Posts Tagged technology
Exploring Space (In Our Collections)
Motor Controllers for the Telescope at the Yerkes Observatory, Williams Bay, Wisconsin, 1932. THF134290
As long as humans have existed, we have looked up at the night skies and wondered about the stars, planets, moons, and more that we see there. Among the collections of The Henry Ford are objects that speak to the underlying tools and technologies that allow our understanding of the universe to grow. These artifacts demonstrate that whether we are observing celestial bodies or venturing into space, we design ways to overcome the many challenges of comprehending and exploring the cosmos.
We recently asked a number of our staff to pick a favorite artifact from among our space-related collections. Many of the selections showcase observatories—the process of constructing them, the machinery that makes them tick, and the ways they discover and share knowledge about our universe. Others cover the promise, challenges, and triumphs of our journeys beyond Earth's atmosphere.
All these artifacts, which you can explore in our Expert Set, tell the story of humanity's ambitious desire to learn more, understand more, and travel beyond our own world.
Ellice Engdahl is Digital Collections and Content Manager at The Henry Ford.
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
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.
"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
Our First Autonomous Car: The 2016 General Motors Self-Driving Test Vehicle
The Henry Ford’s newly-acquired 2016 General Motors First-Generation Self-Driving Test Vehicle.
There are some 300 automobiles in the collections of The Henry Ford. We’ve got pioneering cars, world-changing cars, luxury cars, muscle cars, pony cars, family cars, economy cars, presidential cars, even cars shaped like food. But we’ve never had anything quite like this. Thanks to our friends at General Motors, we’ve now acquired our first self-driving car: a 2016 GM First-Generation Self-Driving Test Vehicle.
Anyone who’s been following automotive news – or any news – over the past few years knows that autonomous vehicles are no longer science fiction. They’re here today, right now. Sure, they may not be in every garage just yet, but in cities like San Francisco, Las Vegas, Phoenix, and even right here in Dearborn, they’re practically everyday sights as engineers put increasingly-refined prototypes through their paces on public roads.
Continue ReadingCalifornia, 21st century, 2010s, technology, cars, by Matt Anderson, autonomous technology
IMLS Update: Analysis and New Tools
This blog post is part of a series about storage relocation and improvements that we are able to undertake thanks to a grant from the Institute of Museum and Library Services.
In the course of our work as conservators, we get some very exciting opportunities. Thanks to a partnership with Hitachi High Technologies, for the past few months the conservation lab here at The Henry Ford has had a Scanning Electron Microscope (SEM) with an energy-dispersive x-ray (EDX) spectroscopy attachment in our lab.
What does this mean? It means that not only have we been able to look at samples at huge magnifications, but we have had the ability to do elemental analysis of materials on-demand. Scanning electron microscopy uses a beam of electrons, rather than light as in optical microscopes, to investigate the surface of sample. A tungsten filament generates electrons, which are accelerated, condensed, and focused on the sample in a chamber under vacuum. There are three kinds of interactions between the beam and that sample that provide us with the information we are interested in. First, there are secondary electrons – the electron beam hits an electron in the sample, causing it to “bounce back” at the detector. These give us a 3D topographical map of the surface of the sample. Second, there are back-scattered electrons – the electron beam misses any electrons in the sample and is drawn towards a positively-charged nucleus instead. The electrons essentially orbit the nucleus, entering and then leaving the sample quickly. The heavier the nucleus, the higher that element is on the periodic table, the more electrons will be attracted to it. From this, we get a qualitative elemental map of the surface, with heavier elements appearing brighter, and lighter elements appearing darker.
Conservation Specialist Ellen Seidell demonstrates the SEM with Henry Ford Museum of American Innovation volunteer Pete Caldwell.
The EDX attachment to the SEM allows us to go one step further, to a third source of information. When the secondary electrons leave the sample, they leave a hole in the element’s valence shell that must be filled. An electron from a higher valence shell falls to fill it, releasing a characteristic x-ray as it does so – the detector then uses these to create a quantitative elemental map of the surface.
A ‘K’ from a stamp block, as viewed in the scanning electron microscope.
The understanding of materials is fundamental to conservation. Before we begin working on any treatment, we use our knowledge, experience, and analytical tools such as microscopy or chemical tests to make determinations about what artifacts are made of, and from there decide on the best methods of treatment. Sometimes, materials such as metal can be difficult to positively identify, especially when they are degrading, and that is where the SEM-EDX shines. Take for example the stamp-block letter shown here. The letter was only about a quarter inch tall, and from visual inspection, it was difficult to tell if the block was made of lead (with minor corrosion) or from heavily-degraded rubber. By putting this into the SEM, it was possible a good image of the surface and also to run an elemental analysis that confirmed that it was made of lead. Knowing this, it was coated to prevent future corrosion and to make it safe to handle.
Elemental analysis is also useful when it comes to traces of chemicals left on artifacts. We recently came across a number of early pesticide applicators, which if unused would be harmless. However, early pesticides frequently contained arsenic, so our immediate concern was that they were contaminated. We were able to take a sample of surface dirt from one of the applicators and analyze it in the SEM.
