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Activating The Henry Ford Archive of Innovation

Posts Tagged design

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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.

Henry Ford Museum, making, design

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.

thf291245Image 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.

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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.

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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.

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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.”

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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

thf137271Portraits 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.”

thf137214Robert 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.

thf241708Action 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

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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.

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IBM Personal Computer, Model 5150, 1984THF156040

The Apple Newton eMate was one of the first personal computers to break away from the typical form of the "opaque beige box."

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Apple eMate 300, 1997THF172045

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. 

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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.

by Kristen Gallerneaux, design, computers, technology



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.

design, furnishings, women's history

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"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.

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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. 

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“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.

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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. 

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Disco ball “party” icon from the book,
Icons: Selected Work from 1983-2011, available at the Benson Ford Research Center.

skare6Kare-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

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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.)

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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.

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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.

design, by Matt Anderson, cars

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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.

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Protzmann Low Back Armchair, 1971-1989. THF154379

girard-internThe 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.

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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

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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.

atari-centipedeDona 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.

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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.

atari-riverraidRiver 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…”

atari-carolshawDetail 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.   

atari-indy500Carla 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. 

atari-dodgeemDodge ‘Em is another driving maze game designed by Carla Meninsky, and was one of the first games she created for Atari. THF171079

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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.

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atari-starraiders-controller-2Star 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

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FROM TOUR TO TILES: A tour of the Heath Ceramics factory in Sausalito, California, led House Industries co-founder Andy Cruz to a collaboration with the owners of the storied ceramics maker that produced objects like decorative clocks and tiles. (Carlos Alejandro)

How House Industries and Heath Ceramics turned a happenstance online meet-and-greet into a creative collaboration

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Heath Ceramic owners Robin Petravic and Catherine Bailey (Aya Brackett)

After Andy Cruz’s blog post about the Heath Ceramics men’s restroom caught the eye of Catherine Bailey, co-owner of the distinctive California ceramic manufacturer, she reached out to House Industries.

Soon after, Cruz and Bailey began corresponding regularly.

Realizing they shared a mutual appreciation for each other’s work, the two decided that House Industries and Heath Ceramics should collaborate. “Andy is a genius. Working with him is a guarantee that you’re going to learn something new, that you’re going to see something differently and that you’re going to find yourself paying attention to the next level of detail you didn’t even realize existed,” said Robin Petravic, who co-owns Heath Ceramics with Bailey.

Recognizing Heath Ceramics founder Edith Heath as a California design legend for her elegant designs accented by raw finishes, Heath and House decided to pair her legacy with those of two other greats — Charles and Ray Eames and Richard Neutra. After working through an arduous process of trial and error, House Industries fonts inspired by the Eameses and Neutra were applied to a series of tiles that later inspired a ceramic wall clock collection, both of which have been in production ever since.

“Along with Andy’s immense and unique talent comes a great collaborator,” said Petravic. “We’ve come to trust that, as the conversation goes one way, then the other and then off in yet another direction, we’re going to end up in a great place in the end.”

As to House Industries’ willingness to follow those other directions and learn from its own mistakes, it was the original drawings and hours of tweaking, proofing and redrawing of the stencil numbers for the Heath Ceramics clock project that ended up providing inspiration for another landmark House Industries work — Yorklyn Stencil, the house typeface of House Industries.

This story originally ran in The Henry Ford Magazine. House Industries: A Type of Learning is on exhibit at Henry Ford Museum of American Innovation.

House Industries, The Henry Ford Magazine, making, design, ceramics