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Activating The Henry Ford Archive of Innovation

Posts Tagged technology

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One of the many challenges curators face is collecting our contemporary history—they have to make difficult calls on what objects, clearly important today, will still have an important story to tell future generations. Last fall, Curator of Communication & Information Technology Kristen Gallerneaux accepted a donation of two body cameras designed to be worn by police officers. These cameras as artifacts represent increasing public calls in the 2010s for police transparency and accountability, encouraged in part by the Black Lives Matter movement. They also demonstrate the ways in which technology can be used by law enforcement to gather information. We’ve just digitized both of these
Taser Axon cameras, including this 2013 model, making them available via our Digital Collections.

Ellice Engdahl is Digital Collections & Content Manager at The Henry Ford.

21st century, 2010s, technology, digital collections, by Ellice Engdahl

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Cyrus Field wanted to wire the world. A successful paper merchant turned telecommunications pioneer, Field established the American Telegraphy Company in 1856 and set to work raising the funds and gathering the minds needed to bridge the oceanic divide between Europe and America.

In 1858, after several failed attempts, an underwater cable—capable of transmitting telegraph signals across the Atlantic Ocean—was laid from Valentia, Ireland, to Heart’s Content, Newfoundland. In August the first messages were sent, including an exchange between Queen Victoria and President Buchanan. It took 17 hours to transmit Queen Victoria’s 98 words. The triumph of the 1858 cable was short-lived; a month later, it failed, a victim of excess voltage in an attempt to increase the speed of messages.

This cable machine, built by Glass, Eliot & Co., was used to prepare telecommunications cable at Enderby’s Wharf in Greenwich, England, for the second transatlantic cable. Machines like these were used to create the core of submarine cable from iron and conductive copper—and then moved aboard a ship, where they applied a protective sheath made of galvanized steel, an insulating layer of gutta-percha and a final layer of jute to protect against abrasion. One mile of finished cable weighed almost a ton, but it was as flexible as a rope, built to withstand the pull of the ship laying it and hazards on the ocean floor.

In 1865, 2,300 nautical miles of cable were carried aboard the leviathan iron steamship, the SS Great Eastern. The ship left in July but was forced to return to port when the cable snapped and the end was lost at sea. A second cable excursion began a year later and was successful. This was the first truly sustainable and durable telegraph cable, continuing to carry the Morse code “text messages” of telegraph operators across continents—at a rate 80 times faster than the first cable. It remained in operation until the mid-1870s, by which time four additional cables had been laid.

This machine was essential to the “wiring of the world,” reorganizing basic materials into the spine of the first permanent transcontinental telecommunications network. These submarine cables—like the modern-day fiber-optic cables that carry the signals of Internet traffic—connected cultures and communities. Continue Reading

1860s, 1850s, 19th century, telegraphy, technology, communication

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The Henry Ford always goes big when it comes to hosting Maker Faire Detroit. 2016 promises to be no different. In fact, it might actually go just a bit bigger than ever before. 

The call for makers went out at the beginning of April, and the number and scope of innovators answering The Henry Ford's summon didn't disappoint. Visitors to the event can expect some old favorites to be on the scene, such as Maker Works’ Great Maker Race and Cirque Amongus, as well as lots of opportunities to do some hands-on innovating and buy things DIY. But, the big story for Maker Faire 2016 (and we add extra emphasis on the word "big") is the locked-down appearance of MegaBots, said Shauna Wilson, senior manager of National Events for The Henry Ford. 

If you're not familiar with MegaBots, they are 15-foot-tall, internally piloted humanoid robots that fire cannonball-sized paintballs at speeds of more than 120 miles per hour. They made quite the media splash last year when they challenged Japan to a robot duel and they accepted. (The date and locale of the historic duel against Kuratas, Japan's 9,000-pound robot, are still to be determined.)  

Matt Oehrlein, one of the co-founders of MegaBots and a longtime fan and participant on the Maker Faire circuit, shared a few secrets about what his team will be bringing to Maker Faire Detroit. "Visitors can expect to see the six-ton, 15-foot tall MegaBots Mk. II that challenged Japan to a giant robot duel,” he said, “We'll be testing the weapon system of Mk. II on a scrap vehicle in The Henry Ford's parking lot." 

After weapon tests are completed, Oehrlein promises there will be plenty of meet-and-greet ops with the MegaBots team and the Mk. II. "Autographs and group selfies are welcome, too," he added. 

