Past Forward

Activating The Henry Ford Archive of Innovation

Posts Tagged computers

linc-1
A LINC console built by Jerry Cox at the Central Institute for the Deaf, 1964.

There are many opinions about which device should be awarded the title of "the first personal computer." Contenders range from the well-known to the relatively obscure: the Kenbak-1 (1971), Micral N (1973), Xerox Alto (1973), Altair 8800 (1974), Apple 1 (1976), and a few other rarities that failed to reach market saturation. The "Laboratory INstrument Computer" (aka the LINC) is also counted among this group of "firsts." Two original examples of the main console for the LINC are now part of The Henry Ford's collection of computing history.

The LINC is an early transistorized computer designed for use in medical and scientific laboratories, created in the early-1960s at the MIT Lincoln Laboratory by Wesley A. Clark with Charles Molnar. It was one of the first machines that made it possible for individual researchers to sit in front of a computer in their own lab with a keyboard and screen in front of them. Researchers could directly program and receive instant visual feedback without the need to deal with punch cards or massive timeshare systems.

These features of the LINC certainly make a case for its illustrious position in the annals of personal computing history. For a computer to be considered "personal," the device must have had a keyboard, monitor, data storage, and ports for peripherals. The computer had to be a stand-alone device, and above all, it had to be intended for use by individuals, rather than the large "timeshare" systems often found in universities and large corporations.

linc-2
The inside of a LINC console, showing a network of hand-wired and assembled components.

Prototyping
In 1961, Clark disappeared from the Lincoln Lab for three weeks and returned with a LINC prototype to show his managers. His ideal vision for the machine was centered on user friendliness. Clark wanted his machine to cost less than $25,000, which was the threshold a typical lab director could spend without needing higher approval. Unfortunately, Clark’s budget goal wasn’t reached—when commercially released in 1964, each full unit cost $43,000 dollars.

The first twelve LINCs were assembled in the summer of 1963 and placed in biomedical research labs across the country as part of a National Institute of Health-sponsored evaluation program. The future owners of the machines—known as the LINC Evaluation Program—travelled to MIT to take part in a one-month intensive training workshop where they would learn to build and maintain the computer themselves.

Once home, the flagship group of scientists, biologists, and medical researchers used this new technology to do things like interpret real-time data from EEG tests, measure nervous system signals and blood flow in the brain, and to collect date from acoustic tests. Experiments with early medical chatbots and medical analysis also happened on the LINC.

In 1964, a computer scientist named Jerry Cox arranged for the core LINC team to move from MIT to his newly formed Biomedical Computing Laboratory at Washington University at St. Louis. The two devices in The Henry Ford's recent acquisition were built in 1963 by Cox himself while he was working at the Central Institute for the Deaf. Cox was part of the original LINC Evaluation Board and received the "spare parts" leftover from the summer workshop directly from Wesley Clark.

linc-3
Mary Allen Wilkes and her LINC "home computer." In addition to the main console, the LINC’s modular options included dual tape drives, an expanded register display, and an oscilloscope interface. Image courtesy of Rex B. Wilkes.

Mary Allen Wilkes
Mary Allen Wilkes made important contributions to the operating system for the LINC. After graduating from Wellesley College in 1960, Wilkes showed up at MIT to inquire about jobs and walked away with a position as a computer programmer. She translated her interest in “symbolic logic” philosophy into computer-based logic. Wilkes was assigned to the LINC project during its prototype phase and created the computer's Assembly Program. This allowed people to do things like create computer-aided medical analyses and design medical chatbots.  In 1964, when the LINC project moved from MIT to the Washington University in St. Louis, rather than relocate, Wilkes chose to finish her programming on a LINC that she took home to her parent’s living room in Baltimore. Technically, you could say Wilkes was one of the first people in the world to have a personal computer in her own home.

linc-4
Wesley Clark (left) and Bob Arnzen (right) with the "TOWTMTEWP" computer, circa 1972.

