As artificial intelligence blazes through the many fields of creative practice, perhaps now is the time to check the temperature of the smoldering remains.
At the heart of contemporary artistic and design practices lies worldbuilding — whether through speculative futures, design fiction, or immersive storytelling. The act of imagining new realities has become a central strategy for constructing alternative possibilities within our increasingly complex world.
- Exhibition: Assembling Intelligence: Crafting Worlds
- Dates: June 12 to 28, 2025
- Pyxis, Place de la Cathédrale 6, 1005 Lausanne
- Artistes: Mathis Baltisberger, Léonore Baud, Sylvie Boisseau, Basile Brun, Arno Mathies, Sabrina Calvo, Margarida Correia, Léonie Courbat, Kévin Donnot, Fanny Ducommun, Raphaël Florez Uria, Élise Gay, Hervé Graumann, Guillaume Helleu, Margot Herbelin, Anthony Masure, Étienne Mineur, Loan Nguyen, Nicolas Nova, Hanieh Rashid, Chloé Richard, Karol Szmigielski, Douglas Edric Stanley, Daniel Stucki, Sven Waelti, Elsa Wagnières, Frank Westermeyer, Wenyan Xu, David Zerbib
- Curation: Alexia Mathieu & Douglas Edric Stanley
- Exhibition texts: Douglas Edric Stanley
- Assistance curation: Andreia Rodrigues
- Scénographie: Hanieh Rashid & Andreia Rodrigues
- Documentation: Charlotte Aeb, Douglas Edric Stanley
- Concept global Assembling intelligence: Vytas Jankauskas, Chloé Michel, Anthony Masure, HEAD – Genève
Four themes made it possible to bring together a wide diversity of works in the exhibition:
The Making of Narratives
When humans co-write with the machine
Speculative Worlds
Using artificial intelligence to explore future scenarios
Do Androids Dream of Electric Sheep?
How do machines perceive our world?
Our Domestic Oracles
The growing influence of virtual beings on our everyday lives
Artificial intelligence is often presented to us as a modern demiurge, capable of bringing forth entirely new worlds. Yet it merely rearranges fragments of the past, drawn from the immense body of data that has been handed down to it. Rather than creating, it recomposes, recycles, and reinterprets.
Over the past decade, practitioners at HEAD – Genève have explored hybrid strategies of critical collaboration and contamination with artificial models, resisting the passive substitution of traditional tools with the latest fashionable ones. This exhibition presents a selection of these approaches, navigating the boundaries between the artificial and the authentic, shaping futures that neither human nor machine intuition alone could have conceived.
- HEAD – Genève x IA
- 2024
- Vidéo, 4’06”
- Scénario : Anthony Masure, Alexia Mathieu, Jimmy Roura, Douglas Edric Stanley
- Musique : Basile Brun, Jimmy Roura
- Montage : Jimmy Roura
- Intelligence artificielle : Artlist, Loudly, Mubert, Aitubo
- Cited contributors: Jürg Lehni, Douglas Edric Stanley, Alexia Mathieu, Nicolas Baldran, Gabriel Abergel, Leyla Baghirli, Aurélie Belle, Amsatou Diop, Laïs Kunzendorff, Johan Pardo, Vincent Belet, Tammara Leites, Laurent Bolli, Popy Matigot, Pierre Rossel, Matteo Loglio, Dorian Jovanovic, Hanieh Rashid, Tomislav Levak, Luka Najjar, Nathan Zweifel, Margot Herbelin, Marine Faroud-Boget, Narges Hamidi Madani, Michelle Ponti, Mariia Gulkova, Huiwen Zang, Amaury Hamon, Tibor Udvari, Manon Waneukem, Tiki Bordin, Clément Vogelsperger, Melina Reymondin, Pauline Baldinetti, Andreia Rodrigues, Ilhana Besic, Raghid Jomaa, Maÿlis D’Haultfoeuille, Alejandra Oros, Thibeaud Goiffon, Arthur Groebli, Benjamin Boulesteix, Lauren Thiel, Sarah Meylan, Basile Brun, Guillaume Helleu, Chloé Michel, Léonie Courbat, Étienne Mineur, Léonore Baud, Hervé Graumann, Arno Mathies, Fanny Ducommun, Sven Waelti, Anthony Masure, Vytas Jankauskas, Saul Mandelakis, Andrew Mallinson, Feminist Internet, Élise Gay, Kévin Donnot, Emma Parente, Ares Pedroli, Jasmine Molano, Leyla Benkais, Elie Hofer, Sabrina Calvo, Computational Mama, Jimmy Roura
Depuis 2019, la HEAD – Genève (HES-SO) explore la nouvelle génération d’intelligences artificielles, en s’interrogeant sur la manière dont ces technologies transforment les processus créatifs.
