How We Teach
When a rocket is launched, there is an immense amount of preparation and material that goes into helping a small payload escape gravity. Booster rockets and engines burn up in the atmosphere, but that does not mean they are optional. Similarly, the focal point of our course is a 2 week Kickstarter campaign, but we can't get the students there without a ton of prep work first.
The latest design of our course is divided into four distinct phases:
- Train - Getting everyone on the same page with basic skills
- Prepare - Exploring, expressing, and refining ideas
- Launch - Taking a leap of faith and finding your people
- Review - Reflecting and processing to learn
At SVA, we have:
- 16 week semesters
- 15-20 first year Interaction Design MFA students
- Mandatory class
- Fixed schedule (one 3 hour class / week)
- Institutional support in terms of resources, space, $$, and students
And we put together these phases like this:

Over the years, we changed the structure of the course significantly.
When we ran it outside the academy, it was a shorter program—4 weeks, 2x a week. We recruited participants who already had a pretty good idea of what they wanted to work on, so we spent 3 weeks on Prepare and 1 week on Launch. That course did not have time for Review.
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