In 1975, two Alpex Computer Corporation employees named Wallace Kirschner and Lawrence Haskel approached Fairchild Semiconductor to sell an idea—a prototype for a video game console code-named Project “RAVEN.” Fairchild saw promise in RAVEN’s groundbreaking concept for interchangeable software, but the system was too delicate for everyday consumers.
Jerry Lawson, head of engineering and hardware at Fairchild, was assigned to bring the system up to market standards. Just one year prior, Lawson had irked Fairchild after learning that he had built a coin-op arcade version of the Demolition Derby game in his garage. His managers worried about conflict of interest and potential competition. Rather than reprimand him, they asked Lawson to research applying Fairchild technology to the budding home video game market. The timing of Kirschner and Haskel’s arrival couldn’t have been more fortuitous.
A portrait of George Washington Carver in the Greenfield Village Soybean Laboratory. Carver’s inquisitiveness and scientific interests served as childhood inspiration for Lawson. / THF214109
Jerry Lawson was born in 1940 and grew up in a Queens, New York, federal housing project. In an interview with Vintage Computing magazine, he described how his first-grade teacher put a photo of George Washington Carver next to his desk, telling Lawson “This could be you!” He was interested in electronics from a young age, earning his ham radio operator’s license, repairing neighborhood televisions, and building walkie talkies to sell.
When Lawson took classes at Queens and City College in New York, it became apparent that his self-taught knowledge was much more advanced than what he was being taught. He entered the field without completing a degree, working for several electronics companies before moving to Fairchild in 1970. In the mid-1970s, Lawson joined the Homebrew Computer Club, which allowed him to establish important Silicon Valley contacts. He was the only Black man present at those meetings and was one of the first Black engineers to work in Silicon Valley and in the video game industry.
Refining an Idea
Packaging for the Fairchild Channel F Video Entertainment System. / THF185320
With Kirschner and Haskel’s input, the team at Fairchild—which grew to include Lawson, Ron Smith, and Nick Talesfore—transformed RAVEN’s basic premise into what was eventually released as the Fairchild “Channel F” Video Entertainment System. For his contributions, Lawson has earned credit for the co-invention of the programmable and interchangeable video game cartridge, which continues to be adapted into modern gaming systems. Industrial designer Nick Talesfore designed the look of cartridges, taking inspiration from 8-track tapes. A spring-loaded door kept the software safe.
Until the invention of the video game cartridge, home video games were built directly onto the ROM storage and soldered permanently onto the main circuit board. This meant, for example, if you purchased one of the first versions of Pong for the home, Pong was the only game playable on that system. In 1974, the Magnavox Odyssey used jumper cards that rewired the machine’s function and asked players to tape acetate overlays onto their television screen to change the game field. These were creative workarounds, but they weren’t as user-friendly as the Channel F’s “switchable software” cart system.
Jerry Lawson also sketched the unique stick controller, which was then rendered for production by Talesfore, along with the main console, which was inspired by faux woodgrain alarm clocks. The bold graphics on the labels and boxes were illustrated by Tom Kamifuji, who created rainbow-infused graphics for a 7Up campaign in the early 1970s. Kamifuji’s graphic design, interestingly, is also credited with inspiring the rainbow version of the Apple Computers logo.
The Fairchild Video Entertainment System with unique stick controllers designed by Lawson. / THF185322
The Video Game Industry vs. Itself
The Channel F was released in 1976, but one short year later, it was in an unfortunate position. The home video game market was becoming saturated, and Fairchild found itself in competition with one of the most successful video game systems of all time—the Atari 2600. Compared to the types of action-packed games that might be found in a coin-operated arcade or the Atari 2600, many found the Channel F’s gaming content to be tame, with titles like Math Quiz and Magic Numbers. To be fair, the Channel F also included Space War, Torpedo Alley, and Drag Race, but Atari’s graphics quality outpaced Fairchild’s. Approximately 300,000 units of Channel Fun were sold by 1977, compared to several million units of the Atari 2600.
Around 1980, Lawson left Fairchild to form Videosoft (ironically, a company dedicated to producing games and software for Atari) but only one cartridge found official release: a technical tool for television repair called “Color Bar Generator.” Realizing they would never be able to compete with Atari, Fairchild stopped producing the Channel F in 1983, just in time for the “Great Video Game Crash.” While the Channel F may not be as well-known as many other gaming systems of the 1970s and 80s, what is undeniable is that Fairchild was at the forefront of a new technology—and that Jerry Lawson’s contributions are still with us today.
