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.
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.
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.
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.
Portrait of Aloha Wanderwell Baker, 1922-1928, THF274629
Secretary. Driver. Mechanic. Lecturer. Explorer. Cinematographer. Filmmaker. All of these job titles, and many more, were held by one extraordinary woman in the 1920s. Her global adventures, visiting more than 40 countries on four continents, earned her the moniker, “The World’s Most Widely Traveled Girl.” And throughout it all, Aloha Wanderwell Baker challenged societal norms, built a career for herself, and created an inspiring legacy of curiosity and resourcefulness.
The young woman who would become Aloha Wanderwell Baker was born Idris Galcia Hall in Winnipeg, Alberta, Canada, in 1906. After her father was killed in action at the Third Battle of Ypres during World War I, Idris’ mother decided to move with both of her daughters to Europe. Young Idris, enrolled in a French convent school, longed for adventure and world travel. According to her memoir, Call to Adventure!, she was a girl who, “desired to sleep with the winds of heaven blowing around her head, and who preferred the canopy of stars and the Mediterranean moon to the handsome but dust-catching and air-repelling draperies of the school furnishings.” With these yearnings, Idris’ time at the school would not be long.
Captain Walter Wanderwell Business Card, THF274644
In 1922, young Idris’ future would be forever changed when a traveler known as Captain Walter Wanderwell arrived in Nice, France. Cap, as he was more commonly known, was Polish-born Valerian Johnannes Pieczynski. In 1919, Cap and his wife Nell founded the Work Around the World Educational Club, or WAWEC, to promote world peace, provide educational opportunities, and monitor global disarmament. To accomplish these goals, Nell and Cap competed in a global driving race, the winner being the team to rack up the most miles. Along the way, the teams would sell promotional pamphlets, host lectures, and screen their adventure films as a means to raise money and educate the public. Corporate funds were also sought, such as Cap contacting Henry Ford in 1922 about purchasing the negatives for educational films that were shot. By the time Cap wrote that letter to Ford, he and Nell were physically separated, in Europe and North America, and essentially separated in their marriage.
Correspondence between Ford Motor Company and Walter Wanderwell, 1921-1922, THF274639
And so it was in Nice, in October 1922, that Cap and Idris’ paths would cross, and her future would forever be changed. In her memoir, she talks about seeing an advertisement for Cap’s lecture in the local newspaper, sneaking out of school to attend. Utterly inspired and captivated by the images she saw, young Idris spoke with Cap afterward. During the conversation, he mentioned his need for a new expedition secretary. The Nice newspaper also carried an ad for this position with the headline, “Brains, Beauty and Breeches-World Tour Offer for Lucky Young Woman.” Going against contemporary norms, the woman who accepted this position would forego skirts for breeches, promise not to marry for at least three years, and be prepared to rough it through Africa and Asia. At the age of 16, Idris, with her mother’s permission, joined the Wanderwell Expedition and became known as Aloha Wanderwell.
Between October 1922 and December 1923, the Wanderwell Expedition crisscrossed Europe in their Model Ts. Spain, Italy, France, Germany, Poland - all were visited, some multiple times. Along the route, Aloha learned the skills that would carry her career into the future. After leaving the tour for a few months due to an argument with Cap, Paris became a bore and Aloha longed to be back on the road. She tracked the expedition down in Egypt, and met up with the crew in March 1924.
Aloha Wanderwell Arrives at the Sphinx, 1924
After Cairo, the expedition wound its way through the Middle East, then sailed on to Pakistan and India. They covered more than 2,200 miles before sailing to Malaysia. The travelers then made their way up to Cambodia, where they marveled at Ankor Wat, and then went on to Singapore, Hong Kong, and Shanghai. They went up through Tientsin, Peiping, and Murkden before being granted visas to travel to Siberia. Japan was visited after Russia, and then the Wanderwell Expedition sailed for North America.
Driver Aloha Wanderwell on the Hoist Lifting Her Ford Model T from Aboard Ship, Shanghai, China, 1924,THF96385
They made landfall in Hawaii, where Cap filmed Aloha next to the Halemaumau volcano. When the expedition arrived in California, Cap left for a few weeks, traveled to Florida, and legally divorced Nell. Upon his return to California, Cap proposed to Aloha, and they wed in April 1925. Over the next few months, they drove throughout the American West and Midwest, ending up in Detroit that August and ultimately ending in Florida. Their first child, a son named Valri, was born there that December.