Wesley Clark
Wesley Clark's contributions to the history of computing began much earlier, in 1952, when he launched his career at the MIT Lincoln Laboratory. There, he worked as part of the Project Whirlwind team—the first real time digital computer, created as a flight simulator for the US Navy. At the Lincoln Lab, he also helped create the first fully transistorized computer, the TX-0, and was chief architect for the TX-2.

Throughout his career, Clark demonstrated an interest in helping to advance the interface capabilities between human and machine, while also dabbling in early artificial intelligence. In 2017, The Henry Ford acquired another one of Clark's inventions called "The Only Working Turing Machine There Ever Was Probably" (aka the "TOWTMTEWP")—a delightfully quirky machine that was meant to demonstrate basic computing theory for Clark's students.

Whether it was the “actual first” or not, it is undeniable that the LINC represents a philosophical shift as one of the world’s first “user friendly” interactive minicomputers with consolidated interfaces that took up a small footprint. Addressing the “first” argument, Clark once said: "What excited us was not just the idea of a personal computer. It was the promise of a new departure from what everyone else seemed to think computers were all about."

Kristen Gallerneaux is Curator of Communication & Information Technology at The Henry Ford.

Missouri, women's history, technology, Massachusetts, computers, by Kristen Gallerneaux, 20th century, 1960s, #THFCuratorChat

thf274746Model Wearing Walking Office Wearable Computer Prototype, circa 1984. THF274746

On March 13, 2020 The Henry Ford made the unprecedented decision to temporarily close to the public to help slow the spread of COVID-19. With Historical Resources staff transitioning into working from home, we are continuing to develop new digital content and drawing together thematic groups of material relevant to our world today.

Like many office workers around the world now working remotely, museum staff working off-site have carved out space wherever they can: taking over living rooms and spare bedrooms, repurposing kitchen tables and setting up cozy basement nooks. We, like many others, are figuring out our new ways of working while simultaneously adjusting to social distancing, cooking healthy meals at home, juggling child care and negotiating with confused dogs demanding walks.

In this new and unexpected reality of #MuseumFromHome, we are grateful for the digital tools (and telephones!) that have allowed us to stay connected with our collections and our colleagues.

It won't come as a surprise that our curators have been thinking this week about the links between our artifacts and the concept of telecommuting. And so we are sharing the following content — drawn primarily from our incredible well of online resources — that is focused on resourceful inventions and behaviors related to long-distance communication.

From the transatlantic cable and a prototype for an intriguing object called "The Walking Office" to the stories of community built by ham radio operators — and one story about the evolution of the office desk for good measure — we hope these stories and resources bring you a little joy and many learning opportunities during these difficult times. 

Personal Computing
"A Decade of Personal Computing" Expert Set
"Booting Up: The Rise of the PC" (Externally Hosted Content on Google Arts & Culture)  

Pager
AirTouch Pager, circa 1995

Fax Tech
Fax Qwip
Finch Fax
Crosley Reado Fax

Kristen Gallerneaux is Curator of Communication & Information Technology at The Henry Ford.

by Kristen Gallerneaux, home life, radio, computers, technology, communication, COVID 19 impact

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.

thf274743
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.

thf274747
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.

thf275237
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.”

thf274752
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

thf169326

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.

thf156040
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."

thf172045
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. 

MacMashup



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

skare1
"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.

skare2
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. 

skare3
“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.

skare4
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. 

skare5
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

THF167979

The Henry Ford is the now the permanent home for an object that sets a new standard in both communication technology and fashion - the IBM Cognitive Dress.

THF167967

The dress originally debuted at the Metropolitan Museum of Art Gala in May 2016 as a stunning custom gown designed by high-end women’s fashion designers Marchesa with the assistance of IBM’s Watson cognitive system. The dress has many layers of collaboration and interactivity: the initial research between IBM and Marchesa, the ability for an audience to influence its color through social media, and the ability for the dress to then communicate and display the data result back to the audience.

So, how does it work?

IBM team and The Henry Ford Conservation Staff put final touches on cognitive dress _KMSPhotography

Watson is a cognitive technology--a form of computing that learns in a similar way to how humans learn. To make the dress interact with Watson, social media-responsive LEDs were sewn into its bodice and skirt. Utilizing Twitter and other social media feeds, Watson analyzes tweets and assigns an emotion based on the hashtags submitted, resulting in shifting color patterns across the garment’s materials.

