Frank: The True Story that Inspired the Movie


Jon Ronson - 2014
    Frank wore a big fake head. Nobody outside his inner circle knew his true identity. This became the subject of feverish speculation during his zenith years. Together, they rode relatively high. Then it all went wrong.Twenty-five years later and Jon has co-written a movie, Frank, inspired by his time in this great and bizarre band. Frank is set for release in 2014, starring Michael Fassbender, Maggie Gyllenhaal, and Domhnall Gleeson and directed by Lenny Abrahamson.Frank: The True Story that Inspired the Movie is a memoir of funny, sad times and a tribute to outsider artists too wonderfully strange to ever make it in the mainstream. It tells the true story behind the fictionalized movie.

The Making of Prince of Persia: Journals 1985-1993--Illustrated Edition


Jordan Mechner - 2020
    

Liftoff: Elon Musk and the Desperate Early Days That Launched SpaceX


Eric Berger - 2021
    Less than 20 years after its founding, it boasts the largest constellation of commercial satellites in orbit, has pioneered reusable rockets, and in 2020 became the first private company to launch human beings into orbit. Half a century after the space race it is private companies, led by SpaceX, standing alongside NASA pushing forward into the cosmos, and laying the foundation for our exploration of other worlds.But before it became one of the most powerful players in the aerospace industry, SpaceX was a fledgling startup, scrambling to develop a single workable rocket before the money ran dry. The engineering challenge was immense; numerous other private companies had failed similar attempts. And even if SpaceX succeeded, they would then have to compete for government contracts with titans such as Lockheed Martin and Boeing, who had tens of thousands of employees and tens of billions of dollars in annual revenue. SpaceX had fewer than 200 employees and the relative pittance of $100 million in the bank.In Liftoff, Eric Berger, senior space editor at Ars Technica, takes readers inside the wild early days that made SpaceX. Focusing on the company’s first four launches of the Falcon 1 rocket, he charts the bumpy journey from scrappy underdog to aerospace pioneer. We travel from company headquarters in El Segundo, to the isolated Texas ranchland where they performed engine tests, to Kwajalein, the tiny atoll in the Pacific where SpaceX launched the Falcon 1. Berger has reported on SpaceX for more than a decade, enjoying unparalleled journalistic access to the company’s inner workings. Liftoff is the culmination of these efforts, drawing upon exclusive interviews with dozens of former and current engineers, designers, mechanics, and executives, including Elon Musk. The enigmatic Musk, who founded the company with the dream of one day settling Mars, is the fuel that propels the book, with his daring vision for the future of space.Filled with never-before-told stories of SpaceX’s turbulent beginning, Liftoff is a saga of cosmic proportions.

Racing the Beam: The Atari Video Computer System


Nick Montfort - 2009
    The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives.Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.

Essential Scrum: A Practical Guide to the Most Popular Agile Process


Kenneth S. Rubin - 2012
    Leading Scrum coach and trainer Kenny Rubin illuminates the values, principles, and practices of Scrum, and describes flexible, proven approaches that can help you implement it far more effectively. Whether you are new to Scrum or years into your use, this book will introduce, clarify, and deepen your Scrum knowledge at the team, product, and portfolio levels. Drawing from Rubin's experience helping hundreds of organizations succeed with Scrum, this book provides easy-to-digest descriptions enhanced by more than two hundred illustrations based on an entirely new visual icon language for describing Scrum's roles, artifacts, and activities. Essential Scrum will provide every team member, manager, and executive with a common understanding of Scrum, a shared vocabulary they can use in applying it, and practical knowledge for deriving maximum value from it.

Show Stopper!: The Breakneck Race to Create Windows NT and the Next Generation at Microsoft


G. Pascal Zachary - 1994
    Describes the five-year, 150 million dollar project Microsoft undertook to develop an advanced PC operating system.

