Irresistible: The Rise of Addictive Technology and the Business of Keeping Us Hooked


Adam Alter - 2017
    We obsess over our emails, Instagram likes, and Facebook feeds; we binge on TV episodes and YouTube videos; we work longer hours each year; and we spend an average of three hours each day using our smartphones. Half of us would rather suffer a broken bone than a broken phone, and Millennial kids spend so much time in front of screens that they struggle to interact with real, live humans. In this revolutionary book, Adam Alter, a professor of psychology and marketing at NYU, tracks the rise of behavioral addiction, and explains why so many of today's products are irresistible. Though these miraculous products melt the miles that separate people across the globe, their extraordinary and sometimes damaging magnetism is no accident. The companies that design these products tweak them over time until they become almost impossible to resist. By reverse engineering behavioral addiction, Alter explains how we can harness addictive products for the good—to improve how we communicate with each other, spend and save our money, and set boundaries between work and play—and how we can mitigate their most damaging effects on our well-being, and the health and happiness of our children.

Information Anxiety 2


Richard Saul Wurman - 2000
    In this new book, Wurman examines how the Internet, desktop computing, and advances in digital technology have not simply enhanced access to information, but in fact have changed the way we live and work. In examining the sources of information anxiety, Wurman takes an in-depth look at how technological advances can hinder understanding and influence how business is conducted.

Free: The Future of a Radical Price


Chris Anderson - 2009
    Reveals how to run an online business profitably in spite of the Internet's inherently free culture, disseminating the principles of a ''priceless economy'' in six categories that pertain to advertising, labor exchange, and advanced-version fees.

Hamlet on the Holodeck: The Future of Narrative in Cyberspace


Janet H. Murray - 1997
    In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.

Manufactured Landscapes: The Photographs of Edward Burtynsky


Edward Burtynsky - 2003
    His astonishing large-scale color photographs of the landscapes of mining, quarrying, railcutting, recycling, oil refining, and shipbreaking uncover a stark, almost sublime beauty in the residue of industrial “progress.” The implicit social and environmental upheavals that underlie these images make them powerful emblems of our times.This handsome catalogue of the first major retrospective of Burtynsky’s work features essays by Lori Pauli, Kenneth Baker, and Mark Haworth-Booth, as well as a wide-ranging interview with the artist by Michael Torosian. The book includes sixty-four color plates.

How Designers Think


Bryan Lawson - 1980
    This extended work is the culmination of forty years' research and shows the belief that we all can, and do, design, and that we can learn to design better. The creative mind continues to have the power to surprise and this book aims to nurture and extend this creativity. Neither the earlier editions, nor this book, are intended as authoritative prescriptions of how designers should think but provide helpful advice on how to develop an understanding of design.In this fourth edition, Bryan Lawson continues to try and understand how designers think, to explore how they might be better educated and to develop techniques to assist them in their task. Some chapters have been revised and three completely new chapters added. The book is now intended to be read in conjunction with What Designers Know which is a companion volume. Some of the ideas previously discussed in the third edition of How Designers Think are now explored more thoroughly in What Designers Know. For the first time this fourth edition works towards a model of designing and the skills that collectively constitute the design process.

Visualizing Data: Exploring and Explaining Data with the Processing Environment


Ben Fry - 2007
    Using a downloadable programming environment developed by the author, Visualizing Data demonstrates methods for representing data accurately on the Web and elsewhere, complete with user interaction, animation, and more. How do the 3.1 billion A, C, G and T letters of the human genome compare to those of a chimp or a mouse? What do the paths that millions of visitors take through a web site look like? With Visualizing Data, you learn how to answer complex questions like these with thoroughly interactive displays. We're not talking about cookie-cutter charts and graphs. This book teaches you how to design entire interfaces around large, complex data sets with the help of a powerful new design and prototyping tool called "Processing". Used by many researchers and companies to convey specific data in a clear and understandable manner, the Processing beta is available free. With this tool and Visualizing Data as a guide, you'll learn basic visualization principles, how to choose the right kind of display for your purposes, and how to provide interactive features that will bring users to your site over and over. This book teaches you:The seven stages of visualizing data -- acquire, parse, filter, mine, represent, refine, and interact How all data problems begin with a question and end with a narrative construct that provides a clear answer without extraneous details Several example projects with the code to make them work Positive and negative points of each representation discussed. The focus is on customization so that each one best suits what you want to convey about your data set The book does not provide ready-made "visualizations" that can be plugged into any data set. Instead, with chapters divided by types of data rather than types of display, you'll learn how each visualization conveys the unique properties of the data it represents -- why the data was collected, what's interesting about it, and what stories it can tell. Visualizing Data teaches you how to answer questions, not simply display information.

SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient - Powered by the Science of Games


Jane McGonigal - 2015
    Unable to think clearly, or work, or even get out of bed, she became anxious and depressed, even suicidal—a common symptom for concussion sufferers. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a game. What started as a simple motivational exercise became a set of rules she shared on her blog. These rules became a digital game, then an online portal and a major research study with the National Institutes of Health. Today more than 400,000 people have played SuperBetter to get happier and healthier.But the ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a gameful mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world situations.McGonigal explores the best ways to harness these gameful skills in the real world not only to experience “posttraumatic growth,” but also to tackle positive life goals, achieving what she calls “postecstatic growth.” To show how, she shares stories and data from players who have followed the SuperBetter rules to get stronger, happier, and braver in the face of depression, anxiety, illness, and injury, as well as to achieve major goals like losing weight, running a marathon, or finding a new job.The SuperBetter method contains seven rules for activating gameful strengths in everyday life, distilled from McGonigal’s own pioneering work and that of others. SuperBetter the book turns these rules into playful challenges anyone can undertake while reading in a series of quests that explain the science behind the benefits. Playing by the seven rules begins to yield life-changing benefits in a matter of days, and eventually they become an ingrained skill set.Read by the author.Description: 12 audio discs (14 1/2 hr.) : digital

Design Meets Disability


Graham Pullin - 2009
    This revolution has come about through embracing the design culture of the fashion industry. Why shouldn't design sensibilities also be applied to hearing aids, prosthetic limbs, and communication aids? In return, disability can provoke radical new directions in mainstream design. Charles and Ray Eames's iconic furniture was inspired by a molded plywood leg splint that they designed for injured and disabled servicemen. Designers today could be similarly inspired by disability.In Design Meets Disability, Graham Pullin shows us how design and disability can inspire each other. In the Eameses' work there was a healthy tension between cut-to-the-chase problem solving and more playful explorations. Pullin offers examples of how design can meet disability today. Why, he asks, shouldn't hearing aids be as fashionable as eyewear? What new forms of braille signage might proliferate if designers kept both sighted and visually impaired people in mind? Can simple designs avoid the need for complicated accessibility features? Can such emerging design methods as "experience prototyping" and "critical design" complement clinical trials?Pullin also presents a series of interviews with leading designers about specific disability design projects, including stepstools for people with restricted growth, prosthetic legs (and whether they can be both honest and beautifully designed), and text-to-speech technology with tone of voice. When design meets disability, the diversity of complementary, even contradictory, approaches can enrich each field.

Disposable: A History of Skateboard Art


Sean Cliver - 2004
    Longtime skateboard artist Sean Cliver put together this staggering survey of over 1,000 skateboard graphics from the last 30 years, creating an indispensable insiders' history as he did so.Alongside his own history, Sean has assembled a wealth of recollections and stories from prominent artists and skateboarders such as: Andy Howell, Barry McGee, Ed Templeton, Steve Caballero, and Tony Hawk.The end result is a fascinating historical account of art in the skateboard subculture, as told by those directly involved with shaping its legendary creative face.

The Glass Cage: How Our Computers Are Changing Us


Nicholas Carr - 2014
    Even as they bring ease to our lives, these programs are stealing something essential from us.Drawing on psychological and neurological studies that underscore how tightly people’s happiness and satisfaction are tied to performing hard work in the real world, Carr reveals something we already suspect: shifting our attention to computer screens can leave us disengaged and discontented.From nineteenth-century textile mills to the cockpits of modern jets, from the frozen hunting grounds of Inuit tribes to the sterile landscapes of GPS maps, The Glass Cage explores the impact of automation from a deeply human perspective, examining the personal as well as the economic consequences of our growing dependence on computers.With a characteristic blend of history and philosophy, poetry and science, Carr takes us on a journey from the work and early theory of Adam Smith and Alfred North Whitehead to the latest research into human attention, memory, and happiness, culminating in a moving meditation on how we can use technology to expand the human experience.