An SEM image of a dirt sample from an artifact (left) and a map of arsenic within that sample (right).
The image on the left is the SEM image of the dirt particles, and the image on the right is the EDX map of the locations of arsenic within the sample. Now that we know they are contaminated, we can treat them in a way that protects us as well as making the objects safe for future handling.
We have also used the SEM-EDX to analyze corrosion products, to look at metal structures, and even to analyze some of the products that we use to clean and repair artifacts. It has been a great experience for us, and we’re very thankful to Hitachi for the opportunity and to the IMLS as always for their continued support.
Louise Stewart Beck is the project conservator for The Henry Ford's IMLS storage improvement grant.
philanthropy, technology, IMLS grant, conservation, collections care, by Louise Stewart Beck, #Behind The Scenes @ The Henry Ford
In October 2017, Henry Ford Museum of American Innovation was awarded another Institute of Museum and Library Services (IMLS) grant, allowing us to continue working to catalog, conserve, package, and rehouse over 3,000 items out of our Collections Storage Building. We've had the opportunity to work with some very interesting objects for this grant, from agricultural equipment to advertisement signs. There is a wide array of objects passing through the labs, visible to the public through the windows at the back of the museum.
This spring we treated many batteries made by Thomas Edison. Most of these originated from the late 19th century and varied in condition and composition. These early battery types consist of metal plates that were immersed in an electrolyte solution to generate electricity. The batteries themselves were stable and safe to handle because they contained no electrolyte. The batteries with unknown compositions sparked our curiosity (pun intended), since we needed to know what they were made of so that we could properly conserve them.
Sometimes while working in the lab, we need specialized equipment that we may not have on site. Fortunately, museums often work collaboratively to help each other find solutions. In this case, we collaborated with Conservation Scientist Christina Bisulca and the well-equipped analytical conservation lab at the Detroit Institute of Arts. The DIA had the right tool for the job - a high-powered optical microscope and X-ray fluorescence (XRF) spectrometer. An XRF spectrometer is essential to conservators because it is used to identify metals. It uses an X-ray beam to produce enough energy to excite electrons within the atoms of metal elements. When that energy is released, a specific signal is registered within the XRF spectrometer and the metal is identified.
The DIA’s XRF spectrometer analyzing the central core of one of the batteries. (Photo courtesy of Misty Grumbley.)
At the beginning of March, we brought several batteries to test at the DIA, including an Edison-Lalande battery, a Samson battery, and an Edison S-Type battery. The Edison S-type battery was particularly interesting, since we were not able to find any similar batteries to compare it to, and could not confirm the materials used through research alone.
Continue Readingtechnology, power, Thomas Edison, Detroit Institute of Arts, collections care, #Behind The Scenes @ The Henry Ford, IMLS grant, conservation, by Misty Grumbley
Emmy Award-winning The Henry Ford’s Innovation Nation with Mo Rocca is a weekly celebration of the inventor’s spirit, from historic scientific pioneers throughout past centuries to the forward-looking visionaries of today. Each episode tells the dramatic stories behind the world’s greatest inventions and the perseverance, passion and price required to bring them to life.
The fourth season of The Henry Ford's Innovation Nation with Mo Rocca marks its 100th episode on April 28, 2018. We asked a few of the curators you've seen on screen and who work hard behind the scenes to share some of their favorite memories and artifacts from the show so far.
One of my favorite Innovation Nation episodes to work on featured the 1964 Moog synthesizer prototype—a singular artifact that impacted the history of electronic music. I remember being on set very early in the morning with Mo and scrambling to figure out how to play “Row, Row, Row Your Boat” on our Minimoog synthesizer in time for the cameras to roll. I think it was a success, though no record deals have arrived yet!
Kristen Gallerneaux, Curator of Communication & Information Technology
I’m so glad we opened our 1923 Canadian Pacific snowplow for the first season of Innovation Nation. Not only did it help illustrate the work required to keep a railroad operating year-round, it provided an opportunity for us to photograph the snowplow’s interior. Now everyone can share the experience through our Digital Collections!
Saige Jedele, Associate Curator, Digital Content
For me, nothing tops the segment on Henry Ford’s 1896 Quadricycle. Because we have an operating replica, Mo and I could experience the artifact in a way that’s different from simply looking at – or even touching – something. No doubt Henry had his frustrations building the original but, based on our ride, he had some fun along the way, too!
Matt Anderson, Curator of Transportation
One of my favorite moments was walking into the Lovett Hall ballroom to see Susana Hunter’s vibrant improvisational quilts spread out on the gleaming wooden floor. I had seen these quilts many times before. But in this setting, the group looked absolutely luminous—and Susana’s joyful, creative spirit shown through every quilt.
Jeanine Head Miller, Curator of Domestic Life
quilts, quadricycle, railroads, technology, music, TV, #Behind The Scenes @ The Henry Ford, The Henry Ford's Innovation Nation
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
Report from the 2018 North American International Auto Show
Hot Hatch Heaven! Hyundai’s 275-horsepower Veloster N, one of several new models unveiled at this year’s North American International Auto Show.
