Graphic Design Courses
GRAPH 1560-101
(COUNTER)PUBLISHING STUDIO
SECTION DESCRIPTION
Anyone holds the power to publish. Publishing has long been a tool for communities to reach one another, share urgent information, educate and delight. Translating the personal to the public is not only a powerful way of finding solidarity with others, but creates new paths for disseminating counternarratives. In this course students will learn how to work with archives and generate new content to create a publication from ideation to production—playing the roles of designers, writers, photographers, editors and illustrators.The first half of the course focuses on gathering and generating content through a series of design projects of increasing complexity, designed for students with limited or no experience to gain familiarity with designing for print and the production process. Projects will be supplemented by lectures on the history of self-publishing, guest speakers and a trip to the Fleet Library’s zine and magazine archives to ground students in existing examples of independent and small press publications. The second half of the course will culminate in a collaborative publication produced in multiples and prepared for distribution both physically and digitally. The key takeaways of this class are to develop practical and resourceful ways of creating publications, learn the history of DIY communities and self publication, gain confidence generating original content from personal experiences and interests, and understand how design choices inform how publications communicate to audiences.
Estimated Cost of Materials: $125.00
Elective
GRAPH 2010-01
REFRAMING THE POSTER
SECTION DESCRIPTION
The poster has been an archetypal graphic design format since the late 19th century when lithographic printing technology came of age and captured the imagination of artists, bringing their vision into Paris streets. This course will invite you to explore future possibilities and contexts for the poster-as paper and as screen-building on its singular capacity to transform ideas into iconic picture planes; and examining the dynamics of typography and image, both still and in motion. Prompts will progress from individual posters, to sequences, to site-specific installations that explore the potential for interactive discourse in public space. Studio assignments will be supported with presentations and readings about poster history and contemporary poster design.
Elective
GRAPH 2117-01
WKSHP: UI/UX DESIGN: FROM MIND TO SCREEN
SECTION DESCRIPTION
UI/UX design is the backbone of digital experiences. It shapes how we interact with screens, transforms innovative ideas into intuitive interfaces, guides navigation through complex systems, and creates aesthetic coherence that makes technology accessible and engaging. At its core, UI/UX design bridges creativity and usability, ensuring that digital products are not only functional but also meaningful and enjoyable to use.
This workshop introduces students to the workflow and foundational knowledge of UI/UX design for smartphone applications. Using Figma as the primary tool, students will learn methodologies and tools central to app design, including researching existing forms and functionalities, translating concepts into wireframes, and developing visual aesthetics and navigation systems. In the initial sessions, students will analyze the intuitiveness and patterns of existing apps, critically assess and redefine their functionalities, and explore alternative modes of use. Subsequent sessions focus on redesigning an app by addressing existing frustrations or repurposing its intended use, creating prototypes that challenge standard user expectations, and developing high-fidelity interactive prototypes that integrate navigation and interaction design. No prior experience in UI/UX or coding is required, and coding will not be taught in this course.
Estimated Cost of Materials: $25.00
Elective
GRAPH 2117-01
WKSHP: UI/UX DESIGN: FROM MIND TO SCREEN
SECTION DESCRIPTION
UI/UX design is the backbone of digital experiences. It shapes how we interact with screens, transforms innovative ideas into intuitive interfaces, guides navigation through complex systems, and creates aesthetic coherence that makes technology accessible and engaging. At its core, UI/UX design bridges creativity and usability, ensuring that digital products are not only functional but also meaningful and enjoyable to use.
This workshop introduces students to the workflow and foundational knowledge of UI/UX design for smartphone applications. Using Figma as the primary tool, students will learn methodologies and tools central to app design, including researching existing forms and functionalities, translating concepts into wireframes, and developing visual aesthetics and navigation systems. In the initial sessions, students will analyze the intuitiveness and patterns of existing apps, critically assess and redefine their functionalities, and explore alternative modes of use. Subsequent sessions focus on redesigning an app by addressing existing frustrations or repurposing its intended use, creating prototypes that challenge standard user expectations, and developing high-fidelity interactive prototypes that integrate navigation and interaction design. No prior experience in UI/UX or coding is required, and coding will not be taught in this course.
Estimated Cost of Materials: $25.00
Elective
GRAPH 2117-02
WKSHP: UI/UX DESIGN: FROM MIND TO SCREEN
SECTION DESCRIPTION
UI/UX design is the backbone of digital experiences. It shapes how we interact with screens, transforms innovative ideas into intuitive interfaces, guides navigation through complex systems, and creates aesthetic coherence that makes technology accessible and engaging. At its core, UI/UX design bridges creativity and usability, ensuring that digital products are not only functional but also meaningful and enjoyable to use.
