Teaching Experience


I teach classes and create curriculums across the creative technology spectrum in fields as diverse as music, design, theatre, media, and studio arts. I’ve worked mostly with first-generation college students, international students, and those balancing multiple responsibilities.

I have taught at three public institutions: two land grant institutions, Texas A&M University & Oregon State, as well as a city equivalent, The New York City College of Technology. I have taught at three private institutions as well: George Washington University, Rhode Island School of Design as an adjunct, and Brown University as a graduate student.

Ihave created dozens of new courses and created amd revised entire curriculums at the undergraduate and graduate level. At GWU, I developped an 18-month revision of the MA curriculum to better align program content with contemporary technical needs while maintaining critical engagement with technology's role in society. We brought a new BA online just two years ago, and this year I am leading the develpment of an AI track to be included in the MA.

Classroom Approach


For me, the most effective approach to teaching in the creative technology space is to view the learning of skills and the building of chops as deeply entangled with creative and critical thinking. For most of the students I have worked with, the creative and critical components of projects give a resonance to technical skill development. Students need to learn how to problem solve by making-through a concept. This approach leverages the atelier model of art and music school for precision and technical growth. Furthermore this approach also gives students the opportunity to develop their imagination — which I consider to be the most crucial component of sustainable creative practice.

Many of my students need support in navigating computational thinking, creative expression, personal voice, and public engagement. I encourage students to bring their lived experiences and perspectives to their work in order to help shape their relationship to the work they need to do so I am often situating any particular lesson broad contexts and use cases while trying to connect pieces of procedural and organizational effectiveness with specific technical instructions. 

Ideally, I am creating inclusive learning environments where all students feel empowered to take risks while developing skills and understanding.  This means paying attention to students patterns and adjusting my lessons as we move through the semester. Maintaining high standards is non-negotiable, so I try to find the balance between encouragement and autonomy that can create space for students to come to terms with what the subject requires.



Student Work


Corey Howell


Principles of Detection: Create an experience based on cloud chamber diffusion, Rutherford Scattering, and the images of atom collisions at CERN.

Creative Code Fall 2023

Yisheng Huang (Albert)


Foundation is a VR game focused on sci-fi-themed colony development simulation, setting itself apart by adapting a popular PC game genre into virtual reality. It aims to give simulation game enthusiasts a fresh and immersive experience while offering an alternative to users who find intense motion in VR games uncomfortable, allowing them to engage with their VR devices in a new, more accessible way.
Interactive 3D Enviroments SP 2024

Yi-Ting Ho (Shavonne)


Taiwan Odyssey: To provide users with an immersive and entertaining experience to know more about Taiwan in various aspects of Taiwanese culture.

Thesis 2024

Yara Nassif


RoadSafe Companion is a pedestrian safety system that integrates a wearable sensor with civic infrastructure and mapping applications. Activated by motion sensors positioned on each side of the crosswalk, RoadSafe Companion triggers flashing beacons to alert drivers to the presence of a pedestrian crossing the crosswalk. Additionally, depending on the vehicle's speed and distance from the crosswalk, drivers will receive a push notification via Google Maps/Waze, signaling the pedestrian's crossing and facilitating a smooth stop.
Thesis 2024

Sarah 
Sheikhnureldin


Artificially Blind is a single player story and puzzle game where the user is able to play as a new resident of Nexus City: the world's first city ran completely on Artificial Intelligence. As the user progresses through the city and interacts with the advanced technology, they begin to realize that this technology may not be optimized for everyone.The user can solve puzzles in order to fix biased AI Systems and learn about different viewpoints towards AI from other residents of Nexus City. 
Thesis 2023

https://gd.games/sarahsheikh/artificially-blind

Gabrielle Fernandez

 
Seventh Heaven 3D Model: This is a midterm assignment for the Interactive 3D Objects class in the Interaction Design Program at GWU. Students had to take an audio plugin and convert it into a 3D model, then animate it.
Interactive 3D Objects Fall 2023

Collaborative Projects SP23


This is work from several students in my Collabaorative Design Projects Course. Here students learned Blender and Unity to create. These projects are two midterms and one final
Collaborative Design Projects Spring 2023

2023 Thesis Walkthrough


This is a Narrated Video of the Spring 2023 Thesis Show for Interaction Design. I led 14 different thesis projects that were installed for the NEXT2023 show at the Corcoran School of the Ars and Design at Goerge Washington University

Thesis 2023

©MMXXIVkevin patton phd