Object Thinking


David West - 2004
    Delving into the history, philosophy, and even politics of object-oriented programming, West reveals how the best programmers rely on analysis and conceptualization on thinking rather than formal process and methods. Both provocative and pragmatic, this book gives form to what s primarily been an oral tradition among the field s revolutionary thinkers and it illustrates specific object-behavior practices that you can adopt for true object design and superior results.Gain an in-depth understanding of: Prerequisites and principles of object thinking. Object knowledge implicit in eXtreme Programming (XP) and Agile software development. Object conceptualization and modeling. Metaphors, vocabulary, and design for object development.Learn viable techniques for: Decomposing complex domains in terms of objects. Identifying object relationships, interactions, and constraints. Relating object behavior to internal structure and implementation design. Incorporating object thinking into XP and Agile practice."

Object-Oriented Information Systems Analysis and Design Using UML


Simon Bennett - 1999
    It can be used as a course book for students who are first encountering systems analysis and design at any level. This second edition contains many updates, including the latest version of the UML standard, and reflects the most up to date approaches to the information systems development process. It provides a clear and comprehensive treatment of UML 1.4 in the context of the systems development life cycle, without assuming previous knowledge of analysis and design. It also discusses implementation issues in detail and gives code fragments to show possible mappings to implementation technology. Extensive use of examples and exercises from two case studies provides the reader with many opportunities to practise the application of UML.

The Road to React


Robin Wieruch - 2017
    This book uses the common sense of these roads and weaves it into the implementation of an attractive app. You will build a Hacker News React app. On the road you will learn ES6, React with all its basics and advanced concepts and internal state management.' to 'A lot of roadmaps exist on how to master React. This book uses the common sense of these roads and weaves it into the implementation of an attractive app. You will build a Hacker News React app. On the road you will learn ES6, React with all its basics and advanced concepts and internal state management. http://www.robinwieruch.de/the-road-t...

Practical Ethnography: A Guide to Doing Ethnography in the Private Sector


Sam Ladner - 2013
    Sam Ladner fills the gap by advancing rigorous ethnographic practice that is tailored to corporate settings where colleagues are not steeped in social theory, research time lines may be days rather than months or years, and research sponsors expect actionable outcomes and recommendations. Ladner provides step-by-step guidance at every turn--covering core methods, research design, using the latest mobile and digital technologies, project and client management, ethics, reporting, and translating your findings into business strategies. This book is the perfect resource for private-sector researchers, designers, and managers seeking robust ethnographic tools or academic researchers hoping to conduct research in corporate settings. More information on the book is available at http://www.practicalethnography.com/.

Rapid Development: Taming Wild Software Schedules


Steve McConnell - 1996
    Emphasizes possible, realistic and "best practice" approaches for managers, technical leads and self-managed teams. The author emphasizes efficient development concepts with an examination of rapid development strategies and a study of classic mistakes, within the context of software-development fundamentals and risk management. Dissects the core issues of rapid development, lifecycle planning, estimation and scheduling. Contains very good and practical discussions of customer-oriented development, motivation and teamwork. Explains such fundamental requirements as team structure, feature-set control (the dreaded feature creep in every project), availability and use of productivity tools and project recovery options. Relevant case studies are analyzed and discussed within the context of specific software development problems. Over 200 pages in this publication are devoted to a summary of best practices, everything from the daily build and smoke test, through prototyping, model selection, measurement, reuse, and the top-10 risks list. This publication is definitely recommended and will become a classic in the field, just as the author's prior publication, "Code Complete" already is.

D is for Digital: What a well-informed person should know about computers and communications