2030: How Today's Biggest Trends Will Collide and Reshape the Future of Everything


Mauro F. Guillén - 2020
    Babies were plentiful, workers outnumbered retirees, and people aspiring towards the middle class yearned to own homes and cars. Companies didn't need to see any further than Europe and the United States to do well. Printed money was legal tender for all debts, public and private. We grew up learning how to "play the game," and we expected the rules to remain the same as we took our first job, started a family, saw our children grow up, and went into retirement with our finances secure.That world—and those rules—are over.By 2030, a new reality will take hold, and before you know it:- There will be more grandparents than grandchildren- The middle-class in Asia and Sub-Saharan Africa will outnumber the US and Europe combined- The global economy will be driven by the non-Western consumer for the first time in modern history- There will be more global wealth owned by women than men- There will be more robots than workers- There will be more computers than human brains- There will be more currencies than countriesAll these trends, currently underway, will converge in the year 2030 and change everything you know about culture, the economy, and the world.According to Mauro F. Guillen, the only way to truly understand the global transformations underway—and their impacts—is to think laterally. That is, using “peripheral vision,” or approaching problems creatively and from unorthodox points of view. Rather than focusing on a single trend—climate-change or the rise of illiberal regimes, for example—Guillen encourages us to consider the dynamic inter-play between a range of forces that will converge on a single tipping point—2030—that will be, for better or worse, the point of no return.2030 is both a remarkable guide to the coming changes and an exercise in the power of “lateral thinking,” thereby revolutionizing the way you think about cataclysmic change and its consequences.

Whatever You Think, Think the Opposite


Paul Arden - 2006
    Filled with fun anecdotes, quirky photos, and off-the-wall business advice, the provocative sequel to "It's Not How Good You Are, It's How good You Want to Be" reveals the surprising power of bad decisions.

Hidden Persuasion. 33 Psychological Influence Techniques in Advertising


Marc Andrews - 2013
    They are constantly attempting to persuade us to buy, learn and act. Some are more successful than others in infl uencing our behavior and choices. What is the secret power of these messages? How do they succeed in changing our behavior?This book analyzes advertising beyond the persuasive power of the imagery itself. It explains the psychology behind 33 effective infl uence techniques in visual persuasion and how to apply them.The techniques range from infl uencing essentials to more obscure and insidious ones. The reader will gain deep insights into how visual means are constructed to infl uence behavior and decisionmaking on an unconscious level.All techniques are supported by rich visual references and additional information on the psychology of behavior change. This publication is not just an eye-opener for professionals and students in the communications and design field, but also for anybody who wants to understand how our behavior is infl uenced unconsciously by advertising, social campaigns and governmental messages. The book is co-authored by leading figures in social infl uence and visual persuasion. It is designed as an accessible modern reference book for creating and understanding persuasive visual imagery. It will open your eyes, we promise!- The psychology behind communication- Eye-opening for professionals and the general public- Leading authors in social influence and visual persuasion

The Social Life of Small Urban Spaces


William H. Whyte - 1980
    Whyte published the findings from his revolutionary Street Life Project in The Social Life of Small Urban Spaces. Both the book and the accompanying film were instantly labeled classics, and launched a mini-revolution in the planning and study of public spaces. They have since become standard texts, and appear on syllabi and reading lists in urban planning, sociology, environmental design, and architecture departments around the world.Project for Public Spaces, which grew out of Holly's Street Life Project and continues his work around the world, has acquired the reprint rights to Social Life, with the intent of making it available to the widest possible audience and ensuring that the Whyte family receive their fair share of Holly's legacy.From the forward: For more than 30 years, Project for Public Spaces has been using observations, surveys, interviews and workshops to study and transform public spaces around the world into community places. Every week we give presentations about why some public spaces work and why others don't, using the techniques, ideas, and memorable phrases from William H. "Holly" Whyte's The Social Life of Small Urban Spaces.Holly Whyte was both our mentor and our friend. Perhaps his most important gift was the ability to show us how to discover for ourselves why some public spaces work and others don't. With the publication of The Social Life of Small Urban Spaces and its companion film in 1980, the world could see that through the basic tools of observation and interviews, we can learn an immense amount about how to make our cities more livable. In doing so, Holly Whyte laid the groundwork for a major movement to change the way public spaces are built and planned. It is our pleasure to offer this important book back to the world it is helping to transform.