Laura Huisinga's portfolio logo

Teaching Statment

Teaching Statment


My main goal as an instructor is first and foremost to foster a desire to learn and encourage lifelong learning. I have often told my students “I want to teach you, to teach yourself.” This approach to learning goes past the simple transfer of set information on a syllabus to building the skills a student will need to be an innovative, resourceful designer. As a design instructor I focus on: process, incorporating research, critiques –both small group and large formal– and finally, the importance of craft. All of these elements are fundamental for a young designer. I will briefly elaborate on each area of focus.

In a creative learning environment process is just as important as the product. In fact, I would argue that during the early stages of learning process becomes more important than the product. Obviously, the goal should be a strong, functioning design. However, developing methodologies and design processes as a young designer will lead to increasingly stronger design work. Students can overlook the importance of reading, writing, and arithmetic in their design process. Fibonacci sequence, golden ratio, fractals, all have a dominant importance in visual beauty. Not to mention the usefulness of understanding points and picas or doing basic math for cutting mats or boards to mount work. Writing becomes an important part of design when communicating with clients, promoting yourself, developing instructions, or recording process. Reading and comprehension are invaluable when it comes to research. Being able to process information and convert said information from a technical reading to visual communication is an invaluable skill to have.

Research should be an integral part of the design process. Research should include visual research as well as content research. Fostering a strong working knowledge of design history helps a designer know where we have come from. Drawing on historical precedence can help in ideation, and refinement in creating strong design. Being able to understand and delve into the concepts behind the design increases a designer’s ability to communicate. How can effective communication take place without the communicator having grasped what they are communicating?

Critique is a necessary and unavoidable part of every designer's life. Knowing how to discuss your own work as well as other’s is an important skill. Students should be comfortable discussing work in both small groups and larger formal critiques. Large group critiques foster more formal presentations of work that encourages students to present themselves in a professional manner. Students need to learn how to speak in front of a group and defend their work; as well as learning how to take critical feedback in front of a group gracefully.

Discussions in small group critiques and peer critiques are vital to the students learning how to discuss work. Learning both how to give and take criticism in a constructive manner among a peer group encourages teamwork and innovation. Incorporating workflow that emphasizes rapid ideation, testing of concepts, refinement, and retesting of concepts help encourage innovation as well as preparing the students for working in the industry.

Finally, an emphasis on craft should be incorporated into projects. Taking the time to have good craft shows attention to detail. An emphasis on craft also teaches the need for planning, time management, patience, perseverance, and finesse. Attention to craft shows a pride in one's work as well as respect for the client or instructor.

To conclude, as an instructor I always strive to create a collaborative learning environment to foster intelligent innovative designers. I strongly believe in emphasizing process, research, critiques, and finally the importance of craft. There is nothing more rewarding than seeing a student grow into a confident designer.

Teaching Experience

Teaching Experience


Instructor DES 330X: Visual Literacy Spring semester 2016, College of Design, Iowa State University Class Website

Instructor DES 240: Visual Communication in Design and Branding Fall semester 2015, College of Design, Iowa State University Class Website

Instructor Independent Study: Branding Fall semester 2015, College of Design, Iowa State University

Instructor bDES 340: Fundamentals of Web design Spring semester 2015, College of Design, Iowa State University Class Website

Instructor bDES 340: Visual Communication in Design and Branding Fall semester 2014, College of Design, Iowa State University Class Website

Instructor Independent Study: UX design Fall semester 2014, College of Design, Iowa State University

Teaching Assistant HCI 595XE: Human Interaction as it Applies to Design Summer semester 2014 College of Design, Iowa State University

Lead Instructor ArtGR 276: Graphic Technology II Spring semester 2014, College of Design, Iowa State University

Lead Instructor ArtGR 275: Graphic Technology I Fall semester 2013, College of Design, Iowa State University

Instructor ArtGR 276: Graphic Technology II Spring semester 2013, College of Design, Iowa State University

Instructor ArtGR 275: Graphic Technology I Fall semester 2012, College of Design, Iowa State University

Traditional BW Photography workshop 2011, St. Mary School, Manchester IA

Traditional BW Photography workshop 2011, Lasalle Middle School, Cedar Rapids, IA

Children’s Art classes 2006-2009, Hearst Center For The Arts

Co-Teacher – College for Kids photography (traditional black and white) through the Grant Wood Area Education Agency, 2004-2011

Co-Teacher – Belin-Blank International Honors Learning Center, University of Iowa, photography program, 2006-2008WW


  • Download CV
  • Student Work

    Student Work


    Download CV

    research poster

    Research Interests

    Research Interests


    Current research: designing augmented reality experiences for the classroom, exploration of augmented and virtual environments. Designing for dyslexic users, and user experience design.

