InterMedia BA
Student projects
Poolbar Takeover
InterMedia visuals at the festival
The InterMedia Visuals Takeover at the Poolbar Festival took to the stage(s).
BA InterMedia students provided visuals for acts including DJ Krush, Uche Yara and Jamira Estrada, projecting their work across the Poolbar stages. The visuals were also displayed on the exterior surfaces of the venue. In addition, visitors could experience visual interventions and an installation where they could transform into moss and mushrooms using AI.
This semester, a group of students, under the guidance of lecturer David Altweger in the course “Design Project 2”, focused intensively on creating visual materials, developing dramaturgies to accompany the music of different artists, and producing digital assets.
InterMedia visuals at the festival
The InterMedia Visuals Takeover at the Poolbar Festival took to the stage(s).
BA InterMedia students provided visuals for acts including DJ Krush, Uche Yara and Jamira Estrada, projecting their work across the Poolbar stages. The visuals were also displayed on the exterior surfaces of the venue. In addition, visitors could experience visual interventions and an installation where they could transform into moss and mushrooms using AI.
This semester, a group of students, under the guidance of lecturer David Altweger in the course “Design Project 2”, focused intensively on creating visual materials, developing dramaturgies to accompany the music of different artists, and producing digital assets.
InterMedia visuals at the festival
The InterMedia Visuals Takeover at the Poolbar Festival took to the stage(s).
BA InterMedia students provided visuals for acts including DJ Krush, Uche Yara and Jamira Estrada, projecting their work across the Poolbar stages. The visuals were also displayed on the exterior surfaces of the venue. In addition, visitors could experience visual interventions and an installation where they could transform into moss and mushrooms using AI.
This semester, a group of students, under the guidance of lecturer David Altweger in the course “Design Project 2”, focused intensively on creating visual materials, developing dramaturgies to accompany the music of different artists, and producing digital assets.
InterMedia visuals at the festival
The InterMedia Visuals Takeover at the Poolbar Festival took to the stage(s).
BA InterMedia students provided visuals for acts including DJ Krush, Uche Yara and Jamira Estrada, projecting their work across the Poolbar stages. The visuals were also displayed on the exterior surfaces of the venue. In addition, visitors could experience visual interventions and an installation where they could transform into moss and mushrooms using AI.
This semester, a group of students, under the guidance of lecturer David Altweger in the course “Design Project 2”, focused intensively on creating visual materials, developing dramaturgies to accompany the music of different artists, and producing digital assets.
Digital Life/ E-Skills
App concept for the brand Vorarlberg
In the specialisation field “Digital Life / E-Skills”, 20 students engaged with the vision of the Vorarlberg brand – the vision of an app that allows people living in or visiting Vorarlberg to experience the region in new ways. Ten interactive stations were created, each designed to encourage reflection, community, personal development or creative expression.
A wide range of multimedia approaches was developed to present and communicate the diverse themes. Topics such as biodiversity were made accessible in augmented reality for both children and adults, while the history of Vorarlberg was conveyed through audio guides, games and animations. Talk formats in virtual reality were also created, where well-known historical figures from Vorarlberg conversed with their contemporary counterparts.
Current topics were addressed as well, such as community building for greater inclusion or work–life balance. At the station “Schaffa, Schaffa, Schnufa”, for example, users can collect industrial sounds in nature and in the AR space, and then compose their own soundscapes at the end of the experience.
Sustainable Systems
Sensors for a self-constructed algae reactor
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Building on a systemic analysis of global challenges related to food systems, the course “Sustainable Systems” explores how alternative food systems can be designed. Participants delve into the history of extractivism and develop theoretical perspectives for sustainable development.
Methods such as collecting, measuring, archiving, mapping, analysing and interpreting form the foundation of the design-based research process. The insights gained feed into the development of prototypes, which ultimately lead to the design of a model for a self-sufficient food system.
Various biological organisms, plants, animals, interfaces and sensors can be used in the process, and materials may be developed, recycled or repurposed in new contexts.
One group is developing an algae bioreactor, while other projects focus on mushroom cultivation, composting and the climate relevance of peatlands in Korea and Austria.
