animation, an exaggerated animation, and an unexpected version.

GTE: Renens City Stories

MEDIA & INTERACTION DESIGN

GTE: Renens City Stories

with Jack McVeigh

A one week workshop where the first-year students were taught the basics of Blender and how to achieve a similar visual language to that of early era video game graphics. Students were asked to create a looping animation or 'Story' from the perspective of a character in the city of Renens where ECAL is based. These were then packaged into a playable game displayed on a series of CRT monitors controlled using a PS1 controller. The game itself was completely run in Blender using Geometry Nodes & Python.

SYNC SCREEN

GRAPHIC DESIGN

MEDIA & INTERACTION DESIGN

PHOTOGRAPHY

SYNC SCREEN

with Charlotte Krieger, Jean-Vincent Simonet, Florian Pittet (Sigmasix), Vincent Jacquier, Julien Gurtner, Matthieu Minguet, Cédric Duchêne, EPFL+ECAL Lab, Giacomo Bastianelli

For a week, the first-year visual communications students worked on an installation consisting of 15 screens, accompanied by a 360° sound system developed by EPFL+ECAL Lab. This chandelier, five metres in diameter and suspended from a height of three metres, served as a support for their experiments. Using music specially composed and spatialised for the occasion, the students explored the dynamics of sound both visually and in movement.

Diploma projects

Valère Zen-Ruffinen – Memoria

MEDIA & INTERACTION DESIGN

Valère Zen-Ruffinen – Memoria

by Valère Zen-Ruffinen

“All those moments will be lost in time, like tears in rain.” - Roy Batty, Blade Runner (1982). Many of the moments we share with our loved ones fade from memory when nothing brings them back to life. Little by little, they disappear. Memoria is a photo album application that explores the fragility of memory, and how we maintain — or allow to fade — our connections through it. Through a process of gradual disappearance, the people in our photos slowly fade if no new memories shared with them are added. To keep their faces visible, users are invited to regularly enrich their album with new shared moments.

Livia Schmid – Trail Sync

MEDIA & INTERACTION DESIGN

Livia Schmid – Trail Sync

by Livia Schmid

In remote alpine regions, access to reliable information — such as trail conditions or weather alerts — becomes difficult in the absence of network coverage. Trail Sync addresses this challenge through a participatory and decentralized approach: local information boxes, integrated into hiking infrastructure, are passively updated by hikers using an offline mobile application. Each person passing near a box synchronizes contextual data, leaving a digital trace that benefits those who follow. Reinforcing existing signage without increasing technological dependency, the system is rooted in the mountain values of collective responsibility and solidarity.

Thomas Gaudin – UnBubble

MEDIA & INTERACTION DESIGN

Thomas Gaudin – UnBubble

by Thomas Gaudin

Unbubble is an interactive installation in which a robot explores a user’s smartphone to analyze their Instagram usage. This intrusive act highlights a paradox: if it’s rare to hand one’s phone to a machine, we nonetheless do so every day by letting algorithms collect our data. Our online habits shape a tailor-made reality that filters, sorts, suggests, and sometimes limits our horizons. Unbubble questions how our digital traces construct a fragmented image of ourselves — one that is then used to guide our choices, desires, and attention. The installation invites us to become aware of these mechanisms and opens up a space to imagine other narratives, other ways of navigating, and other worlds to explore beyond the paths laid out by algorithms.

Ayten Gönel – Tied Realities

MEDIA & INTERACTION DESIGN

Ayten Gönel – Tied Realities

by Ayten Gönel

Tied Realities is an interactive virtual reality (VR) experience that questions the relationship between material and immaterial space. In VR, physical space is rarely considered a constraining parameter in the creation of the environment. the project seeks to reverse this logic by integrating a physical constraint at the heart of the virtual experience. Plunged into an oppressive environment, each participant is invited to interact with an device that binds their wrists and restricts their movements. This device acts as a material representation of the discomfort felt by the protagonist in VR, which becomes the central element of the narrative, structuring the environment and interactions. Tied Realities then allows to experience the friction between digital freedom and physical limits.

