You Are Here: Personal Geographies and Other Maps of the Imagination


Katharine Harmon - 2003
    But maps need not just show continents and oceans: there are maps to heaven and hell; to happiness and despair; maps of moods, matrimony, and mythological places. There are maps to popular culture, from Gulliver's Island to Gilligan's Island. There are speculative maps of the world before it was known, and maps to secret places known only to the mapmaker. Artists' maps show another kind of uncharted realm: the imagination. What all these maps have in common is their creators' willingness to venture beyond the boundaries of geography or convention.You Are Here is a wide-ranging collection of such superbly inventive maps. These are charts of places you're not expected to find, but a voyage you take in your mind: an exploration of the ideal country estate from a dog's perspective; a guide to buried treasure on Skeleton Island; a trip down the road to success; or the world as imagined by an inmate of a mental institution. With over 100 maps from artists, cartographers, and explorers, You are Here gives the reader a breath-taking view of worlds, both real and imaginary.

Design It! : Pragmatic Programmers: From Programmer to Software Architect


Michael Keeling - 2017
    Lead your team as a software architect, ask the right stakeholders the right questions, explore design options, and help your team implement a system that promotes the right -ilities. Share your design decisions, facilitate collaborative design workshops that are fast, effective, and fun-and develop more awesome software!With dozens of design methods, examples, and practical know-how, Design It! shows you how to become a software architect. Walk through the core concepts every architect must know, discover how to apply them, and learn a variety of skills that will make you a better programmer, leader, and designer. Uncover the big ideas behind software architecture and gain confidence working on projects big and small. Plan, design, implement, and evaluate software architectures and collaborate with your team, stakeholders, and other architects. Identify the right stakeholders and understand their needs, dig for architecturally significant requirements, write amazing quality attribute scenarios, and make confident decisions. Choose technologies based on their architectural impact, facilitate architecture-centric design workshops, and evaluate architectures using lightweight, effective methods. Write lean architecture descriptions people love to read. Run an architecture design studio, implement the architecture you've designed, and grow your team's architectural knowledge. Good design requires good communication. Talk about your software architecture with stakeholders using whiteboards, documents, and code, and apply architecture-focused design methods in your day-to-day practice. Hands-on exercises, real-world scenarios, and practical team-based decision-making tools will get everyone on board and give you the experience you need to become a confident software architect.

Head First Design Patterns


Eric Freeman - 2004
     At any given moment, somewhere in the world someone struggles with the same software design problems you have. You know you don't want to reinvent the wheel (or worse, a flat tire), so you look to Design Patterns--the lessons learned by those who've faced the same problems. With Design Patterns, you get to take advantage of the best practices and experience of others, so that you can spend your time on...something else. Something more challenging. Something more complex. Something more fun. You want to learn about the patterns that matter--why to use them, when to use them, how to use them (and when NOT to use them). But you don't just want to see how patterns look in a book, you want to know how they look "in the wild". In their native environment. In other words, in real world applications. You also want to learn how patterns are used in the Java API, and how to exploit Java's built-in pattern support in your own code. You want to learn the real OO design principles and why everything your boss told you about inheritance might be wrong (and what to do instead). You want to learn how those principles will help the next time you're up a creek without a design pattern. Most importantly, you want to learn the "secret language" of Design Patterns so that you can hold your own with your co-worker (and impress cocktail party guests) when he casually mentions his stunningly clever use of Command, Facade, Proxy, and Factory in between sips of a martini. You'll easily counter with your deep understanding of why Singleton isn't as simple as it sounds, how the Factory is so often misunderstood, or on the real relationship between Decorator, Facade and Adapter. With Head First Design Patterns, you'll avoid the embarrassment of thinking Decorator is something from the "Trading Spaces" show. Best of all, in a way that won't put you to sleep! We think your time is too important (and too short) to spend it struggling with academic texts. If you've read a Head First book, you know what to expect--a visually rich format designed for the way your brain works. Using the latest research in neurobiology, cognitive science, and learning theory, Head First Design Patterns will load patterns into your brain in a way that sticks. In a way that lets you put them to work immediately. In a way that makes you better at solving software design problems, and better at speaking the language of patterns with others on your team.