Kristen Gallerneaux is Curator of Communications & Information Technology at The Henry Ford.
In August 1963, 250,000 people gathered in the U.S. capital to participate in the “March on Washington.” They gathered to demand effective civil rights legislation, to end racial discrimination and school desegregation, and for fair housing and employment opportunities.
These silkscreen prints, on exhibit in With Liberty and Justice for All in Henry Ford Museum of American Innovation, belong to a portfolio created by artist Louis Lo Monaco. In partnership with the National Urban League, 500 portfolios were sold for one dollar each as a fundraiser for the March. A pamphlet inside the portfolio’s front pocket anticipated the event would be “a living petition … it will be orderly, but not subservient. It will be proud, but not arrogant. It will be non-violent, but not timid.”
Lo Monaco’s portfolio of five collages “remixed” troubling photographs from Life magazine. They depicted “instruments of brutality” and threats to Democracy: a police attack dog, a firehose turned on a protester, hate symbols, and a Black man imprisoned behind the stripes of the American flag. The portfolio’s introductory text tells us: “This memento … will inspire us to assert man's decency and goodness through an understanding of anguish."
One of the prints from the “We Shall Overcome” Print Portfolio: "A Jail Can Only Hold a Man's Body - His Mind and Heart Remain Free” / THF93154
This visual memento remains a powerful and relevant reminder, even today. It mirrors recent imagery of systemic racism and ongoing protests in America—almost 60 years later. It reminds us that every day, Black, Indigenous, and People of Color are unfairly asked to put themselves at risk to simply live within and speak out against a culture of imbalance.
Expressive print imagery and graphic design was—and continues to be, today—a powerful vehicle for communication at political protests. Far from being static documents, portable images like those created by Lo Monaco help to inspire communal action, equitable justice, and peace.
This post was adapted from a stop on our forthcoming “Stories of Black Empowerment” tour of Henry Ford Museum of American Innovation in the THF Connect app, written by Kristen Gallerneaux, Curator of Communications & Information Technology at The Henry Ford. To learn more about or download the THF Connect app, click here.
The Henry Ford acquires a poster portfolio as a way to document one of the largest protest movements in U.S. history
About half of the Signal-Return solidarity posters acquired by The Henry Ford.
“Justice Can’t Wait,” “Make Good Trouble,” “No Justice No Peace.” These are just a few of the messages that appear in a collection of letterpress posters recently acquired from Signal-Return printshop by The Henry Ford. In the history of well-designed posters, brevity of words and a strong visual impact work together to communicate messages at a glance. Boldly capitalized, imprinted in flat black ink on brown or white chipboard by the embossing strike of a printing press—these posters are meant to generate a feeling of urgency.
In early June 2020, Detroit’s nonprofit letterpress organization Signal-Return responded to the civil unrest sparked by the deaths of George Floyd, Breonna Taylor, Ahmaud Arbery, and others by producing free protest posters. The project was undertaken in solidarity with the principles behind the Black Lives Matter movement, with the intent that the posters would be carried by supporters in protests.
The remainder of the Signal-Return solidarity posters acquired by The Henry Ford.
Using social media to spread the word about their project, Signal-Return offered to create small batches of custom posters for the metro Detroit community, free of charge. As stated in their announcement, “The printing press has been, since its invention, a powerful tool of protest and an agent of change. Let us provide posters to aid in this effort.” Each recipient was asked to submit a concise five-word message through an online form. A few days later, the posters were ready for pickup “social distance style” across the roped-off front entry of the printshop. Many of these posters were visible throughout Detroit in the summer of 2020 at protests and taped to store windows, streetlight poles and freeway overpasses.
Signal-Return Letterpress Shop, Detroit, Michigan, June 2020 / THF610910
By September 2020, Signal-Return’s director, Lynne Avadenka, counted a total of 168 individual requests. Some requests repeated popular protest language of the day, while others were entirely unique and personal. Thanks to Signal-Return’s donation, The Henry Ford has acquired a portfolio of 44 examples as a way to document one of the largest protest movements in the history of the United States. The method by which they were acquired—called “rapid response collecting” by museum professionals—allows museums to collect stories of current events and major moments in history as they unfold.
