Teaching
courses across interaction, print, motion, and design thinking
Undergraduate | Studio | 2 Credits | 400-level
every semester
Graphic Design Capstone II: Design
Design: research made visible
The second semester of a two-semester capstone sequence for Graphic Design seniors. Students continue and complete the design work begun at the end of semester 1, progressing through iteration, testing, and refinement toward a finished, exhibition-ready body of work. The semester culminates in a public Capstone exhibition on campus, open to the entire community. All work is individual; students move through the semester as a cohort.
Undergraduate | Studio | 2 Credits | 400-level
every semester
Graphic Design Capstone I: Design Research
Find the question before you find the answer
The first semester of a two-part capstone sequence for Graphic Design seniors focuses on students choosing a passion subject—rather than a medium, skill, or material—and conducting in-depth primary and secondary research. This research includes surveys, interviews, field observation, and literature review, tailored to each student's chosen topic. The design process only starts once adequate research has been completed, rather than on a predetermined deadline.
Undergraduate | Studio | 4 Credits | Writing Intensive
odd fall
Advanced Graphic Design
Building a complete design practice — systems, identity, and professional positioning.
The third course in the graphic design sequence. Students develop complete brand identity systems for larger projects, build their own personal identity and portfolio, and design UX/UI solutions for real community issues. The course marks the transition from student to practicing designer — work is rigorous, research-driven, and built for the real world.
Undergraduate | Studio | 4 Credits
odd spring
Package Design
From flat sheet to three-dimensional form — structure, sustainability, and the designed object
A studio course exploring packaging design through the lens of sustainability. Students learn material properties, structural engineering, cradle-to-cradle philosophy, and how to design packaging systems that minimize waste without sacrificing visual communication. Projects include structural dieline construction, sustainable material selection, and a complete beverage brand system — packaging seven product variations as a cohesive identity suite.
Undergraduate | Studio | 4 Credits
odd spring
Motion Graphics
Time, motion, and the story that moves
A studio course exploring motion design as a conceptual and storytelling practice. Students learn to think in time — using color, movement, pacing, and narrative to communicate ideas that static design cannot. Projects include design in motion, kinetic typography, and a title sequence. Storyboarding is central to the process. Software — After Effects and Adobe Animate — serves the concept, not the other way around.
Undergraduate | Studio | 4 Credits
spring
Graphic Design 2
The mark, the sign, the symbol — design as social justice
A sophomore-level studio grounded in semiotics, mark-making, and design as social practice. Students learn to read and construct visual signs — understanding how marks carry meaning, how metaphor operates in images, and how design can argue a position and advocate for change. Every project begins by hand. Every project asks: what does this image actually say, and to whom?
Undergraduate | Studio | 4 Credits
even fall
Typography
From the letterform to the page — type as meaning, structure, and voice.
An introductory studio course in typography covering the fundamentals of letterform design, the functional and expressive use of type, typographic history, and the development of typographic systems. Students draw letterforms by hand, photograph type in the environment, design typefaces, and build multi-page grid systems. Every project treats type as both a formal element and a carrier of meaning.
Undergraduate | Studio | 4 Credits
even spring
Interaction Design
Designing for human experience — from paper to screen
A studio course examining how people interact with designed experiences across physical objects, games, environments, and digital interfaces. Every project begins with analog making before moving to digital tools. Students collect data, test with real users, and iterate based on evidence. This course fulfills the university's Quantitative Reasoning requirement.
