Design History

Design History: Why the World Looks the Way It Does

Design History • Visual Culture • Research • Making • Technology • Experiential Learning

Since 2019, I have developed and taught an extensive body of design-history curriculum exploring more than 10,000 years of visual communication—from the invention of writing and early image systems through printing, photography, Modernism, mass communication, digital design, UX/UI, gaming, and immersive media.

My expertise is not only in the history itself, but in how design history can be taught and experienced. I have developed different ways for students to engage with history through research, storytelling, making, observation, museum study, contemporary visual culture, and emerging technology. Students do not simply memorize movements and dates—they investigate why design developed as it did and learn to recognize its influence in the world around them.

Why the World Looks the Way It Does — Design History by John Battista De Santis Why the World Looks the Way It Does
75+ Original lecture decks
50+ Historical topics
5 Universities
2019–Present Continuously developed

Design History: Development, Teaching & Engagement

Since 2019, I have developed and taught this body of design-history curriculum across Parsons / The New School, St. John’s University, New York Institute of Technology, Pratt Institute, and CUNY. The work now includes more than 75 original lectures covering over 50 topics and more than 10,000 years of visual communication.

My expertise is not only in the history itself, but in how design history can be taught and experienced. I have developed different ways for students to engage with history through research, storytelling, making, observation, museum study, contemporary visual culture, and emerging technology.

From Writing to UX/UI

The lecture archive creates a long historical narrative rather than a collection of disconnected periods. It begins with the invention of writing, alphabets, Asian contributions, illuminated manuscripts, and printing, then moves through the Industrial Revolution, photography, Arts & Crafts, Art Nouveau, Futurism, Constructivism, Dada, De Stijl, Bauhaus, Modernism, propaganda, the International Typographic Style, the New York School, and Postmodernism.

The story continues through desktop publishing, early web design, digital art, gaming, UX/UI, AR/VR, and immersive environments—connecting historical change directly to contemporary visual communication.

Don’t Just Study History. Make It.

A central part of my approach is learning history through making. Students experience historical processes, materials, and visual decisions rather than only seeing them on a screen.

Activities have included writing names in cuneiform and hieroglyphics, constructing illuminated-manuscript carpet pages, rendering Renaissance letterforms, building a camera obscura, creating flip books, exploring Art Nouveau composition, working with Plakatstil reduction, experimenting with Dada, and translating historical design principles into contemporary work.

The Past Is Hiding in Plain Sight

Observation is as important as lecture. Through my Periods of Design approach, students identify contemporary work that carries the visual language, principles, and ideas of historical movements.

Found Design extends that investigation into everyday life—packaging, signage, identities, publications, advertising, environments, websites, apps, and interfaces. Students learn to recognize history operating inside contemporary visual culture rather than seeing it as something confined to a textbook.

Morning at the Museum

Museum collections become active research laboratories. Students investigate historical artifacts, compare objects across periods, document observations, and connect material, cultural, technological, and visual decisions to the larger history of communication.

The approach moves students beyond passive image viewing and builds the habit of looking closely, questioning what they see, and using collections as primary resources for design research.

Research + Analysis + Application

At advanced levels, the curriculum expands into comparative research, writing, cultural and technological analysis, and contemporary application. Students investigate designers, movements, inventions, and technologies, then trace their historical and present-day impact.

Graduate work extends this approach through research and analysis, historical application, and investigation of the relationship between art, design, technology, digital publishing, animation, UX/UI, and extended reality.

Teaching Across Academic Levels and Learning Formats

I have developed this material for undergraduate and graduate education, as well as certificate and continuing-education programs. The depth and structure can be adapted for a full semester course, graduate or undergraduate study, focused lecture series, workshops, or intensive programs while maintaining the historical foundation.

Separately, I have designed and delivered design-history curriculum in distinctly different teaching environments: in-person, synchronous online, and fully asynchronous online. Each format requires a different approach to lectures, assignments, research, discussion, making, and student engagement while maintaining the depth of the historical material.

AR / Immersive Design History

My work in design history also investigates how emerging technology can change the way history is experienced and taught. At Parsons / The New School, I worked with the XReality Center to develop an immersive Graphic Design History learning initiative, translating course content into a shared 3D environment where students could navigate historical material spatially, meet, discuss work, and experience the course beyond a conventional lecture or LMS.

The project extended my larger approach to design history: history should be researched and understood, but it can also be explored, constructed, experienced, and reinterpreted through contemporary technology.

Design History Beyond the Classroom

My work extends beyond the traditional design-history survey into projects that connect historical research with place, typography, cultural identity, technology, and contemporary design practice.

Projects including Rome Through Design, the AR / Immersive Design History initiative, and Type Talks are part of this continuing exploration of how design history can be researched, taught, experienced, and connected to the visual world around us.

Design History as an Active Practice

My goal is not simply to teach students a chronology of graphic design. It is to give them a deep visual and historical framework for understanding why design looks the way it does, how technologies and cultural forces change visual communication, and how historical knowledge can inform the work they make now.

Across lectures, research, making, museum investigation, urban observation, digital learning, and immersive experimentation, the work continues to evolve as an interconnected study of design history, visual culture, technology, and education.