Elena Biasi – Magnetic Fragments

MEDIA & INTERACTION DESIGN

Elena Biasi – Magnetic Fragments

by Elena Biasi

Before the rise of digital technology and social networks, everyday moments were captured on analog media and watched with family in one uninterrupted flow. These long VHS tapes, composed of successive sequences, gradually disappeared, victims of their obsolescence. Magnetic Fragments offers a way to rediscover these forgotten memories through a three-dimensional web interface, where each bubble represents a memory to explore and comment on. Designed for a private circle, the collaborative platform allows free navigation, revisiting each memory fragments in a dynamic way and breaking with the monotonous structure of past viewings. Magnetic Fragments thus becomes a space for intergenerational transmission, where the past is shared in the present.

Emilie Maier – Moji

MEDIA & INTERACTION DESIGN

Emilie Maier – Moji

by Emilie Maier

A simple password can be cracked in a matter of seconds. Many people reuse the same password for years, or entrust all their passwords to specialized software, counting on not having to remember them themselves. Moji offers a playful and accessible alternative for strengthening our digital security, without the complexity. Designed for people who are less at ease with these issues, the application accompanies the user step by step, guided by Moji — a little character who simplifies the creation of passwords and makes their memorization more intuitive. The whole experience is designed to be fluid and non-anxious, transforming an often tedious task into a simple, guided and reassuring moment.

Quentin Kohler – EnhancedCrops

MEDIA & INTERACTION DESIGN

Quentin Kohler – EnhancedCrops

by Quentin Kohler

“At EnhancedCrops, we aim to create the apple of the future.Thanks to our exclusive technology, which promises to revolutionize the future of agriculture, we are about to develop an apple tree capable of surviving the hottest heatwave as well as the latest spring frost. No matter what parasite clings to it, our Tungsten apple tree will always resist. And that’s not even counting that it will produce the perfect apple, available year-round. Humanity is accelerating climate change? It doesn’t matter! We have the solution. It’s up to us to help it surpass itself. At EnhancedCrops, we’ve made it our mission. Join us, and let’s cultivate a sweeter, ever more fruitful world together.” A story of a failure foretold.

Olivia Capol – How Do They Know ?

MEDIA & INTERACTION DESIGN

Olivia Capol – How Do They Know ?

by Olivia Capol

We all use ChatGPT. But why? Perhaps because it seems to have an answer to everything. How Do They Know ? is an interactive experience that invites us to follow the path of each question we ask an AI, from the moment it enters the system until a truth is delivered to us. Three guides are available to take us to the heart of language model mechanisms. Their points of view, sometimes opposing, intersect and contradict each other. What if the way algorithms respond to us influences what we believe? Behind each exchange lies our relationship to human knowledge, what we expect from machines, what they learn from us, and what we decide to believe.

Alexine Sierro – Spira Memoriae

MEDIA & INTERACTION DESIGN

Alexine Sierro – Spira Memoriae

by Alexine Sierro

In a world where ecosystems are dying out and certain smells are evaporating, what is happening to the places and stories that gave them form? Spira Memoriae is an immersive olfactory experience in virtual reality that invites users to journey through a fragmented sensory world. Original fragrances, created in collaboration with perfumer Tennessee Macdougall, extend the reflection through the language of odours. Beacons of an abstract landscape, they reveal rare materials, sometimes extinct, but still present in our collective memory. Spira Memoriae explores the tensions between disappearance and persistence, industry and territory, reality and reconstruction. Smell becomes a vehicle for storytelling, transmission and shared fiction.

Aryana Noorani – Check-out / Check-in

MEDIA & INTERACTION DESIGN

Aryana Noorani – Check-out / Check-in

by Aryana Noorani

In this point-and-click game, players take on the role of a maid on her first day in a luxury hotel. Each level consists of a messy room left behind by guests. The  player must remember the list of tasks and complete them in the correct order to restore the room. The gameplay relies on simple, repetitive actions, where order and memory are key, with no room for error in such meticulous surroundings. Through repetition, the actions become mechanical, but the slightest mistake forces the player to start over. Guided by the overbearing voice of a manager, the experience combines curiosity, frustration and a quiet sense of absurdity in a simple game loop.

Baptiste Godart – L'anarchisme n'est pas une invention des Sex Pistols.

MEDIA & INTERACTION DESIGN

Baptiste Godart – L'anarchisme n'est pas une invention des Sex Pistols.

by Baptiste Godart

The first international anarchist organization appeared in 1871—not in London, but in the Jura Mountains of Switzerland. Who would have thought? If you think anarchism is all about chaos, crust punks, or masked rioters, this web documentary will shatter those stereotypes. You’ll discover how the Jura watchmakers organized to unite their peers across borders and confront the domination of the bourgeois, capitalist class. The Jura Federation is a key chapter in the history of anarchism. The art direction combines the fanzine aesthetic of the late 20th century with a modern interface design. Visual work is a major part of the documentary, with most of the imagery being original creations.

