Posts Tagged design
Robert O. Derrick, Architect of Henry Ford Museum
Robert O. Derrick, about 1930. THF 124645
As part of our 90th anniversary celebration the intriguing story of Henry Ford Museum of American Innovation’s design bears repeating. It was last discussed in depth in the 50th anniversary publication “A Home for our Heritage” (1979).
Our tale begins on the luxury ocean liner R.M.S. Majestic, then the largest in the world, on its way to Europe in the spring of 1928. On board were Henry and Clara Ford, their son Edsel and Edsel’s wife Eleanor. Serendipitously, Detroit-based architect Robert O. Derrick and his wife, Clara Hodges Derrick, were also on board. The Derricks were approximately the same age as the Edsel Fords and the two couples were well-acquainted. According to Derrick’s reminiscence, housed in the Benson Ford Research Center, he was invited by Henry Ford to a meeting in the senior Fords’ cabin, which was undoubtedly arranged by Edsel Ford. During the meeting Derrick recalled that Mr. Ford asked how he would hypothetically design his museum of Americana. Derrick responded, “well, I’ll tell you, Mr. Ford, the first thing I could think of would be if you could get permission for me to make a copy of Independence Hall in Philadelphia. It is a wonderful building and beautiful architecture and it certainly would be appropriate for a collection of Americana.” Ford enthusiastically approved the concept and once back in Detroit, secured measured drawings of Independence Hall and its adjacent 18th century buildings which comprise the façade of the proposed museum. Both Derrick and Ford agreed to flip the façade of Independence Hall to make the clock tower, located at the back side of Independence Hall in Philadelphia, a focal point of the front of the new museum in Dearborn.
Robert Ovens Derrick (1890-1961) was an unlikely candidate for the commission. He was a young architect, trained at Yale and Columbia Universities, with only three public buildings to his credit, all in the Detroit area. He was interested in 18th century Georgian architecture and the related Colonial Revival styles, which were at the peak of their popularity in the 1920s.
In his reminiscence, he states that he was overwhelmed with the commission, but was also confident in his abilities: “I did visit a great many industrial and historical museums and went to Chicago. I remember that I studied the one abroad in Germany, [The Deutsches Museum in Munich] which is supposed to be one of the best. I studied them all very carefully and I did make some very beautiful plans, I thought. Of course, I was going according to museum customs. We had a full basement and a balcony going around so the thing wouldn’t spread out so far. We had a lot of exhibits go in the balcony. I had learned that, in museum practice, you should have a lot more storage space, maintenance space and repair shops than you should have for exhibition. That is why I had the big basement. I didn’t even get enough there because I had the floor over it plus the balconies all around.”
Original museum proposal, aerial view. THF 170442
Original museum proposal, facade design. THF 170443
Original museum proposal, side view. THF 170444
In the aerial view [THF0442], the two-story structure is a warren of courtyards and two-story buildings, with exhibition space on the first floor and presumably balconies above, although no interior views of this version survive. A domed area on the upper right was to be a roundhouse, intended for the display of trains. THF0443 shows a view of the front of the museum from the southeast corner. This view is close to the form of the completed museum, at least from the front. An examination of the side of the building [THF0444] shows a two-storied wing.
Derrick recalled Mr. Ford’s initial response to his proposals, “What’s this up here? and I said, that is a balcony for exhibits. He said, I wouldn’t have that; there would be people up there, I could come in and they wouldn’t be working. I wouldn’t have it. I have to see everybody. Then he said: What’s this? I said, that is the basement down there, which is necessary to maintain these exhibits and to keep things which you want to rotate, etc. He said, I wouldn’t have that; I couldn’t see the men down there when I came in. You have to do the whole thing over again and put it all on one floor with no balconies and no basements. I said, okay, and I went back and we started all over again. What you see [today] is what we did the second time.”
