TEACHING DESIGN

Substantial teaching experience at universities both before and after receiving my Ph.D. This experience spans five universities in three countries. My students have gone onto careers at Meta, Samsung, MIT, PlayStations, and many other media and technology venues. 

Student Work Digital Design Studio, 3D Design

By Brandon Kong

External Indicators of teaching

performance and effectiveness

Teaching Award: Highest (#1) Professor Evaluation in the University-Kaywon School of Art & Design 

Top 5% Faculty: Annual Student Evaluations 

California State University and NJ Institute of Technology Consistently evaluated as a top teacher regularly exceeding department and college means on all scales at California State University and NJIT. 

Interaction Design Class teaching evaluation 2023S
    • Organize Ui/UX Design Certification Program

    • Human-Computer Interaction 

    • User-centered Design 

    • VR/AR Design 

    • Studio Based Research

    • Design Thinking 

    • User Experience Design Process 

    • UI/UX Design 

    • Data & Tech Human Interaction Design 

    • Interaction Media Design 

    • Exhibition media Design 

    • Introduction to Video Art 

    • Multimedia Design 

    • Introduction of Portfolio 

    • Interactive Design Display 

    • Media Design 

    • Information communication Design 

    • 2D/3D Character/ Animation Design

    • Game Design

    • Fundamentals Design

    • Designing User Experience 

    • Design Media Space Design 

    • Interactive interface design 

    • Introduction to Design 

    • Video mapping 

    • Media Art 

    • Installation artwork 

    • Game Environment Design 

    • Usability Test & Data Collection 

    • Interaction Design Process 

    • Design Art education Program 

    • Space Design (workshop) 

    • Design Thinking-Interaction Design Workshop 

    • AR/ VR Design 

Student Work DD 364-002 Digital Design Studio IV_ Serious Game Design

Brandon Kong

Student Work DD 364-002 Digital Design Studio II_  Interaction Design

Sophia Chen

Student Work_DD 364-002 Digital Design Studio _ 2D animation

Allison Wong

Student Work DD 640-852 UI/UX Design

Monica Nelson

Student Work DD 364-002 Digital Design Studio IV_ Serious Game Design & Interaction Design

Nisha Mistry

Student Work DD 275 History of Game_Game Design

Nile Dwyer

Student Work AD 490 UI/UX Design

John, Jose, Nisha, Radia  

Student Work DD 364-002 Digital Design Studio IV _3D animation

 Brandon Kong

Student Work AD 150-003 Color and Composition_Graphic Design

Ozara Dalgo

Student Work AD 150-003 Color and Composition_Graphic Design

Shanne Quinones

Student Work AD 150-003 Color & Composition

Amir Shad

JinHong Kwon

HanNa Bea

Student Work Exhibition 

Installation, Mixed Media

Student Work Installation, Mixed Media

Twinkle Desai

Student Work Installation, Mixed Media, Video Mapping

Kaylin Wittmeyer

Kaylin Wittmeter

Emma Collins

Student Work Digital Deisgn_Interaction Design, Video Mapping.

ACM Siggraph Student Exhibition 2020

Student Work 2D Character Design

Ozara Dalgo

Learning Outcomes/Project Goal

  • This course is designed to achieve the following learning outcomes as per the course specification. 

    Upon successful completion of this course, students will be able to: 

    SLO 1. Understand different motion graphics as they 2D/3D graphic design for the diverse viewer. (Assessed through lectures, tutorials, projects, and reviews). Gather and understand viewer requirements. 

    SLO 2. Conduct and plan for the Interactive Exhibit Design for various purposes. 

    SLO 3. Apply human-computer Interaction principles, methods, techniques, and guidelines for Human-centered design and development. 

    SLO 4. Analytically interpret the interplay between human beings, tasks, technologies, and contexts. 

    SLO 5. Discuss outstanding problems in interaction design. 

  • SLO 1. Interpret data presented in mathematical forms (e.g., equations, graphs, diagrams, tables, words) as demonstrated through accurate communication of inferences based on logic. 

    SLO 2. Apply and analyze quantitative data, recognizing the limits and potential of this 

    information, as demonstrated through the communication of profound and insightful conclusions from contextualized information. 

    SLO 3. Express quantitative evidence through communication media as demonstrated through consistently high-quality presentations that effectively support the work's arguments and purpose. 

    SLO 4. Determine the extent of information needed as demonstrated through effectively defining the scope of the research question, determining key concepts, and the types of source information as they relate to the work. 

    SLO 5. Use information effectively to accomplish a specific purpose as demonstrated through the ability to create communication media that organizes and synthesizes information from different 

  • To gain perspectives and understanding about the history of both traditional and non-traditional (digital) games.

    Provide exposure to principles of game structures including concepts, such as an abstract strategy game, game tree, and state space, through simple game examples.

    Provide an opportunity to explore underlying concepts, technologies, and languages of contemporary video game productions.

    To gain an understanding of available game-related digital environments not only from a standpoint of a game player but also from that of a game maker.

    To provide an opportunity to develop the ability to clearly present a project to others.

  • • To provide opportunities to improve information literacy in the process of researching art, artistic movement(s), and artists in the preparation of written essays with appropriate citations and references. 

    • To provide exposure to a variety of two-dimensional images depicting three-dimensional examples of architecture, interior design, object/artifact design, and/or landscape in an evocative non-photorealistic manner. 

    • To begin to explore the role of color in the perception of space and surface. 

    • To begin to experiment with interpretative representation of space and surface. 

    • To provide an opportunity to learn and become relatively proficient with raster/paint software (Corel Painter) that (1) serves as a digital analog to freehand/traditional drawing and (2) is useful in various ways when designing and presenting original work (by “touching up” or modifying algorithmically generated images created with automated processes, as a tool to create original materials for use in the rendering of three-dimensional models for documentation of existing conditions and/or presentation of original designs, and to create original evocative works - especially in combination with wireframe three-dimensional expressions - that may effectively communicate design intent) that may be created by interior designers, architects, industrial designers, and digital designers in a variety of two- and three-dimensional applications. 

    • To develop an appreciation that the computer does NOT dictate a particular style or image type but that, ultimately, the designer/creator is responsible for whatever is presented – and has the power to modify any image to produce desired results. 

    • To develop a visceral understanding that the effort required to create good work with digital graphics is as labor intensive as the effort required with traditional/analog media. 

    • To provide an opportunity to learn and use a limited subset of commands available in drawing software (Corel Draw and/or Adobe Illustrator) for compositing and layout. 

    • To assist us in clarifying our thoughts and observation of art by writing about it. To provide opportunity to practice critical writing and communication skills. ption