This workshop introduces students to the workflow and foundational knowledge of UI/UX design for smartphone applications. Using Figma as the primary tool, students will learn methodologies and tools central to app design, including researching existing forms and functionalities, translating concepts into wireframes, and developing visual aesthetics and navigation systems. In the initial sessions, students will analyze the intuitiveness and patterns of existing apps, critically assess and redefine their functionalities, and explore alternative modes of use. Subsequent sessions focus on redesigning an app by addressing existing frustrations or repurposing its intended use, creating prototypes that challenge standard user expectations, and developing high-fidelity interactive prototypes that integrate navigation and interaction design. No prior experience in UI/UX or coding is required, and coding will not be taught in this course.
Estimated Cost of Materials: $25.00
Elective
GRAPH 2117-02
WKSHP: UI/UX DESIGN: FROM MIND TO SCREEN
SECTION DESCRIPTION
UI/UX design is the backbone of digital experiences. It shapes how we interact with screens, transforms innovative ideas into intuitive interfaces, guides navigation through complex systems, and creates aesthetic coherence that makes technology accessible and engaging. At its core, UI/UX design bridges creativity and usability, ensuring that digital products are not only functional but also meaningful and enjoyable to use.
This workshop introduces students to the workflow and foundational knowledge of UI/UX design for smartphone applications. Using Figma as the primary tool, students will learn methodologies and tools central to app design, including researching existing forms and functionalities, translating concepts into wireframes, and developing visual aesthetics and navigation systems. In the initial sessions, students will analyze the intuitiveness and patterns of existing apps, critically assess and redefine their functionalities, and explore alternative modes of use. Subsequent sessions focus on redesigning an app by addressing existing frustrations or repurposing its intended use, creating prototypes that challenge standard user expectations, and developing high-fidelity interactive prototypes that integrate navigation and interaction design. No prior experience in UI/UX or coding is required, and coding will not be taught in this course.
Estimated Cost of Materials: $25.00
Elective
GRAPH 2117-03
WKSHP: UI/UX DESIGN: FROM MIND TO SCREEN
SECTION DESCRIPTION
UI/UX design is the backbone of digital experiences. It shapes how we interact with screens, transforms innovative ideas into intuitive interfaces, guides navigation through complex systems, and creates aesthetic coherence that makes technology accessible and engaging. At its core, UI/UX design bridges creativity and usability, ensuring that digital products are not only functional but also meaningful and enjoyable to use.
This workshop introduces students to the workflow and foundational knowledge of UI/UX design for smartphone applications. Using Figma as the primary tool, students will learn methodologies and tools central to app design, including researching existing forms and functionalities, translating concepts into wireframes, and developing visual aesthetics and navigation systems. In the initial sessions, students will analyze the intuitiveness and patterns of existing apps, critically assess and redefine their functionalities, and explore alternative modes of use. Subsequent sessions focus on redesigning an app by addressing existing frustrations or repurposing its intended use, creating prototypes that challenge standard user expectations, and developing high-fidelity interactive prototypes that integrate navigation and interaction design. No prior experience in UI/UX or coding is required, and coding will not be taught in this course.
Estimated Cost of Materials: $25.00
Elective
GRAPH 2117-03
WKSHP: UI/UX DESIGN: FROM MIND TO SCREEN
SECTION DESCRIPTION
UI/UX design is the backbone of digital experiences. It shapes how we interact with screens, transforms innovative ideas into intuitive interfaces, guides navigation through complex systems, and creates aesthetic coherence that makes technology accessible and engaging. At its core, UI/UX design bridges creativity and usability, ensuring that digital products are not only functional but also meaningful and enjoyable to use.
This workshop introduces students to the workflow and foundational knowledge of UI/UX design for smartphone applications. Using Figma as the primary tool, students will learn methodologies and tools central to app design, including researching existing forms and functionalities, translating concepts into wireframes, and developing visual aesthetics and navigation systems. In the initial sessions, students will analyze the intuitiveness and patterns of existing apps, critically assess and redefine their functionalities, and explore alternative modes of use. Subsequent sessions focus on redesigning an app by addressing existing frustrations or repurposing its intended use, creating prototypes that challenge standard user expectations, and developing high-fidelity interactive prototypes that integrate navigation and interaction design. No prior experience in UI/UX or coding is required, and coding will not be taught in this course.