Kristen Gallerneaux is Curator of Communications and Information Technology at The Henry Ford. This story was originally published in the January–May 2021 issue of The Henry Ford Magazine, available on Issuu.
The auditorium at the 1968 Fall Joint Computer Conference before guests arrive. / THF610598
The setting is sparse. The downward sweep of theatre curtains, a man seated stage left, backed by a hinged office cubicle wall. Technology in this image is scarce, and yet it defines the moment. A video camera is perched on top of the wall, its electronic eye turned downwards to surveil a man named Douglas Engelbart, seated in a modified Herman Miller Eames Shell Chair below. A large projection screen shows a molded tray table holding a keyboard at its center, a chunky-looking computer mouse made of wood on the right side, and a “chording keyboard” on the left. Today, we take the computer mouse for granted, but in this moment, it was a prototype for the future.
The empty auditorium chairs in this image will soon be filled with attendees of a computer conference. It is easy to imagine the collective groan of theater seating as this soon-to-arrive audience leans a little closer, to understand a little better. With the click of a shutter from the back of the room, this moment was collapsed down into the camera lens of a young Herman Miller designer named Jack Kelley. He knew this moment was worth documenting because if the computer mouse under Douglas Engelbart’s right hand onstage was soon going to create “the click that was heard around the world,” this scene was the rehearsal for that moment.
Entrance to the 1968 Fall Joint Computer Conference, San Francisco Civic Auditorium. / THF610636
“The Mother of All Demos”
On December 9, 1968, Douglas Engelbart of the Stanford Research Institute (SRI) hosted a session at the Joint Computer Conference at the Civic Center Auditorium in San Francisco. The system presented—known as the oNLine System (or NLS)—was focused on user-friendly interaction and digital collaboration.
Douglas Engelbart demonstrates the oNLine System. / THF146594
In a span of 90 minutes, Engelbart (wearing a headset like the radar technician he once was) used the first mouse to sweep through a demonstration that became the blueprint for modern computing. For the first time, computing processes we take for granted today were presented as an integrated system: easy navigation using a mouse, “WYSIWYG” word processing, resizable windows, linkable hypertext, graphics, collaborative software, videoconferencing, and presentation software similar to PowerPoint. Over time, the event gained the honorific “The Mother of all Demos.” When Engelbart was finished with his demonstration, everyone in the audience gave him a standing ovation.
Fixing the Human-Hardware Gap
In 1957, Engelbart established the Augmentation Research Center (ARC) at SRI to study the relationship between humans and machines. It was here, in 1963, that work on the first computer mouse began. The mouse was conceptualized by Engelbart and realized from an engineering standpoint by Bill English. All the while, work on NLS was percolating in the background.
Douglas Engelbart kicks back with the NLS at the Stanford Research Institute (SRI). / THF610612
While Engelbart was gearing up to present the NLS, Herman Miller Research Corporation’s (HRMC’s) president and lead designer Robert Propst was updating the “Action Office” furniture system. Designed to optimize human performance and workplace collaboration, Action Office caught Engelbart’s attention. He was excited by its flexibility and decided to consult with Herman Miller to provide the ideal environment for people using the NLS. Propst sent a young HMRC designer named Jack Kelley to California so he could study the needs of the SRI group in person.
Jack Kelley and Douglas Engelbart testing Herman Miller’s custom Action Office setup at Stanford Research Institute. / THF610616
After observing and responding to the needs of the team, Kelley recommended a range of customized Action Office items, which appeared onstage with Engelbart at the Joint Computer Conference. One of the items that Kelley designed was the console chair from which Engelbart gave his lecture. He ingeniously paired an off-the-shelf Shell Chair designed by Charles and Ray Eames with a molded tray attachment to support the mouse and keyboard. This one-of-a-kind chair featured prominently in The Mother of All Demos.
An unobstructed view of Jack Kelley’s customization of an Eames Shell Chair with removable, swinging tray for the NLS. The chording keyboard is visible at left, and the prototype mouse is at right. / THF610615
During the consultation, Kelley also noticed that Engelbart’s mouse prototype had difficulty tracking on hard surfaces. He created a “friendly” surface solution by simply lining the right side of the console tray with a piece of Naugahyde. If Engelbart was seen to be controlling the world’s first mouse onstage in 1968, Kelley contributed one very hidden “first” in story of computing history too: the world’s first mousepad. Sadly, the one-of-a-kind chair disappeared over time, but luckily, we have many images documenting its design within The Henry Ford’s archival collections.
