Psyphantys -
The Soul Revealer
The Project
Psyphantys reinterprets the Ouija board as a dialogue between sound and image. Instead of symbols, responses appear as fluid, vibrating patterns generated on a Chladni plate—forms that can be seen and heard at once.
Touch plays an active role, with the participant’s contact subtly shaping the system’s behavior and the meanings that emerge. Named after psychophantēs, “soul‑revealer,” the work creates a shared, ambiguous space where interpretation remains open.
Type of project: Interactive Installation.
Role: Interaction Designer, Programmer.
Tools: Arduino, Visual Studio Code, Co-Pilot.
The Concept
We set out to create an object that would let users engage with a mutable “spirit,” one that transforms through their interaction. This led us to develop a box where individuals can work with the Chladni phenomenon to summon continuously shifting patterns.
Echoing the logic of a Ouija board, the piece becomes a site of spectral communication—an encounter with a presence expressed through vibration, frequency, and form.
Prototyping and Testing
After developing our object both conceptually and digitally, we began building the first physical prototype using cardboard. This allowed us to explore how the object could later be constructed using other materials. At the same time, we decided to experiment with Chladni plates in order to replicate the phenomenon ourselves.
The Physical Interaction

The primary interaction happens through the buttons placed on top of the device. Designed for two users, one set controls the frequencies transmitted to the plate while the other adds sound effects, allowing each participant to influence the system in a different way. These buttons are connected to touch sensors with distinct settings, ensuring that every gesture produces a unique sonic and visual response.
A second layer of interaction introduces a more ritualistic dimension: users insert material into the machine, choosing both the type and the quantity. These choices directly shape the patterns formed on the vibrating plate, and the material can later be collected and reused. The final output is both auditory and visual—participants actively shape the emitted sound as well as the shifting figures that emerge, making the experience a continuous dialogue between touch, vibration, and form.
The Code
My role focused on coding the interaction layer: programming the touch sensors, defining how each button triggers specific frequencies or sound effects, and shaping the system’s real‑time responses. I also contributed to the logic that drives the visual patterns, ensuring that sound, vibration, and user input remain tightly connected.

The Exhibition at Saceba
We installed the interactive piece on the third floor of the now disused Saceba factory, which is situated in Morbio Inferiore (Ticino, CH). We aimed at placing it in a dim, secluded corner that enhanced its atmosphere. The device sat on a table draped in black fabric, accompanied by candles and black and red sand to reinforce the ritualistic quality of the experience.
Selected Works
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