Teaching is how one puts their skills to the ultimate test.
I approach my classrooms as a sandbox for becoming a better learner myself.
The first major Photoshop assignment, paired with a session on the ethics of remixing. Before touching the software, we spent time discussing how digital artists navigate existing imagery — copyright, fair use, attribution, and what it means to remix responsibly as someone entering the field. Students then built collages from found and appropriated sources, putting those questions into practice. The results reflect a wide range of instincts, aesthetics, and first encounters with both the tool and the conversation around it.
Students designed original logos for a fictional brand or personal identity of their choosing. The assignment introduced vector thinking, typographic hierarchy, and the fundamentals of mark-making in Illustrator. Students submitted multiple iterations — final marks shown here range from wordmarks to abstract symbols, reflecting each student's individual direction and design instincts.
Students built visual research boards to establish the aesthetic direction of their ongoing brand project. The moodboard assignment asked students to synthesize reference imagery, color, texture, and type into a single cohesive composition — translating instinct into a communicable visual language. Each board reflects an early-stage design thinking process and serves as a foundation for all subsequent work.
Students produced looping animated GIFs using Photoshop's timeline and frame animation tools. The assignment focused on timing, rhythm, and the expressive potential of the loop as a format — from subtle motion to full scene animation. GIFs were designed to function as standalone pieces and as shareable digital objects.
Working within a strict 500×500 pixel canvas and a limited color palette, students created original pixel art compositions in Photoshop. The constraint-based format pushed students to think about economy of mark — every pixel deliberate. Subject matter was open, and the results range from character design to abstract pattern to personal iconography.
Students wrote image prompts for each other, then used AI image generation tools to interpret and respond to the prompts they received. The resulting images were then brought into Illustrator for vectorization and refinement. The assignment raised questions about authorship, intent, and the gap between language and image — and what it means to make something from someone else's words.
ART 103 is an upper-level course at San José State University focused on building real-time visual systems through TouchDesigner. The course was developed from the ground up as a project-based framework that combines technical training, visual development, and collaborative production. It introduces students to system-based thinking and guides them through the full lifecycle of creating and presenting interactive media work.
The first half of the semester focuses on foundational thinking and tool fluency. Students are introduced to TouchDesigner, a node-based visual programming environment where processes are built by connecting operators into real-time pipelines rather than writing traditional code.
is placed on flowchart thinking, cause-and-effect relationships, and understanding how data moves through systems. Students work through guided tutorials using pre-built components provided through my GitHub, allowing them to follow step-by-step while learning individual operators and workflows.
Assignments during this phase include structured exercises and small projects such as motion graphics, system-based experiments, and procedural builds. Students are encouraged to explore, experiment, adapt, and pivot as they develop technical confidence.
The second half of the semester shifts into collaborative production. Students form teams and move from concept to execution, building interactive and projection-based systems from scratch. Each team develops its own internal structure, defining roles, pipelines, and production workflows. This includes system design, asset creation, interaction logic, and real-time performance considerations. The course emphasizes the full project lifecycle: ideation, prototyping, iteration, troubleshooting, installation, and final presentation.
The course culminates in a public exhibition where all projects are installed and presented. Students are responsible not only for their digital systems, but also for physical setup, fabrication, and spatial design.
Additional deliverables support the exhibition, including logos, posters, documentation, user interaction guides, and presentation materials.
Students gain hands-on experience in installation, projection mapping, troubleshooting in real environments, and exhibit curation.