Code: The Hidden Language of Computer Hardware and Software


Charles Petzold - 1999
    And through CODE, we see how this ingenuity and our very human compulsion to communicate have driven the technological innovations of the past two centuries. Using everyday objects and familiar language systems such as Braille and Morse code, author Charles Petzold weaves an illuminating narrative for anyone who’s ever wondered about the secret inner life of computers and other smart machines. It’s a cleverly illustrated and eminently comprehensible story—and along the way, you’ll discover you’ve gained a real context for understanding today’s world of PCs, digital media, and the Internet. No matter what your level of technical savvy, CODE will charm you—and perhaps even awaken the technophile within.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

As You Wish: Inconceivable Tales from the Making of The Princess Bride


Cary Elwes - 2014
    Ranked by the American Film Institute as one of the top 100 Greatest Love Stories and by the Writers Guild of America as one of the top 100 screenplays of all time, The Princess Bride will continue to resonate with audiences for years to come.Cary Elwes was inspired to share his memories and give fans an unprecedented look into the creation of the film while participating in the twenty-fifth anniversary cast reunion. In As You Wish he has created an enchanting experience; in addition to never-before seen photos and interviews with his fellow cast mates, there are plenty of set secrets, backstage stories, and answers to lingering questions about off-screen romances that have plagued fans for years!With a foreword by Rob Reiner and a limited edition original poster by acclaimed artist Shepard Fairey, As You Wish is a must-have for all fans of this beloved film.

What the Dormouse Said: How the Sixties Counterculture Shaped the Personal Computer Industry


John Markoff - 2005
    Many accounts of the birth of personal computing have been written, but this is the first close look at the drug habits of the earliest pioneers." --New York TimesMost histories of the personal computer industry focus on technology or business. John Markoff's landmark book is about the culture and consciousness behind the first PCs--the culture being counter- and the consciousness expanded, sometimes chemically. It's a brilliant evocation of Stanford, California, in the 1960s and '70s, where a group of visionaries set out to turn computers into a means for freeing minds and information. In these pages one encounters Ken Kesey and the phone hacker Cap'n Crunch, est and LSD, The Whole Earth Catalog and the Homebrew Computer Lab. What the Dormouse Said is a poignant, funny, and inspiring book by one of the smartest technology writers around.

Inside Steve's Brain


Leander Kahney - 2008
    Hes also one of the most controversial CEOs in history, allegedly throwing epic tantrums, firing staff in elevators, and taking credit for other peoples achievements. So whats the real story? According to Leander Kahney, who has covered Jobs since the early 1990s as a reporter, editor, and book author, hes a fascinating bundle of contradictions. Hes an elitist who thinks most people are bozosbut he makes gadgets so easy to use, a bozo can master them. Hes a mercurial obsessive with a filthy temperbut he forges deep partnerships with creative geniuses like Steve Wozniak, Jonathan Ive, and John Lasseter. Hes a Buddhist and antimaterialistbut he produces mass-market products in Asian factories, and he promotes them with absolute mastery of the crassest medium, advertising. In short, Jobs has embraced the personality traits that some consider flawsnarcissism, perfectionism, total faith in his intuitionto lead Apple and Pixar to triumph against steep odds. And in the process, he has become a self-made billionaire. After interviewing more Apple insiders than any previous author, Kahney has distilled the principles that guide Jobs as he launches killer products, attracts fanatically loyal customers, and manages some of the worlds most powerful brands.

Tubes: A Journey to the Center of the Internet


Andrew Blum - 2012
    But what is it physically? And where is it really? Our mental map of the network is as blank as the map of the ocean that Columbus carried on his first Atlantic voyage. The Internet, its material nuts and bolts, is an unexplored territory. Until now.In Tubes, journalist Andrew Blum goes inside the Internet's physical infrastructure and flips on the lights, revealing an utterly fresh look at the online world we think we know. It is a shockingly tactile realm of unmarked compounds, populated by a special caste of engineer who pieces together our networks by hand; where glass fibers pulse with light and creaky telegraph buildings, tortuously rewired, become communication hubs once again. From the room in Los Angeles where the Internet first flickered to life to the caverns beneath Manhattan where new fiber-optic cable is buried; from the coast of Portugal, where a ten-thousand-mile undersea cable just two thumbs wide connects Europe and Africa, to the wilds of the Pacific Northwest, where Google, Microsoft, and Facebook have built monumental data centers—Blum chronicles the dramatic story of the Internet's development, explains how it all works, and takes the first-ever in-depth look inside its hidden monuments.This is a book about real places on the map: their sounds and smells, their storied pasts, their physical details, and the people who live there. For all the talk of the "placelessness" of our digital age, the Internet is as fixed in real, physical spaces as the railroad or telephone. You can map it and touch it, and you can visit it. Is the Internet in fact "a series of tubes" as Ted Stevens, the late senator from Alaska, once famously described it? How can we know the Internet's possibilities if we don't know its parts?Like Tracy Kidder's classic The Soul of a New Machine or Tom Vanderbilt's recent bestseller Traffic, Tubes combines on-the-ground reporting and lucid explanation into an engaging, mind-bending narrative to help us understand the physical world that underlies our digital lives.