Human Dimension and Interior Space: A Source Book of Design Reference Standards


Julius Panero - 1979
    Its applicability to the design process is seen in the physical fit, or interface, between the human body and the various components of interior space.Human Dimension and Interior Space is the first major anthropometrically based reference book of design standards for use by all those involved with the physical planning and detailing of interiors, including interior designers, architects, furniture designers, builders, industrial designers, and students of design. The use of anthropometric data, although no substitute for good design or sound professional judgment should be viewed as one of the many tools required in the design process. This comprehensive overview of anthropometrics consists of three parts.The first part deals with the theory and application of anthropometrics and includes a special section dealing with physically disabled and elderly people. It provides the designer with the fundamentals of anthropometrics and a basic understanding of how interior design standards are established. The second part contains easy-to-read, illustrated anthropometric tables, which provide the most current data available on human body size, organized by age and percentile groupings. Also included is data relative to the range of joint motion and body sizes of children. The third part contains hundreds of dimensioned drawings, illustrating in plan and section the proper anthropometrically based relationship between user and space. The types of spaces range from residential and commercial to recreational and institutional, and all dimensions include metric conversions.In the Epilogue, the authors challenge the interior design profession, the building industry, and the furniture manufacturer to seriously explore the problem of adjustability in design. They expose the fallacy of designing to accommodate the so-called average man, who, in fact, does not exist. Using government data, including studies prepared by Dr. Howard Stoudt, Dr. Albert Damon, and Dr. Ross McFarland, formerly of the Harvard School of Public Health, and Jean Roberts of the U.S. Public Health Service, Panero and Zelnik have devised a system of interior design reference standards, easily understood through a series of charts and situation drawings. With Human Dimension and Interior Space, these standards are now accessible to all designers of interior environments.

Crabgrass Frontier: The Suburbanization of the United States


Kenneth T. Jackson - 1985
    Integrating social history with economic and architectural analysis, and taking into account such factors as the availability of cheap land, inexpensive building methods, and rapid transportation, Kenneth Jackson chronicles the phenomenal growth of the American suburb from the middle of the 19th century to the present day. He treats communities in every section of the U.S. and compares American residential patterns with those of Japan and Europe. In conclusion, Jackson offers a controversial prediction: that the future of residential deconcentration will be very different from its past in both the U.S. and Europe.

The Design of Childhood: How the Material World Shapes Independent Kids


Alexandra Lange - 2010
    These objects and spaces encode decades, even centuries of changing ideas about what makes for good child-rearing--and what does not. Do you choose wooden toys, or plastic, or, increasingly, digital? What do youngsters lose when seesaws are deemed too dangerous and slides are designed primarily for safety? How can the built environment help children cultivate self-reliance? In these debates, parents, educators, and kids themselves are often caught in the middle.Now, prominent design critic Alexandra Lange reveals the surprising histories behind the human-made elements of our children's pint-size landscape. Her fascinating investigation shows how the seemingly innocuous universe of stuff affects kids' behavior, values, and health, often in subtle ways. And she reveals how years of decisions by toymakers, architects, and urban planners have helped--and hindered--American youngsters' journeys toward independence. Seen through Lange's eyes, everything from the sandbox to the street becomes vibrant with buried meaning. The Design of Childhood will change the way you view your children's world--and your own.

Cities of Empire: The British Colonies and the Creation of the Urban World


Tristram Hunt - 2014
    In a series of ten vibrant urban biographies that stretch from the shores of Puritan Boston to Dublin, Hong Kong, New Delhi, Liverpool, and beyond, acclaimed historian Tristram Hunt demonstrates that urbanism is in fact the most lasting of Britain's imperial legacies.Combining historical scholarship, cultural criticism, and personal reportage, Hunt offers a new history of empire, excavated from architecture and infrastructure, from housing and hospitals, sewers and statues, prisons and palaces. Avoiding the binary verdict of empire as "good" or "bad," he traces the collaboration of cultures and traditions that produced these influential urban centers, the work of an army of administrators, officers, entrepreneurs, slaves, and renegades. In these ten cities, Hunt shows, we also see the changing faces of British colonial settlement: a haven for religious dissenters, a lucrative slave-trading post, a center of global hegemony.Lively, authoritative, and eye-opening, Cities of Empire makes a crucial new contribution to the history of colonialism.

Biomimicry: Innovation Inspired by Nature


Janine M. Benyus - 1997
    Biomimics study nature's most successful ideas over the past 3.5 million years, and adapt them for human use. The results are revolutionizing how materials are invented and how we compute, heal ourselves, repair the environment, and feed the world.Janine Benyus takes readers into the lab and in the field with maverick thinkers as they: discover miracle drugs by watching what chimps eat when they're sick; learn how to create by watching spiders weave fibers; harness energy by examining how a leaf converts sunlight into fuel in trillionths of a second; and many more examples.Composed of stories of vision and invention, personalities and pipe dreams, Biomimicry is must reading for anyone interested in the shape of our future.