- Goodbye/Hello
- Chloé Richard
- 2024
- Impression lambda sur aluminium
- Arts Visuels
- Intelligence artificielle : Midjourney
Capturing an apparently simple image of a fire burning against a white wall is impossible. The camera sensor fails to distinguish the intense light of the flames from the whiteness of the background: two luminous intensities that cancel each other out. Using an image generator, Chloé Richard creates an illusion — a simulacrum of a photograph — recreating what the camera cannot capture.
Fire, humanity’s first technology, produces light but also ashes. Suspended between appearance and disappearance, this work questions what our machines can — or cannot — see, simulate, and restore.
- Eternal Us
- Hanieh Rashid
- 2024
- Interactive Object
- Master Media Design
- Intelligence artificielle : API OpenAI, ElevenLabs, Google TTS
- Eternal Us won the Bronze Prize, Hochparterre Das Beste 2025; Bourse déliés Design, Design HEADS 2026;
Eternal Us is a speculative device that redefines our perception of the afterlife. Created from an individual’s personal digital data and powered by artificial intelligence, this object proposes a new form of immortality, in which the memory of the deceased remains active and present.
At once trace, memory, and simulacrum, Eternal Us becomes an intermediary between the living and the dead. It materializes the digital presence of a deceased person, extending emotional bonds and questioning traditional spiritual beliefs. A generator of digital souls, at the crossroads of mourning, technology, and fiction.
And you — would you turn to Eternal Us to maintain a bond with a loved one who has passed away?



- Artificial Biotope
- Elsa Wagnières
- 2024
- Installation, 3D printing, silicone
- Visual Arts
- Artificial intelligence: Stable Diffusion




Inside every smartphone, around fifty minerals extracted from our environment participate in a largely invisible production chain. From these elements — bismuth, tantalum, lithium, copper, … — Elsa Wagnières imagines a speculative bestiary generated by artificial intelligence, composed of species capable of surviving in ecosystems devastated by industrial extraction.
Bismuthocris Chrysallis and Coleoptera Terbiumidae, embodied here as sculptures, populate a fictional biotope where the laws of adaptation are replayed. Their hybrid, translucent bodies and synthetic textures evoke a nature that does not disappear, but reconfigures itself. No longer opposed to technology, it merges with it in a new form of existence — strange, speculative, resilient — where artificiality may become a second nature.
- Fogbound Harmonies
- Basile Brun
- 2024
- Sound design
- Master Media Design
- Tools: Ableton Live, ShaperBox 3, Valhalla Supermassive, 84hp modular synthesizer, Mutable Clouds, Error Instrument, Bizarre Jezabel, Teenage Engineering EP 1320 Medieval, OP-Z, Arturia Microfreak
- Artificial intelligence: Mubert, Aitubo
- Link: soundcloud.com/notsointelligent/
CComposed to be played at the edge of San Francisco Bay, Fogbound Harmonies is an immersive piece at the crossroads of ambient, witch house, hyperpop, and experimental techno. Lausanne-based musician Basile Brun (a.k.a. Oh Deer) blends AI-generated textures with electronic and modular instruments.