A closer view of the world’s first mousepad – the beige square of Naugahyde inset into the NLS tray at bottom right. / THF610645
The computer scientist Mark Weiser said, “the most profound technologies are the ones that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.” If this is true, the impact of Engelbart’s 1968 demonstration—supported by Kelley’s console chair and mousepad—are hidden pieces of the computing history. So as design shaped the computer, the computer also shaped design.
Kristen Gallerneaux is Curator of Communications & Information Technology at The Henry Ford.
In the early 1930s, tensions were running high between two competing news sources: newspaper publishers were feeling the strength of their monopoly slipping away as the public’s appreciation for radio news broadcasts grew. This time of conflict in communications history is known as “The Press-Radio War.”
Publishers felt especially threatened by the nimbleness of radio networks. Broadcasters could share breaking news immediately over the airwaves, rather than having to wait for the next day’s run of newspapers to be printed and distributed. At first, newspaper companies tried to boycott radio’s ability to grow into something more than just an entertainment medium by asking wire services to block the flow of newsworthy information to radio stations. But eventually, the two media formats settled into a truce by the late 1930s, partly owing to the demand for reliable information-sharing as the threat of World War II grew.
The Detroit News “autogiro” aircraft flies over the WWJ transmitter towers on the roof of the Detroit News building. The autogiro used a swiveling camera to take aerial photos of newsworthy events and quickly transported reporters to the sites of developing stories. /THF238502
Some newspapers saw the financial benefit in blending formats and went so far as to cut out the competition by starting their own radio news stations. The Detroit News was one of the first newspapers in the United States to incorporate a commercial radio station into its operations. In August 1920, WWJ (then owned by the Detroit News) launched its program of nightly broadcasts under the call sign 8MK. As of 2020, WWJ has been on-air for 100 years!
In this image, the Detroit News autogiro flies over downtown Detroit. The Penobscot Building—site for the News’s experimental W8XWJ station—appears in the foreground. The original vertical “whip” antenna is just visible on the ball that tops the metal tower. /THF239963
In 1936, the Detroit News launched experimental audio broadcasting station W8XWJ from the 47th floor of the Penobscot Building in downtown Detroit. W8XWJ was formed under the FCC’s ultra-high short-wave “Apex” station program, an experiment designed to provide listeners with higher quality AM signals. The station’s original 100-watt AM vertical “whip” antenna was attached to the beacon sphere that tops the metal tower perched on the roof of the Penobscot Building. The height of the Penobscot—the tallest skyscraper in the city at that point—helped to disperse the radio waves over the entire city. Many people are familiar with the glowing red beacon at the top of the Penobscot, but its connection to the growth of radio in the city is not as well known.
From 1938-1940, W8XWJ ran a fascinating but ultimately short-lived experiment with an emerging technology called “radio facsimile.” Customers would hook a special “radio printer” up to their own radio, which would print the news overnight while they slept. In the morning, the news would be ready to enjoy with morning coffee – no need to deliver a physical newspaper!
One of the original Finch Facsimile Transmitters from W8XWJ, complete with original station badge visible and a sample of a radio fax. /THF160295
At W8XWJ, a Finch Facsimile Transmitter was used to convert images and text into audio tones. These signals would arrive in customer’s home via radio waves, where their “radio printer” would translate the tones into human language. Everything would print out onto continuous rolls of thermal paper.
This is a Crosley Reado Radio Printer – the type of device that people would connect to their home radio and would receive their faxed newspapers on. When The Henry Ford conserved this artifact through an Institute for Museum and Library Services grant, our conservators were excited to find an example of a facsimile still on the drum inside the machine. In this image, you can see an original radio facsimile portrait of Boris Karloff, who was famous for his 1931 portrayal of Frankenstein’s monster.
The Henry Ford’s collections also include the original transmitter and amplifier that powered the W8XWJ station.