The Henry Ford's Wilson and Oehrlein agree that the match up of The Henry Ford, Maker Faire Detroit and MegaBots is a no-brainer. Noted Oehrlein, "The Henry Ford gives a historical look at innovation over time, and we believe MegaBots represents innovation of today. It will be amazing for people to come to Maker Faire Detroit, walk through The Henry Ford and see innovation over the years, and then come outside and witness a six-ton robotic beast representing today's advancements in technology. We are so excited to be a part of this story."

Did You Know? The MegaBot Mk. II made its debut at Maker Faire San Mateo in 2015. 

Continue Reading

technology, making, Maker Faire Detroit

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Artifacts Recovered from an Alamogordo, New Mexico Landfill, April 2014, Site of the 1983 Atari Video Game Burial - THF122265

The Strongest Sandstorm of the Year
A 30-foot-deep pit in constant danger of collapsing in on itself. Mercury-laced pig remains. Unexploded World War II ordnance. Poisonous gas. Two years ago, the threats were real in the desert landscape of Alamogordo, New Mexico, as archaeologists prepared to commence an important historical dig.

For video games. In a landfill.

In April 2014, the Atari burial ground of urban legend was excavated and artifacts exhumed to worldwide media acclaim. More important, a global conversation about what archaeology is or should be began. And a new strand of the scientific study of human history, culture and its preservation that had been somewhat underground was given newfound legitimacy.

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Excavation Crew in April 2014 at the Alamogordo, New Mexico Landfill, Site of the 1983 Atari Video Game Burial - THF122241

Punk Archaeology
Known as “archaeology of the recent past,” punk archaeology is archaeology at the margins, focusing on documenting and preserving histories and cultures thought of by others as either too strange or obscure for serious study. Thriving on a DIY work ethic, volunteerism and community outreach, it bridges the gap between science and instant communication with a curious public.

This movement began in 2008 when two professors of archaeology, Bill Caraher and Kostis Kourelis, started casual conversations about how quite a few Mediterranean archaeologists they knew of also had punk rock associations or predilections. Those chats jump-started a blog, where the two started bantering online about themes shared between punk rock and their own archaeological methods. How punk rock and archaeology share an irreverence of tradition, an interest in abandoned spaces and see value in objects discarded. How they both embrace destruction as part of the creative process. How punk music has archaeological underpinnings in its songs — not in their reproduction of the past necessarily, but in their preservation of the past through brazen critique.

The blog ultimately led to the publication of the book Punk Archaeology, a manifesto of sorts about how we can use punk music as a tool to think about archaeology in different, more playful ways. But like punk, the play is serious and has, at its core, a social conscience.

As a collective study, punk archaeology realizes that as the speed of consumerism and technology continue to increase at such a rapid rate, it threatens to leave no real archaeological record. That by recording the recent past and the artifacts left behind almost as it happens, punk archaeologists can retain information for future use by scholars of culture, technology and even trash. Punk archaeology strives to give a voice to history that can be too easily ignored or forgotten by the mainstream.

The now-infamous Atari excavation marked the first official punk archaeology gig using real archaeological methods for digging, documenting and preserving artifacts less than 50 years old. I was lucky enough to lead the team on the dig, which included Caraher, Richard Rothaus (fearless field director), Raiford Guins (video game historian) and Bret Weber (sociologist).

All of us have one foot in punk history and the other foot in either classical antiquity or the American West. We were willing volunteers, happy to participate in a project that would be a first-of-its-kind technology excavation. All captivated by the weirdness surrounding the story behind it and mindful of how punk embraces the weird and does so on a shoestring.

A Tale of Trash
Urban legend had it that in 1983 video game giant Atari buried millions of copies of its notorious flop, E.T. — The Extra-Terrestrial, in a landfill in the New Mexico desert. Trucked over from Atari’s warehouse in El Paso, Texas, and dumped, the games sat among heaps of trash, subject to nightly thefts by adventurous kids who would sneak in and grab from the pile, until everything was finally driven over with heavy machinery and covered with a slurry of concrete and alternating layers of sand and garbage.

The facts and fiction of the tale had long been debated in certain circles. Some rumors claimed that Atari buried the goods to rid itself of the game thought to have singlehandedly caused the video game crash of the mid-1980s. Others said that the dump never happened. No way could a company as huge as Atari do such a thing.

Years later, online chat rooms still continued to buzz, speculating about the truth of the legendary disposal and cover-up, with some Internet conspiracy theorists claiming that perhaps as many as 5 million games had been buried, still entombed beneath a solid concrete slab.

Finally, 30 years after the supposed event, a film production company secured the rights from the city of Alamogordo to excavate the old landfill as part of the documentary Atari: Game Over on the video game crash. When I learned of this agreement, I wrote to Fuel Entertainment to see how they planned to manage the “archaeology” of the excavation. A few months later, our team was invited to participate.