The IBM Cognitive Dress is truly a smart design and a smart dress. The democratic appeal of social media has allowed the dress to become a significant part of today’s fashion industry. Fashion can now debut globally at an instantaneous rate--some companies go so far as to launch new collections using platforms like Twitter, Instagram, and Snapchat.

The Henry Ford Conservation Team dresses mannequin with IBM and Marchesa Cognitive Dress_KMSPhotography

Continue Reading

by Kristen Gallerneaux, lighting, fashion, computers, communication, technology, design

You’re in a nightclub. The cavernous space is packed with bodies moving in time to the pulsing, morphing rhythms of electronic music. On a small stage, a shadowy figure hunches over a laptop, typing furiously. Projected computer code scrolls down a wall, The Matrix-style, a digital flurry of numbers, words and brackets as synth sounds build and music loops modulate.

This scene could almost be a slick DJ club set, but there are no knobs, decks or instruments in sight. Yet the code is real, and it’s all live. 

This is the world of live-coding music, an art form in which performers create music by programming computers on the fly, in front of an audience, writing and revising instructions that trigger and manipulate sounds, rhythms and effects in real time.

THE MATH OF MUSIC
When it comes to expressing musical ideas, computer programming might seem an unlikely outlet. But computer science is grounded in math, and music, with all of its messy, imprecise human expression, is largely built on mathematical relationships — harmonic structure, rhythmic patterns, and at its most fundamental, the unique combinations of sine waves that make up the sounds all around you, from birdsong to the roar of a jet engine. 

We’ve been exploring parallels between music and math since the days of Pythagoras. Today, musicians and composers are able to use computers as tools to interpret and express these values and relationships.

“It’s clearer through coding that music can be expressed as essentially patterns of numbers that are processed and transformed in various ways — and that we can add expressivity by changing the sounds we are using and shaping the structure of our sounds,” said Shelly Knotts, a composer, experimental artist and live coder in the United Kingdom.

As a live coder learns to anticipate these mathematical relationships, his or her ears learn to “hear” the relationships, much like in traditional music theory training. Live coders often write code that they can hear in their heads — which, at a fundamental level, relates to Beethoven’s ability to continue composing even after he had completely lost his hearing.

BREAKING DOWN BARRIERS

Live-coding languages and styles vary. Most performers create music entirely on the fly, constructing ideas from scratch; a few mix in precoded elements, DJ-style. But they all embrace the movement’s overarching philosophy that live coding should be inclusive and accessible to everyone. 

For most live coders, exposing their code is part of the performance and serves to demystify their process, forging a connection with the artist through his or her “instrument,” explained Sam Aaron, a British researcher, software architect, educator and live coder. “Why is it important for a guitarist to let you see his or her guitar? People have all held guitars; most of us are not very good at it, so when you see someone who’s good at it, you can appreciate the virtuosity.”

There’s no denying that projecting computer code adds a compelling visual element to a performance, but if you’re not paying attention to the language itself, you’re missing the point. “It’s like saying Jimi Hendrix made amazing music, but he had a fabulous wooden necklace,” added Aaron.

Live coding challenges preconceived ideas about the programmer’s experience by bringing a traditionally solitary process into a participatory realm. “It’s like writing, really; you don’t generally write in a social way,” said British musician and researcher Alex McLean, member of the live-coding band Slub and cofounder of TOPLAP, an organization formed in 2004 to bring live-coding communities together. “I think live coding is not necessarily showing programmers as something different, but rather a different way of interacting with the computer; it’s very different, working alone on a piece of text and having people in front of you, listening intently,” added McLean, who is also credited with co-inventing the algorave, a rave-like club event based around live coding.

Since its inception about 15 years ago, live-coding culture has been rooted largely in Europe and the U.K., but the movement is slowly building international interest through festivals and other live events, long-distance collaborations over video and social media, and creative partnerships with more mainstream artists. But the most powerful force for longevity is education, and right now, it’s Aaron holding the key.