W8XWJ’s Western Electric 500 Watt Ultra Shortwave Transmitter and Amplifier. These two devices are visible in their original installation here. /THF173159, THF173165
The idea behind W8XWJ’s radio facsimile experiment was revolutionary, but the process was slow and fussy. It could take over 20 minutes to print a single page of news, and signal reception became unreliable beyond a mile or two away from the transmitter. In 1940, W8XWJ ended its radio facsimile project.
While the original “whip” antenna for W8XWJ was replaced by a FM antenna in the early 1940s, if you look toward the top of the Penobscot building today, there is a tangle of communication equipment visible from street level. And in the interesting way that the new and the old can merge and converge within the histories of technology, some of this contemporary equipment fulfills radio facsimile’s promise to provide easily accessible information—the top of the Penobscot now serves as an important hub for Detroit’s wireless Internet network.
Kristen Gallerneaux is Curator of Communications & Information Technology at The Henry Ford.
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.
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.
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.
Wesley Clark (left) and Bob Arnzen (right) with the "TOWTMTEWP" computer, circa 1972.
Wesley Clark Wesley Clark's contributions to the history of computingbegan 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.
An image from the set of The Henry Ford’s Innovation Nation.
For many people—especially those who grew up between the decades of the 1970s through the 1990s—the sight of a boombox often prompts the thought: “I wonder how heavy that thing would feel, if I carried it around on my shoulder?” Boomboxes are infused with the promise of human interaction, ready for active use—to be slung from arm to arm, hoisted up on a shoulder, or planted with purpose on a park bench or an empty slice of asphalt in a city somewhere.
Here at The Henry Ford, we recently acquired a trio of classic boomboxes to document stories about the growth of mobile media and the social communication of music in American culture.
The Norelco 22RL962 was developed in the mid-1960s by the Dutch company, Philips. A combination radio and compact cassette player, it had recording and playback functions as well as a carrying handle. While it was generally thought of as the first device that could be accurately called a “boombox,” the Norelco failed to gain mass traction. The core issue wasn’t due to poor performance from a technological standpoint, but rather the bad sound quality of the tapes. In 1965, the American engineer Ray Dolby invented the Dolby Noise Reduction system, which led to clean, hiss-free sound on compact cassette tapes. His invention sparked a revolution in hi-fi cassette audio.
The ubiquitous compact cassette tape.
In the early 1970s, Japanese manufacturers began to make advancements in boombox technology as an outgrowth of modular hi-fi stereo components. Living spaces in Japan were typically small, and there was a desire to condense electronics into compact devices without losing sound quality.
Later that decade, the improved boombox made its way to the United States, where it was embraced by hip hop, punk, and new wave musicians and fans—many of whom lived in large cities like New York and Los Angeles. In many ways, the boombox was a protest device, as youth culture used them to broadcast politically charged music in public spaces.
An early image of the Brooklyn Bridge and New York Skyline. THF113708
Boomboxes literally changed the sonic fabric of cities, but this effect was divisive. By the mid-1980s, noise pollution laws began to restrict their use in public. The golden years of the boombox were also short lived due to the rising popularity and affordability of personal portable sound devices like the Sony Walkman (and later, the MP3 player), which turned music into a private, insular experience.
This boombox was built for the street, and it is meant to be played loud. Its design is rugged, with a carrying handle and protective “roll bars” in case it is dropped. Many classic photos from the early years of hip-hop depict fans and musicians carrying the El Diablo around cities and on the subway in New York.
The JVC RC-550 is a member of what sound historians refer to as the “holy trinity” of innovative boomboxes. While the origins of its “El Diablo” nickname are uncertain, it is believed to stem from the impressive volume of sound it can transmit—or its flashing red sound meters. It is a monophonic boombox, meaning that it has one main speaker and it is incapable of reproducing sound in stereo. A massive offset 10-inch woofer dominates its design, coupled with smaller midrange and tweeter speakers. As with most boomboxes of this time, bass and treble levels could be adjusted.
An input for an external microphone led to the RC-550 being advertised as a mobile personal amplifier system. Brochures from the Japanese version show the boombox being used by salesmen to amplify their pitches in front of crowds, as a sound system in a bar, and by a singing woman accompanied by a guitarist. Recording could take place directly through the tape deck, or through the microphone on top, which could be rotated 360-degrees.