Henry Ford Museum proposed Exhibit Hall. THF294368
A second group of presentation drawings show the museum as it was built in 1929. THF294368 is the interior of the large “Machine Hall,” the all-on-one-floor exhibit space that Mr. Ford requested. The unique roof and skylight system echo that of Albert Kahn’s Ford Engineering Laboratory, completed in 1923 and located just behind the museum. Radiant heating is located in the support columns through what appear to be large flanges or fins. The image also shows how Mr. Ford wanted his collection displayed – in long rows, by types of objects – as seen here with the wagons on the left and steam engines on the right.
Proposal for museum corridor. THF 294390
Proposal for museum corridor. THF 294388
These corridors, known today as the Prechter Promenade, run the width of the museum. Floored with marble and decorated with elaborate plasterwork, the promenade is the first part of the interior seen by guests. Mr. Ford wanted all visitors to enter through his reproduction of the Independence Hall Clock Tower. The location of Light’s Golden Jubilee, a dinner and celebration of the 50th anniversary of Thomas Edison’s development of incandescent electric lamp, held on October 21, 1929 is visible at the back of THF294388. This event also served as the official dedication of the Edison Institute of Technology, honoring Ford’s friend and mentor, Thomas Edison. Today the entire institution is known as The Henry Ford, which includes the Henry Ford Museum of American Innovation and Greenfield Village.
Museum Auditorium. THF 294370
Just off the Prechter Promenade is the auditorium, now known as the Anderson Theater. Intended to present historical plays and events, this theater accommodates approximately 600 guests. During Mr. Ford’s time it was also used by the Greenfield Village schools for recitals, plays, and graduations. Today, it is used by the Henry Ford Academy, a Wayne County charter high school, and the museum for major public programs.
Virginia Courtyard inside Henry Ford Museum. THF294374
Pennsylvania Courtyard inside Henry Ford Museum. THF294392
Derrick created two often-overlooked exterior courtyards between the Prechter Promenade and the museum exhibit hall. Each contains unique garden structures, decorative trees and plantings, and both are accessible to the public from neighboring galleries.
Greenfield Village Gatehouse front view, about 1931. THF 294382
Greenfield Village Gatehouse rear view, about 1931. THF 294386
The Greenfield Village Gatehouse was completed in 1932 by Robert Derrick, in a Colonial Revival style to complement the Museum. From its opening in 1932 until the Greenfield Village renovation of 2003, the gatehouse served as the public entrance to the Village. Today, visitors enter the Village through the Josephine Ford Plaza behind the Gatehouse. Although the exterior was left unchanged in the renovation, the Gatehouse now accommodates guests with an updated facility, including new, accessible restrooms and a concierge lounge with a will-call desk for tickets.
Lovett Hall in 1941. THF 98409
Edison Institute students dancing in Lovett Ballroom, 1938. THF 121724
Edison Institute students in dancing class with Benjamin Lovett, instructor, 1944. THF 116450
In 1936 Robert Derrick designed the Education Building for Mr. Ford. Now known as Lovett Hall, the building served many purposes, mainly for the Greenfield Village School system. It housed a swimming pool, gymnasium, classrooms, and an elaborately-decorated ballroom, where young ladies and gentlemen were taught proper “deportment.” Like all the buildings at The Henry Ford, it was executed in the Colonial Revival style. Today the well-preserved ballroom serves as a venue for weddings and other special occasions.
Obviously, Mr. Derrick was a favorite architect of Mr. Ford, along with the renowned Albert Kahn, who designed the Ford Rouge Factory. The museum was undoubtedly Derrick’s greatest achievement, although he went on to design Detroit’s Theodore J. Levin Federal Courthouse in 1934. Unlike the Henry Ford commissions, the courthouse was designed in the popular Art Deco, or Art Moderne style. Derrick is also noted for many revival style homes in suburban Grosse Pointe, which he continued to design until his retirement in 1956. He is remembered as one of the most competent, and one of the many creative architects to practice in 20th century Detroit.
Charles Sable is Curator of Decorative Arts at The Henry Ford.
Henry Ford, Dearborn, by Charles Sable, THF90, Michigan, Henry Ford Museum, drawings, design, #Behind The Scenes @ The Henry Ford
How does an 18th century teapot with a repaired spout relate to a hacked Speak n’ Spell?
Spontaneous design can be as trivial as using duct tape to fix a broken car bumper—or as critical as building a temporary survival shelter.