CRACKING THE CODE
“I want to make sure the leap from code to music is as small as possible and as clear and simple to as many people as possible,” said Aaron, a passionate advocate for unearthing the creative potential of programming languages. He spends his days as a researcher at the University of Cambridge in England and his nights performing live coding. 

In 2012, Aaron created Sonic Pi, a simple yet powerful open-source programming environment designed to enable users at any level to learn programming by creating music and vice versa. Sonic Pi is used all over the world; it runs on any computer platform including Raspberry Pi, the $40 credit card-sized computer designed for DIY projects and for promoting computer science in schools and developing countries. 

“Music really helps by wrapping the math concepts and computer science concepts into something that has direct meaning to kids, which is making music,” Aaron said. “And making the kind of music, hopefully, that they listen to on the radio or stream.” 

The case for building these new learning paths to computer science is strong. Understanding basic programming improves logical thinking and provides a fundamental understanding of technology we use every day.

“Teaching people what coding is — how precise a language has to be for a computer to understand it — gives people an appreciation of an execution of semantics in a program, affordances of a system, interaction with a system,” said Aaron. “People are telling kids to learn how to program because they can become professional programmers. It’s like saying we should all do sports in school so we can become professional athletes. You don’t teach math because you’re training the future mathematicians. There’s a level of math that’s useful to all of our lives."

Sarah Jones is a writer for The Henry Ford Magazine. This story originally ran in the March-May 2017 issue.

computers, technology, music, by Sarah Jones, The Henry Ford Magazine

THF162493

Visitors to the 1964 New York World’s Fair’s IBM Pavilion were submerged in a futuristic world made possible by computers. A world imaginatively conjured up by an intricately detailed fake newspaper with the headline “Computer Day at Midvale!” 

The one-of-a-kind aluminum panel was created by the Eames Office, the studio of famed designers Charles and Ray Eames. Hand-painted with imagined newspaper headlines and draped with patriotic bunting, it hung on the back of one of the pavilion’s “Little Theatres” and was surrounded by lights, intended to lure visitors.

“The themes in the Midvale panel, and the IBM Pavilion on the whole, document a critical moment where people were being exposed to the culture of computing on a mass scale,” said Kristen Gallerneaux, The Henry Ford’s curator of communications and information technology. “Accessible systems like the IBM/360 were just around the corner, whose adoption would touch (and potentially disrupt) the lives of information and office workers. IBM needed to address this wariness of technology — they needed to humanize computers. The company found their solution in the playful visual communication skills of the Eames Office.” 

Last year, The Henry Ford acquired the aluminum panel from its original owners, whose father, Robert Charles Siemion, had worked as an engineer and manager at the 1964 IBM Pavilion. 

“The ephemeral nature of those fairs was such that most of the displays — and even the architecture — would be dismantled after the fair was over,” said Gallerneaux, who learned about the panel in an article on antique pricing. “But Siemion, as a manager, was invited to take home part of the pavilion as a memento. We’re lucky that he chose to salvage this panel and that his children knew to hold onto it all these years.”

The Eames Office employees who designed the pavilion are listed on the newspaper’s left in a credits area. The panel is among several IBM Pavilion-related objects The Henry Ford has acquired and the third such artifact associated with Charles and Ray Eames. 

“Charles and Ray Eames were fascinated with the circus and early Americana, and there’s a wonderful sense of these themes coming together with high technology in the panel,” Gallerneaux said. “The IBM Pavilion was designed to send you into another head space so you could synthesize the concepts coming together at the time. It was an interesting collision of computing history and design history happening in one place.”

From a conservation standpoint, the panel, well maintained by its owners, only required minimal treatments. “It’s interesting to think about the public as stewards of material culture,” Gallerneaux said. “We acquire a lot of interesting collection items that way.”

The “Computer Day at Midvale” panel will appear in a future exhibit at The Henry Ford about communications and information technology. 