JVC 838 Biphonic Boombox The JVC 838 is important for its transitional design. It was one of the first boomboxes to incorporate the symmetrical arrangement of components that would become standard in 1980s portable stereos: visually balanced speakers, buttons and knobs, and a centered cassette deck.
As boombox designs evolved, they began to include (almost to the point of parody) sound visualization components such as VU meters and other electronic indicators. In many cases, these were purely for visual effect rather than function. The needle VU meters on the JVC 838 however, were accurate.
A unique feature of the JVC 838 boombox is its “BiPhonic” sound—a spatial stereo feature that creates a “being there” effect through its binaural speaker technology, resulting in “three-dimensional depth, spaciousness, and pinpoint imaging.” The box also includes an “expand” effect to widen the sound even further.
Sharp GF-777 “Searcher.” THF177382 Sharp “Searcher” GF-777 The Sharp “Searcher” GF-777 is an exercise in excess. Often referred to as the “king of the boomboxes,” it was also one of the largest ever produced. Weighing thirty pounds (minus ten D-cell batteries) and measuring over one foot tall and two feet wide, it took a certain amount of lifestyle commitment to carry this device around a city.
The Searcher played a key part in the performance and representation of hip-hop music. Its six speakers include four woofers individually tuned for optimal bass transmission and amplitude. It appeared in a photograph on the back cover of the first Run-DMC album, found its way into several music videos, and was photographed alongside breakdancing crews.
Many people used this boombox as an affordable personal recording studio. Two high quality tape decks opened the possibility for people to create “pause tapes” – a way of creating looped beats through queuing, recording, rewinding, and repeating a short phrase of music. A microphone input and an onboard echo effect meant people could rap or sing over top of music backing tracks.
Much like Thomas Edison’s phonograph, the boombox came full circle, allowing people to record and play back music for public and communal consumption. And while they may not mesh with our ideas of what a “mobile” device is in our age of smartphones and streaming services, their reach permeated popular culture in the 1970s well into the 1990s. Sometimes acting as portable sound systems, sometimes used as affordable personal recording studios—carrying a boombox through the streets (wherever you happened to live) was as much a fashion statement and lifestyle choice as it was a celebration of music and social technology.
Kristen Gallerneaux is Curator of Communications and Information Technology 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.
Henry Ford used wireless radio to communicate within Ford Motor Company (FMC) starting after October 1, 1919. This revolutionary new means of communication captured Ford’s interest because it allowed him to transmit messages within his vast operation. By August 1920, he could convey directions from his yacht to administrators in FMC offices and production facilities in Dearborn and Northville, Michigan. By February 1922, Ford’s railroad offices and the plant in Flat Rock, Michigan were connected, and by 1925, the radio transmission equipment was on Ford’s Great Lake bulk haulers and ocean-going vessels. Historian David L. Lewis claimed that “Ford led all others in the use of intracompany radio communications” (The Public Image of Henry Ford, 311).
Ford Motor Company also used radio transmissions to reach external audiences through promotional campaigns. During 1922, FMC sales branches delivered a series of expositions that featured Ford automobiles and Fordson tractors. An article in Motor Age (August 10, 1922) described highlights of the four-month tour of western Oregon:
“The days are given over to field demonstrations of tractors, plows and implements, while at night a radio outfit that brings in the concerts from the distant cities and motion pictures from the Ford plant, keep an intensely interested crowd on the grounds until the Delco Light shuts down for the night.”
The Ford Radio and Film crew that broadcast to the Oregon crowds traveled in a well-marked vehicle, taking every opportunity available to inform passers-by of Ford’s investment in the new technology – radio – and the utility of new FMC products. Ray Johnson, who participated in the tour, recalled that he drove a vehicle during the day and then played dance music in the evenings as a member of the three-piece orchestra, “Sam Ness and his Royal Ragadours.”
Ford and Fordson Power Exposition Caravan and Radio Truck, Seaside, Oregon, 1922 . THF134998
In 1922, Intra-Ford transmissions began making public broadcasts over the Dearborn’s KDEN station (call letters WWI) at 250-watts of power, which carried a range of approximately 360 meters. The radio station building and transmission towers were located behind the Ford Engineering Laboratory, completed in 1924 at the intersection of Beech Street and Oakwood Boulevard in Dearborn.