A new pop-up exhibit, Break, Repair, Repeat: Spontaneous & Improvised Design is the result of a collaboration between Curator of Decorative Arts Charles Sable and Curator of Communication & Information Technology Kristen Gallerneaux. The pair looked deeply into The Henry Ford’s collections, finding objects that had been broken, repaired, or created through improvisation—and acquired a few new artifacts along the way.
Some objects in this exhibit have been altered many times, have led multiple lives, and served various purposes. They have been intentionally modified to serve very specific practical needs, or to share an artistic vision.
From the traditional “make-dos” that originally inspired this exhibit to custom clothing, from pirate radios to handmade instruments, this exhibit exposes interesting collisions and connections, cutting across many of The Henry Ford’s collections areas.
Ultimately, this is an exhibit about unscripted innovation and the messiness of creative problem-solving. And the objects in it? They are intriguing because they are just the “right amount of wrong.”
See the artifacts included in this pop-up exhibit in this expert set. Break. Repair. Repeat. will be on exhibit in the cases outside The Gallery by General Motors in Henry Ford Museum of American Innovation until September 15, 2019.
The Walking Office
The Walking Office Wearable Computer is a visual prototype model that was created by the collaborative design group Salotto Dinamico in the mid-1980s. Salotto Dinamico, which translates to “dynamically, we grow,” was composed of Vincenzo Iavicoli, Paolo Bettini, Maria Luisa Rossi, Maurizio Pettini, and Letizia Schettini.
Image of poster advertising Salotta Dinamico’s “The Walking Office” THF291245
While all five members of the group had input in the project, Vincenzo Iavicoli submitted the concept as his 1983 undergraduate Industrial Design thesis at the ISIA school in Florence, Italy (under the guidance of his mentor, Paolo Bettini). The designers entered a physical model of the ideas in Iavicoli’s thesis in the 1985 Mainichi International Industrial Design Competition in Tokyo, Japan. The Walking Office won the top prize in the “Harmonization of Office Automation and Environment” category, attracting global attention in design, fashion, and technology publications. It was featured on the covers of Domus, ID, and Interni magazines, and received coverage in Brutus, Vogue, and approximately 70 other publications. The success of the project sparked the careers of the youngest members of the group, Iavicoli and Rossi, who formed their own successful design consultancy and became educators in Industrial Design programs around the world.
Designers Vincenzo Iavicoli and Maria Luisa Rossi at the 1985 Mainichi International Industrial Design Competition THF274743
The Walking Office model is made of polished chrome. Two pieces fit together to form a keyboard, the display arch fits into the keyboard to serve as a display, and a cassette recorder links up with an acoustic coupler modem to record and transmit data through any available telephone line. The Walking Office also doubles as personal adornment, with the keyboard pieces worn on the shoulder and the display arch as a headpiece (looking much like a mohawk). It combines the expressive aesthetic detail of 1980s Italian design with provocative high-tech materials to create an unapologetically cyberpunk-chic device. The Walking Office was not meant to be concealed (comparisons might be drawn between it and the Google Glass Explorer program of recent years), and its seductive styling was quite revolutionary in 1984. In a 2016 interview, Iavicoli recalled that though Japanese designers adeptly diffused new technologies into the mainstream, they had not yet begun to focus consistently on styling their devices. Early in the prototyping process, Iavicoli decided not to try to compete with the fast pace of technology, prioritizing strategy and concept instead.
Model wearing “The Walking Office” prototype THF274747
Iavicoli’s thesis explored the design-thinking process behind the prototype: the history of physical office spaces (desks, lighting, cubicles, seating), the technology utilized within them (computers, calculators, modems, keyboards, online systems), and intangible aspects such as the psychology of work environments and spatial arrangements.
Page from Vincenzo Iavicoli’s undergraduate thesis THF275237
The designers of the Walking Office explored negative and positive elements of its proposed function. On one hand, they described it as “an Orwellian omen condemning portable work” (anticipating the desire of today’s knowledge workers to “unplug” themselves from the distractions of always-on technology.) A more positive spin situated the Walking Office as a route to freedom that would allow people to embrace the “amoral and amusing” aspects of creative work. They imagined “electronic machines…coming out of the office, conquering urban space, dwellings, golf courses, bars and beaches, becoming natural body accessories.”