Mathias Liniger – Just a game?

MEDIA & INTERACTION DESIGN

Mathias Liniger – Just a game?

by Mathias Liniger

Just a game? is an interactive project that explores how war video games contribute to the trivialization of violence through their game design. Why are weapons perceived as desirable objects? How do customization, visual and sound effects make the act of killing satisfying? What remains of a body after death in a video game?  And what does this say about our relationship to violence? In these games, nothing is left to chance: pleasure, oblivion, hostility — it's all a question of design. Through a series of classic combat scenes, this immersive documentary invites viewers to observe, question and understand the systems that transform war into a playful experience.

Collaborations

LA POSTE × ECAL

GRAPHIC DESIGN

MEDIA & INTERACTION DESIGN

LA POSTE × ECAL

with La Poste, Vincent Jacquier, Angelo Benedetto

For the Swiss Post Office, students from ECAL's Bachelor Graphic Design and Bachelor Media & Interaction Design are creating a postage stamp based on artificial intelligence. Thanks to augmented reality, Metascape transports Swiss Post users into an imaginary and poetic universe on the way to a destination that remains elusive.

Palais Augmenté – 2022

MEDIA & INTERACTION DESIGN

Palais Augmenté – 2022

by Elodie Anglade, Maya Bellier, Soraya Camina, Marine Dang, Basil Dénéréaz, Nora Fatehi, Mélanie Fontaine, Sébastien Galera Larios, Evan Kelly, Jamy Herrmann, Bogdan Nastase, Mika Pica, Jorge Reis, Nathanaël Vianin, Julie Ryser

At the initiative of the Réunion des Musées Nationaux  –  Grand Palais and Fisheye , the second edition of the Palais Augmenté festival will be held from June 17 to 19, 2022 at the Grand Palais Ephémère in Paris. On this occasion, the Bachelor Media & Interaction Design of ECAL will be represented in several ways.

Alter Ego – 2022

MEDIA & INTERACTION DESIGN

Alter Ego – 2022

with Gaël Hugo, Pauline Saglio

Realized in collaboration with Musée de la Main UNIL-CHUV, Lausanne for the exhibition « Intelligence Artificielle. Nos reflets dans la machine ». By revisiting the shape of the mirror, “Alter Ego” questions the notion of digital reflection. It highlights, in a playful way, image analysis by artificial intelligence. Project lead: Pauline Saglio, Gaël Hugo Development and finalization of projects: Sébastien Matos, Paul Lëon

Grand Palais Éphémère - Palais Augmenté

MEDIA & INTERACTION DESIGN

Grand Palais Éphémère - Palais Augmenté

with Robin Bervini, Milo Keller, Kylan Luginbühl, Pauline Saglio

Co-produced by Fisheye and the Réunion des Musées Nationaux - Grand Palais, the Palais Augmenté festival takes place inside the Grand Palais Éphémère. Exceptionally, in partnership with ECAL, augmented reality projects will be accessible from this point, on the façade of the Grand Palais Éphémère on 19 and 20 June 2021.

HERE AND THERE

MEDIA & INTERACTION DESIGN

HERE AND THERE

with Marcelo Coelho, Gaël Hugo, Pauline Saglio

A new educational model for a post-pandemic world

Infomesh

MEDIA & INTERACTION DESIGN

Infomesh

with Pauline Saglio, Vincent Jacquier, Laura Nieder

Information Mesh is a web platform celebrating the 30th anniversary of the World Wide Web that explores social, technical, cultural and legal facts throughout different interactive timelines. It was initiated in October 2018 during a one week workshop in partnership with swissnex San Francisco, where students visited key partners and began developing the project. The timelines present an overview of Web history, starting with the proposal for hypertext by Tim Berners-Lee at CERN in 1989, initially under the name “Information Mesh.” From this start date, users can then explore 30 years of evolution. infomesh.org