Code Complete


Steve McConnell - 1993
    Now this classic book has been fully updated and revised with leading-edge practices--and hundreds of new code samples--illustrating the art and science of software construction. Capturing the body of knowledge available from research, academia, and everyday commercial practice, McConnell synthesizes the most effective techniques and must-know principles into clear, pragmatic guidance. No matter what your experience level, development environment, or project size, this book will inform and stimulate your thinking--and help you build the highest quality code. Discover the timeless techniques and strategies that help you: Design for minimum complexity and maximum creativity Reap the benefits of collaborative development Apply defensive programming techniques to reduce and flush out errors Exploit opportunities to refactor--or evolve--code, and do it safely Use construction practices that are right-weight for your project Debug problems quickly and effectively Resolve critical construction issues early and correctly Build quality into the beginning, middle, and end of your project

AWS Well-Architected Framework (AWS Whitepaper)


Amazon Web Services - 2015
    By using the Framework you will learn architectural best practices for designing and operating reliable, secure, efficient, and cost-effective systems in the cloud.

Inspired: How to Create Tech Products Customers Love


Marty Cagan - 2008
    The goal of the book is to share the techniques of the best companies. This book is aimed primarily at Product Managers working on technology-powered products. That includes the hundreds of "tech companies" like Google, Facebook, Amazon, Twitter and the like, as well as the thousands of companies moving to leverage technology (financial companies, media companies, retailers, manufacturers, nearly every industry). Inspired covers companies from early stage start-ups to large, established companies. The products might be consumer products or devices, business services for small businesses to enterprises, internal tools, and developer platforms.Inspired is secondarily aimed at the designers, engineers, user researchers and data scientists that work closely with the product managers on product teams at these same companies.

Start-Up City: Inspiring Private and Public Entrepreneurship, Getting Projects Done, and Having Fun


Gabe Klein - 2015
    Sleek, legible mobility platforms are connecting people to cars, trains, buses, and bikes as never before, opening up a range of new transportation options while improving existing ones. While many large city governments, such as Chicago, New York, and Washington, D.C., have begun to embrace creative forms and processes of government, most still operate under the weight of an unwieldy, risk-averse bureaucracy.With the advent of self-driving vehicles and other technological shifts upon us, Gabe Klein asks how we can close the gap between the energized, aggressive world of start-ups and the complex bureaucracies struggling to change beyond a geologic time scale. From his experience as a food-truck entrepreneur to a ZipCar executive and a city transportation commissioner, Klein’s career has focused on bridging the public-private divide, finding and celebrating shared goals, and forging better cities with more nimble, consumer-oriented bureaucracies.In Start-Up City, Klein, with David Vega-Barachowitz, demonstrates how to affect big, directional change in cities—and how to do it fast. Klein's objective is to inspire what he calls “public entrepreneurship,” a start-up-pace energy within the public sector, brought about by leveraging the immense resources at its disposal.  Klein offers guidance for cutting through the morass, and a roadmap for getting real, meaningful projects done quickly and having fun while doing it.This book is for anyone who wants to change the way we live in cities without waiting for the glacial pace of change in government.

Estates: An Intimate History


Lynsey Hanley - 2007
    How did homes built to improve people's lives end up doing the opposite? Is their reputation fair, and if so who is to blame? Lynsey Hanley was born and raised on what was then the largest council estate in Europe, and she has lived for years on an estate in London's East End. Writing with passion, humor, and a sense of history, she recounts the rise of social housing a century ago, its adoption as a fundamental right by leaders of the social welfare state in mid-century, and its decline in the 1960s and 70s. What emerges is a vivid mix of memoir and social history, an engaging and illuminating book about a corner of society that the rest of Britain has left in the dark.

Release It!: Design and Deploy Production-Ready Software (Pragmatic Programmers)


Michael T. Nygard - 2007
    Did you design your system to survivef a sudden rush of visitors from Digg or Slashdot? Or an influx of real world customers from 100 different countries? Are you ready for a world filled with flakey networks, tangled databases, and impatient users?If you're a developer and don't want to be on call for 3AM for the rest of your life, this book will help.In Release It!, Michael T. Nygard shows you how to design and architect your application for the harsh realities it will face. You'll learn how to design your application for maximum uptime, performance, and return on investment.Mike explains that many problems with systems today start with the design.

Cracking the PM Interview: How to Land a Product Manager Job in Technology


Gayle Laakmann McDowell - 2013
    Cracking the PM Interview is a comprehensive book about landing a product management role in a startup or bigger tech company. Learn how the ambiguously-named "PM" (product manager / program manager) role varies across companies, what experience you need, how to make your existing experience translate, what a great PM resume and cover letter look like, and finally, how to master the interview: estimation questions, behavioral questions, case questions, product questions, technical questions, and the super important "pitch."