Drawing imagining “The Walking Office” in use THF274752
The Walking Office was pitched as a “techno-human” object. As a modern prosthetic, it subverted where (and when) the office could be, essentially turning the human body into a mobile workstation. It proposed the same type of fluid interactions with technology as one would have with pens, watches, and eyeglasses. And finally, it provided an alternative method of accessing and using information in an efficient way.
Kristen Gallerneaux is Curator of Communications and Information Technology.
20th century, 1980s, Europe, technology, portability, design, computers, by Kristen Gallerneaux
Robert Propst: Unorthodox Thinker
Portraits of Robert Propst. THF137271
PROFESSION: Designer (Although he preferred to be called "searcher")
INNOVATION: The Action Office II System (1968) and the movable "coherent structures” of the Co/Struc System designed for hospitals (1971)
ATTRIBUTES: Empathetic observer, serial problem solver, unorthodox thinker
You could be forgiven if you aren’t familiar with the work of Robert Propst. After all, if his designs were working as he intended, they simply disappeared.
Propst became director of the Herman Miller Research Division (HMRD) in 1960, setting up shop in a small concrete building in Ann Arbor, Mich. The founder of Herman Miller, D.J. DePree, saw potential in Propst’s ambitious thinking and hired him to broaden the company’s product range. Very few guidelines were in place at HMRD: Nothing should be connected to military use, no furniture designs — and whatever was designed should simply “be useful.”
Robert Propst Outside Herman Miller Research Division Office, Ann Arbor, Michigan, July 1964. THF137214
Deliberately choosing a building more than 150 miles away from Herman Miller’s headquarters in Zeeland, Mich., Propst exercised his freedom to research without the distraction of corporate meetings. For every idea he had that went into production, hundreds more were filed away.
Two of Propst’s most impactful projects were holistic environments designed for high-impact workplaces: the improved Action Office II system (1968) and the movable “coherent structures” of the Co/Struc system designed for hospitals (1971).
In Propst’s mind, offices had become chaotic wastelands. Cobbled together furniture, nonergonomic chairs and an invasion of technology onto ad hoc surfaces. Action Office — a modular system of free standing panel walls — could be fluidly arranged into nooks for working, conference areas and other purpose-driven needs. An idealistic vision for the birth of the modern office cubicle.
Propst wasn’t always a designer of “things” but of situations. He attacked issues from the reverse, finding clues in the algorithms of human behavior working in high-stakes spaces. How did people move while working? Where was time being spent? Wasted? How can we support safety? Privacy? Collaboration? The physical solutions he engineered encouraged ideas of access, mobility and efficiency. His modular approach to office landscapes was intended to have a 1 + 1 = 3 effect. Which is to say that by implementing physical change, “knowledge” workers could then springboard off an improved relationship with their workspaces, which were suddenly more hospitable to launching new ideas, productive workflows and transformative projects.
Action Office Project Drawing by Robert Propst, April 6, 1964. THF241708
Did You Know
- The proliferation of the office cubicle is almost single-handedly due to the introduction of the Action Office II system in 1968. Unfortunately, the mobile aspect of Action Office became rooted to the floor, quite literally. Large businesses filled their buildings with Action Office (or its various knock-offs) to create Dilbertesque “cubicle farms.”
- The first version of Action Office was conceived by Robert Propst and designed by George Nelson in 1964, but sales were lackluster. Corporate managers worried about the porous borders being offered to their staff, now called “knowledge workers,” and the cost was simply too high. Propst returned to the drawing board alone for AO2.
- Robert Propst did not like to be referred to as a designer. He also didn’t like the term “researcher,” because it implied looking backward. His ideal description for his activities was “searcher.”
Kristen Gallerneaux is Curator of Curator of Communication & Information Technology at The Henry Ford. This post was adapted from an article in the January-May 2019 issue of The Henry Ford Magazine.