Station Lights

MEDIA & INTERACTION DESIGN

Station Lights

with Angelo Benedetto, Vincent Jacquier, Pauline Saglio

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

Pianeta PUCCI

MEDIA & INTERACTION DESIGN

Pianeta PUCCI

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

Timeline 125

MEDIA & INTERACTION DESIGN

Timeline 125

with Angelo Benedetto, Cyril Diagne, Vincent Jacquier

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

Le Salon de Compagnie

MEDIA & INTERACTION DESIGN

Le Salon de Compagnie

by Pietro Alberti

This immersive installation created by Pietro Alberti proposes an innovative way to discover an emblematic room of the musée des Arts Décoratifs et du Design in Bordeaux (madd-bordeaux). Thanks to Virtual Reality, the perception of the 15th century’s architecture, gildings and furnitures are constantly changing, giving the spectator, a completely new vision of the space and its antic masterpieces. The musée des Arts Décoratifs et du Design in Bordeaux (madd-bordeaux) paired with ECAL/University of Art and Design Lausanne for a collaboration that led to an interactive installation in the museum. This project is the starting point for future collaborations and new digital devices installed in the museum. pietroalberti.ch

Error is Human

MEDIA & INTERACTION DESIGN

Error is Human

with Cyril Diagne, Alain Bellet

“Error is human and to blame it on a robot is even more so” Mixed media installation with Thymio robots (EPFL/Mobsya), commissioned by Vitra Design Museum. Presented until 14 May in the exhibition “Hello, Robot” at the Vitra Design Museum. design-museum.com

Swiss Data

MEDIA & INTERACTION DESIGN

Swiss Data

with Cyril Diagne, Vincent Jacquier

A series of interactive data-visualizations around swiss culture and the swissnex activity. Designed by Bachelor Media & Interaction Design students of ECAL/University of Art and Design Lausanne, the projects were initiated during a one-week trip to San Francisco in March 2016. They present a novel and entertaining way to display various data. Commissioned by swissnex San Francisco.

Presentation

Successfully bridging several disciplines around visual communication, this training is designed for students with a solid visual culture eager to find out more about advanced technology. Prospective, pragmatic and experimental, this Bachelor course is provided in the framework of the Visual Communication Department, which concurrently offers crossover courses and projects enabling students to acquire multidisciplinary skills (photography, graphic design, film).

Through courses and workshops provided by major actors on the international scene, the students become seasoned in the various fields of this discipline – art direction, interaction design, interactive applications (web and mobile), installations, motion design, as well as communication and digital identity. Involvement in exhibitions, publications or assignments commissioned by institutions provides an actual immersion into the labour world. The students also benefit from a wide range of theoretical courses and multidisciplinary conferences on the ECAL premises.

The skills and projects acquired throughout the curriculum serve to produce a portfolio in line with the highest standards. From website design to event management, via animation or modelling, this training offers a wide range of professional opportunities.

Language

French

Qualification issued

Bachelor of Arts HES-SO in Visual Communication, major in Media & Interaction Design

Yearly fees (materials included)

Fees detail

Length

6 semesters

Credits

180 ECTS

Useful links

Admissions Contact

Equipments & infrastructures

Open space BA Visual Communication Technology Center BA Media & Interaction Design Room Virtual Reality Room

Learning objectives

First year
Workshop avec Antoine Bertin
Workshop avec Samy La Crapule
Workshop avec Ted Davis
Workshop avec Ted Davis

1/4

  • Learn about programming with a targeted approach to JavaScript and get familiar with the graphic visualisation of mathematical and algorithmic logic.

  • Tackle the aesthetic, logical and conceptual issues related to the design of graphic interfaces and implement a dynamic graphic visual identity.

  • Acquire the necessary tools to produce a three-dimensional world in Cinema 4D (modelling, lighting, texturing, motion graphics and sequencing).

  • Design interactive three-dimensional spaces using Unity.

  • Immerse yourself incross-disciplinary courses in Photography, Graphic Design, Media & Interaction Design (website), 3D Animation (Cinema 4D) and 2D Animation (After Effects, Premiere).

  • Enhance your theoretical knowledge via courses in theory (History of Art, Photography, Film, Digital Culture, Industrial Design, Graphic Design, Media Theory, Project Management, Contemporary Photography, Exhibitions and Publications).

  • Take part in weeks of workshops supervised by practitioners from all over the world with the aim of carrying out collective or personal projects.

Second year
Workshop et conférence de StudioTech
Worlshop avec Hayden Zezula
Workshop et conférence de Dirk Koy

1/3

  • Design media andgraphic content linked to a project developed for one or more digital media incollaboration with Graphic Design students.