UNIX: A History and a Memoir


Brian W. Kernighan - 2019
    Brian Kernighan was a member of the original group of Unix developers, the creator of several fundamental Unix programs, and the co-author of classic books like "The C Programming Language" and "The Unix Programming Environment."

WTF?: What's the Future and Why It's Up to Us


Tim O'Reilly - 2017
    In today’s economy, we have far too much dismay along with our amazement, and technology bears some of the blame. In this combination of memoir, business strategy guide, and call to action, Tim O'Reilly, Silicon Valley’s leading intellectual and the founder of O’Reilly Media, explores the upside and the potential downsides of today's WTF? technologies. What is the future when an increasing number of jobs can be performed by intelligent machines instead of people, or done only by people in partnership with those machines? What happens to our consumer based societies—to workers and to the companies that depend on their purchasing power? Is income inequality and unemployment an inevitable consequence of technological advancement, or are there paths to a better future? What will happen to business when technology-enabled networks and marketplaces are better at deploying talent than traditional companies? How should companies organize themselves to take advantage of these new tools? What’s the future of education when on-demand learning outperforms traditional institutions? How can individuals continue to adapt and retrain? Will the fundamental social safety nets of the developed world survive the transition, and if not, what will replace them? O'Reilly is "the man who can really can make a whole industry happen," according to Eric Schmidt, Executive Chairman of Alphabet (Google.) His genius over the past four decades has been to identify and to help shape our response to emerging technologies with world shaking potential—the World Wide Web, Open Source Software, Web 2.0, Open Government data, the Maker Movement, Big Data, and now AI. O’Reilly shares the techniques he's used at O’Reilly Media  to make sense of and predict past innovation waves and applies those same techniques to provide a framework for thinking about how today’s world-spanning platforms and networks, on-demand services, and artificial intelligence are changing the nature of business, education, government, financial markets, and the economy as a whole. He provides tools for understanding how all the parts of modern digital businesses work together to create marketplace advantage and customer value, and why ultimately, they cannot succeed unless their ecosystem succeeds along with them.The core of the book's call to action is an exhortation to businesses to DO MORE with technology rather than just using it to cut costs and enrich their shareholders. Robots are going to take our jobs, they say. O'Reilly replies, “Only if that’s what we ask them to do! Technology is the solution to human problems, and we won’t run out of work till we run out of problems." Entrepreneurs need to set their sights on how they can use big data, sensors, and AI to create amazing human experiences and the economy of the future, making us all richer in the same way the tools of the first industrial revolution did. Yes, technology can eliminate labor and make things cheaper, but at its best, we use it to do things that were previously unimaginable! What is our poverty of imagination? What are the entrepreneurial leaps that will allow us to use the technology of today to build a better future, not just a more efficient one? Whether technology brings the WTF? of wonder or the WTF? of dismay isn't inevitable. It's up to us!

The Wright Brothers


David McCullough - 2015
    But it would take the world some time to believe what had happened: the age of flight had begun, with the first heavier-than-air, powered machine carrying a pilot.Who were these men and how was it that they achieved what they did?David McCullough, two-time winner of the Pulitzer Prize, tells the surprising, profoundly American story of Wilbur and Orville Wright.Far more than a couple of unschooled Dayton bicycle mechanics who happened to hit on success, they were men of exceptional courage and determination, and of far-ranging intellectual interests and ceaseless curiosity, much of which they attributed to their upbringing. The house they lived in had no electricity or indoor plumbing, but there were books aplenty, supplied mainly by their preacher father, and they never stopped reading.When they worked together, no problem seemed to be insurmountable. Wilbur was unquestionably a genius. Orville had such mechanical ingenuity as few had ever seen. That they had no more than a public high school education, little money and no contacts in high places, never stopped them in their mission to take to the air. Nothing did, not even the self-evident reality that every time they took off in one of their contrivances, they risked being killed.In this thrilling book, master historian David McCullough draws on the immense riches of the Wright Papers, including private diaries, notebooks, scrapbooks, and more than a thousand letters from private family correspondence to tell the human side of the Wright Brothers' story, including the little-known contributions of their sister, Katharine, without whom things might well have gone differently for them.