Statement of teaching philosophy

I believe that you should never stop learning. In life, in art, in work.

It is learning that propels the whole world forward. In life, in art, in work.

It is in that spirit that I am an enthusiastic teacher and learner. I try to be a conduit for ideas and inspiration, and a sounding board for those who want to learn and grow in their craft and their careers.

Designers are visual storytellers and information architects. They must be equipped with a strong fundamental understanding of design concepts: Balance, hierarchy, space, repetition, typography, iconography, contrast, color, pacing. They need to be fully infected by the design bug — that little wriggling thing inside them that makes them see everything through designer eyes (how could this be better organized? how could this be a better user experience? how is this going to get noticed or inspire action?) so that visual problem solving becomes not a job but a way of life. They also need to learn how to navigate real-world concepts like copyright, customer service, diplomacy, four-color process and the myriad professional demands and expectations a working graphic designer might face.

As a design instructor, I encourage a curiosity and a predisposition toward experimenting that will serve designers their whole lives. I aim to equip design students with resilience and self-awareness so they know how to grow from an experience even when something falls short of its potential.

Graphic designers must learn to sweat the small stuff. After all, there’s delight — not just the devil — in the details.

My teaching philosophy relies on a mix of:

  • Explanation of the concepts behind the fundamentals so they feel less abstract to those building a cache of knowledge. There’s plenty of science to back up why good design feels good. I like to gather real-world examples so students can see good and bad design all around them and explain why some things “just work.”
    Evaluation of the choices made by other designers to try to understand the expectations and limitations they might encounter in any given situation. How they might push themselves beyond those limitations, toward a different, even better solution?
  • Live demonstrations of design techniques, software processes and relatable approaches to common design situations.
  • Group discussion and critique of works in progress, so designers get comfortable with public accountability for their ideas. They have to know how to talk about the design choices they are making and provide good reasons for each step they took. They need to understand how to craft a pitch that will sell.
  • Respect for the ethical considerations of information design and a responsibility to communicate the importance of ethics in design decisions.
  • One-on-one feedback and detailed critique, raising issues to think through and offering suggestions for improvement for each project.
  • Resource-building. Help designers build a stockpile of resources for tutorials, stock art, design inspiration and more. Banish Google Image Search from their muscle memory.
  • Evangelism for versatility. Modern companies are looking to make hires that come with a wide skill set. It’s more important than ever to be able to flex multiple muscles in your quest to become a graphic design professional.
  • Real-world perspectives from working designers and media professionals in various industries. Design is not an entirely academic pursuit; graphic designers make products and products are manufactured in the real world. Understanding how things get made is crucial to understanding your role as a designer. I like to bring visiting professionals to class to answer questions and talk through concepts and processes.

Positive pragmatism, a healthy sense of humor, and a relentless fascination with the power of and techniques behind effective graphic design have been useful vehicles for me to teach new skills and techniques to design students, design interns, and design professionals in all phases of their careers.