Herman Miller, The Henry Ford Magazine, by Kristen Gallerneaux, Robert Propst, furnishings, design
In the 1980s, desktop computers emphasized non-committal, neutral shades: beige, off-white, black, and the just-barely-greys of putty and fog. During a time when popular culture included the flashiness of MTV, new wave music pressed onto colorful records, and hip hop culture--why so much beige?
Truthfully, home computers were becoming more common, but the largest market remained in office environments. Neutral computers provided visual unity among cubicles, and masked aging plastic.
IBM Personal Computer, Model 5150, 1984. THF156040
The Apple Newton eMate was one of the first personal computers to break away from the typical form of the "opaque beige box."
Apple eMate 300, 1997. THF172045
The eMate's distinctive translucency was soon echoed by Jonathan Ive in his radical case design for the iMac G3 computer. From 1998-2001, the iMac was available in an array of 13 colors--from Bondi Blue to Flower Power.
View all 13 colors of the Apple iMac in The Henry Ford’s digital collections.
This post features objects and text displayed in the 2018 pop-up exhibition Looking Through Things: Transparent Tech, Fashion, and Systems at Henry Ford Museum of American Innovation.
Kristen Gallerneaux is Curator of Communication & Information Technology at The Henry Ford.
Pioneering Modern Designer: Ruth Adler Schnee
Pioneering modern designer Ruth Adler Schnee’s bold textiles have broad appeal. Her furnishing and drapery fabrics were favorites of the everyday consumer and leading architects alike, including Minoru Yamasaki, Paul Rudolph, and Buckminster Fuller. Adler Schnee’s textiles, which feature vivid color and abstracted organic forms, added whimsy and depth to the sleek, minimal aesthetic popular in the mid-century period.
Learn more about Ruth's work in this video, and see examples of her designs in this expert set.
"Happy Macintosh" icon from the book, Icons: Selected Work from 1983-2011, available at the Benson Ford Research Center.
It’s 1984. Turn on your Macintosh computer. Marvel at the convenience of the mouse under your hand. Point the arrow on your screen towards a desktop folder and click to open a file. Drag it and drop it somewhere else. Or, open some software. How about MacPaint? Select the pencil, draw some craggy lines; use the spilling paint bucket to fill in a shape. Move your arrow to the floppy disk to save your work. And then… imagine a worst-case scenario, as the ticking wristwatch times out. A pixelated cartoon bomb with a lit fuse appears. Your system crashes. The “sad Mac” appears.
The Macintosh Personal Computer introduced Susan Kare’s icons to the world in 1984.
Introducing the Icon
Computer icons are visual prompts that when clicked on, launch programs and files, trigger actions, or indicate a process in motion. Clicking an icon is a simple gesture that we take for granted. In our current screen-based culture—spread between computers and smartphones—we might absent-mindedly use these navigational shortcuts hundreds (if not thousands) of times a day.
Before the mid-1980s, after booting up their computers, people typically found themselves greeted by a command line prompt floating in a black void, waiting for direction. That blinking cursor could seem intimidating for new home computer users because it assumed you knew the answers—that you had memorized the machine’s coded language. The GUI (graphical user interface, pronounced “gooey”) changed how humans interacted with computers by creating a virtual space filled with clickable graphical icons. This user-centric form of interaction, known as “the desktop metaphor,” continues to dominate how we use computers today.
The 1984 Apple Macintosh was not the first computer to use a GUI environment or icons. That achievement belongs to the 1973 Xerox Alto—a tremendously expensive, vertically-screened system that only sold a few hundred units. After a few failed attempts, the multi-tasking GUI system finally found a foothold in the home computing market with the introduction of “the computer for the rest of us”—the Macintosh.
From Graph Paper to Screen Pixels
After completing her PhD in Art History, Susan Kare briefly entered the curatorial sphere before realizing that she would rather dedicate her career to the production of her own creative work. In 1982, Andy Hertzfeld, a friend of Kare’s from high school, called with an interesting opportunity: join Apple Computer’s software group and help design the user experience for the then-developing Macintosh computer.