The first sonic layers were created from the prompt “fog in a sonic form.” Following a misunderstanding with Aitubo, melancholic voices were generated and integrated into the composition.
Drifting music, tinged with distant echoes in the fog.
♫ Lights fade deep blue sea ♫ Dreams glow lost in me ♫ Bells ring waves crash free ♫ Silent tears flow gently ♫
♫ Bass thump heartbeats slow ♫ Gamelan echoes below ♫ SFX whispers low ♫ Shadows dance in the flow ♫
♫ Underwater dreams ♫ Lost in techno beams ♫ Hyperpop extremes ♫ IDM schemes ♫
- Arrival
- (Mathis Baltisberger)
- 2024
- Design sonore
- Master Media Design
- Outils : Ableton Live, 2x84hp synthétiseur modulaire Eurorack, Behringer Edge, Korg Monologue, Korg SQ64, Korg Volca Kick Intelligence artificielle : Mubert, Suno
- Lien : https://soundcloud.com/notsointelligent/
Arrival is an immersive sound piece evoking a ship’s entry into the port of San Francisco at the dawn of the Industrial Revolution. This auditory fresco, both dark and calm, unfolds within a fog-laden atmosphere, where each sound seems to emerge from the depths of the nascent industrial city.
Sound samples generated by the AI systems Suno and Mubert served as a starting point. Reworked through a modular synthesizer, then enriched with layers of percussion and synthetic pads, these sounds form a unique texture, blending mechanism and organicity.
- AERA 20 25
- Loan Nguyen, Raphaël Florez Uria & Daniel Stucki
- 2025
- Generative video, 2’23”
- Continuing education
- Workshop Artificial intelligence
- Under the direction of Étienne Mineur & Douglas Edric Stanley
- Artificial intelligence: Midjourney, Krea, ChatGPT, Artlist, Udio
A Hérens cow named Aera2025 begins to speak. With a synthetic voice, it delivers a sensitive account of a vanished world, suspended between animal memory and human ruin.
In this poetic and dystopian video, the disappearance of humans, solitude, the memory of the herd, and the transformation of interspecies bonds unfold through a fragmented, intimate, and sensory narration. Half animal, half machine, Aé’s voice becomes a collective memory: a trace of a submerged past, an echo of a possible future.
A post-apocalyptic reverie — an organic and technological testimony.

- 1930
- Léonore Baud, Hervé Graumann, Arno Mathies, Fanny Ducommun & Sven Waelti
- 2024
- Generative video, 1’37’’
- Continuing education
- Workshop Artificial intelligence
- Under the direction of Étienne Mineur & Douglas Edric Stanley
- Artificial intelligence: Midjourney, Runway, Suno, ElevenLabs
Inspired by a newspaper article about an ant invasion in Kenya, this project explores distinctive narrative traits of artificial intelligence: the linking of historical and fictional elements, the creation of composite characters blending real and imagined profiles, and the generation of ambiguous images that blur the boundary between archive and invention.
The participants imagined a series set in 1930, following the arrival of Pheidole megacephala, an invasive species that decimates local Crematogaster ants—essential to the balance of the savanna.
As the food chain begins to unravel, an international team installs a mobile laboratory in a train car. Their last resort: to release a biological agent along the railway to stop the invasion — at the cost of consequences revealed decades later. A work of speculative anticipation, in which old images become the soil from which a generated ecological fiction takes root.


- The Free Man – with AI
- Sylvie Boisseau & Frank Westermeyer
- 2019
- Video, 7’43’’
- Institute of Research in Art and Design (IRAD)
- This project received research funding from HES-SO
Does the algorithm know us better than we know ourselves? What becomes of our relationship to the world when access to information is permanent and unlimited, and when artificial intelligence answers all our questions instantly, without hesitation? What remains, then, of the unknown? What new desires emerge in the face of such omniscience? And what do we do with the time it frees up?