Captain Walter Wanderwell Filming Aloha Wanderwell on the Edge of Kilauea Volcano, 1924, THF274631
In 1926, the Wanderwells were traveling through Cuba, Canada, and the northeastern United States before they sailed for South Africa, where Aloha reunited with her mother and sister. There, in April 1927, Aloha gave birth to the couple’s second child, a son named Nile. Three weeks later, with Aloha’s mother caring for the children, the expedition left again to traverse the eastern coast of Africa. North they drove, through Zimbabwe, Mozambique, Tanzania, Uganda, and Kenya, where on October 13, 1927, Aloha celebrated her 21st birthday in Nairobi. This journey ended in France, where the Wanderwells reunited with their children and the family returned to the United States. The film documenting these journeys, With Car and Camera Around the World, debuted in 1929.
Aloha Wanderwell Driving Car between Limpopo River and Sabe River, Mozambique, 1927, THF274633
The following year in 1930, Cap and Aloha were traveling to Brazil, visiting the Mato Grosso region in an effort to search for lost British explorer Lt. Colonel Percy Fawcett. Flying to the interior of the Amazon rainforest, the Wanderwells’ plane had to make an emergency landing, ending up in the territory of the Bororo tribe. Over the next month, Cap and Aloha befriended them, and when Cap left to obtain replacement parts, Aloha stayed with the Bororos and filmed her experiences. The resulting film, Flight to the Stone Age Bororos, remains part of the Smithsonian’s anthropological film library to this day. Another film focusing on this trip, The River of Death, can be viewed through the Library of Congress.
The next Wanderwell expedition was to be an ocean voyage throughout the Pacific. A yacht, The Carma, was being fitted out for this journey, although it was not to be. In December 1932, Captain Wanderwell was shot and killed on board, a case that remains unsolved. The year after Cap’s death, Aloha married former WAWEC cameraman Walter Baker. The couple continued to travel and film their adventures. Over the years, the travel grew less, but Aloha continued to give lectures and presentations about her adventures. Aloha Wanderwell Baker passed away in Newport Beach, California, in 1996, about a year after Walter.
Aloha’s films, photographs, and writings have allowed later generations to learn of this extraordinary woman who followed her passion. In an age where women were expected to wear dresses and work within the home, she wore breeches and traveled the world. Aloha cultivated skills in jobs that were traditionally reserved for men, and used that knowledge to further her career. She turned a desire to be out in the world into a lifetime of learning and exploring. And in the end, her desire to “sleep with the winds of heaven blowing round her head” drove her to follow her heart, keep an open mind, and learn from the world.
Janice Unger is a Processing Archivist, Archives & Library Services - Benson Ford Research Center, at The Henry Ford.
Source: Wanderwell, Aloha. Aloha Wanderwell Call to Adventure!: True Tales of the Wanderwell Expedition, First Woman to Circle the World in an Automobile (Touluca Lake, California: Nile Baker Estate & Boyd Production Group, 2013), pages 21-26.
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.
At The Henry Ford, we believe that access to the ideas and innovations that have shaped our country should be available to everyone, regardless of backgrounds and barriers. We want to aggressively and intentionally leverage our unique assets, both physically and digitally, to educate, influence and inspire tomorrow's leaders.
This campaign, The Innovation Project, will help The Henry Ford provide the resources necessary for us to build digital and experiential learning tools, reimagine existing exhibitions and programs, and create new opportunities to advance innovation, invention and entrepreneurship. All of this has the ultimate goal of unlocking the most powerful resource on earth: the next generation.
To date, we have raised more than $90 million toward our goal. Over the course of the next five years, the work of The Innovation Project will positively impact all of our venues. From new programs and activities across the campus to cutting-edge digital enhancements to existing exhibitions, we will make connections through our Archive of American Innovation to usher in new immersive experiences that will inspire learners of all ages.
Already, we have realized enhancements made to Heroes of the Sky in Henry Ford Museum of American Innovation, courtesy of Delta Air Lines, and the new Davidson-Gerson Gallery of Glass in Greenfield Village and the Davidson-Gerson Modern Glass Gallery in the museum.
Another early success of the campaign was the recent acquisition of The STEMIE Coalition, a nonprofit global consortium of invention education stakeholders and education change agents best known for its National Invention Convention and Entrepreneurship Expo (NICEE), which we hosted this past June connecting more than 400 students from 21 states to our collection.
We are pleased to have already made so much progress, but there is much more to do! We need your help. We want YOU to be a part of our future and join us in providing equal and unfettered access to the collection, programs, exhibitions and STEM-based learning curriculum that will help us grow the workforce of tomorrow.