“Floppy Disk” save icon from the book, Icons: Selected Work from 1983-2011, available at the Benson Ford Research Center.
Kare took up Hertzfeld’s offer and set to work designing the original Macintosh icons, among them the trash can, the file folder, the save disk, the printer, the cloverleaf command (even today, this symbol appears on Apple keyboards), and the mysterious “Clarus the Dogcow.”
Since no illustration software existed yet, Kare designed the first Macintosh icons and digital fonts through completely analog means. Using a graph paper notebook, she filled in the squares with pencil and felt-tipped pens, coloring inside the lines of the graph as an approximation of the Macintosh’s screen. Despite the limitation of available pixels, Kare found economical ways to provide the maximum amount of visual or metaphoric meaning within a tiny grid of space—all without using shading or color.
Next Wave
Kare’s icons and digital fonts exist beyond the lifespan of the Macintosh, appearing in later Apple products and even early iPods. Iterations and mutations of her icon designs continue to define the visual shorthand of our desktops and software today, migrating across systems and platforms: NeXT Computers, IBM and Windows PCs. Have you ever played Solitaire on a Windows 3.0 computer? If so, you’ve played with Kare’s digital deck of cards.
A physical version of Susan Kare’s Windows 3.0 Solitaire game.
Have you ever sent a “virtual gift” over Facebook like a disco ball, penguin, or kiss mark? Again, this is the work of Kare, whose work has been quietly shaping our interactions with technology since 1984—making computers seem more friendly, more human, more convenient—one click at a time.
Disco ball “party” icon from the book, Icons: Selected Work from 1983-2011, available at the Benson Ford Research Center.
Kare-designed bandana and tea towels woven on a Jacquard loom.
Kristen Gallerneaux is Curator of Communications & Information Technology at The Henry Ford.
communication, design, by Kristen Gallerneaux, technology, computers, women's history
Concept Cars
Topps "World on Wheels" Series Collecting Card, circa 1951 General Motors Le Sabre Experimental Car, circa 1954. THF207260
Nothing stirs the imagination like a concept car. These dream vehicles offer a tantalizing glimpse into the future with dramatic styling features and sophisticated technologies that may (or may not) be right around the corner for us everyday drivers. Most concept cars never make it into regular production, though two notable examples – the Chevrolet Corvette and the Dodge Viper – did make the leap from fantasy to reality. (Sadly, my favorite concept car – the 1986 Corvette Indy – did not.)
Concept cars are, by nature, ephemeral things. Once they’ve toured enough auto shows and generated enough buzz, they often get scrapped. One, the 1955 Lincoln Futura, went on to even greater glory after it was rebuilt into the Batmobile for the 1966-68 Batman television series. Other lucky vehicles found homes in museums.
The Henry Ford has several concept cars in its collection, ranging from the sheltering Cornell-Liberty Safety Car to the shimmering Chrysler Turbine. We’ve pulled together cars, models and promotional materials in a new Expert Set celebrating these fantastic dream machines. Take a look and wish away!
Matt Anderson is Curator of Transportation at The Henry Ford.
Alexander Girard was, among many things, a textile designer who worked for Herman Miller starting in 1952. Throughout his time with Herman Miller, Girard created hundreds of textiles. One of the textiles he designed can be seen on the Protzmann Low Back Armchair on display at The Henry Ford in the Fully Furnished exhibit.
Protzmann Low Back Armchair, 1971-1989. THF154379
The Henry Ford is lucky enough to have a collection of Alexander Girard’s textile sample cards from his time at Herman Miller and I was able to have an internship focused on this collection. The experience taught me the valuable skills needed to work with museum collections. Not only was I shown how to process and organize the textile samples, I was also given a lesson in conservation and handling of these objects from the museum’s paper conservator.
For the internship, I was given the task of organizing these sample cards. I was to take these sample cards from the drawers that they were being housed in and sort them. First, I had them sorted by the year each was created, then the name of the pattern within that year. After a drawer of these textile samples were sorted in this way, I input them into the computer with all of the relevant information found on the back of the card. They were then sorted into Manila folders and from there into boxes.