In The Free Man – with AI, a character, ƒ, is in constant dialogue with his algorithmic assistant. His questions reveal his doubts, his fears, his fantasies. Yet far from becoming mechanized, ƒ paradoxically asserts his human singularity through the very interface that governs him. A portrait of our growing technological dependence, in which the human increasingly aligns with the algorithm — his mirror.


- Everyone Left Tower 499
- Margot Herbelin
- 2024
- Video game
- Master Media Design
- Tools: Unity, Polycam, TopMediAi, Procreate
Why did everyone leave Tower 499? That’s an excellent question. You see, the fauna of these environments is truly remarkable. Imagine yourself, embodied as a larva, witnessing the miracle of life unfolding before your eyes. It is a story of survival, adaptation, and endless wonder, revealed day after day in the hidden corners of our world. To build this universe, Margot Herbelin combined multiple analog and digital techniques: photogrammetry, a game engine, frame-by-frame animation, foley, digital drawing, speech synthesis, … This hybrid approach gives rise to a world that is sensitive and slightly off-kilter, poised between playful simulation and the rather classic format of the wildlife documentary.
- Inside Inside
- Douglas Edric Stanley
- 2021–2025
- Interactive installation
- Institute of Research in Art & Design (IRAD)
- Research project: Playable Cinema
- Research assistant: Faust Perillaud
- This project received research funding from HES-SO
- Artificial intelligence: Custom Convolutional Neural Network (CNN)
Can we replay the history of cinema like a video game? As one progresses through the famous game Inside by Playdead, a modified PlayStation reveals, in real time, visual and conceptual correspondences between the game’s images and the history of science-fiction cinema. With each gesture, an edit assembles itself, weaving a dialogue between body, machine, narrative, and play. The installation places cinema and video game side by side to bring forth a shared paranoid vision: that of a body hunted, substituted, instrumentalized — and the way each medium, in its own fashion, dreams of the prosthetic powers of the image. Long live the new flesh.
Inside, Playdead (2016) 2001: A Space Odyssey (1968) A.I. Artificial Intelligence (2001) The Abyss (1989) Alien (1979) Altered States (1980) Artaud, Pour en finir avec le jugement de Dieu (1947) Atari Mindlink (1984) Baxter (1989) Blade Runner (1982) Brainstorm (1983) The Blob (1958) Brazil (1984) Caspar David Friedrich, Der Chasseur im Walde (1814) & Frühschnee (1827) Close Encounters of the Third Kind (1977) Coma (1978) Dark Star (1974) Dark Water (2002) Dawn of the Dead (1979) ET (1982) Frankenstein (1931) Françoise Bonardel, L’anti-œdipe ou le corps sans organes (2014) Futureworld (1976) Gorillaz, Clint Eastwood (2001) Hard Hat Mack (1983) Invasion of the Body Snatchers (1956) Ivan’s Childhood (1962) Jaws (1975) Je t’aime, je t’aime (1968) The Life Aquatic with Steve Zissou (2004) The Matrix (1999) Metropolis (1927) Pikmin r (1967) Ringu (1998) Scanners (1981) Sen to Chihiro no kamikakushi (2001) Kurt Vonnegut, A Man Without a Country (2005) Shivers (1975) Super Mario Bros (1985) They Live (1988) The Thing (1982) Thriller (1982) Titanic (1997) Towards a Cognitive Theory of Narrative Acts (2010) The Tripods (1984) Westworld (1973) White Dog (1982) Zabriskie Point (1970) eXistenZ (1999)

- Davinci’s Insights
- Élise Gay & Kevin Donnot (E+K)
- 2024
- Graphic design research project
- Institute of Research in Art & Design (IRAD)
- Artificial intelligence: GPT-3, CLIP-Mesh
Commissioned by Anthony Masure as part of his essay Design sous artifice, the project Davinci’s Insights explores relationships between graphic design and artificial intelligence through a series of five posters and a short film. In this experiment, Élise Gay and Kevin Donnot enter into a dialogue with the Davinci AI model. Together, they question the representations and projections that an algorithmic system can produce when asked to reflect on its own function. Each concept gives rise to a manifesto-object, generated in 3D via the CLIP-Mesh model: a Rubik’s Cube, a robot, a set of gears, a brain, and a book fitted with a processor.
