Chris Crawford on Game Design
Chris Crawford - 2003
This book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, and more.
The Most Human Human: What Talking with Computers Teaches Us About What It Means to Be Alive
Brian Christian - 2011
Its starting point is the annual Turing Test, which pits artificial intelligence programs against people to determine if computers can “think.”Named for computer pioneer Alan Turing, the Turing Test convenes a panel of judges who pose questions—ranging anywhere from celebrity gossip to moral conundrums—to hidden contestants in an attempt to discern which is human and which is a computer. The machine that most often fools the panel wins the Most Human Computer Award. But there is also a prize, bizarre and intriguing, for the Most Human Human.In 2008, the top AI program came short of passing the Turing Test by just one astonishing vote. In 2009, Brian Christian was chosen to participate, and he set out to make sure Homo sapiens would prevail.The author’s quest to be deemed more human than a computer opens a window onto our own nature. Interweaving modern phenomena like customer service “chatbots” and men using programmed dialogue to pick up women in bars with insights from fields as diverse as chess, psychiatry, and the law, Brian Christian examines the philosophical, biological, and moral issues raised by the Turing Test.One central definition of human has been “a being that could reason.” If computers can reason, what does that mean for the special place we reserve for humanity?
50 Great Myths of Popular Psychology: Shattering Widespread Misconceptions about Human Behavior
Scott O. Lilienfeld - 2009
50 Great Myths of Popular Psychology uses popular myths as a vehicle for helping students and laypersons to distinguish science from pseudoscience.# Uses common myths as a vehicle for exploring how to distinguish factual from fictional claims in popular psychology# Explores topics that readers will relate to, but often misunderstand, such as 'opposites attract', 'people use only 10% of their brains', and 'handwriting reveals your personality'# Provides a 'mythbusting kit' for evaluating folk psychology claims in everyday life# Teaches essential critical thinking skills through detailed discussions of each myth# Includes over 200 additional psychological myths for readers to explore# Contains an Appendix of useful Web Sites for examining psychological myths# Features a postscript of remarkable psychological findings that sound like myths but that are true# Engaging and accessible writing style that appeals to students and lay readers alike
Amusing Ourselves to Death: Public Discourse in the Age of Show Business
Neil Postman - 1985
In this eloquent, persuasive book, Neil Postman alerts us to the real and present dangers of this state of affairs, and offers compelling suggestions as to how to withstand the media onslaught. Before we hand over politics, education, religion, and journalism to the show business demands of the television age, we must recognize the ways in which the media shape our lives and the ways we can, in turn, shape them to serve out highest goals.
Observing the User Experience: A Practitioner's Guide to User Research
Mike Kuniavsky - 2003
Observing the User Experience will help you bridge that gap to understand what your users want and need from your product, and whether they'll be able to use what you've created.Filled with real-world experience and a wealth of practical information, this book presents a complete toolbox of techniques to help designers and developers see through the eyes of their users. It provides in-depth coverage of 13 user experience research techniques that will provide a basis for developing better products, whether they're Web, software or mobile based. In addition, it's written with an understanding of how software is developed in the real world, taking tight budgets, short schedules, and existing processes into account.
Characteristics of Games
George Skaff Elias - 2012
These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. "Characteristics of Games"--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.
The Elements of User Experience: User-Centered Design for the Web
Jesse James Garrett - 2002
This book aims to minimize the complexity of user-centered design for the Web with explanations and illustrations that focus on ideas rather than tools or techniques.
Unit Operations: An Approach to Videogame Criticism
Ian Bogost - 2006
Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium--from videogames to poetry, literature, cinema, or art--can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies."The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.
Kanban and Scrum - Making the Most of Both
Henrik Kniberg - 2010
So how do they relate to each other? The purpose of this book is to clear up the fog, so you can figure out how Kanban and Scrum might be useful in your environment. Part I illustrates the similarities and differences between Kanban and Scrum, comparing for understanding, not for judgement. There is no such thing as a good or bad tool - just good or bad decisions about when and how to use which tool. This book includes: - Kanban and Scrum in a nutshell - Comparison of Kanban and Scrum and other Agile methods - Practical examples and pitfalls - Cartoons and diagrams illustrating day-to-day work - Detailed case study of a Kanban implementation within a Scrum organization Part II is a case study illustrating how a Scrum-based development organization implemented Kanban in their operations and support teams.
