Ti Plasma Etch

Welcome

Welcome

Teaching Philosophy

John Cage’s 10 Rules for Students and Teachers

RULE ONE: Find a place you trust, and then try trusting it for awhile.

RULE TWO: General duties of a student - pull everything out of your teacher; pull everything out of your fellow students.

RULE THREE: General duties of a teacher - pull everything out of your students.

RULE FOUR: Consider everything an experiment.

RULE FIVE: Be self-disciplined - this means finding someone wise or smart and choosing to follow them. To be disciplined is to follow in a good way. To be self-disciplined is to follow in a better way.

RULE SIX: Nothing is a mistake. There's no win and no fail, there's only make.

RULE SEVEN: The only rule is work. If you work it will lead to something. It's the people who do all of the work all of the time who eventually catch on to things.

RULE EIGHT: Don't try to create and analyze at the same time. They're different processes.

RULE NINE: Be happy whenever you can manage it. Enjoy yourself. It's lighter than you think.

RULE TEN: "We're breaking all the rules. Even our own rules. And how do we do that? By leaving plenty of room for X quantities."

(John Cage)

HINTS: Always be around. Come or go to everything. Always go to classes. Read anything you can get your hands on. Look at all things carefully, often. Save everything - it might come in handy later.

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Attendance Policy

You are required to be in class for all sessions. Regular attendance is essential. If you are not in class for discussion and tutorials you are at risk of losing participation points as well as falling behind in concepts and techniques. You will get three “freebie” unexcused absences. Absences beyond the first 2 “freebies” will negatively impact your

participation points.

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Grading Policy

Your best work will always come from intelligent ideas presented in an engaging manner. Your production work will be evaluated based on these criteria:

    • Concept, Creativity, and Design – 40%

    • Understanding and Execution of the project – 25%

    • Craftsmanship / Usability / Effort – 35