Ford Motor Company Radio Station WWI, Dearborn, Michigan, March 1925. THF134748
Staff at the station, conveying intracompany information and compiled content for the public show which aired on Wednesday evenings.
Ford Motor Company Radio Station WWI, Dearborn, Michigan, August 1924. THF134754
The station did not grow because Ford did not want to join new radio networks. He discontinued broadcasting on WWI in early February 1926 (The Public Image of Henry Ford, 179).
Ford did not discontinue his intracompany radio communications. FMC used radio-telegraph means to communicate between the head office in Dearborn and remote locations, including, Fordlandia, a 2.5-million-acre plantation that Ford purchased in 1927 and that he planned to turn into a source of raw rubber to ease dependency on British colonies regulated by British trade policy.
Brazil and other countries in the Amazon of South American provided natural rubber to the world until the early twentieth century. The demand for tires for automobiles increased so quickly that South American harvests could not satisfy demand. Industrialists sought new sources. During the 1870s, a British man smuggled seeds out of Brazil, and by the late 1880s, British colonies, especially Ceylon (today Sri Lanka) and Malaysia, began producing natural rubber. Inexpensive labor, plus a climate suitable for production, and a growing number of trees created a viable replacement source for Brazilian rubber.
British trade policies, however, angered American industrialists who sought to establish production in other places including Africa and the Philippines. Henry Ford turned to Brazil, because of the incentives that the Brazilian government offered him. His goals to produce inexpensive rubber faced several hurdles, not the least of which was overcoming the traditional labor practices that had suited those who harvested rubber in local forests, and the length of time it took to cultivate new plants (not relying on local resources).
Ford built a production facility on the Tapajós River in Brazil. This included a radio station. The papers of E. L. Leibold, in The Henry Ford’s Benson Ford Research Center, include a map with a key that indicated the “proposed method of communication between Home Office and Ford Motor Company property on Rio Tapajos River Brazil.” The system included Western Union (WU) land wire from Detroit to New York, WU land wire and cable from New York to Para, Amazon River Cable Company river cable between Para and Santarem, and Ford Motor Company radio stations at each point between Santarem and the Ford Motor Company on Rio Tapajós. Manual relays had to occur at New York, Para, and Santarem.
Map Showing Routes of Communication between Dearborn, Michigan and Fordlandia, Brazil, circa 1928. THF134693
Ford officials studied the federal laws in Brazil that regulated radio and telegraph to ensure compliance. Construction of the power house and processing structures took time. The community and corporate facilities at Boa Vista (later Fordlandia) grew. By 1931, the power house had a generator that provided power throughout the Fordlandia complex.
Generator in Power House at Fordlandia, Brazil, 1931. THF134711
Power House and Water Tower at Fordlandia, Brazil, 1931. THF134714
Lines from the power house stretching up the hill from the river to the hospital and other buildings, including the radio power station. The setting on a higher elevation helped ensure the best reception for radio transmissions.
Sawmill and Power House at Fordlandia, Brazil, 1931.
Workers built the radio power house, which held a Delco Plant and storage batteries, and the radio transmitter station with its transmission tower. The intracompany radio station operated by 1929.
Radio Power House, Fordlandia, Brazil, 1929.THF134697
Radio Transmitter House, Fordlandia, Brazil, 1929.
Storage Batteries in Radio Power House, Fordlandia, Brazil, 1929.
Delco Battery Charger for Radio Power House, Fordlandia, Brazil, 1929.
Radio Power House Motor Generator Set, Fordlandia, Brazil, 1929.
The radio power house is visible at the extreme left of a photograph showing the stone road leading to the hospital (on an even higher elevation) at Fordlandia.
Stone Road Leading to Hospital, Fordlandia, Brazil, 1929. THF134709
Radio Transmitter Station, Fordlandia, Brazil, 1929. THF134707
Back at FMC headquarters in Dearborn, Ford announced in late 1933 that he would sponsor a program on both NBC and CBS networks. The Waring show aired two times a week between 1934 and 1937, when Ford pulled funding. Ford also sponsored World Series broadcasts. The most important radio investment FMC made, however, was the Ford Sunday Evening Hour, launched in the fall of 1934. Eighty-six CBS stations broadcast the show. Programs included classical music and corporate messages delivered by William J. Cameron, and occasionally guest hosts. Ford Motor Company printed and sold transcripts of the weekly talks for a small fee.
