Book picks similar to
Company Image and Reality by David Bernstein


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The Storytelling Animal: How Stories Make Us Human


Jonathan Gottschall - 2012
    We spin fantasies. We devour novels, films, and plays. Even sporting events and criminal trials unfold as narratives. Yet the world of story has long remained an undiscovered and unmapped country. It’s easy to say that humans are “wired” for story, but why?In this delightful and original book, Jonathan Gottschall offers the first unified theory of storytelling. He argues that stories help us navigate life’s complex social problems—just as flight simulators prepare pilots for difficult situations. Storytelling has evolved, like other behaviors, to ensure our survival.Drawing on the latest research in neuroscience, psychology, and evolutionary biology, Gottschall tells us what it means to be a storytelling animal. Did you know that the more absorbed you are in a story, the more it changes your behavior? That all children act out the same kinds of stories, whether they grow up in a slum or a suburb? That people who read more fiction are more empathetic?Of course, our story instinct has a darker side. It makes us vulnerable to conspiracy theories, advertisements, and narratives about ourselves that are more “truthy” than true. National myths can also be terribly dangerous: Hitler’s ambitions were partly fueled by a story.But as Gottschall shows in this remarkable book, stories can also change the world for the better. Most successful stories are moral—they teach us how to live, whether explicitly or implicitly, and bind us together around common values. We know we are master shapers of story. The Storytelling Animal finally reveals how stories shape us.

Medical Parasitology in the Philippines


Vicente Y. Belizario Jr. - 1998
    This third edition, entitled Medical Parasitology in the Philippines, contains an updated version of the global, regional, and national status of parasitic diseases, with particular focus on the Philippines, as well as Southeast Asia and the Western Pacific Regions. In this latest edition, the life cycles developed by the United States Centers for Disease Control and Prevention are utilized, and as in the other earlier editions, Bench Aids developed by the World Health Organization are included for reference purposes. For the first time, relevant policies and guidelines from the Department of Health are listed for further guidance of the readers. This edition also includes new sections that address recent developments in the field and nationally relevant global interests such as neglected tropical diseases, preventive chemotherapy, emporiatrics, and laboratory biosafety.

Designing Qualitative Research


Catherine Marshall - 1989
    With expanded coverage of ethics, analysis processes, and approaches, authors Catherine Marshall and Gretchen B. Rossman, have updated this highly popular text to reflect the advances and challenges presented by provocative developments and new applications since the previous edition.

Art Is the Highest Form of Hope Other Quotes by Artists


Phaidon - 2016
    As painters, sculptors, photographers, and other visual artists see and experience the world through a unique lens, Art Is the Highest Form of Hope & Other Quotes by Artists shows that their life lessons, private revelations, and frank, often irreverent, opinions can guide us all.This unique and carefully curated book, packed with totally original research, is a go-to resource for revealing thoughts and personal advice on subjects as diverse as beauty, colour, light, sex, chance, discipline, money troubles, originality, fear of failure, danger of success, the creative process, and more – all messages transmitted from the artistic trenches.

Readings in Planning Theory


Susan S. Fainstein - 1996
    The third edition of Readings in Planning Theory features thirteen new readings that define current debates and presents the works that constitute the main focus of the field, addressing the central issues that face planners as theorists and practitioners.Expands the focus on international planning by including globalization and theories of development Includes new readings that examine themes emerging in planning theory, including a critique of the modernist roots of centralized planning, a re-emphasis on space in planning, and a discussion of the difficulty of sustainable development Features new case studies of planning success and failure on both sides of the Atlantic Addresses the range of core planning theory so as to remain the primary text in urban planning courses Examines the current state of planning theory and the new directions it has taken in recent years Draws on a wide range of authors who address planning history, arguments for and against planning, competing planning styles, planning ethics, the public interest, and considerations of race and gender

Rizal: Life, Works And Ideals


Francisco M. Zulueta
    

Thoughtful Interaction Design: A Design Perspective on Information Technology


Jonas Löwgren - 2004
    The shaping of digital artifacts is a design process that influences the form and functions of workplaces, schools, communication, and culture; the successful interaction designer must use both ethical and aesthetic judgment to create designs that are appropriate to a given environment. This book is not a how-to manual, but a collection of tools for thought about interaction design.Working with information technology--called by the authors the material without qualities--interaction designers create not a static object but a dynamic pattern of interactivity. The design vision is closely linked to context and not simply focused on the technology. The authors' action-oriented and context-dependent design theory, drawing on design theorist Donald Sch�n's concept of the reflective practitioner, helps designers deal with complex design challenges created by new technology and new knowledge. Their approach, based on a foundation of thoughtfulness that acknowledges the designer's responsibility not only for the functional qualities of the design product but for the ethical and aesthetic qualities as well, fills the need for a theory of interaction design that can increase and nurture design knowledge. From this perspective they address the fundamental question of what kind of knowledge an aspiring designer needs, discussing the process of design, the designer, design methods and techniques, the design product and its qualities, and conditions for interaction design.

The Elements of Style


William Strunk Jr. - 1918
    Throughout, the emphasis is on promoting a plain English style. This little book can help you communicate more effectively by showing you how to enliven your sentences.