We reached the Atari level 30 feet underground on April 26, 2014, to the cheers of hundreds of Alamogordo residents, gamers, pop-culture mavens, news media and even the creator of the E.T. video game, Howard Scott Warshaw. Copies of more than 40 Atari games, plus Atari 2600 consoles and controllers, were excavated, some still boxed, in shrink wrap or with price tags from Target and Wal-Mart on them.

So a legend was proven true. But what about the archaeology? And what should be done with the artifacts recovered and the stories they held?

As we examined the recovered games, we spoke to the crowd and to the media. Traditional archaeological digs and excavations rarely have public onlookers, but we welcomed the audience, sharing what we found. Punk archaeology is public archaeology. And while the Internet usually takes a passing interest in archaeological projects, typically leaving any news of discoveries to professional journals and books, this was different. The excavation of the Atari burial ground trended globally on Twitter and Facebook, prompting a public debate as to what archaeology is.

For all of us on-site in New Mexico, the excavation yielded artifacts from our recent past that had been discarded as trash — considered artifacts now because they represent a culture, a heritage for people of a certain age. They are a statement to the corporate culture and mindset of a time.

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E.T. the Extra-Terrestrial," Recovered from Landfill, Alamogordo, New Mexico, April 26, 2014, Site of the Atari Video Game Burial of 1983- THF159970

And now, they are recognized for their significance by the likes of institutions such as The Henry Ford, the Smithsonian Institution, the Strong Museum of Play and the Vigamus video game museum, all of which accepted items recovered from the Atari burial ground as part of their collections — once again giving further legitimacy to the legend, the dig and the recovered items as important artifacts in the study of 1980s pop culture and human history. Continue Reading

technology, toys and games, video games, The Henry Ford Magazine, by Andrew Reinhard

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“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

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On April 16-17, 2016, the 4th USA Science & Engineering Festival was held in Washington, DC. This national event is the largest science festival in the country, with over 3000 exhibitors, a speaker program, and hundreds of hands-on activities for attendees to participate in. Free admission helps the festival to draw an annual attendance of over 350,000 visitors, which range from school groups and educators—to curious adults (and at least one tech-obsessed curator). Much like The Henry Ford’s own Maker Faire Detroit, the exhibits buzzed with possibility and discovery for all things technological and experimental. The enthusiasm in the exhibit halls was contagious among young and adult audiences alike, as mixture of independent startups, educational collectives, government organizations, and commercial investors collided under one roof, under one common goal: to engage young audiences by providing formative and positive interactions with the STEM fields—and to suggest the future possibilities of the weight of technology within our everyday lives. Here are a few favorite moments from the festival. 

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SketchUp, a computer program for 3D modeling, showed a multi-dimensional range of abilities with projects that fell into the entertainment-based arena (a DIY foosball table or mechanical dinosaur)—to more educational applications such as an interactive, light-up plan of Washington, DC. Thanks to SketchUp’s open source model, with access to a 3D printer, you could theoretically create your own model of the city of Detroit or even of The Henry Ford museum by using ready-made SketchUp plans, available for free online. As SketchUp’s demonstrators noted, once the models are printed and a simple LED-light structure is put into place, these models “can be great for learning about an existing area of the world, re-imagining one, or coming up with your own world altogether.”  

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The robotics company, Festo, was onsite to demonstrate examples of their beautiful and uncanny biomimetic designs. A tank full of their AquaJelly devices perfectly mimed the swarming behavior of real-world jellyfish. Similarly, the company has created autonomous “AirPenguins,” butterflies, and bionical ants that “collaborate” through machine-based learning processes. While the visual presence of swimming robotic jellyfish is hypnotic to be sure, the company’s goals go much deeper than pure flash and fodder. Festo’s mission is to improve modern manufacturing by recreating the patterns of collaboration, control, and innovation already found within the wonders and orders of nature

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The National Security Agency and National Cryptologic Museum were also present. A hands-on display allowed guests to press keys on a working Enigma machine, well-known for its role in WWII-era communication. Machines like this were famously used by the German military to encrypt messages, while the secretive work happening at Bletchley Park in England was working to crack the Enigma’s codes. Activities at the NSA’s booth introduced young audiences to the historical world of cryptology and codebreaking via cipher disks, but also demonstrated how the same concepts could be used in contemporary cybersecurity. The Agency not only showed youth how to create a strong password, but also provided “cybersmart” awareness training in the privacy and use of social media. 