Estimated Cost of Materials: $25.00
Elective
GRAPH 2211-101
ABCS OF BOOK DNA
SECTION DESCRIPTION
This course is intended for students interested in book design and production within real-world market conditions. Throughout the course, students will gain knowledge of the book design process.
They will become familiar with principles for selecting contemporary typefaces for publication typesetting, choosing appropriate type sizes, and working with a baseline grid and typographic grids. Students will also learn the fundamentals of page composition, including the relationship between baseline grids, body text, and marginalia.
In addition, students will learn how to use paragraph and character styles to streamline and automate their workflow. Finally, they will learn how to properly export files from Adobe InDesign for offset printing.
Course participants will additionally learn how to create illustrations using typographic characters and how to integrate illustrations with text, using a children’s book project as an example.
Estimated Cost of Materials: $100.00
Elective
GRAPH 2215-01
COMPUTATIONAL POETICS
SECTION DESCRIPTION
Digital text is an interface for so much of our emotive, interpersonal, industrial, and political lives. Language in digital space is inseparable from the aesthetics of automation, network culture, and its origins within computational history. What is the role of a graphic designer in digital space-where language is simultaneously content and code, and exists at such scales that we begin to call it data.
This course will be a laboratory for designers to explore the relationship between computation and language. We will transform text using processes such as paper cut-up, copy paste, autocomplete, crowdsourcing, and Natural Language Processing models. Through projects, we will explore questions like, How does the addition of computational ingredients- networks, automation, randomness, etc- affect the visual form and meaning of language? Who produces digitally-based language, and how?
Students will create projects through a range of expressions, including but not limited to websites, printed objects, and readings-out-loud. Students will be supported if they want to pursue project work through HTML/CSS, p5.js, RiTa.js, Twine, Scratch, or NLP engines like GPT2. As part of this class, we will also discuss the ongoing relationships between computation, reading, and writing in a social context - transcription workers, human computers, web moderators, and so on. Basic HTML, CSS and/or programming experience is helpful but not required.
Elective
COURSE TAGS
- Computation, Technology, Culture Concentration
GRAPH 2310-01
GENERATIVE DESIGN: TOOL, SYSTEM, NETWORK
SECTION DESCRIPTION
This course explores generative processes with an emphasis on visual systems, rethinking the tools and software used to create and distribute graphic design. Through approaches such as responsive design, generative visual identities, and variable typography, we will examine how the role of the designer has shifted toward creating systems of modules, algorithms, and datasets rather than single, static outcomes.
In system-based design, with its reliance on computational tools, processes focused on automation and efficiency often make it easy to generate countless variations without meaningful intent or context. This class takes that environment as a starting point, exploring how designers can respond creatively by developing form-making methodologies that bring depth and critical reflection to computational practices.
Basic knowledge of HTML, CSS, and JavaScript is helpful. Prototyping tools and languages such as p5.js and other web programming libraries will be introduced to broaden technical skills. Alongside screen-based projects, students will also engage in physical and analog activities to expand their understanding of computational design. Weekly student-led presentations and reading discussions will further expand on relevant topics.
Elective
GRAPH 2315-01
MOTION, SOUND & VISION
SECTION DESCRIPTION
This course will introduce students to the fundamentals of motion graphics, as well as the implementation of video, and sound design. Students will learn a variety of motion graphics software, such as Adobe After Effects and Premier, as well as studio tools like Ableton Live, and/or other audio-visual programs. Students will learn how to capture, manipulate, mix and optimize audio visual material for final production and implementation. Through a series of in-class and multi-week assignments, students will create animated projects that include motion design real-world assignments, as well as experimental exercises, with the goal of exploring intersections between graphic design, story telling, visual composition, and the realms of rhythm and sound. Adobe After Effects will be the primary production tool for this class. Each student will propose a long term project, this project will be developed throughout the semester and presented as the final project for the class. In addition to our software tutorials, there will be a series of short weekly lectures to review specific histories, and also current practitioners who are using motion graphics and sound to create works in the worlds of design, fine art, and performance.
Elective
GRAPH 2323-01
EXPERIMENTAL BRANDING
SECTION DESCRIPTION
Branding is often seen as one of the more commercial corners of graphic design, but it has the potential to be an artistic practice with wide conceptual reach. A brand designer is a multidisciplinary world-builder—required to work as an illustrator, art director, typographer, web designer, and print production specialist all at once. This class will approach branding as both a pragmatic discipline and a speculative tool, with identity systems as a site for experimentation. Students will be exposed to practical skills and techniques for brand-building—how to structure and give a presentation, how to use Figma, Illustrator, Keynote and other popular branding tools—while also being encouraged to push beyond conventional expectations of what a brand can be.