Bachelor projects
>> Favelessence<<
Stefhani Besnyi
More than 16 million people in Brazil live in favelas. While this reality may seem distant to some, studies indicate that in the next thirty years, similar living conditions could affect around 3 billion people worldwide.
The exhibition Favelessence was created to give visibility to this scenario and to portray the daily lives of those navigating challenges that often remain invisible to society. Through interactive elements combined with images and narratives from the residents’ own perspectives, the exhibition invites visitors to develop a deeper understanding of life in these communities – not only their difficulties, but also the strategies of resilience that have become an integral part of everyday life.
>>Between Lines<<
Jan Schenk
How can a Paralympic athlete be portrayed on film in a way that questions dominant primary frameworks and fosters a nuanced perception beyond stereotypical prejudices?
This bachelor’s thesis explores how Maximilian Taucher can be presented as a fully-fledged athlete without being placed into common stereotypes of the “disabled athlete.” The film initially shows him without any visible indications of his disability; only later is he revealed as a wheelchair tennis player. This approach aims to challenge stereotypical patterns of perception and offer a fresh perspective on athletes with disabilities. The theoretical foundation is based on Stuart Hall’s theory of representation and Erving Goffman’s frame theory.
The thesis also reflects on the fact that disability sports are often portrayed in the media in a distorted way – either heroised or pitied – which can overshadow the athletic achievements themselves.
»Fragments of Identity.
Hybride Identity in the In-Between.«
Betül Kocabay
Hybrid identities navigate between different cultural, linguistic and social contexts. Shaped by belonging and exclusion, external ascriptions influence both self-perception and societal recognition. This tension is made visible in an immersive experiential space.
“Fragments of Identity” brings these complex realities to life through virtual reality. Visitors move through independent scenes in which voices, poetic texts and symbolic objects address themes such as belonging, external ascriptions, adaptation, exclusion and mutual recognition. The resulting space invites engagement with different perspectives, encourages awareness of their autonomy, and challenges conventional notions of cultural boundaries – inspired by the concept of the “Third Space”, where differences do not divide but instead create new forms of coexistence.
Cf. Bhabha, H. K. (1994). The Location of Culture. London: Routledge.
»Between Idealistation and Devaluation:
Mother in the Mirror of Society«
Carmen Noggler & Hannah Boll
Motherhood is not a given, but a social construct shaped and reinforced by societal norms, power structures, and everyday practices. The exhibition on representations of women in society translated these insights into a space of reflection and provocation through installation, interaction, and performative elements.
Celebrated when expectations are met. Criticised when they are broken.
The exhibition was created in collaboration with Hannah Boll, whose focus is on women in elite sports. Both areas are linked by an engagement with contradictory societal expectations of women. Both roles are always conditional: recognition can quickly turn into criticism as soon as women exceed the boundaries imposed upon them. Motherhood can be part of identity, but it must never define its limits.
»Everything we are«
Mira Zielbauer
“Everything we are” challenges traditional notions of gender and gives a voice to those who define themselves beyond societal norms. The film combines artistic and documentary elements, telling intimate stories about identity, belonging, and the courage to be oneself.
In a society shaped by normative gender images, people are often reduced to stereotypical roles. Media, as a central cultural institution, particularly contribute to the reproduction of such simplified representations – whether through the one-dimensional portrayal of female characters in caring or sexualised roles, or through the reduction of queer characters to their sexual orientation or gender variance.¹ This work explores how audiovisual storytelling formats can be used to break down stereotypical narratives and make identity visible in all its complexity.
Cf. Laufenberg, M. (2021). Queer Theory: Critical Perspectives on Sexuality and Gender, Springer VS.
»Attempt at Derailment«
Johannes Meyer
Attempt at Derailment explores the tension between chance and control in the design and artistic process. At its core is the search for a working method that is not guided by the goal or end product, but emerges through the process itself and the act of doing.
Through a series of experiments – from screen prints to large-scale works using improvised tools – the design process becomes an open field of exploration. Traces, materials, and fragments are collected and integrated into the workflow. Material is not understood as a passive medium, but as an active participant in the work, a co-creator. It behaves independently, responds, resists, provides impulses, and opens up new possibilities for further development. In this way, works are created that make moments of the unpredictable visible.