Please visit theinnovationproject.org to learn how you, too, can be a part of The Innovation Project. Your belief in The Henry Ford and our mission means so much to us, and I thank you for your continued support.
Patricia E. Mooradian is President & CEO of The Henry Ford.
1968 World Series Official Souvenir Program, Tiger Stadium. THF 136034
It happened after the darkest year in Detroit’s history, 1967. What had started out as a police raid on an after-hours club early Sunday morning, July 23, 1967, escalated into five days and nights of uncontrolled violence, looting, and arson that left 43 people dead, 1,189 injured, and over 7,200 arrested. While civil unrest had occurred in many other cities before and during that summer, this event stood out as the largest of these uprisings to date.
The Detroit Tigers’ season ended on a dark note that year as well, with the team losing the pennant on the final play of the final game of the season.
When the baseball season returned in 1968, everyone wondered whether the violence of the previous summer would return. Detroiters expected the worst. But, when the Tigers started winning games—in dramatic fashion with new heroes emerging daily—people had something to look forward to. They rediscovered fun. And joy. And pride.
Exuding confidence from the start, the 1968 Detroit Tigers never lost a beat through the season. They clinched the American League pennant on September 17, 1968, with 103 wins and 59 losses—including a record-breaking 31 wins by pitcher Denny McLain.
1968 World Series poster, produced by Hudson’s and the Detroit Free Press, with a satirical caption referencing the popular 1963 film of that name.
Before the days of wildcard teams and inter-league division playoffs, the Tigers moved directly on to the World Series—pitted against National League (and defending World Series) champions, the St. Louis Cardinals. After a 3-1 deficit in the Series and the feeling of impending defeat, a masterful throw to home plate by Willie Horton in Game 5, a gutsy managerial decision to move centerfielder Mickey Stanley to shortstop, and three complete-game victories by pitcher Mickey Lolich (Games 2, 5, and 7) helped the Tigers stage a comeback during the last three games. On October 10, 1968, they clinched the Series. A city-wide celebration ensued, lasting until dawn. The memory has never quite been forgotten.
This marked the first time the Tigers had won a championship since 1945, only the third time in their history, and something they have not accomplished since 1984. This was also the final Major League Baseball World Series before the 1969 team expansion and the introduction of divisional play with the League Championship Series.
1968 World Series Souvenir Bumper Sticker, a supplement in the Detroit News. THF289559
As the donor of this bumper sticker (who was in eighth grade at the time) recalled, “Though I didn’t follow sports, I knew about the World Series, of course, and was SO proud that our hometown team would be participating. This was such a big thing that we students were allowed to watch the final game on a television rolled into our classroom (at Sacred Heart in Roseville, Michigan). That kind of thing very rarely happened—in fact, this is the only time I can recall that it did.”
Donna R. Braden, Senior Curator & Curator of Public Life, missed the 1968 World Series but was fortunate enough to attend the last game of the Tigers World Series in 1984.
Mrs. Potts type flatiron made by A. C. Williams Company of Ravenna, Ohio, 1893-1910. THF171197
A "Cool Hand" Who Always Came to the "Point"
In the early 1870s, a young wife and mother had a better idea for making the arduous task of ironing easier. Her name was Mrs. Potts.
At this time, people smoothed the wrinkles from their clothing with flatirons made of cast iron. These irons were heavy. And needed to be heated on a wood stove before they could be used—then put back to be reheated once again when they began to cool. (Automatic temperature control was not to be had.)
Mary Florence Potts was a 19-year-old Ottumwa, Iowa, wife and mother of a toddler son when she applied for her first patent in October 1870, one reissued with additions in 1872. Mrs. Potts’ improved iron had a detachable wooden handle that stayed cool to the touch. (Conventional irons had cast iron handles that also got hot as the iron was heated on the stove— housewives had to use a thick cloth to avoid burning their hands.) Mrs. Potts’ detachable wooden handle could be easily moved from iron to iron, from one that had cooled down during use to one heated and ready on the stove. This curved wooden handle was not only cool, but also more comfortable—alleviating strain on the wrist.
Mrs. Potts’ iron was lighter. Rather than being made of solid cast iron, Mrs. Potts came up with idea of filling an inside cavity of the iron with a non-conducting material like plaster of Paris or cement to make it lighter, and less tiring, to use. (Florence Potts’ father was a mason and a plasterer, perhaps an inspiration for this idea.)