DID YOU KNOW?
The 1964 New York World’s Fair featured 140 pavilions spread over 646 acres. 
Continue Reading

newspapers, technology, computers, world's fairs, Eames

moog-love
Image Courtesy of Moogfest.com

From May 18-22,
Moogfest 2016—a festival dedicated to “the synthesis of music, art, and technology”—took place in Durham, North Carolina. While you may not have heard of Moogfest itself, you have almost certainly heard the sound of the synthesizer that is the namesake of the festival. If you’ve ever driven on the freeway nodding along to the Beatles “Here Comes the Sun,” or Kraftwerk’s “Autobahn,” you’ve heard the Moog. If you’ve rocked out to Emerson, Lake and Palmer’s “Lucky Man,” or danced to Blondie’s “Heart of Glass” or (keeping it local to Detroit) Parliament’s “Flash Light”—you know what the Moog sounds like. And if you grew up as a child of the 1980s, watching John Carpenter’s classic horror films—that soundtrack that punctuated the dread of Halloween? It was played on a Moog by Carpenter himself. My point is, the Moog has permeated our culture—its influence is everywhere, in plain earshot.

moog-set
The Henry Ford is the repository for the original Moog prototype, pictured here. THF 156695

One of the reasons Moogfest is so important is because it raises awareness of the instrument’s impact. Not only is the Moog an essential innovation within the timeline of electronic instruments, it has also continued to influence the soundscapes of modern music. Another unique aspect of the festival is that its organizers give as much weight to organizing a carefully curated roster of lectures, workshops, and sound installations as they do in selecting the bands that play. From gatherings in small rooms where musicians lay their creative processes bare—to future-forward lectures about diverse topics like
Afrofuturism, technoshamanism and radical radio—Moogfest’s speaker programming gives those interested in music, art, and technology the chance to be absorb new ideas about the history of technology. 

This occasionally leads to interesting collisions and exchanges of ideas. Festival-goers might see a demonstration of IBM’s Watson project (a cognitive computing system), and later that day, hear Gary Numan play his groundbreaking 1979 Replicas album in its entirety. They might attend a workshop about “the internet of things,” and then take in a slice of a four-hour-long “durational performance” by analog synthesizer composer, Suzanne Ciani. Or for the truly committed—one might even participate in a “sleep concert” by Robert Rich, where the musician lulls participants to sleep with sound and influences their dreams from midnight until 8am the following morning. 

moog-presentation
Dave Tompkins, AUDINT, and Kristen Gallerneaux presenting their sonic research. The “mission patches” shown at center were discussed by AUDINT and represent cases in military history where sound was essential to the success of the mission: The Ghost Army, Operation Wandering Soul, and The Phantom Hailer.

While I have previously attended this festival as a spectator, this year I was honored to take part in Moogfest as an invited “Future Thought” speaker, where I helped to organize an event called
Spatial Sound & Subhistories. The event opened with a presentation about some of The Henry Ford’s own sound and communications history artifacts—including the prototype Moog synthesizer. Writer Dave Tompkins gave a riveting talk about his book-in-progress, about the effect of the natural landscape on Miami Bass and hip-hop music. The event was capped off by a tour through “can’t believe this is real” sound history by the UK-based collective AUDINT, who began their discussion with the WWII-era “Ghost Army.”

dorit-chrysler
Dorit Chrysler demonstrates the theremin in an adult workshop.

I also managed to take in a few events at the festival. On Thursday, I hit the ground running by participating in a theremin workshop led by world-renowned thereminist, Dorit Chrysler. Her resume is impressive, having played with the bands Blonde Redhead, Cluster, ADULT., Dinosaur Jr., and many others. Chrysler also founded KidCool Theremin School, which provides educational workshops to increase awareness of the instrument. After spending an enjoyable hour hearing stories about the theremin’s history and dipping my toes in the water of learning to play (but not too well), I’m very happy to say that KidCool Theremin School will be joining us at The Henry Ford for Maker Faire Detroit to offer a series of workshops and performances. Stay tuned for more details! 

sound-code
Sam Aaron makes electronic music using live Sonic-Pi coding.