Based on these experiences, a seven-part model was developed to create a space of possibilities through deliberate framing conditions. It describes a design cycle that ranges from collecting, to acting, to archiving. It is not intended as a strict set of instructions, but as an attitude: an open system that recognises materiality as an active component and does not exclude chance, but deliberately invites and encourages it.
»mit:mensch«
Yaren Ciraci
It is a performative exhibition that creates a space for experiencing feelings of otherness and exclusion. In a diverse society, where being different often leads to everyday racism, it enables visitors to step into the perspectives of those affected. The aim is to foster empathy and break down prejudices – promoting respectful coexistence.
Exhibition
»fragments: depression? vr. empathy!«
Lisa Oberholzer
Can a Virtual Reality (VR) experience help foster greater empathy for people living with depression?
According to a report by the European Commission (2022), the number of depression cases across Europe increased significantly during the COVID-19 pandemic. Virtual reality (VR) can enable a shift in perspective, offering insights into the thoughts and feelings of those affected. The aim is to make the complexity of mental health tangible, promote understanding, and counteract stigmatization.
Virtual Reality Experience
Unity & Oculus Meta Quest 2
»Sunsch no was«
Luca Irmgard Martina Huber
The representation of expertise in the media reflects societal norms, stereotypes, and role expectations. At the same time, public representation can contribute to the (re)shaping of these norms and the maintenance of power structures. In particular, the way women are portrayed – and the visibility of female expertise – significantly influences the perception of their skills and positions in society. This work discusses the representation of expertise in the media and its impact on gender stereotypes and societal roles.
Podcast
»68 Briefe - Eine Liebesgeschichte«
Ilona Broger
By compiling the correspondence of the grandparents from 1948/49, parts of their story could be reconstructed and passed on to the family in book form. Letters not only provide personal insights but also serve as valuable literary, philosophical, and historical sources. Furthermore, they encourage self-reflection and emotional processing – a cultural asset that is increasingly at risk of being lost in the digital age.
Book
»Ascend«
Aaron Schedler
This project explores how design elements within a video game can be used to enhance the musical experience in emotional, content-related, and formal aspects. To address this question, a practical solution was developed alongside theoretical investigation in the form of a video game.
The game, titled ASCEND, is based on a selected track and is structured according to its content and musical parameters. Through practical implementation, the synergies between music and gameplay were explored and tested on multiple levels. Evaluation results showed that the playful and narrative extension of the music led to physiological and cognitive activation, as well as a significant increase in positive feelings. Participants reported experiencing an immersive state that allowed them to engage more deeply with the music.
3D, Animation, Game Design, Game Development
»You are not alone.«
Chiara Rudgier
In Austria, one in three women over the age of 15 has experienced some form of violence. This includes physical, psychological, social or emotional, economic, and sexual violence. With cases of domestic violence on the rise, it is particularly important to provide affected women with a safe space and to communicate this visibly within society.
A concept was developed for a communications campaign, including a visual identity and visual design, conveying the values of the women’s shelter—protection, safety, and understanding—and designed for deployment across various print and online channels. The campaign aims not only to raise awareness and destigmatise the issue but also to provide information on where help or counselling can be accessed in Vorarlberg. The topic is intended to be publicly discussed, both to prevent domestic violence and to draw attention to its ongoing taboo.
Mixed Media, Communication, Concept & Design
Adobe InDesign, Adobe Photoshop, Adobe Illustrator, Adobe Premiere Pro
»Blitzblank«
Simone Knecht
This bachelor’s thesis explores motion design as a dramaturgical element in exhibition design, taking the exhibition BLITZBLANK! Cleaning — inside, outside, everywhere at the Frauenmuseum Hittisau as a reference. The practical implementation involved creating a visualisation of a section of the exhibition text using motion design.
The work examines how exhibition content can be translated into a visual language, showing how motion design illustrates, illuminates, and creates atmosphere around the section text. Motion design enhances contemporary exhibition design by skilfully combining design, animation, and technology to produce moving images that generate a lively and dynamic atmosphere within exhibition spaces. These visuals bring content to life, tell stories, and engage the visitors’ senses.
The project was developed and realised as part of the bachelor’s thesis in the InterMedia programme at the Vorarlberg University of Applied Sciences.