Previous iron design had a point only on one end. Mrs. Potts’ design included a point on each end, to allow the user to use it in either direction.
Mrs. Potts appeared on trade cards advertising her irons. This one dates from about 1883. THF214641
Mrs. Potts’ innovations produced one of the most popular and widely used flatirons of the late 19th century. It was widely manufactured and licensed in the United States and Europe with advertising featuring her image. Mrs. Potts’ iron was displayed at the 1876 Centennial Exhibition in Philadelphia. Millions of visitors attended the exhibition.
The Potts iron became so popular that by 1891, special machines were invented that could produce several thousand semicircular wood handles in a single day, rather than the few hundred handles produced daily with earlier technology. Mrs. Potts' type irons continued to be manufactured throughout the world well into the twentieth century.
Though Mrs. Potts proved her inventive mettle with her innovative flatiron design, it appears that she did not reap spectacular financial rewards—at least by what can be discerned from census records and city directories. By 1873, the Potts family had moved from Iowa to Philadelphia, where her daughter Leona was born. They were still living there in 1880, when the census mentions no occupation given for any family member. Perhaps, if Mrs. Potts and her family became people of leisure, it was only for a time. Whether through need or desire, the Potts family had moved to Camden, New Jersey by the 1890s, where Joseph Potts and son Oscero worked as chemists. Joseph Potts died in 1901. By 1910, Florence and Oscero were mentioned as owners of Potts Manufacturing Company, makers of optical goods.
Mrs. Potts’ creativity made the tough task of ironing less onerous for millions of women in the late 19th century. And—though most are unaware—the story of the inventive Mary Florence Potts lives on in the many thousands of irons still found in places like antique shops and eBay.
Jeanine Head Miller is Curator of Domestic Life at The Henry Ford.
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 wasoriginally 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.
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
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.
Ring received by Charlie Sanders when he was enshrined at the Pro Football Hall of Fame. THF165545
The Henry Ford has in its collection this commemorative bust and ring that had once been owned and cherished by Charlie Sanders, Detroit Lions tight end. He had received these items when he was inducted into the Pro Football Hall of Fame on August 4, 2007, along with five other players.
The Pro Football Hall of Fame was created in Canton, Ohio, in 1963, to commemorate the game and players of professional football. As of 2017, 310 players are enshrined here, elected by a 46-person committee that is mostly made up of members of the media. An Enshrinement Ceremony is held annually in August. Thousands attend this ceremony and millions more watch and listen as the nationally televised event unfolds.
Sanders is one of 19 Lions enshrined in the Pro Football Hall of Fame. Seven of the 19 are African American, including Lem Barney, Barry Sanders, and Dick “Night Train” Lane.
Charlie Alvin Sanders (1946-2015) was born in rural Richlands, North Carolina, where his aunt raised him after the death of his mother when he was only two years old. At age 8, after his father got out of the military, the family moved to Greensboro—a hotbed of racial tension, most famously the Greensboro lunch counter sit-ins of 1960.
He graduated from James B. Dudley High School (Greensboro’s first all-black public school, established in 1929). There he starred in football, baseball, and basketball. His dislike of Southern racial attitudes discouraged him from attending North Carolina’s Wake Forest University; he decided instead to play football at the University of Minnesota.
The Detroit Lions chose him in the third round of the 1968 NFL Draft. Initially, he wasn’t sure about playing for Detroit after witnessing the civil unrest in that city in 1967, reminding him of the racial tensions in the South when he was growing up. He almost went to Toronto to play hockey, but the Lions offered him a contract he decided to accept.
Sanders has been considered the finest tight end in Detroit Lions history. He played for the Lions from 1968 to 1977, totaling 336 career receptions (a Lions record that would hold for 20 seasons) for 4,817 yards and 31 touchdowns. He was also known as a superior blocker.
The tight end was a unique offensive position that, depending upon the coach’s strategy, can assist with blocking for the running back or quarterback as well as receive passes. Greater use of the tight end as a receiver started in the 1960s. Sanders proved to be the Lions’ “secret weapon” in the passing game during a period when the right end was primarily a blocker. He was one of the first tight ends who brought experience in both college football and basketball, and he had great leaping ability, big hands, strength, speed and elusiveness—traits not common for tight ends of his era. Hall of Fame Cornerback Lem Barney claimed, “He made some acrobatic catches. I’m telling you, one-legged, one arm in the air, floating through the air almost like a Superman. If you threw it to him he was going to find a way to catch it.”