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Several large pavilions encouraging careers in space science and education formed an undeniably strong presence at the festival. NASA, Lockheed-Martin, and a few others created welcoming zones jam-packed with hands-on activities. At the NASA exhibit, younger audiences could rub shoulders with working NASA scientists, see models of Mars rovers, learn about modern-day space exploration, and a glimpse into the scientific principles behind it all. Lockheed-Martin’s pavilion was taken over with a speculative display of Mars-related technology—although, as the banners posted throughout the experience cleverly reminded visitors: “This Science Isn’t Fiction.”  As I stared, admittedly mystified, at the impressively fast and fluid industrial 3D printer in front of me (that seemed a bit like it had jumped straight out of a sci-fi movie about sentient technology), a Lockheed-Martin expert patiently explained the process unfolding before us. While the MRAC (Multi-Robotic Additive Cluster), was set up to print with plastic at the festival, this machine is primarily used to print flight-ready parts for satellites with titanium, aluminum, and Inconel. It can produce rapid-fire prototypes, but also polished parts, cutting the time to, for example, create a satellite fuel tank from 18 months—down to 2 weeks. Lockheed-Martin has worked closely with NASA on every mission flown to Mars, pooling knowledge and manufacturing resources on aspects of orbiters, landers, and rovers. As the expert on hand explained, “we have to collaborate—no one can do everything, all by themselves.” 

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As part of the Saturday speaker series, NASA astronaut Jeff Williams was livestreamed from the International Space Station onto the festival’s stage. Young audience members were given the opportunity to ask him questions like “What does it smell like in space?” and “What happens to your body when you live in space?” Life in space is something that Williams knows well, having spent 534 cumulative days in space. And as it turns out, Williams, space travel, and the modern media age are old friends—in 2009, he formed part of the first NASA team to hold a live Twitter event in space

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Giants of calculator history, Texas Instruments, demonstrated a new line of STEM-friendly educational calculators. Their new TI-Innovator System allows students to learn the basics of computer coding (in BASIC language, no less) on their calculators, building skills bit-by-bit in a series of “10 Minutes of Code” lesson plans. Sympathetic to the idea that STEM concepts are best enacted in some kind of physical reality, beyond the calculator’s screen, the company has created the TI-Innovator Hub (the clear box depicted lower center). The Hub, linked up to a calculator, can activate a variety of functions: LED lights, speakers, optical sensors, and ports that allow it to communicate with external breadboards, computers, and other controllers. In this image, the Hub has been programmed to raise and lower a spool of string, meant to mimic the mathematical problem of how low to lower a fishing boat anchor. 

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

by Kristen Gallerneaux, space, technology, education, events

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On April 11th, 1976—40 years ago—the first Apple product made its public debut. The origins of this device began the previous year, on a rainy day in March of 1975, when a group of enthusiastic computer hobbyists met in a garage in Menlo Park, California. Steve Wozniak attended this inaugural meeting of the Homebrew Computer Club, and walked away with the inspiration to create a new breed of computer. This was the beginning of the Apple 1 computer.

Today, thanks to the combined technical knowledge and passion of Steve Wozniak and Steve Jobs, we can celebrate the anniversary of a milestone. For a limited time, The Henry Ford’s Apple 1 computer will be on display in the museum’s William Clay Ford Plaza of Innovation, April 11-30, 2016. We hope you’ll join us in celebrating the legacy of this key artifact of the digital age.

A few facts and numbers to consider:

  • Apple Computer, Inc. was founded on April Fool’s Day: April 1, 1976.
  • On naming the business, Steve Jobs said: “Apple took the edge off the word ‘computer.’ Plus, it would get us ahead of Atari in the phone book.”
  • This Apple 1 is one of the first 50 ever made, sold directly through the early computer retailer, The Byte Shop.  
  •  Paul Terrell, owner of The Byte Shop, saw Wozniak’s demonstration of the Apple 1 at a Homebrew Club meeting, and placed the first wholesale order.

  • When you purchased an Apple 1, you were purchasing the motherboard.

  • Peripherals like a keyboard, monitor, power supply, tape drive were bought separately.

  • Approximately 200 Apple 1’s were sold in total; the location of approximately 46 of these original units is known today.

  • Only 9 of the original batch of 50 Apple 1’s are documented as being in working condition.

  • The Henry Ford’s Apple 1 is completely unmodified, with all of its original chips. It is fully operational. 

