Graphic Design
Composition, hierarchy, and why a centered hero usually isn't the answer.
I teach foundations, UX, and graduate design. The goal is useful language, practiced judgment, and the confidence to make the next decision without me.
I build things that give people more ways to practice judgment, get useful feedback, and keep learning outside the room.
A four-step practice loop: see a principle, name it, compare it with another idea, then apply it to real work.
A critique loop that starts with the artifact, grounds feedback in evidence, sets one priority, and carries the lesson into revision.
A mix of foundations and higher-level work, undergraduate through graduate.
Composition, hierarchy, and why a centered hero usually isn't the answer.
Pairings, scale, and the reason every rule has exceptions.
Research, flows, and the difference between what a usability test catches and what it misses.
The tools under the craft — not as software, but as a way of thinking.
Moving from competent to opinionated. Systems, grids, decisions with evidence.
Portfolio-quality case studies and the strategy work behind them.
Resumes, brand, case studies, and the narrative arc that turns a portfolio into an interview.
The capstone. Research depth, scope, and the rigor it takes to ship a year-long project.
Small browser tools for exploring visual choices and getting fast, low-stakes reps.
Pixelate any image in your browser.
9 palette presets, Floyd–Steinberg dithering, quick recipes. All client-side — your image never hits a server.
Open toolA type scale that makes sense.
Pick a base size and a musical ratio. Get a complete scale with named tiers, live preview, and CSS or Tailwind output you can paste.
Open toolFlag the common crimes in your UI copy.
Paste your microcopy. Get back the offenders — lazy CTAs, fluff, corporate jargon, marketing-speak, passive voice. Each flag is a suggestion, not a rule.
Open tool"Looks great" doesn't help anyone ship better work. I try to name what's working, what's not, and one thing to try next.
The job isn't to design it for you. It's to show you how to decide, then get out of the way.
In beginner classes I lean on simple completion rubrics, because a letter grade isn't what makes a junior designer better. Directed feedback is.
Assignments that look more like working briefs and less like homework. You should leave with things you'd actually put in a portfolio.
A partial list. The students I'm most proud of aren't the ones who landed the logos—they're the ones who learned to decide for themselves what makes something good.
You are excellent at balancing between offering guidance and allowing us the freedom to express ourselves authentically as designers.
Valuable and actionable feedback that challenged me to push my boundaries and strive for excellence.
You broke down complex concepts into practical, real-world applications — and gave me the confidence to use typography more intentionally in my work.
The very first professor who taught me UX/UI. Your classes helped me build a foundation and discover my passion for this field.