Sanders grew up in an era that marked the transition between legally upheld segregation in the South and increasingly prominent roles of African Americans in all aspects of sports—on the playing field, in media, and as decision-makers in coaching and management. He came of age at a time when the black athlete in Detroit aspired to a more activist role in social and business matters. He spent much time in the company of Lions teammates Lem Barney and Mel Farr and Pistons star Dave Bing. Referring to themselves as “The Boardroom,” they frequently conducted meetings in which they discussed the importance of black athletes being defined by more than simply their on-field exploits.
Sanders’ look defined African American players of the 1970s. As writer Drew Sharp remarked, “He wore the huge Afro. His helmet couldn’t cover it all. It looked cool. It looked defiant. And, quite frankly, it was the only motive for any kids in my northwest Detroit neighborhood to buy a Lions helmet at that time because they wanted their Afros sticking out from the back.” He also sported a heavy Fu Manchu mustache at the time.
Bust received by Charlie Sanders when he was enshrined at the Pro Football Hall of Fame. THF165545
During his 10 years playing for the Lions, he was chosen seven times for the Pro Bowl (NFL’s All-Star game) from 1968 to 1971 and 1974 to 1976—more than any other Hall of Fame Tight End. He was also chosen for NFL’s All-Pro team in 1970 and 1971 (made up of players voted the best in their position during those two years) and for the NFL’s 1970s All-Decade Team. In 2008, he was chosen as a member of the Lions’ 75th Anniversary All-Time Team.
During an exhibition game in 1976, Sanders injured his right knee, ending his career. After retirement, Sanders served as a color analyst for Lions radio broadcasts (1983-1988), worked with the team as an assistant coach in charge of wide receivers (1989-1996 – mentoring players who would themselves go on to earn a place in the Lions’ record book), returned to radio broadcasting in 1997, then joined the Lions’ front office as a scout. He became the team’s assistant director of pro personnel in 2000, holding that role until his death on July 2, 2015.
Sanders had also worked in the team’s community relations department and did much charitable work, serving as a spokesman for the United Way and The March of Dimes. He created The Charlie Sanders Foundation in 2007, providing scholarships for high school students in Michigan and North Carolina, and began the “Have a Heart Save a Life” program within the foundation.
Sanders spent 43 years with the Detroit Lions over parts of five decades, the longest tenure of anyone outside the Ford family. Sports blogger “Big Al” Beaton wrote about him, “…as a kid growing up in the 70’s, my favorite Lion was Charlie Sanders….We all wanted to emulate Charlie Sanders. In my mind Sanders was the best tight end I’ve ever seen play.”
Donna R. Braden is Curator of Public Life at The Henry Ford.
A special section of The New York Times this month compiled a list of the 10 coolest museums in the world. With shout-outs to the Lego House in Denmark and the International Spy Museum in Washington, D.C., we were excited and honored to see Henry Ford Museum of American Innovation kick off the list.
Visitors to the museum have long known what makes it such a cool destination, as The New York Times pointed out – we're "chock-full of inventions, machines and pieces of Americana to explore, including a 1952 Wienermobile."
But what else makes our museum so cool? Take a look at just a few of the well-known artifacts, exhibits, and experiences that inspire our younger visitors every day and challenge them to think differently.
The Rosa Parks Bus Inside this bus on December 1, 1955, Rosa Parks, a soft-spoken African-American seamstress, refused to give up her seat to a white man, breaking existing segregation laws. Today you can step inside the bus yourself and take a seat as you immerse yourself in the courage of Rosa Parks.
Driving America Driving America is an opportunity to look at America’s favorite mode of transportation in a different way. Stand back in awe as you explore some of the earliest automobiles to take to America's roads, and then immerse yourself in our interactive exhibits to dive deep into our digital collections.
Build a Model T Do you think you could build a Model T just like Henry Ford? Pick up a wrench and see if you could build a quality product in 2018.
Dymaxion House Enter Buckminster Fuller's circular aluminum dwelling, and sample a suburbia never realized. To some people Dymaxion is a giant Hershey’s Kiss. Others sense a kinship with the Airstream travel trailer. Painstakingly restored, it’s the only remaining prototype in the world.
Steer the Allegheny What does it look like from the conductor's perspective on the Allegheny, one of the largest steam locomotives ever built? Step up to seat and see for yourself.
Maker Faire Detroit Which event is a wild two-day spectacle of maker inventions and creations at the home of American innovation? Maker Faire Detroit, housed inside and outside of Henry Ford Museum of American Innovation.
Who else made The New York Times list? Take a look.