Motion Design, Text Visualisation
Procreate, After Effects, Illustrator
»sprôôch.lust«
Sarah Hämmerle
A multimedia installation as a design approach to preserving the Lustenau dialect
The Lustenau dialect is increasingly spoken less by younger generations. Part of the Alemannic dialect region, it is characterised by the use of triphthongs (gliding vowels) and a unique speech melody that sets it apart from other Vorarlberg dialects.
“sprôôch.lust” aims to raise awareness of the cultural value of this dialect and make it playfully and humorously accessible through a multimedia installation. The project was developed and realised as part of the bachelor’s thesis of the same name in the InterMedia programme at the Vorarlberg University of Applied Sciences.
Interactive multimedia installation
Illustrator, InDesign, Photoshop, Procreate, Audacity, Arduino
»pointzero«
Theresa Schweiger
Stress has become an ever-present companion in modern society. It affects our thinking, actions, and emotions – and is closely intertwined with our mood.
At a time when health awareness is steadily increasing, the question arises of how the interplay between stress management and positive mood enhancement can be harnessed to improve overall wellbeing. Building on this, the project pointzero – Mood Management through Audiovisual Storytelling was developed to explore how design-based interventions can elevate mood and, in turn, improve the personal experience of stress.
The moving-image sequence combines abstract 3D animation, harmonious sounds, and a calming voiceover. The combination of visual and auditory stimuli guides attention deliberately, promoting a more mindful experience of the present moment. pointzero aims to support users in finding a state of calm and relaxation.
Audiovisual Intervention, Storytelling
3D Design, Sound Design, Blender, ProTools
InterStella
InterStella - Music video
Design project 2
As part of Design Project 2 in the second semester of the InterMedia programme, an impressive collaborative design project was realised. Together with their instructors, 50 students produced a music video in collaboration with the Stella Music Academy in Feldkirch.
InterStella
Design project 2
The challenges for the students were manifold – not only in terms of design and technical skills, but also in motivation, as they were in their second semester and responsible for leading a team of 50 people.
InterStella
InterStella
Design project 2
The music video features several interactively programmed light portals that respond in sync with the music. The students had the unique opportunity to explore Zumtobel’s Lichtforum and use it as a filming location. Additional footage was shot at various locations around the Stella Music Academy in Feldkirch.
InterStella
Design project 2
Particularly noteworthy was the creative challenge for the Stella musicians, who completely reinterpreted a pop song using classical instrumentation. The collaboration not only provided the students with hands-on, practical experience but also offered the Stella musicians an innovative approach to their musical performance. The project highlights the integrative power of artistic collaboration and the added value of an interdisciplinary approach in education.
International Cooperation Project HOWEST
From Vorarlberg to Belgium
As part of the ‘International Cooperation Project’ specialisation, seven students worked together with students from Howest University in Kortrijk to develop visual projections for the WONDER Creativity Festival. The works were projected onto the façade of the historic town hall, bringing design in public spaces to life.
Kortrijk is a UNESCO City of Design and combines a vibrant creative scene with striking architecture in the urban space. This environment provided the ideal setting for the project and underlined how international cooperation and creative exchange across national borders open up new perspectives.
In addition to practical work, the students gained exciting insights into everyday life on the Howest campus. Lectures and joint events, including those on product design, provided opportunities for professional exchange and new perspectives.
The trip also took the group to Bruges and Brussels, where historical architecture, art exhibitions and the urban environment provided further inspiration.
The project shows how international cooperation and creative encounters across national borders are possible.
Translated with DeepL.com (free version)
Design Principles
Design Principles 1 | Video | Winter semester 2023/24
Design Principles 1
In the first semester of the InterMedia programme, students immerse themselves in the fields of photography, audio and moving images in the course ‘Fundamentals of Design 1’. Insights into these creative and experimental works can be found here as a playlist:
Kreatives Branding for Sneakers
Design principles 5
In the course ‘Design Fundamentals 5,’ students mastered a challenging task: they were asked to design branding for simple white sneakers in order to increase the retail price to 250 euros.
Through a clever combination of aesthetics, marketing strategy and individual vision, the students succeeded in increasing the value of the trainers solely through convincing branding. The projects presented demonstrate the students' versatility and their ability to awaken the desire for exclusivity in customers through targeted branding.