The overlap between sound, art, and the technology used to make it has become indistinguishable in some cases. In this image, Sam Aaron is using Sonic Pi—a software program he created—to create live-coded synth music. As computer code swept quickly upwards on the projections behind the musician and the music changed with each command, it became obvious that Aaron was exposing the audience to the process he was using to manipulate sound. While my initial reaction was that this mode of music-making must be amazingly difficult, Sonic Pi was in fact developed as an entry point to teach basic coding in the classroom. 

pegman
Ryan Germick talks about developing the Pegman icon for Google’s Street View.

At the “Arts & Smarts” event, Google Doodle team leader Ryan Germick played host to something that fell somewhere between a stand-up comedy and technology talk show—complete with a “robot” named “Jon Bot” (actually Germick’s brother in a silver space-age suit). Through a stream of constant self-effacement and hilarious jokes, Germick talked about the origins of the icons he created during his career at Google. As the artist behind the Google Maps “Pegman” icon in Street View, Germick now leads the team responsible for over 4000 Google Doodles—including an accurate version of a Moog synthesizer in celebration of inventor Bob Moog’s birthday. 

susan-kare
Susan Kare talks about her career designing digital icons.

Keeping with the talk show format, Germick also interviewed a few other guests. Susan Kare, an artist and graphic designer responsible for “creating every icon you’ve ever loved” gave a retrospective tour through her career as a pioneer of pixel art and digital icons. While working at Apple, she created the “Chicago” and “Geneva” typefaces, as well as the “sad” and “happy” Mac graphics—and the Command key on Apple keyboards.

virtual-reality
Virtual Reality designer Manuel Clément has worked on many projects at Google, including the self-driving car project.

Next, Manuel Clément, Senior Virtual Reality Designer at Google, spoke about his early life in computing and his work on platforms like Flash in the 1990s, Google Chrome, Doodles, a Self-Driving car program, and Cardboard. Clément showed the outcome of a new prototyping team called Google Daydream, who are testing issues of social interaction, motion, and scale in virtual reality. He reminded the audience that VR is about “experiencing the impossible,” yet he is aware of its current limitations. In reference to an intense bout of app experiments, Clément asked: “What is VR good for? Maybe it’s good for nothing. But how about we build 60 things over 30 weeks and figure it out?” 

don-buchla
An exhibit celebrating the legacy of another early synthesizer pioneer, Don Buchla.

A collection of Don Buchla instruments and memorabilia was also on view at Moogfest. Buchla, who is located in Berkeley, California, began creating analog and touch-sensitive synthesizers at about the same time as Bob Moog was creating his synthesizer prototype on the East Coast. The exhibit was created from the collection of Richard Smith—an important instrument technician in his own right, and one-time apprentice of Buchla. Smith provided a glimpse into one of the most complete collections of Buchla material ever assembled—this small portion of his archive certainly left me wanting to see the rest! 

mini-moog
A “Minimoog Model D” synthesizer under construction at the Moog Music Pop-Up Factory.

Moog Music, whose headquarters and factory are located in Asheville, NC, built a “pop-up factory” for the Durham’s Moogfest. Even on the last day of the festival, the enthusiasm in the building was positively electric. Every demonstration synthesizer available was being played by a visitor, and displays related to Moog’s history were being used as photo opportunities: fans posed for photos next to a larger-than-life image of composer Wendy Carlos and by the circuit boards that once powered the synths of Kraftwerk, Dr. Dre, and Bernie Worrell (who to the delight of fans, dropped in for an impromptu session at the Factory). 

global-project
A view of Yuri Suzuki’s interactive Global Synthesizer Project.

In the spirit of encouraging a Maker Culture, the three finalists of Moog’s 5
th Annual Circuit Bending Challenge were on display—a contest that asks contestants to create a unique electronic instrument for $70 or less. One wall was taken up by a collection of analog synthesizers in the shape of a world map. Designed by sound-art designer Yuri Suzuki, the Global Synthesizer Project asked people to contribute audio recordings of their regions. When the project debuted at Moogfest, visitors were allowed to interact by creating wire “patches” to play the gigantic archive of international sound. 

minimoog
The Minimoog Model D, exploded and assembled.