- Chamonix-Sentinelles
- Nicolas Nova, Sabrina Calvo & Étienne Mineur
- 2020-2024
- Tabletop role-playing game manual
- Institute of Research in Art and Design (IRAD)
- This project received research funding from HES-SO
- Artificial intelligence: Midjourney, Stable Diffusion XL, Exactly, Dreamlook, Lora XL
Chamonix-Sentinelles is a tabletop role-playing game about the future of mountain regions. It offers a space to discuss alpine ways of life emerging in response to the multiple challenges of the climate crisis, and to suggest potential futures based on a set of textual and visual elements presented in the manual.
This material is enriched by iconography created through generative AI from archival images or photographs taken during the project. These images are used throughout the manual, as well as in a second book: a field notebook kept by an explorer of the region between 2068 and 2086.
- Ada
- Margot Herbelin
- 2023
- Graphic novel
- Media Design, Illustration, Visual Communication
- Workshop Co-creation with artificial intelligence
- Under the direction of Étienne Mineur
- Artificial intelligence: Midjourney, Dall-E, GPT-3, Disco Diffusion
In the post-apocalyptic graphic novel Ada, a solitary character rummages through the debris of obsolete technologies and encounters a speaking artificial entity. The story and illustrations were written in a collaborative back-and-forth between the AI and the illustrator Margot Herbelin. This included conversations with a chatbot, portions of which were directly copied and pasted into the dialogues. Each illustration is a hybrid mixture of strokes drawn by the artist and by the machine.
- Faust: An opera for chimeras
- Léonie Courbat
- 2023
- Libretto
- Media Design, Illustration, Visual Communication
- Workshop Co-creation with artificial intelligence
- Under the direction of Étienne Mineur
- Artificial intelligence: Midjourney, Dall-E, GPT-3, Disco Diffusion
In her costume book for an opera of curious creatures re-inhabiting the opera Faust, Léonie Courbat used Midjourney to rethink the various stages of her typical workflow as an illustrator. From these references, she then drew her own sketches, which she fed into the machine—receiving a new set of generated images that she could integrate into her final casting process. The final drawings shaped these creatures into the finished outcome, which she transformed into a riso-printed publication.
- Hybrid strategies
- Léonie Courbat, Margot Herbelin, Étienne Mineur & Douglas Edric Stanley
- 2024
- Videos, 6’50”, 5’54”, 7’24”
- Interviews & editing: Douglas Edric Stanley
As part of a series of workshops led with Étienne Mineur, designers at HEAD experimented with co-creation strategies in which artificial intelligence becomes one collaborator among others. These video interviews revisit those hybrid experiments. Léonie Courbat, Margot Herbelin, and Étienne Mineur share their creative processes, critical uses of generative AI, and the productive tensions between human imagination and algorithmic particularities.
- Bloom
- Margarida Correia, Karol Szmigielski, Wenyan Xu
- 2025
- Speculative project
- Visual Communication
- Workshop Tending the Digital Compost
- Under the direction of Crosslucid
- Artificial intelligence: Alias


In this workshop, artificial intelligence is approached as a living compost — an unstable soil where ideas decompose, mutate, and regenerate. The participants immersed themselves in the metabolic processes of machine cognition, experimenting with its flows, its slowness, and its unexpected surges.
Images, texts, and fragments were combined, diverted, remixed — in a shared gesture of sensuous making. This collective work brought forth an ambiguous artifact: at the boundary between the organic and the synthetic, shifting traces of a dialogue between humanity, machine, and fiction.