  • Develop a multi-screen/multi-player game implementing real-time interconnection.

  • Become familiar with the notion of network communication and learn about the bi-directional real-time server-client communication protocol, while understanding the issues related to the specific properties of different devices allowing network connections (JavaScript, Firebase).

  • Develop the notion of interface, codes and associated practices (screen layout, navigation in a content, hierarchisation and analysis of the usual metaphors of graphic interfaces via dedicated software (AdobeXD, InVision, Figma, etc.).

  • Tackle electronics and programming principles, particularly through the Arduino platform.

  • Se confronter à l’électronique et au principes de programmation au travers notamment de la plateforme Arduino

  • Deepen notions of modelling and file creation for machining and 3D printing (Autodesk Fusion 360, Cura, PreForm, etc.).

  • Broaden your horizons through practical cross-disciplinary courses within a sequence (videoclip or VR) or editing project (of your choice) in collaboration with Graphic Design and Media & Interaction Design students.

  • Enhance your knowledge through theory courses (Information & Communication, Global Visions).

  • Take part in weeks of workshops supervised by practitioners from all over the world with the aim of carrying out collective or personal projects.

Third year
Jury de diplôme
Jury de diplôme
Jury de diplôme
Jury de diplôme Media & Interaction Design 2022

1/4

  • Focus on contemporary technology (so-called “creative” machine learning) through targeted tools (ml5js, ml4a, JavaScript, possibly python, C++).

  • Widen your research and experimentation capacities by setting up a free project, in connection with the field, responding to a given subject.

  • Immerse yourself in cross-disciplinary courses to refine your collaborative skills in a transdisciplinary project (creation of a digital platform, including GraphicDesign, Media & Interaction Design and Photography).

  • Broaden your theoretical knowledge with courses in Copyright Law and preparation for writing a dissertation.

  • Take part in weeks of workshops supervised by practitioners from all over the world with the aim of carrying out collective or personal projects.

  • Write a dissertation based on the knowledge acquired during the course of study.

  • Put into practice the know-how acquired in a graduation work and a portfolio, which will serve as a business card to integrate into the labour market quickly or continue your studies on an MA course.

Program

This section lists the detailed modules and courses for each semester of the programme.

Semester 1 Semester 2 Semester 3 Semester 4 Semester 5 Semester 6

Media & Interaction practice and techniques I
8 ECTS
  • Creative Coding I - Generative Graphics
  • 3D Graphics I - Sequence
  • Dynamic Display I - Visual Systems
Theory I
6 ECTS
  • History of Art (opt.)
  • History of Photography (opt.)
  • History of Cinema (opt.)
  • History of Video Games
  • Introduction to the critical history of graphic design 
Transversal Skills I
6 ECTS
  • Graphic design

  • Photography
  • Interaction Design
  • 2D / 3D Sequence
Project Week I
6 ECTS
  • Creative Coding
  • Beyond the Screen
  • Interaction Design
  • Workshop
Media & Interaction practice and techniques II
10 ECTS
  • Creative Coding II - Interactive Graphics
  • 3D Graphics II - Interaction
  • Dynamic Display II - Dynamic Identities
Theory II
6 ECTS
  • History of Art (opt.)
  • History of Graphic Design
  • History of Industrial Design
  • History of Ideas
  • Introduction to the critical history of graphic design 
Transversal Skills II
10 ECTS
  • Graphic design

  • Photography
  • Interaction Design
  • 2D / 3D Sequence
Project Week II
4 ECTS
  • Beyond the screen
  • Interaction Design
  • Creative Coding
  • Workshop

 

Media & Interaction practice and techniques III
12 ECTS
  • Creative Coding III - Screen Design
  • 3D Graphics III - Realtime Narratives
  • Interface Design I - Usability
  • Prototyping I - Electronics
Theory III
6 ECTS
  • Information & Communication
  • Global Visions
  • History of Graphic Design Seminars
Transversal Skills III
6 ECTS
  • VR Sequence

  • Book Design 
Project Week III
6 ECTS
  • Interaction Design
  • Creative Coding
  • Workshop
Media & Interaction practice and techniques IV
12 ECTS
  • Creative Coding IV - Network Related Design
  • Interface Design II - Tangible
  • Prototyping II - Digital Fabrication
Theory IV
6 ECTS
  • Information & Communication
  • Global Visions
  • Digital Humanities
  • Introduction to the Thesis
Transversal Skills IV
6 ECTS
  • Clip Sequence

