M. Genevieve Hitchings
+ 1. 917. 375. 3800
info@artorium.com
Overview

Welcome to Artorium

A design studio committed to work that inspires, educates and entertains.

Profile

Artorium, a studio I established in 2006, provides graphic design and illustration for both print and interactive media. As its principal designer, I attempt in all my client work to enlighten viewers by communicating the essentials of complex information quickly, clearly, and appealingly. I frequently work as a contract artist for scientists at research organizations. In my experience drawing combined with digital knowledge provides a unique forum for articulating and transferring ideas.

In addition, I serve as Associate Professor, in the department of Communication Design at New York City College of Technology, a division of the City University of New York (CUNY). I teach graphic design not merely as a theoretical process, but as an active collaboration between designers and clients. Artorium also reflects this approach, with emphasis on building relationships with clients that include initial planning, evaluation of preliminary proposals and sketches, and feedback throughout the creative process. – M. Genevieve Hitchings

Activities

FEATURES & PUBLICATIONS

Designer Magazine

Designer MagazineThe Accidental Natural Historian, 01/2017

Quilts And Human Rights
An illustration of mine Scabby the Rat included in Robin Berson’s Triangle Factory Fire Quilt, is among the 100 quilts world wide featured in this book by Marsha MacDowell, Mary Worrall, Lynne Swanson, and Beth Donaldson and Foreword by Desmond Tutu, 2016

Career Opportunities: Connecting Design Students With Industry.
Published article for Procedia – Social and Behavioral Sciences, 07/2016

Science Illustration as Digital Storytelling: Explaining Complex Problems Through Interactive Science Illustration.
Published article for Journal of Natural Science Illustration, Guild of Natural Science Illustrators (GNSI), 05/2016

SPEAKING ENGAGEMENTS

Career Opportunities: Connecting Design Students With Industry
2nd International Conference on Higher Education Advances (HEAd’16), the Faculty of Business Administration and Management of the Universitat Politècnica de València (UPV). Valencia, Spain.
Presenter
, 06/22/16

Designing Compelling Stories Online: Alternative Paths to Traditional Storytelling
11th Annual University & College Designers Association (UCDA) National Design Education Summit, Robert Busch School of Design at Kean University, NJ.
Presenter
, 05/23/16

Seeing The Invisible World Through Illustration
Scholars Exchange, NYC College of Technology, CUNY
Presenter
, 10/13/15

Science Illustration & Digital Storytelling
The Guild of Natural Science Illustrators
Arcadia University, PA
Presenter
, 07/06/15

Spaces of Learning
AIGA Design Educators Conference
Panel Co-Moderator & Presenter
, 04/16/15

13th Annual CUNY IT Conference
John Jay College, CUNY
Panel Presenter
, 12/05/14

New Ventures: Intersections in Design Education
AIGA Design Educators Conference
Panel Co-Moderator & Presenter
, 09/12/14

10th Annual CUE Conference
LaGuardia College, CUNY
Presenter
, 2014

Inaugural Colloquium 1.0
Design Incubation, AIGA
Presenter
, 06/05/14

CAA’s 102nd Annual Conference
The College Art Association
Poster Presentation
, 2014

Head, Heart, Hand
AIGA Design Conference
Poster Presentation
, 2013

12th Annual CUNY IT Conference
John Jay College, CUNY
Panel Presenter
, 2013

Fifth Annual EduTech Day
Fashion Institute of Technology, SUNY
Panel Presenter
, 2013

Creative Process

1. Getting Started

An initial kick-off meeting is usually scheduled to establish project goals, deadlines, delivery expectations, production schedules, roles and responsibilities.

2. Research

Learning as much as possible about the task at hand is important. Knowledge of different perspectives and contexts, including historical, can be very helpful in creating relevant and appropriate solutions. Research includes understanding the client’s goals and objectives, as well as target audiences, competitors and specific objectives.

3. Concept Development

After defining the goals for a particular project, a good deal of time will be spent developing the scope and depth of the content as well as the overall information flow. Content generally entails all text and visual based information. To establish a clear direction it is also necessary to resolve all functionality for interactive projects.

4. Design

The visual aspect of design is the most persuasive, and one might argue the most compelling. Once objectives, content, technology structure, and timelines have been finalized and approved, the visual designs begin. A variety of documentation: sketches, mock-ups, prototypes, possibly more meetings, result from this stage in the process.

5. Implementation

Taking pride in clean, compelling graphics that synchronize visuals with content, my goal is to create a seamless experience while communicating a clear, beautiful and provocative message. Once the prototype has been approved, the project is moved through development, quality assurance testing, and deployment.