Intertwingled: Information Changes Everything
Peter Morville - 2014
Or, to be precise, it explores how everything is connected from code to culture. We think we're designing software, services, and experiences, but we're not. We are intervening in ecosystems. Until we open our minds, we will forever repeat our mistakes. In this spirited tour of information architecture and systems thinking, Peter Morville connects the dots between authority, Buddhism, classification, synesthesia, quantum entanglement, and volleyball. In 1974 when Ted Nelson wrote "everything is deeply intertwingled," he hoped we might realize the true potential of hypertext and cognition. This book follows naturally from that.
Dont Make Me Think (Blinkist Summaries)
Blinkist
Witty, commonsensical, and eminently practical, it’s one of the best-loved and most recommended books on the subject.In this 3rd edition, Steve returns with fresh perspective to reexamine the principles that made Don’t Make Me Think a classic-–with updated examples and a new chapter on mobile usability. And it’s still short, profusely illustrated…and best of all–fun to read.If you’ve read it before, you’ll rediscover what made Don’t Make Me Think so essential to Web designers and developers around the world. If you’ve never read it, you’ll see why so many people have said it should be required reading for anyone working on Web sites.
The Half-life of Facts: Why Everything We Know Has an Expiration Date
Samuel Arbesman - 2012
Smoking has gone from doctor recommended to deadly. We used to think the Earth was the center of the universe and that Pluto was a planet. For decades, we were convinced that the brontosaurus was a real dinosaur. In short, what we know about the world is constantly changing. But it turns out there’s an order to the state of knowledge, an explanation for how we know what we know. Samuel Arbesman is an expert in the field of scientometrics—literally the science of science. Knowledge in most fields evolves systematically and predictably, and this evolution unfolds in a fascinating way that can have a powerful impact on our lives. Doctors with a rough idea of when their knowledge is likely to expire can be better equipped to keep up with the latest research. Companies and governments that understand how long new discoveries take to develop can improve decisions about allocating resources. And by tracing how and when language changes, each of us can better bridge generational gaps in slang and dialect. Just as we know that a chunk of uranium can break down in a measurable amount of time—a radioactive half-life—so too any given field’s change in knowledge can be measured concretely. We can know when facts in aggregate are obsolete, the rate at which new facts are created, and even how facts spread. Arbesman takes us through a wide variety of fields, including those that change quickly, over the course of a few years, or over the span of centuries. He shows that much of what we know consists of “mesofacts”—facts that change at a middle timescale, often over a single human lifetime. Throughout, he offers intriguing examples about the face of knowledge: what English majors can learn from a statistical analysis of The Canterbury Tales, why it’s so hard to measure a mountain, and why so many parents still tell kids to eat their spinach because it’s rich in iron. The Half-life of Facts is a riveting journey into the counterintuitive fabric of knowledge. It can help us find new ways to measure the world while accepting the limits of how much we can know with certainty.
Why We Buy: The Science of Shopping
Paco Underhill - 1999
Why We Buy is based on hard data gleaned from thousands of hours of field research–in shopping malls, department stores, and supermarkets across America. With his team of sleuths tracking our every move, Paco Underhill lays bare the struggle among merchants, marketers, and increasingly knowledgeable consumers for control.
I Am Error: The Nintendo Family Computer / Entertainment System Platform
Nathan Altice - 2015
In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
The Drama of the Gifted Child: The Search for the True Self
Alice Miller - 1979
I simply meant all of us who have survived an abusive childhood thanks to an ability to adapt even to unspeakable cruelty by becoming numb.... Without this 'gift' offered us by nature, we would not have survived." But merely surviving is not enough. The Drama of the Gifted Child helps us to reclaim our life by discovering our own crucial needs and our own truth.