WHAT I DID HERE
The School of Visual Arts' graduate program for Design and Entrepreneurship was intense. I spent the first year trying to keep pace with other students who either studied design in undergrad or had been practicing for years. We learned bookmaking, industrial design, filmmaking, motion graphics, digital publishing, information design, and even some fashion design all at a breakneck speed and while absorbing the sage wisdom of our working professors. It was a powerful lesson in surprising yourself by pulling out projects you never knew you were capable of. This is also where I studied under Milton Glaser and Stefan Sagmeister: two very different instructors who would push and pull on my design sensibilities.
PROJECT WALKTHROUGH: SEMIO
I learned around this time that Netflix started because the founder was pissed off about a Blockbuster late fee on a copy of Apollo 13. Some entrepreneurial efforts start out of frustration and spit, this was the case with Semio. I had worked for years in online education and was frustrated by the lack of creativity and quality learning assessment in the industry. Too many job training classes treated online education like a digital book: turn pages, bubble in answers, hooray.
Around the same time I picked up my first video game in at least a decade: Mass Effect 2. It was an exciting story that put you in a choose-your-own-adventure style role. Choices you made about characters and how you talk to them impacted the final ending of the game. I realized after playing that I was learning leadership skills and a light went on: why can't learning be more like a video game? Thus was born Semio.