Detroit is the capital of the global automotive industry once more as the 2018 North American International Auto Show arrives at Cobo Center. Carmakers from around the world have come to share peeks at their 2019 model lines, and hint at new technologies that may be coming in the years ahead. As usual, the exhibits range from exciting, to informative to downright unreal.
This is exactly what it looks like: a 1979 Mercedes-Benz G-Class frozen in amber.
Mercedes-Benz takes the cake for most unusual display. The German automaker unveiled a new version of its venerable G-Class SUV, in continuous production since 1979. To emphasize its endurance, Mercedes encased a vintage G-Class in a giant block of amber. (Think dino-DNA mosquitoes in Jurassic Park.) The block is located outside, along Washington Boulevard, rather than in the Mercedes-Benz booth. But don’t miss that either – you can see a 2019 G-Class splattered with faux mud, and the G-Class driven to victory by Jacky Ickx and Claude Brasseur in the 1983 Paris-Dakar Rally.
The Chevrolet Silverado – now lighter thanks to a blend of steel and aluminum body panels.
With gas prices down and the economy up, Americans have reignited their romance with pickup trucks. Chevrolet and Dodge both revealed new full-sized models, while Ford trumpeted the return of its mid-size Ranger. The 2019 Chevy Silverado rolled out under the headline “mixed materials.” In response to the Ford F-150’s aluminum bed (premiered at 2014’s NAIAS) and fuel efficiency targets, the bowtie brand is now building Silverado bodies with a mix of steel and aluminum components, shedding some 450 pounds from the truck’s overall weight. Chevy, celebrating a century in the truck business this year, is quick to point out that Silverado’s bed remains an all-steel affair. (Silverado TV commercials have been cutting on the F-150’s aluminum bed for some time now.)
Eyeing the American market, China’s GAC Motor makes a splash with its Enverge concept car.
China is a bigger factor in the American auto industry each year. Buick’s Envision crossover is already made in China, and Ford will shift production of its compact Focus there next year. It’s only a matter of time before a Chinese automaker starts marketing cars in the United States. GAC Motor hopes to be the first, announcing plans to sell vehicles stateside in 2019. (Yes, Chinese-owned Volvo is already selling cars here, but it first came to the U.S. in 1955 in its original Swedish guise.) It could be a tough sell – U.S. automakers and politicians aren’t too pleased with the steep tariffs imposed on American cars sent to China. In the meantime, GAC tempts NAIAS visitors with its Enverge concept SUV. The all-electric Enverge is said to have a range of 370 miles on a single charge – and can be recharged for a range of 240 miles in a mere 10 minutes.
Detective Frank Bullitt’s 1968 Ford Mustang, among Hollywood’s most iconic cars.
Ironically, one of the most talked-about cars at NAIAS is 50 years old. Ford Motor Company tracked down one of two Highland Green Mustangs driven by Steve McQueen in the 1968 thriller Bullitt. As any gearhead knows, the movie’s epic 11-minute chase scene, in which McQueen and his Mustang go toe-to-toe with a couple of baddies in a black 1968 Dodge Charger, is considered one of Hollywood’s all-time greatest car chases – even half a century later. Its lasting appeal is a credit to McQueen’s skill (both as an actor and a driver – he did some of the chase driving himself), the “you are there” feel of the in-car camerawork, and – obviously – the total absence of CGI. Those are real cars trading real paint.
The current owner’s parents bought the Mustang through a 1974 classified ad in Road & Track magazine. For years they used one of pop culture’s most important automobiles as their daily driver! With the movie’s 50th anniversary this year, the owner decided it was time to bring the car back into the spotlight. Ford agreed and, in addition to the movie car, its booth also features the limited edition 2019 Bullitt Mustang, a tribute car that hits dealer lots this summer.
Digital license plates may one day eliminate sticker tabs – or be remotely updated to alert police of a stolen vehicle.
The youngest, hungriest companies at NAIAS are on Cobo Center’s lower level. More than 50 start-ups, along with colleges and government agencies, are in Detroit for the second annual AutoMobili-D, the showcase for fresh ideas and innovative technologies. Reviver Auto hopes to revolutionize an accessory that hasn’t changed in more than a century: the license plate. The California company proposes swapping the tried and true stamped metal plate for a digital screen. The new device is more visible in low light and poor weather, and resistant to the corrosion that plagues metal plates. In lieu of adhesive registration tabs, your digital plate could be renewed remotely each year by the DMV. Plates could also broadcast Amber Alerts to other drivers, or be updated by authorities if you report your car as stolen. Some will argue that current license plates are fine – as functional and intuitive as need be. But based on the number of randomly-placed renewal tabs I see out there, I’m not so sure there isn’t room for improvement.
Matt Anderson is Curator of Transportation at The Henry Ford.
21st century, 2010s, technology, NAIAS, movies, Michigan, Detroit, cars, car shows, by Matt Anderson