Moog Music also used the buzz around the festival to announce the revival of one of their most iconic synthesizers—the
Minimoog Model D. Using a remarkable amount of research, craftsmanship, and detail-oriented production, the company is staying true to the original 1970 version, down to the last circuit. Visitors could see an “exploded” Minimoog, and step over to the factory stations, where the various stages of their assembly was explained

moog-groupDarion Bradley of Make Noise shows off a modular synthesizer system.

Moogfest, out of necessity and the modern spirit of music-making, isn’t
all Moog all the time. In fact, there is a general spirit of comradery and democracy that permeates the event. In the Modular Marketplace, modern-day instrument makers show off their capabilities. In particular, small companies who create Eurorack modules—a sort of synthesizer that you can build piece-by-piece, by chaining together components—have a strong presence at Moogfest. Companies like Synthrotek, Mutable Instruments, Bleep Labs (along with dozens of others) demonstrated their gear and allowed people to try it out. The philosophies of innovation behind the Asheville-based Make Noise company seemed particularly relevant—not only with regard to their own instruments—but also to the general values found among creative technologists at this particular moment in time: “We see our instruments as a collaboration with musicians who create once in a lifetime performances that push boundaries and play the notes between the notes to discover the unfound sounds. We want our instruments to be an experience, one that will require us to change our trajectories and thereby impact the way we understand and imagine sound.”  

Kristen Gallerneaux is Curator of Communications and Information Technology at The Henry Ford.

computers, popular culture, by Kristen Gallerneaux, events, technology, musical instruments, music

THF160084

“Nobody'd ever imagined it, a full computer that could run programs could be that small.” — Steve Wozniak

How did a meeting in a garage provide the inspiration for a new king of home computing? 

On a rainy day in March 1975, some of the most radical minds in computing gathered in the garage of Gordon French in Menlo Park, California. At this—the inaugural meeting of the Homebrew Computer Club—technical genius and countercultural ethics fused with the obsession to push technology to its limits for social good. It made for an inspiring (if not competitive) environment. Steve Wozniak, then an engineer working at Hewlett-Packard, had been given a flyer for that first Homebrew meeting by a co-worker. He attended and walked away with the inspiration to create an affordable and powerful computer for the everyday home user. This was the beginning of the Apple 1.

Wozniak wanted to provide the maximum amount of computing power using the least amount of components. Thanks to the powerful new 6502 MOS microprocessor chip, he found a way to condense his design onto a small rectangular circuit board holding a total of 60 chips. He also gave some thought to a user-friendly interface. The Apple 1 is the first personal computer that allowed people to type on a keyboard and have their text show up on a television monitor.

In 1976, Wozniak’s engineering skills, coupled with his friend Steve Jobs’ bold marketing moves, led to an order for 200 assembled Apple 1 motherboards by ByteShop owner Paul Terrell. And the word assembled here is important—the Apple 1 is the first preassembled personal computer ever sold. Before the Apple 1, computer enthusiasts built their systems from kits, soldering components and pairing them with clunky interface components like teletype machines. Wozniak later reminisced: “Nobody'd ever imagined it, a full computer that could run programs could be that small.”

Ironically, when it came time to find the money to produce the circuit boards for the first Apple 1 order, Wozniak’s contribution was raised by selling his HP-65 calculator, a follow-up model to the HP-35. When the Apple 1 circuit boards arrived, they were assembled and tested over the course of 30 days at the Jobs family home. This was the humble, almost cottage-industry-like beginnings of what would become one of the world’s most profitable companies. When Wozniak and Jobs took their first order, they had no way of predicting what the future would bring.

03_gift_fullFrom our Archive of American Innovation to your living room. Take home a piece of history when you give today. Your support will spark innovation among future change makers. Donate $150 or more and receive a limited-edition, signed and numbered museum-quality print (while supplies last).

Inspired by the Apple 1A breakthrough in manufacturing invented by Apple Inc. Captured by internationally renowned photographer Lisa Spindler, 12" x 12," unframed. 

Learn more about Apple 1:

Continue Reading

entrepreneurship, technology, computers