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Steve Jobs at the Smithsonian

NPG portrait of Steve Jobs by Dianna Walker, 1982

The Patents and Trademarks of Steve Jobs: Art and Technology that Changed the World
(May 11, 2012 - July 8, 2012 at the Ripley Center)
Learn about the far-reaching impact of Steve Jobs’ entrepreneurship and innovation on our daily lives, and how his patents and trademarks reveal the importance intellectual property plays in the global marketplace.

iMac G3<br /><em>PTO image D418493</em> <em>PTO image D268584</em> iPod classic<br /><em>PTO image 7710409 and 7860536</em> <em>PTO image D487893</em> <em>PTO image Apple Trademark 4021593</em> iMac G4<br /><em>PTO image D486486</em> iPhone 4S<br /><em>PTO Image D636392</em> iPod package<br /><em>PTO image D621256</em>

Excerpts from an Oral History Interview with Steve Jobs Founder, NeXT Computer. Computer History Collection, Smithsonian's National Museum of American History Patent Models
Steve Jobs is interviewed April 20, 1995 by Daniel Morrow, Executive Director, The Computerworld Smithsonian Awards Program. The technical evolution of electrical and electronic information technology is represented in the Computer History Collection, Smithsonian's National Museum of American History. Up until 1870, the United States Patent Office required applicants to submit models of their inventions. Originally displayed in the Patent Office building as a monument to American ingenuity, thousands of these models were eventually transferred to the Smithsonian Institution to help illustrate the history of invention. Almost 10,000 patent models reside in the Smithsonian’s collections.

Virtual Exhibitions

The Great American Hall of Wonders Inventing a Better Mousetrap: Patent Models from the Rothschild Collection Doodles, Drafts and Designs: Industrial Drawings from the Smithsonian
The exhibition The Great American Hall of Wonders is a collaboration with the United States Patent and Trademark Office that examines the nineteenth-century American belief that the people of the United States shared a special genius for innovation. Thirty-two models illustrate the variety of 19th-century patented inventions submitted by inventors from across the United States; On display at the Smithsonian American Art Museum, November 11, 2011—November 3, 2013. Engineers, inventors, and designers produce drawings as part of their creative process. This exhibition presents examples of industrial drawings in the collections of the Smithsonian's National Museum of American History and the Smithsonian Institution Libraries. Students will learn about American industrial creativity by looking at industrial drawings, considering their aesthetic value as well as their importance to the design process.


David Kappos
Under Secretary of Commerce, Director US Patent and Trademark Office
Deborah Cohn
Commissioner of Trademarks

Part 1 – Introduction to USPTO: Patents, Copyrights and Trademarks (12:52)
Part 2 – Supporting American Innovation: Working at USPTO (5:32)
Part 3 – American Innovation and Steve Jobs (5:11)

Steve Jobs and his Trademarks (4:58)

Lemelson Center Podcasts Norman Winarsky taps into Silicon Valley’s culture of innovation From child scientist to playful inventor
Video and audio programming featuring real-life inventors and innovators to inspire you from the Smithsonian’s Lemelson Center for the Study of Invention and Innovation. SRI International began as Stanford Research Institute in 1946 and became a problem-solving pioneer in communications, robotics, personal computing, and more. The leader of SRI’s Ventures, Licensing, and Strategic Programs, Norman Winarsky walks us through Siri, the “virtual personal assistant” smart-phone application that enhances human ability. (23:45) What does children’s play have to do with the work of serious scientists? (4:42)


Jason Bannister: From Sketch to Robot Deanne Bell believes engineering is for girls Nate Ball, inventor and co-host of "Design Squad"
Jason Bannister, chief artist and scientist of Mechanimal, a robotics company in Pittsburgh, designs, sketches and builds robots. In this episode he shows how inventors can start with a basic pencil on paper sketch and eventually wind up with a truly amazing creation. (11:22) Deanne Bell, engineer and co-host of PBS's "Design Squad," talks about inspiring inventive creativity in young people, especially girls. (13:51) Nate Ball, winner of the 2007 Lemelson-MIT Student Prize for invention and co-host of PBS's "Design Squad," talks about inspiring inventive creativity in young people.(18:30)

SparkLab Inventor’s Notebook IdeaLabs Mystery Invention Activity Sheet
Downloadable notebook to inspire young inventors to write down their ideas, experiment, and record observations. Looking for a great book about museums? Want to know what it’s like to walk on the Moon? Or need some tips on starting your own rock, stamp, or coin collection? Then check out Smithsonian IdeaLabs, where you can explore these subjects and more! From the Smithsonian Center for Education and Museum Studies. Activity page about the invention of the telephone by Alexander Graham Bell, including word and number games, art exercises, and fun quizzes.