- Exercices for Artificial Creation
- Guillaume Helleu, Anthony Masure, Chloé Michel & Sonia Laugier
- 2023
- Public-domain manual, online publication
- Institute of Research in Art and Design (IRAD)

This project received research funding from HES-SO. Since the appearance of tools such as DALL·E, Midjourney, or ChatGPT, generative artificial intelligences have been upending the fields of design and artistic creation. These machine-learning technologies are not mere instruments: they redefine the gestures, roles, and intentions of creators.
This public-domain manual—designed collaboratively and tested in pedagogical contexts—offers a series of concrete exercises to support the teaching of these tools in art schools. It provides teachers and students with critical and practical reference points for exploring AI not as black boxes to endure, but as protocols to understand, détourne, and reinvent. Conceived to be shared, expanded, and transformed, this guide is an invitation to collectively appropriate the stakes of the digital, and to build creative practices that are attentive, situated, and emancipatory.
- Playing at Being Human
- Sylvie Boisseau, Frank Westermeyer, David Zerbib
- 2021
- ePub Book
- This project received research funding from HES-SO




Playing at Being Human is a video-philosophical exploration that reactivates the thought of Helmuth Plessner, a founding figure of philosophical anthropology. Through his lens, the human rediscovers itself as a living being—organic, traversed by the world’s flows as much as it takes part in them. But here, it is not only a matter of revisiting a work: it is a matter of activating it, making it resonate in the present.
In the face of the crisis of anthropocentrism, this approach proposes a radical shift: rethinking the place of the human by weaving new links with what eludes it — whether animal, vegetal, or algorithmic. The project thus becomes an experimental ground where thought is not only stated: it is played, embodied, and put into images.
In a symbiotic dialogue between two artists and a philosopher, concepts and forms respond to one another, challenge one another, and extend one another. From this close collaboration emerge new, sensitive, sometimes disconcerting hypotheses — so many attempts to think and feel otherwise. How far would you be willing to play to reconfigure what it means to “be human” in the era of the non-human?
- Artificial Design: Creation Versus Machine Learning
- Anthony Masure
- 2023
- Bilingual Essay, open license, ePub, HTML, PDF, audiobook
- This project received research funding from HES-SO


In this critical essay, Anthony Masure explores the metamorphoses of design in the age of artificial intelligence. The text is structured in three parts. The first, “Context,” situates generative AI within the history of computing and cybernetics, showing how these technologies emerge from a behaviorist view of the human psyche. The second chapter, “Political implications,” examines the ethical, political, and ecological stakes amplified by—or opened up through—generative AI. The final part, “Creative potentialities,” draws on interviews with creative studios that approach design as a critical lever, capable of deconstructing dominant fictions and opening paths toward emancipation.
- design-machine-learning.ch
- Anthony Masure, Alexia Mathieu & Douglas Edric Stanley
- Design, code, training: Douglas Edric Stanley
- 2023
- Website
- Institute of Research in Art and Design (IRAD)
- This project received research funding from HES-SO
- Artificial intelligence: Davinci-003, DALL·E
Created as part of the research project Design and machine learning: automation in power?, this experimental website extends reflections on the transformations of graphic design in the age of artificial intelligence. It includes 15 interviews conducted by Alexia Mathieu with artists and studios pioneering the use of machine learning in design: Boyd Rotgans, Cristobal Valenzuela, Deniz Kurt, Feileacan McCormick, Kévin Donnot, Marta Revuelta, Martin Tricaud, Meredith Thomas, Nadia Piet, Nicolas Barradeau, Rifke Sadleir, Simone Rebaudengo, Superposition Studio, Étienne Mineur.
The site also extends Anthony Masure’s essay Artificial Design, mobilizing two AI systems: Davinci-003 for automated text generation, and DALL·E for image production from keywords extracted from the corpora.