Ways of Seeing


John Berger - 1972
    First published in 1972, it was based on the BBC television series about which the (London) Sunday Times critic commented: "This is an eye-opener in more ways than one: by concentrating on how we look at paintings . . . he will almost certainly change the way you look at pictures." By now he has."Berger has the ability to cut right through the mystification of the professional art critics . . . He is a liberator of images: and once we have allowed the paintings to work on us directly, we are in a much better position to make a meaningful evaluation" —Peter Fuller, Arts Review"The influence of the series and the book . . . was enormous . . . It opened up for general attention to areas of cultural study that are now commonplace" —Geoff Dyer in Ways of TellingWinner of the 1972 Booker Prize for his novel, G., John Peter Berger (born November 5th, 1926) is an art critic, painter and author of many novels including A Painter of Our Time, From A to X and Bento’s Sketchbook.

Beautiful Evidence


Edward R. Tufte - 2006
    Beautiful Evidence is about how seeing turns into showing, how data and evidence turn into explanation. The book identifies excellent and effective methods for showing nearly every kind of information, suggests many new designs (including sparklines), and provides analytical tools for assessing the credibility of evidence presentations (which are seen from both sides: how to produce and how to consume presentations). For alert consumers of presentations, there are chapters on diagnosing evidence corruption and PowerPoint pitches. Beautiful Evidence concludes with two chapters that leave the world of pixel and paper flatland representations - and move onto seeing and thinking in space land, the real-land of three-space and time.

History of Art


H.W. Janson - 1962
    In the 1st edition, published in 1962, he spoke to that perennial reader he gently called "the troubled layman." His opening paragraph revealed his sympathy: "Why is this supposed to be art?" he quoted rhetorically. "How often have we heard this question asked--or asked it ourselves, perhaps--in front of one of the strange, disquieting works that we are likely to find nowadays in the museum or art exhibition?" Keeping that curious, questioning perspective in mind, he wrote a history of art from cave painting to Picasso that was singularly welcoming, illuminating & exciting. Sojourning thru this book, a reader is offered every amenity for a comfortable trip. Because he never assumes knowledge on the part of the reader, a recent immigrant from Mars could comprehend Western art from this text. The only assumption the Jansons have made is that with a little guidance everyone can come to understand the artifacts that centuries of architecture, sculpture, design & painting have deposited in our paths. Countless readers have proven the Jansons right & found their lives enriched in the process.

Do Good Design: How Designers Can Change the World


David B. Berman - 2008
    How does design help choose our leaders?Why do we"really"have an environmental crisis?How can accessible design broaden your audience?Why does the U.S. economy now struggle to compete?How has design thinking added to the bottom line of the world s most valuable companies? Design matters. As it never has before. Design creates so much of what we see, what we use, and what we experience. In a time of unprecedented environmental, social, and economic crises, designers must now choose what their young profession will be about: deploying weapons of mass deception or helping repair the world. "Do Good Design"is a call to action: This book alerts us to the role design plays in persuading global audiences to fulfill invented needs. The book then outlines a sustainable approach to both the practice and the consumption of design. All professionals will be inspired by the message of how we can feel better and do better while holding onto our principles. In a time when anything has become possible, design thinking offers a way forward for us all. What will you do? "

The Creativity Challenge: Design, Experiment, Test, Innovate, Build, Create, Inspire, and Unleash Your Genius


Tanner Christensen - 2015
    Featuring more than 100 challenges, exercises, and prompts, each page guides you as you push past the way you normally see the world and uncover all-new possibilities and ideas. The Creativity Challenge teaches you that you already have immense creative potential in you--you just need to tap into it.Whether you're feeling stumped or uninspired, these creativity prompts will help you ditch typical thinking patterns and finally unleash the possibilities hidden within your mind.

Different: Escaping the Competitive Herd


Youngme Moon - 2010
    Bill Bryson’s A Walk in the Woods is one example. Richard Feynman’s “Surely You’re Joking, Mr. Feynman!” is another. Now comes Youngme Moon’s Different, a book for “people who don’t read business books.” Actually, it’s more like a personal conversation with a friend who has thought deeply about how the world works … and who gets you to see that world in a completely new light.  If there is one strain of conventional wisdom pervading every company in every industry, it’s the absolute importance of “competing like crazy.” Youngme Moon’s message is simply “Get off this treadmill that’s taking you nowhere. Going tit for tat and adding features, augmentations, and gimmicks to beat the competition has the perverse result of making you like everyone else.” Different provides a highly original perspective on what it means to offer something that is meaningfully different—different in a manner that is both fundamental and comprehensive.  Youngme Moon identifies the outliers, the mavericks, the iconoclasts—the players who have thoughtfully rejected orthodoxy in favor of an approach that is more adventurous. Some are even “hostile,” almost daring you to buy what they are selling. The MINI Cooper was launched with fearless abandon: “Worried that this car is too small? Look here. It’s even smaller than you think.”  These are players that strike a genuine chord with even the most jaded consumers. In fact, almost every success story of the past two decades has been an exception to the rule. Simply go to your computer and compare AOL and Yahoo! with Google. The former pile on feature upon feature to their home pages, while Google is like an austere boutique, dominating a category filled with “extras.” Different shows how to succeed in a world where conformity reigns…but exceptions rule.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.