    Research Interests: Augmented Reality, Virtual Environments, 3D Model creation for AR/ VE, motion graphics, projection mapping, Interactive Design, App Design, Digital Publications (DPS), Graphical User Interface (GUI), 3D User Interface, User Interface/User Experience (UI/UX) Design, Web Design, Interdisciplinary Teaching Methods, Branding, Typography, Book Design.

    dyslexia graphic

    Design Statment

    Design Statment


    Design begins by defining a problem. By carefully evaluating the problem the correct solution can be found. Too often ineffective design results from attempting to solve the wrong problem. Good design solves the correct problem, in the correct way. My design philosophy is to take a problem and find the cause. By probing the problem back to its source a more refined solution can be created. This is achieved through research, process, experimentation and not being afraid to fail. To further explain my design philosophy I have expanded on these four main points.

    Research

    Research has always been an integral part of my process for creating design. In this context research embodies both visual and literature based. Visual research allows for the cultivation of mood boards as well as seeing what other designers have done for similar problems. Looking at previous solutions for similar problems allows me to understand what works or not and why. This visual research also enables a basis for differentiating the design to stand out while still hitting the target market. I work to continuously cultivate design and art history knowledge. Fostering a strong working knowledge of design history helps a designer know where we have come from. Drawing on historical precedence can help in ideation, and refinement in creating strong design. Being able to understand and delve into the concepts behind the design increases my ability to communicate. Though the use of human engineering and cognitive engineering concepts a deeper understanding of a target audience, a company, or core concept can be cultivated. I believe these steps are imperative to an effective strong design.

    Process

    My process consists of focusing on research, usability, and aesthetics. Research is needed to define and understand the problem as well as the user. Usability makes sure the design is readable, and functional for the intended user. Usability also means proper communication of message to the intended user. Finally aesthetics, utilizing the principles of design creates things that people want to use. Aesthetics also means communication, the principles that we chose and the way we chose to use them can create vastly different messages that affect how the work communicates. As Paul Rand once said “Design is so simple, that’s why it is so complicated.”

    Cultivating a variety of methodologies that can be drawn on for rapid ideation or to move past obvious safe solutions aids both usability and aesthetics. Sketching or working with physical mediums helps my ideas flow and evolve rapidly. This can range from building physical models of 3D interfaces, sketching overlays of augmented content on photos, or activities like card sorting to create an application’s architecture. Spending time in nature has always been important for the percolation of my ideas and refinements. I have a range of methodologies and process paths that can be combined to best resolve a given problem. I feel strong design can be consistently achieved through strong process.

    Experimentation

    Experiments keep life exciting. Life would be exceedingly dull if we never questioned or looked beyond what we believe to be true. Experimentation though the use of different mediums or methods can result in bold innovative ideas. Experimenting with technology has always been a fascination of mine. Pushing the bounds of what we are capable of, always asking ‘but what if?’ Understanding the bounds of current technology allows for the creation of functioning applications. However, constantly calling these bounds into question and not accepting them as concrete allows for progressive expansion.

    Letting go of the Fear of Failure

    Not being afraid of failure doesn’t mean accepting failure. One needs to let go of that fear to move past the ‘safe’ option in order to entertain innovative, bold solutions. Being afraid to fail will only limit the realm in which you can succeed.

    To conclude good design communicates a message. It can be subtle, or provocative, but it should always be clear. It should leave the viewer informed not confused. It can provoke thought and discussion, or be readily agreed with but should not invoke apathy or be dismissed as peripheral. Well-designed products or interfaces are intuitive or quickly learned though a basic introduction by the user. Simplicity in design does not have to mean a lack of features but rather a lack of confusion or superfluous steps. Good design can be complex and without confusion; it could also be poignant; refined to a singular purpose. Good design can be achieved through research, process, experimentation and not being afraid to fail.

    Design Work

    Design Work


    Undergraduate Web Site

    --

    Photography Experience

    Photography Experience


    Text in Progress

    Influences

    Ansel Adams, Lee Freidlander, and Dian Aurbus

    Photography Work

    Photography Work


    -- -- -- -- -- -- -- --