Do you want to know more about the Apple 1? We at The Henry Ford have been happy to show off this incredible artifact at every given opportunity. You can read the original blog post announcing its acquisition, or an in-depth article that asks the question: “What if everyone could have a personal computer?” You can see detailed photographs or watch a video describing the experience of winning the computer at auction, or witness a very happy gathering of staff members unpacking it upon its arrival. You can also watch a video of Mo Rocca and our Curator of Communications and Information Technology, Kristen Gallerneaux, talk about the power (and limitations) of early computers in an Innovation Nation episode. And if you need more yet, you could watch a new Connect3 video about the surprising connections that exist between the Apple 1 and other artifacts in our collection, or even still, dive deep into the mind of Apple co-founder Steve Wozniak in an extensive OnInnovation oral history.

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

California, 1970s, 20th century, technology, computers, by Kristen Gallerneaux

Part of the virtual visit you can now make to the Ford Rouge Factory Tour within Google Cultural Institute.

We're very pleased to announce that we are launching a new partnership between The Henry Ford and the Google Cultural Institute, available to anyone with Internet access here. The Google Cultural Institute platform features over 1,000 cultural heritage institutions worldwide, and more than 6 million total artifacts, “putting the world’s cultural treasures at the fingertips of Internet users and … building tools that allow the cultural sector to share more of its diverse heritage online” (in Google’s own words). Continue Reading

technology, 21st century, 2010s, Greenfield Village, Google Arts & Culture, Ford Rouge Factory Complex, by Ellice Engdahl, African American history

 

HP-35 Scientific Calculator, 1973 THF159599

 

 

How did a shirt pocket lead to a feat of engineering?

 

The origins of Hewlett Packard’s HP-35 Scientific Calculator began with a challenge. In 1971, William Hewlett dared his engineers to prove their engineering prowess by miniaturizing the company’s 9100A Desktop Calculator—a forty-pound machine—into a device small enough to fit into a shirt pocket. The calculator’s target size of approximately 6x3 inches was supposedly arrived at by measuring one of Hewlett’s own shirt pockets.

The twelve or so experimental HP-35s that began as "company hacks" soon proved useful beyond the prototype stage. They were popular among the staff who built and tested them, and were presented for marketing studies. Despite a high manufacturing cost driving a retail cost of $395 (equivalent to $2200 in 2015), and research that warned of a limited market, Hewlett-Packard decided to proceed with production. The company’s 1972 sales goal of selling 10,000 calculators was quickly exceeded: they sold 100,000. Its rapid success made the slide rule obsolete practically overnight, as engineers, scientists, and mathematicians abandoned their analog calculating devices in favor of embracing the digital future.

 

The origins of Hewlett Packard’s HP-35 Scientific Calculator began with a challenge. In 1971, William Hewlett dared his engineers to prove their engineering prowess by miniaturizing the company’s 9100A Desktop Calculator—a forty-pound machine—into a device small enough to fit into a shirt pocket. Scientific American, Volume 227, July 1972-December 1972 THF126235

 

The HP-35 (named for its 35 keys) was the world’s first handheld scientific calculator. This advanced machine, with its full suite of features, was capable of processing more complex mathematical functions than any other calculator on the market at the time. It was also the company’s first product to use both integrated circuits and an LED display, which eased communication between the screen and keys. The HP-35 inspired others too—it caught the attention of a young Hewlett Packard engineer named Steve Wozniak. During the day, he worked at designing follow-up models of the calculator; in the evening, he developed his own electronic projects at home. All the while, he was percolating ideas towards the beginnings of the Apple 1 computer.

The Henry Ford Archive of American Innovation™ opens the door to knowledge for lifelong learners by immersing them in stories of the greatest inventions and breakthroughs throughout history. Join us on our quest to spark innovation around the globe by giving a gift to The Henry Ford today.

20th century, 1970s, technology

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imls_logo_2cAlmost exactly two years ago, The Henry Ford embarked on a project to identify, conserve, photograph, catalog, rehouse, and make available online at least 1,000 items from our communications collections.  This project was made possible through a generous $150,000 Museums for America grant (MA-30-13-0568-13) from the Institute of Museum and Library Services, or IMLS. Though we will continue to work on some straggler artifacts that have not yet made it through the entire process, the grant officially ended on September 30, with a total of 1,261 artifacts available online. One of the very last artifacts to be added during the official grant period was this computer trainer, used in the metro Detroit area in the 1960s to teach students to operate computers, a skill increasingly needed in the American workforce.  You can see some of the other artifacts that worked their way through the IMLS grant process by browsing our digital collections for such communications-related artifacts as typewriters, radio receivers, phonographs, amplifiers, cameras, motion-picture cameras, mimeographs, and magic lanterns, among many others. We extend our thanks once again to IMLS for enabling us to make these significant collections accessible to everyone.

Ellice Engdahl is Digital Collections & Content Manager at The Henry Ford.

communication, technology, computers, IMLS grant, digital collections, by Ellice Engdahl