This collection will be an incredible resource to both Alexander Girard fans and scholars. This project was given to me to help make this collection as accessible as possible to those who want to research his work and just also to look at the incredible textiles he created. Alexander Girard was an innovator and made patterns that were completely different than anything else seen in that time.
Katie Osborn completed an internship at The Henry Ford in early 2018 for credit towards her Bachelor of Arts Degree in History at Western Michigan University. She graduates this spring.
Herman Miller, furnishings, archives, design, by Katie Osborn
Celebrating Women at Atari
The familiar silver packaging for the “Black Vader” Atari 2600 was created by Evelyn Seto, who led the Atari design team with John Hayashi. THF160364
Cardboard boxes printed in bold colors: shimmering silver, blazing orange, primary blue, circus purple—hot pink. Overlaid with white and yellow Bauhaus typography announcing the contents: Centipede, Breakout, Space Invaders. Inside the box, a black plastic cartridge that holds the promise of video game entertainment, all from the comfort of home. Games played while sitting cross-legged on the floor. Later, aching hands from hours of play on a square, non-ergonomic, one-button joystick. No quarters necessary. By the fall of 1977, there was no denying the fact that the arcade was successfully finding its way into the living room.
The Atari Video Computer System (later sold as the Atari 2600) changed the gaming industry. Earlier systems like the Magnavox Odyssey, Home PONG, and the Fairchild System F were available in the early 1970s, but the remarkable success of the Atari 2600 defined a “second generation” of home consoles, selling over 30 million units between 1977 and 1992.
The number of games available for the 2600—taking into account Atari and Sears releases as well as those by third-parties like Activision and Imagic—finds us looking at approximately 550 unique titles. Several games within this vast library include important contributions made by women.
Female employees were not uncommon at the company. Carol Kantor became the first market researcher at a video game company, ever. Wanda Hill drew the circuit diagrams for Asteroids. Judy Richter worked as a packaging designer and production manager for a decade, through multiple leadership transitions. The people working on the assembly lines populating the circuit boards for arcade games were almost all women. Evelyn Seto supervised the design team, inking the original three-pronged “Mt. Fuji” logo and creating the shelf-appealing silver packaging for the Atari 2600.
Dona Bailey and Ed Logg’s 1980 arcade version of Centipede was translated as a “port” for the Atari 2600 in 1982. In 2013, this cartridge was excavated from the “Atari Tomb” located in an Alamogordo, New Mexico landfill. THF159973
The scales were not exactly balanced in terms of gender equality within Atari’s engineering staff, but take for instance the work of Dona Bailey, programmer of the arcade version of Centipede (1980). Not only was she the first female programmer to design an arcade game, but her collaboration with Ed Logg led to the creation of one of the most iconic video games of all time.
When Carol Shaw created 3D Tic-Tac-Toe, she became the first professional female video game developer. THF171081
Carol Shaw & Susan Jaekel
Dona Bailey’s time in the “coin-op” division at Atari overlapped with Carol Shaw’s work for the “cart” division. In 1977, Shaw graduated from the University of California, Berkeley’s Computer Science program, and was hired as the first female programmer at Atari in August 1978. When she completed her first cartridge game that year—3D Tic-Tac-Toe—she effectively became one of the women to work in the professional video game industry. 3D Tic-Tac-Toe is an abstract strategy video game based on a game called Qubic, which was originally played on room-sized computers in the mid-1950s.
In the 1970s and 80s, the exterior graphics of a coin-op console or the illustration on a game’s cardboard box were often a player’s first exposure to a game. Typically, the vibrant and dynamic graphics promoting a game were light years beyond the pixelated game that showed up on the screen. Nonetheless, Evelyn Seto from Atari’s graphics team once said: “The romance of the game was told in the box artwork.”
And what could be more intriguing than a woman in space with her spacesuit-clad dog competing against a robot with laser-powers? The illustrations on 3D Tic-Tac-Toe’s box were painted by Susan Jaekel, who became known for her illustrated textbooks and cookbooks, as well as the packaging for Atari’s Adventure, Circus, Basic Math, and others. On 3D Tic-Tac-Toe, Jaekel collaborated with Rick Guidice to create the four grids in the design; Guidice is well-known for his 1970s illustrations of space colonies for NASA’s Ames Research Center.