The first half of the semester will center on short identity exercises built around provocative constraints. Questions like: how can an identity be generative? What if a brand were rooted entirely in historic materials? Can an identity be reimagined without changing any of its existing assets? Students will test different strategies and play with form, while learning how to balance invention with coherence. Analog and digital mediums and outcomes will be equally prioritized, and special attention will be paid to art direction as a way to extend a brand into the real world and across disciplines. In the second half, students will build on earlier experiments to develop a complete identity, from research to final guidelines and applications.
Estimated Cost of Materials: $125.00
Elective
GRAPH 2355-01
INTRODUCTION TO BOOK ARTS
SECTION DESCRIPTION
In this Graphic Design studio, students will learn the building blocks of book construction. In addition to handwork and bindery skills, students will work to set type, manually and digitally, to match their conceptual vision and learn to plan, execute and create well crafted book projects. The course will cover the history of the book from codexes and manuscripts all the way through modern zines to give us context for our technical work. We will study the medium of the artists’ book which, though rooted in traditional book forms, take on any shape and design that the artist can imagine. This medium has a rich history—we’ll study exemplars in the Special Collections archive and visit with contemporary artists in the field.
Craft is essential to creating effective forms that tell the story of our design practice. How can the technical skills learned in traditional book binding be adapted to your vision and voice?
Elective
GRAPH 3105-01
TYPOGRAPHIC STUDIES
SECTION DESCRIPTION
This course is for students who want to explore or further develop their understanding of typography. It will cover the study of letterforms, type classification, legibility, organization, and hierarchy, along with text applications, grid systems, and page layout. Typography will be examined as a means of communication and as a medium for experimental expression. Projects may include various studies that address text at both micro and macro levels and the creation of posters, signage, and publications. Systematic versus intuitive learning methods, or programming, will be introduced.
Elective
GRAPH 3105-101
TYPOGRAPHIC STUDIES
SECTION DESCRIPTION
This course is for students who want to explore or further develop their understanding of typography. It will cover the study of letterforms, type classification, legibility, organization, and hierarchy, along with text applications, grid systems, and page layout. Typography will be examined as a means of communication and as a medium for experimental expression. Projects may include various studies that address text at both micro and macro levels and the creation of posters, signage, and publications. Systematic versus intuitive learning methods, or programming, will be introduced.
Elective
GRAPH 3105-102
TYPOGRAPHIC STUDIES
SECTION DESCRIPTION
This course is for students who want to explore or further develop their understanding of typography. It will cover the study of letterforms, type classification, legibility, organization, and hierarchy, along with text applications, grid systems, and page layout. Typography will be examined as a means of communication and as a medium for experimental expression. Projects may include various studies that address text at both micro and macro levels and the creation of posters, signage, and publications. Systematic versus intuitive learning methods, or programming, will be introduced.
Elective
GRAPH 3105-103
TYPOGRAPHIC STUDIES
SECTION DESCRIPTION
This course is for students who want to explore or further develop their understanding of typography. It will cover the study of letterforms, type classification, legibility, organization, and hierarchy, along with text applications, grid systems, and page layout. Typography will be examined as a means of communication and as a medium for experimental expression. Projects may include various studies that address text at both micro and macro levels and the creation of posters, signage, and publications. Systematic versus intuitive learning methods, or programming, will be introduced.
Elective
GRAPH 3105-104
TYPOGRAPHIC STUDIES
SECTION DESCRIPTION
This course is for students who want to explore or further develop their understanding of typography. It will cover the study of letterforms, type classification, legibility, organization, and hierarchy, along with text applications, grid systems, and page layout. Typography will be examined as a means of communication and as a medium for experimental expression. Projects may include various studies that address text at both micro and macro levels and the creation of posters, signage, and publications. Systematic versus intuitive learning methods, or programming, will be introduced.
Elective
GRAPH 3123-01
TYPE + CODE
SECTION DESCRIPTION
Type + Code is a studio course in which students combine web programming with variable fonts to create interactive, dynamic typographic experiences. Students will become proficient in code (HTML, CSS, and JavaScript) and type design (Glyphs) to create original fonts, web specimens, digital articles, and more. This course encourages students to push the boundaries on contemporary type design and find new or underutilized use cases for experimental typography, both as a form of expression and in practical applications. These experiments are supported by readings from a wide variety of influences, including video games, performance studies, and computer science. No prior experience in type design or coding is required.