Sustainable Games
Design principles 3
Students of the course ‘Design Fundamentals 3’ present their projects, in which they developed games with a focus on sustainability. Dramaturgy, staging and storytelling played a decisive role in this.
The resulting collection includes both digital and analogue games that are not only entertaining but also offer awareness-raising experiences.
Workshop with Uwe R. Brückner
In the winter semester of 2025, students enrolled in the Bachelor's programme in InterMedia took part in a two-day intensive workshop with renowned German architect, scenographer and stage designer Uwe Brückner.
The starting point for the artistic process was the short text Baucis from Italo Calvino's Invisible Cities. The students selected their own passages from the work and interpreted them visually by painting on large sheets of paper with black and white wall paint.
The painted panels were first designed on the floor, then hung along the window façade of the B wing of the FHV and illuminated. In addition, the text passages used were projected onto the wall.
The result was an installation that can be viewed from both inside and outside. It is also the artist's longest workshop piece to date.
Intensive workshop with Uwe R. Brückner
In the winter semester of 2024, students enrolled in the Bachelor's programme in InterMedia once again had the opportunity to participate in an intensive workshop with renowned German architect, scenographer and stage designer Uwe R. Brückner.
Intensive workshop with Uwe R. Brückner
Inspired by Baucis, a short text from Italo Calvino's ‘Invisible Cities’, this was read to the students at the beginning, after which they created life-size pavilions in small groups after designing sketches and models. With the support of artist and sculpture builder Matthias Bildstein, a wide variety of wooden structures were created, which were then illuminated in the CampusVäre.
Intensive workshop with Uwe R. Brückner
A small group of students then worked under the guidance of lecturer Sarah Schlatter to make the pavilions accessible to the public, allowing the structures to be experienced in various settings, such as a cinema evening.
Intensive workshop with Uwe R. Brückner
Intensive workshop with Uwe R. Brückner
Intensive workshop with Uwe R. Brückner
Intensive workshop with Uwe R. Brückner
Intensive workshop with Uwe R. Brückner
Intensive workshop with Uwe R. Brückner
Intensive workshop with Uwe R. Brückner
Workshop with Uwe R. Brückner
Design principles 3
As part of the Design Fundamentals 3 course in the winter semester of 2023, students of the Intermedia programme at the Vorarlberg University of Applied Sciences held a workshop with renowned German architect, scenographer and stage designer Uwe R. Brückner. Inspired by Ottavia, a short text from Italo Calvino's ‘Invisible Cities’, this was read to the students at the beginning, after which they created a joint image in the underground car park without verbal communication.
Click here to watch the video on Instagram:
Workshop with Uwe R. Brückner
Design principles 3
Under Brückner's guidance, the students developed their artistic vision and created a unique art installation on the concrete walls. This creative collaboration not only emphasised the diversity of artistic talents, but also the connection between theory and practice.
Workshop with Uwe R. Brückner
Design principles 3
The project was documented in an impressive time-lapse video that captured the creative process and the creation of the art installation. It illustrates the university's openness to innovative art projects and the close link between theory and practice in student education.
SOAK Biomimicry 2025
How does nature adapt to changing conditones?
This was the guiding question behind SOAK Biomimicry 2025, organised by the Sustainable Universities Alliance and hosted this year by FH Vorarlberg. For one week, the campus became a place of intensive debate on future issues: students from all over Europe – including participants in the Design & Creative Leadership programme – developed concepts for the Climate Biennale 2026, inspired by strategies and principles from nature.
We also focused on the connection between biomimicry and more-than-human design. Margarita Köhl, head of the Design Department, opened our eyes to perspectives beyond the purely human with her impetus for this approach. The examination of non-human actors – plants, animals, ecosystems – complemented the methodological principles of biomimicry at the content level and sharpened awareness that sustainable design must be conceived not only for nature, but also with nature.
Marilena Tumler also accompanied the didactic process from the design stage and encouraged reflection within the group using visualisation tools. Magdalena Burtscher-Rauter, head of the Environment & Technology degree programme, gave an informative presentation on the climate crisis, while Frauke Bieck's organisational skills and attentiveness created the perfect setting for a wonderful gathering.
