Teaching

Adjunct Professor at Columbus College of Art & Design since 2022, teaching foundations and advanced courses in drawing, illustration, and graphic design.

Teaching packet (PDF)

Teaching Philosophy


Every student arrives with their own learning style, goals, and ideas about what “good design” looks like, often shaped by the media and images they consume. My teaching is built on a classroom where students feel supported, challenged, and inspired to develop their own artistic voices: exploring new ideas while understanding what they already like and why. I scaffold projects so each student can examine their assumptions about what makes design effective or ineffective, and leave with a method for building a sustainable creative practice.

An inclusive classroom is central to how I teach. I build an environment that encourages experimentation, collaboration across disciplines, and critical engagement with the materials and ideas we study. Assignments mirror the challenges students will meet as working designers, so they learn what design is like in the workplace. I make sure the designers I show as examples of exceptional work come from many backgrounds, lived experiences, and identities, so every student can find designers they see themselves in. I guide students’ creative exploration while giving them the skills to critique their own work and the work of others. They build typographic arguments through a “For” and “Against” poster series, practice systems thinking in a trading-card design system project, and turn layout and audience strategy into a book cover campaign with a full cover spread and promotional mockups.

My teaching emphasizes open discussion, cooperative learning, and hands-on work. From the first day, I encourage openness, laughter, and collaboration, which builds a strong learning community and supports each student’s growth. Because students learn in different ways, I present new material in several formats: live demonstrations, written instructions, and video walkthroughs they can revisit outside class. The result is a classroom where students feel comfortable taking creative risks, discussing ideas with their peers, and sharing their own perspectives.

I teach software and technology inside each project, during the ideation and production phases, so every tool connects directly to what students are making. In discussion and revision, students learn why they use a tool as well as how. Learning tools in context teaches professional best practices, including workflow, tool choice, user experience, and final output. Students leave with a workflow that scales into professional practice and an understanding of the reasons behind it.

Engaging with the world beyond the classroom is essential to students’ growth as artists and critical thinkers. I bring professional practice into the course through community-engaged projects, case studies, and group work, so students meet the challenges of real-world design in the safety of the classroom and see how their work can affect individual consumers and the wider culture. Individual check-ins, in-progress critiques, and final critiques give students regular practice talking about their work with the concepts and vocabulary they are learning.

I want students to leave my classroom with refined technical skills, the ability to communicate clearly through their work, and the preparation to handle professional situations. I draw on my own experience as a working artist, illustrator, and designer who has exhibited and partnered with organizations nationally and internationally; sharing that experience helps students understand what they are making and how to talk about it. I also encourage them to combine traditional and digital media in their projects. Ultimately, I want each student to build a sustainable creative practice they can carry beyond school into a fulfilling career and a meaningful life.

Student Work Portfolio: Assignments and Learning Objectives

CORE1018 Introduction to Graphic Design

Project 2: For and Against Posters

Students will be able to:

  • Frame a communication problem for two contrasting causes, defining audience, message, and call to action using documented research.
  • Design typographic compositions that use hierarchy, contrast, scale, and spacing to direct attention and support persuasion.
  • Use typography, color, and sequencing to communicate tone and meaning appropriate to each position.
  • Revise posters through critique and demonstrate improvement between iterations, documenting changes and rationale.
  • Present and defend design decisions to peers using discipline vocabulary and properly cited sources.

 

Project 1: Trade and Trading Card Design

Students will be able to:

  • Develop a small-format visual communication system that integrates typography, images, icons, and pattern into a coherent set.
  • Design a repeatable information hierarchy and layout structure that supports clarity and user understanding across multiple cards.
  • Plan and execute a design process from research and ideation through production, critique, and revision.
  • Produce print-ready files that demonstrate technical competence with format, bleed, resolution, and production conventions.
  • Document process and present the system as a portfolio-ready case study, articulating decisions and constraints.

Project 2: Branding and Packaging

Students will be able to:

  • Conceive and develop an identity system using brand attributes, typography, color, and graphic elements that remain consistent across touchpoints.
  • Create strategies for planning and producing packaging and collateral that communicate clearly to an intended audience.
  • Build and apply a scalable design system across multiple deliverables, demonstrating consistency at the level of components and the full product experience.
  • Collaborate effectively in a team by defining roles, integrating contributions into a unified system, and presenting outcomes professionally.
  • Demonstrate professional and ethical practice through proper attribution, file organization, and production-ready deliverables.

Project 2: Illustrator Techniques

Students will be able to:

  • Demonstrate technical competence in vector construction and typographic form control to produce clean, scalable assets.
  • Design and apply a cohesive visual system including a logo direction, supporting patterns, and brand elements across multiple contexts.
  • Use typography, images, and layout hierarchy effectively in campaign or product applications, including mockups and presentation boards.
  • Evaluate and revise work based on critique, documenting iterations and rationale.
  • Present work clearly to peers using professional design vocabulary and appropriate evidence.

Project 3: Book Cover Design Campaign

Students will be able to:

  • Construct a cohesive book cover system (front, spine, back) with clear typographic hierarchy and audience-appropriate tone.
  • Integrate required publishing components and constraints while maintaining readability, composition, and message clarity.
  • Use non-destructive image workflows and layout systems to support professional production and dissemination of the design.
  • Create mockups and a presentation board that communicate the design system and promotional intent effectively.
  • Defend design decisions with research-informed rationale and critique-based revision evidence.

Project 5: Self-Directed Design Project

Students will be able to:

  • Define a design problem and scope, including audience and deliverables, and plan a realistic production process.
  • Incorporate research about people and context into design decisions, then revise work based on critique and testing feedback where appropriate.
  • Develop a cohesive communication system across chosen deliverables, demonstrating consistent hierarchy, typography, and visual logic.
  • Demonstrate technological competence by selecting appropriate tools and maintaining professional workflow standards and file deliverables.
  • Document and present the project as a portfolio-ready case study that communicates intent, process, and outcomes to an external audience.