"Art to Zoo: Turning Dreams into Reality" Invention at Play Invention at Play Family Activities Guide
A vintage issue of Art to Zoo takes students on a guided tour of how dreams turn into the reality of inventions. This topic expands on the theme of uniting children’s fantasies and curiosities with the larger world of history, culture, and ideas. Includes an article, “Inventions are Mechanical Extensions of Ourselves and the Natural World,” and a pull-out page detailing the early history of the photograph. PDF, 1984 When asked what inspired them to become inventors, many adults tell stories about playing as children. Learn how play—the ordinary and everyday “work of childhood”—connects to the creative impulse of both historic and contemporary inventors. From The Jerome and Dorothy Lemelson Center for the Study of Invention and Innovation. PDF connected to the Invention at Play online exhibit highlighting the connections between play and the process of invention; Targets grades K-4. PDF

Educator Resources
Online Conference: Problem Solving with Smithsonian Experts How does design solve everyday problems? Who owns music?
Smithsonian historians, scientists, researchers and other experts shared their questions, methods, and unique way of thinking during this special online program; Archived series from 2010. From the chair in which you’re sitting to the town in which you live, everything around you is the result of the work of designers. Some of it is successful and some of it isn’t, but it all exists to fulfill human needs. Curator Ellen Lupton and educator Caroline Payson look at the ideas behind cutting-edge household items, from a glow-in-the-dark electrical cord to a camera for the blind. Discover how designers came up with these wild ideas and how teachers and students might follow their lead. Ownership of music is a legal question, one that is increasingly contentious in a time when cyberspace is challenging copyright laws. It is also an ethical and even philosophical question, which Smithsonian Folkways Recordings must wrestle with as it gathers the music of cultures around the world. Folkways’ D. A. Sonneborn tells stories of the music makers he’s met—including truck drivers in Ghana playing on hubcaps, air pumps, and their trucks’ horns—in a session that considers the idea of ownership in its largest sense.


Lesson Plan: Smithsonian Source—Invention Lesson Plan: Masterpieces and the Mass-Produced Lesson Plan: Sneakers, Telephones, Cups and Curls: The Power of Invention in Everyday Life
Teacher-developed American History resource to enhance the classroom experience for both teachers and students studying invention. In this activity, from the Cooper-Hewitt, Smithsonian Design Museum, students examine "masterpieces" and mass-produced objects as they discuss humankind's inventiveness and creativity. They will also analyze the role of problem solving in the creation of masterpieces and mass-produced items. Grade Level: High School Problem solving is an essential element of the design process. In this activity students will learn how to identify and solve problems as they modify the design of an everyday household item. They will learn about innovation, gather and analyze information, and work in collaborative teams to create a design plan for a new product. Grade Level: High School

Invention at Play Educator's Manual
Teacher's guide for the online exhibit Invention at Play providing an array of activities, resources, and approaches that underscores the role of play in fostering the inventive spirit. Through play we develop certain "habits of mind" - curiosity, persistence, imagination, communication, problem solving - as well as skills in manipulating and understanding the properties of the material world. This guide provides biographies, activities, articles, and resources which should help you bring the playful nature of invention into your classroom. PDF


Steve Jobs: Futurist, Optimist A Tribute to a Great Artist: Steve Jobs Remembering Steve Jobs
The innovator wasn't just this generation's Thomas Edison; he was also its Walt Disney. By Matt Novak, 10/06/2011 Through mastering calligraphy in college, Jobs learned to think like an artist. By Henry Adams, 10/06/2011 A collection of thoughts from the staff of the Lemelson Center for the Study of Invention and Innovation reflects on Jobs as they knew him best—an innovator who captured our imaginations and changed the world we live in. 10/06/2011, National Museum of American History (NMAH)
Trademark information from United States Patent and Trademark Office (USPTO)

Trademark Basics Frequently Asked Questions about Trademarks Basic Facts About Trademarks Booklet
It is important to understand whether you should file for a trademark, a patent, and/or a copyright. While all are types of intellectual property, each protects something very specific. What is a trademark? What is a copyright? What is a Patent? What is a collective mark? If you claim rights to use a mark, you may use the “TM” (trademark) or “SM” (service mark) designation to alert the public to your claim of ownership of the mark, regardless of whether you have filed an application with the USPTO.


Trademark Application and Post Registration Process Timelines Trademark Search Application Filing
Applying to register your trademark with the USPTO begins a legal process. Legal requirements and deadlines must be met and fees may be required throughout the process. Not all applied-for trademarks register. Search pending and registered marks using the Trademark Electronic Search System (TESS). File applications and other documents online using the Trademark Electronic Application System (TEAS).
Trademark Information Network (TMIN) VIDEOS

First-time trademark filer? Confused by trademark application terms? Interested in saving time and money during the application process? For your convenience, the USPTO presents TMIN, the Trademark Information Network. Here you can view news broadcast-style videos that cover important topics and critical application filing tips.

While these videos provide pertinent suggestions and legal information, they are not considered legal advice. For information about legal advice and the use of an attorney to help you through the application process, visit the USPTO "Do I Need a Trademark Attorney?" page.

The videos can also be viewed on the USPTO YouTube channel and are accessible by clicking the "Video" button on the USPTO Facebook page.

This exhibition is sponsored by the United States Patent and Trademark Office.

The exhibit features more than 300 of the patents that bear the name of the iconic innovator along with many of the trademarks that have given Apple its instantly recognizable identity around the world. The display gives insight into the visionary commitment Jobs gave to each of the products and designs he influenced during his time with Apple, the company he co-founded at the age of 21 with his friend and fellow computer enthusiast Steve Wozniak.