The excursions with our external lecturer Lukas Rinhofer to inatura, Fohramoos and Bödele provided a hands-on experience of how local ecosystems work – and how closely they are linked to global issues.
SOAK 2025 has impressively demonstrated how the interplay between biomimicry and more-than-human design can open up new approaches to sustainable higher education – and how design can contribute to thinking about the future in dialogue with nature.
Game Changing Games 2024
The course ‘International Cooperation Project’ is linked to the SAP (Short Advanced Programme) ‘Gamechanging Games.’ Over three weeks online and one week in Portugal, students developed impact games that deal with the topic of geodiversity. Lecturers and students from the RUN-EU network are part of this SAP.
The groups were diverse both culturally and professionally. Digital games were developed by teams of programmers, 2D and 3D artists, and game designers, who worked closely together to create a playable concept within a short period of time. This provided insight into game development and working in an interdisciplinary and intercultural team.
The process was supervised by lecturers from the fields of game development, storytelling, 3D modelling and graphic design.
Game Changing Games
Game Changing Games 2023
International Cooperation Project
Global challenges are becoming increasingly complex. Can we change the game with games?
Students from the third semester of the Intermedia programme at IPCA (Portugal) and NHL Stenden (Netherlands) took part in the SAP (Short Advanced Programme) of the EU's Regional University Network. Based on this question, students will understand how game designers can address these complexities to initiate change and promote the sustainable coexistence of people and ecological systems. One way to do this could be to create games that motivate people to engage with these issues in a playful way, making critical problems understandable and tangible.
Game Changing Games 2023
International Cooperation Project
The students were given the unique opportunity to actively engage with global issues such as climate change and biodiversity from an academic perspective. Working together with international students provided them with broad insight into different cultural perspectives and enabled a creative exchange of ideas.
Game Changing Games 2023
International Cooperation Project
The focus was not only on theoretical knowledge, but also on practical implementation. In collaboration with their international colleagues, the students developed games designed to raise awareness of complex issues in a playful way. The idea was to bring critical issues to life and promote a deeper understanding within society.
Game Changing Games 2023
International Cooperation Project
This project marks not only a creative collaboration between students from different countries, but also a step towards an interdisciplinary approach to global challenges. It shows how combining game design and international collaboration can help find innovative solutions to pressing problems.
You can find more information about our SAPs here:
Fohramoos
As part of the ‘Interactive Systems’ course, the Fohramoos raised bog in Dornbirn was explored and documented with the aim of creating a digital experience that brings this ecological habitat to life. The participants used methods such as 3D scanning, audio-visual field recordings and experimental live performances with modular synthesizers to approach the topic.
The focus was on developing an interactive exhibit that connected visitors to the world of Fohramoos on a physical and emotional level. Innovative haptic interfaces, such as a ‘plant interface,’ were used to convey the importance of moors as an essential part of the ecosystem and climate protection.
Fohramoos
The results were incorporated into the design of an immersive experience that poetically raised awareness of the fragility of these landscapes and sparked interest in their preservation. The project was presented internationally at renowned festivals such as the Sonica Festival in Ljubljana, Sónar in Barcelona and Ars Electronica in Linz.
Idea Circle
Creative synergies between students and companies in the Intermedia degree programme
Idea Circle
The Intermedia course offered Bachelor's students the opportunity to engage directly with representatives from regional businesses, cultural institutions and media organisations. Real-world problems and issues faced by these organisations were discussed.
At the beginning, the corporate partners presented their individual questions, which covered everything from the use of AI to cultural participation and sustainability issues. After an exploration phase, during which the students were able to freely exchange ideas and ask questions with the partners, groups of students interested in the various stakeholders formed. In these groups, the students worked together with coaches from the department to develop solutions to the issues described.
Focus on Original Innovations
Idea Circle
The exploratory brainstorming process already yielded some potential solutions, which the students presented in their final presentation. Some of the problems subsequently became the basis for a number of bachelor's theses. This allows students to work on real-life challenges together with partners from companies or the culture and media industry, developing concepts that can be applied beyond theoretical work.
Idea Circle
Idea Circle
We would like to thank our partner companies for the successful workshop.