On August 24, 1941 Linton Wells (1893-1976), a journalist and foreign correspondent, hosted the broadcast and presented a piece on Fordlandia.
Program, "Ford Summer Hour," Sunday, August 24, 1941. THF134690
Linton Wells was not a stranger to Henry Ford’s Greenfield Village, he and his wife, Fay Gillis Wells, posed for a tintype in the village studio on 2 May 1940.
Tintype Portrait of Linton Wells and Fay Gillis Wells, Taken at the Greenfield Village Tintype Studio, circa 1940. THF134720
This radio broadcast informed American listeners of the Fordlandia project, in its 16th year in 1941. Wells summarized the products made from rubber (by way of an introduction to the importance of the subject). He described the approach Ford took to carve an American factory out of an Amazonian jungle, and the “never-say-quit” attitude that prompted Ford to re-evaluate Fordlandia, and to trade 1,375 square miles of Fordlandia for an equal amount of land on Rio Tapajós, closer to the Amazon port of Santarem. This new location became Belterra. Little did listeners know the challenges that arose as Brazilians tried to sustain their rubber production, and Ford sought to grow its own rubber supply.
By 1942, nearly 3.6 million trees were growing at Fordlandia, but the first harvest yielded only 750 tons of rubber. By 1945, FMC sold the holdings to the Brazilian government (The Public Image of Henry Ford, 165).
The Ford Evening Hour Radio broadcasts likewise ceased production in 1942 after eight years and 400 performances.
First portable “superhet” radio receiver, made by Edwin Armstrong in 1923. THF 156549
Edwin Armstrong’s First Portable Superheterodyning Receiver
A far cry from today’s pocket-sized MP3 players, the radio pictured above nonetheless advanced the idea of “portable radio.” This device was created in 1923 by Edwin Howard Armstrong—an inventor and pioneering electrical engineer. As the world’s first portable “superhet” radio receiver, this set is powered by six vacuum tubes, has a compartment for a battery, and a detachable horn for amplifying sound. It can be latched shut and conveniently carried by its handle, like a suitcase.
Armstrong’s legacy is rooted in three essential advances in radio history: regenerative circuits, superheterodyning, and frequency modulation (known to us today as FM radio). Individually, each of these concepts acted as some of the most important discoveries in radio history. Together, they helped to raise radio up to a new level. These concepts amplified radio waves, allowing voices to be carried rather than the dots and dashes of Morse code, and by extension, turned radio into an accessible and collective experience.
Superheterodyning The superheterodyning principle discovered by Armstrong is embedded within the radio receiver above, and has carried over to virtually every modern radio created since. Heterodyning involves mixing two different radio frequencies to create a third frequency, which could be used to tap into very sensitive high-frequency radio waves. Modern radio as well as televisions and cell phones owe a lot to the “superhet” concept.
Edwin and Marion Armstrong, on the beach, 1923. THF 120661
Tunes for the Honeymoon Not only was Armstrong an intrepid inventor, he was also a daredevil. His shy persona was a contrast to his bold innovations and daring publicity stunts. Before he married his wife Marion, he climbed to the top of the RCA tower in New York City to impress her. Apparently, it worked—because we soon see Marion and Armstrong on their honeymoon, sitting on the shore of Palm Beach in Florida. Armstrong built the portable radio in this image as wedding gift to Marion, and it is the same radio in the collections at The Henry Ford.
Marion Armstrong at The Henry Ford, 1967. THF 131774
Armstrong’s Legacy Armstrong was well known in his own time, and was highly respected. His story is also tragic, because he spent decades of his career in legal battles over patents that other inventors raised against him. Even though he would receive credit for his contributions to radio, much of that vindication came after his 1954 death. In the image above, we see Marion Armstrong donating her husband’s radio to The Henry Ford in 1967.
Although today’s radio formats are shifting towards satellite and subscription services, if you’ve ever listened to a car radio where you a spin a dial to tune in to a station—you’re listening to Armstrong’s FM radio.
The sonic imprints of his legacy continue to bleed into our everyday lives: from voices on the airwaves, to entertainment on the road, to enlivening a relaxing walk with headphones—or a summery day with music at the beach.
Kristen Gallerneaux is Curator of Communications and Information Technology at The Henry Ford.