In 1978, Shaw also programmed Video Checkers and Super Breakout (with Nick Turner). In 1982, Shaw left Atari to work for Activision, where she created her most celebrated game: River Raid.
River Raid by Carol Shaw. Activision was the first third-party video game developer, making compatible cartridges for the Atari 2600. THF171080
River Raid is a top-down-view scrolling shooter video game. Players move a fighter jet left to right to avoid other vehicles, shoot military vehicles, and must refuel their plane to avoid crashing. The game was pioneering for its variation in background landscape. Whereas most games repeated the same background, Shaw found a way to create a self-generating algorithm to randomize the scenery.
In an interview, Carol Shaw spoke of how “Ray Kassar, President of Atari, was touring the labs and he said, ‘Oh, at last! We have a female game designer. She can do cosmetics color matching and interior decorating cartridges!’ Which are two subjects I had absolutely no interest in…”
Detail of River Raid instruction manual, introduced by Carol Shaw.
Carla Meninsky
In Atari’s early years, Carla Meninsky was one of only two female employees in Atari’s cartridge design division, along with Carol Shaw. When Meninsky was a teenager, her programmer mother taught her the basics of Fortran. Carla’s academic studies at Stanford began in the mathematics department, but she switched to a major in psychology with a focus in neuroscience. In school, she became interested in building an AI-powered computer animation system and spent her free time playing the text-based Adventure game. Soon after graduation, she pitched her computerized animation idea to Atari, and was hired. Almost immediately, she found herself shuttled into the unintended role of game programmer, working through a list of proposed titles with no actual description.
Carla Meninsky and Ed Riddle’s Indy 500 was one of the first of nine titles released with the Atari 2600 launch. THF171078
Meninsky co-designed Indy 500 with Ed Riddle. When the Atari 2600 launched, this was one of the first nine titles advertised. The game was a bird’s eye view racing game that was a “port” made in the spirit of full-size coin-op arcade games like Indy 800, Grand Trak 10, and Sprint 4. This game could be used with the standard controller, or a special driving controller with a rotating dial that allowed players to have greater control over their vehicles.
Dodge ‘Em is another driving maze game designed by Carla Meninsky, and was one of the first games she created for Atari. THF171079
Carla Meninsky’s Star Raiders, 1982. THF171076
Star Raiders, also by Meninsky, is a first-person shooter game with a space combat theme. The game was groundbreaking for its advanced gameplay and quality graphics that simulated a three-dimensional field of play. The original version of the game was written by Doug Neubauer for the Atari 8-bit home computer and was inspired by his love for Star Trek. This “port” to the home console market for the Atari 2600 was programmed by Carla Meninsky.
Star Raiders came with a special Video Touch Pad controller. The Henry Ford’s collections house the version sold with the 1982 game, as well as a crushed and dirtied version that was excavated from the “Atari Tomb” in 2013. THF171077 and THF159969
The 2600 version of the game could be used with a regular joystick, or a deluxe version was sold with a special Video Touch Pad controller. This twelve-button touchpad was designed to be overlaid with interchangeable graphic cards, printed with commands for different Atari games. Star Raiders was the only game to make use of this controller—perhaps if it weren’t for the looming “Video Game Crash” of 1983, other developers would have made use of this controller.
Atari was one of the first companies with the types of workplace perks that are now ubiquitous at Silicon Valley companies today. It had a reputation for attracting the young, the rebellious, and the singularly talented. While certain aspects of Atari’s workplace culture might raise eyebrows today (and rightly so), it also doesn’t take much digging to find stories of women who were empowered to make vital contributions to the company. These recent artifact acquisitions—games designed and programmed by female gaming pioneers working at Atari—embody an ambition to represent and celebrate diverse cultures through our technological collections.
Kristen Gallerneaux is the Curator of Communications and Information Technology at The Henry Ford.
toys and games, California, 20th century, 1980s, 1970s, women's history, video games, technology, home life, design, by Kristen Gallerneaux