  • Magazine Design

Project Week IV
6 ECTS
  • Creative Coding
  • Interaction Design
  • Workshop

 

Media & Interaction practice and techniques V
12 ECTS
  • Creative Coding V - Advanced Interaction
  • Free project
  • Workshop
Theory V
6 ECTS
  • Thesis
Transversal Skills V
6 ECTS
  • Service Design
Diploma Studio
6 ECTS
Theory VI
6 ECTS
Diploma Jury
18 ECTS
Find all the programme documents below

Alumni

Pietro Alberti
Pierre Allain-Longval
Caroline Buttet
Romain Cazier www
David Colombini
Mélanie Courtinat www
Mylène Dreyer
Thomas Faucheux
Lucien Langton
Lisa Li
Erika Marthins
Benjamin Muzzin
Nathan Vogel
Career Opportunities

Interaction designer, Motion designer, Multimedia artist, Data designer, Game designer, Physical computing designer, Web designer, Art director, Teacher… 

Other alumni

Marius Aeberli, Joelle Aeschlimann, Karian Foehr, Fragment.in, Jürg Lehni, Sylvain Meltz, Matthieu Minguet, Mathieu Rivier, Pauline Saglio, Sigmasix, Camille Scherrer, Thomas Traum, Sebastian Vargas…

Staff

Heads of department

Visual Communication Department
Vincent Jacquier

Bachelor Media & Interaction Design
Pauline Saglio

Coordination

Artistic assistant
Julien Gurtner

Assistants
Achille Masson
Elodie Anglade
Jamy Herrmann
Kylan Luginbühl
Martial Grin
Sébastien Matos

Technology Center
Jamy Herrmann
Matthieu Minguet
Vincent Jacquier

Professors

Alain Bellet
Angelo Benedetto
Christophe Guignard
Gaël Hugo, Paris
Harry Bloch
Patrick Keller
Pauline Saglio

Multidisciplinary fields professors

Antonio Albanese
Claus Gunti
Vincent Jacquier
Milo Keller
Violène Pont
Anouk Schneider
Joël Vacheron

Lecturers

Andreas Gysin, Lugano
Catherine Leutenegger
Cedric Duchêne
Chi-Long Trieu
Cyril Diagne, Paris
Elodie Anglade
Florian Pittet (Sigmasix)
Giliane Cachin, Zurich
Kylan Luginbühl (Floating Point)
Laura Nieder (INT, Fragmentin)
Laurence Salmon, Paris
Léonard Guyot (Floating Point)
Lionel Tardy
Mario Von Rickenbach, Zurich
Mathieu Rivier (Mouvement)
Mehdi Derfoufi, Paris
Mélanie Boissonneau
Mélanie Courtinat
Pierre Doze, Paris
Sami Benhadj, Paris
Sébastien Agnetti
Valerio Meschi (Floating Point)

Visiting lecturers

Aaron Jablonski, Berlin
Andrea Anner (AATB)
Andreas Refsgaard, Copenhague
Antoine Bertin, Paris
Christian Mio Loclair (Waltz Binaire), Berlin
Claire Eliot (Studiotech)
Daniël Maarleveld, Amsterdam
Dirk Koy, Basel
Dries Depoorter, Ghent
Gene Kogan, Berlin
Hayden Zezula (Zolloc), New-York
Ines Alpha, Paris
Jesse Howard, Amsterdam
Jessica In, London
Lloyd Henning (Foxdog Studio), Manchester
Luca Zanotto, Helsinki
Marcelo Coelho (MIT)
Mario De Vega, Mexico City
Marion Pinaffo (Pinaffo Pluvinage), Paris
Mitch Paone (DIA Studio), New York
Nicolas Barradeau, Paris
Niels van der Donk (YONK)
Niklas Hagemann, Boston
Marc Schütz (Schultzschultz), Francfort
Peter Sutton (Foxdog Studio), Manchester
Raphaël Pluvinage (Pinaffo Pluvinage), Paris
Roel Wouters (Studio Moniker), Amsterdam
Samy La Crapule, Paris
Ted Davis, Basel
Thibault Brevet, Zurich
Thomas Traum, London
Tim Rodenbröker, Paderborn
Victoria Young (YONK)
Vincent Schwenk, Berlin
Yehwan Song, Seoul
Yuri Suzuki, London
Zach Lieberman, New-York