Brian W. Kernighan - 2011
    

Pencil Me in: The Business Drawing Book for People Who Can't Draw


Christina WodtkeSunni Brown - 2017
    There’s no faster, cheaper prototype in the world than a sketch on a sheet of paper. What’s unclear in words is suddenly crystal clear in a sketch, and you—and your team—can tackle problems in entirely new ways. Play around with ideas. Document your process. Think on paper. Visual thinking brings a whole new power to work.Think you can’t draw? Don’t worry! The simplest sketches are the most effective at communication and problem solving, so you can begin drawing in less time than your average coffee break. Pictures and visual communication harken back to the stone age for good reason--they’re natural, they’re quick, and they work. And they’ll work for you.If you’re looking for the next tool to help you solve your hardest (and most interesting) challenges at work, try a paper and pencil. This book teaches you how to use them well--and have a bit of fun along the way.With contributions from Amelie Sarrazin, Aleksandra Micek, Taylor Reese, Dan Brown, Daniel Cook, Kate Rutter, Eva-Lotta Lamm, Matthew Magain, Sunni Brown, Cristina Negrut, Daryl Meier Fahrni, Marc Bourguignon, Laura Klein, David Gray, Melissa Kim, Mike Rohde, Brian Gulassa, Andrew Reid, Rolf Faste, Raph Koster, Stone Librande, Robin Hunicke, Alicia Loring, Erin Malone, Stephen P. Anderson, Giorgia Lupi, Alex Osterwalder, Noelle Stransky, James Young, and Dan Roam.

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.

Geekonomics: The Real Cost of Insecure Software


David Rice - 2007
    It explains why low-quality software is continually distributed, why consumers willingly purchase unreliable software, why governments leave the industry alone, and what can be done to improve matters.

A Pattern Language: Towns, Buildings, Construction


Christopher W. Alexander - 1977
    It will enable making a design for almost any kind of building, or any part of the built environment. ‘Patterns,’ the units of this language, are answers to design problems: how high should a window sill be?; how many stories should a building have?; how much space in a neighborhood should be devoted to grass and trees?More than 250 of the patterns in this language are outlined, each consisting of a problem statement, a discussion of the problem with an illustration, and a solution. As the authors say in their introduction, many of the patterns are archetypal, so deeply rooted in the nature of things that it seems likely that they will be a part of human nature and human action as much in five hundred years as they are today.A Pattern Language is related to Alexander’s other works in the Center for Environmental Structure series: The Timeless Way of Building (introductory volume) and The Oregon Experiment.

Grouped: How Small Groups of Friends Are the Key to Influence on the Social Web


Paul Adams - 2011
    It is moving away from its current structure of documents and pages linked together, and towards a new structure that is built around people. This is a profound change that will affect how we create business strategy, design, marketing, and advertising. The reason for this shift is simple. For tens of thousands of years we've been social animals. The web, which is only 20 years old, is simply catching up with offline life.From travel to news to commerce, smart businesses are reorienting their efforts around people-around the social behavior of their customers and potential customers. In order to be successful, businesses will need to understand how people are connected, how their social network influences them, how the people closest to them influence them the most, and how it's more important for marketers to focus on small, connected groups of friends rather than looking for overly influential individuals.This book pulls together the latest research from leading universities and technology companies to describe how people are connected, and how ideas and brand messages spread through social networks. It shows readers how to rebuild their business around social behavior, and create products that people tell their friends about.

Understanding the Four Rules of Simple Design


Corey Haines - 2014
    This is why it is imperative to build systems that are flexible and can adapt to changing requirements, both expected and (more often) unexpected. That is why I've written this book.From 2009 to 2014, I traveled the world working with software developers, both individually and in teams, to improve their craft. Primarily, I did this through a training workshop format called coderetreat. Over those years, I had the opportunity to watch 1000's of pairs of programmers work on exactly the same system, Conway's Game of Life. As time progressed, I began to see patterns arise. I noticed common techniques and designs that spanned languages and companies and crossed national borders.As co-founder and a facilitator of coderetreat workshops, I had the unique opportunity to provide feedback, both direct and through questions, on improving the act of writing adaptable, simple code. Through the day, we worked on improving our ability to make good choices around the minute-by-minute decisions made while writing code.This book is about those things I learned from watching these 1000's of pairs working on the same problem. It contains a large part of the feedback that I provide during a typical coderetreat. The primary focus is on the thought process behind refactoring, and how that is influenced by the 4 rules of simple design.This book is not about Conway's Game of Life. Instead, it uses its domain as a backdrop to discuss the thoughts and ideas behind the 4 rules of simple design. It focuses on the small decisions made while designing your code with the goal of building robust, adaptable codebases that can stand the test of time.

Ordering Disorder: Grid Principles for Web Design


Khoi Vinh - 2010
    In recent years, web designers, too, have come to discover the remarkable power that grid-based design can afford in creating intuitive, immersive, and beautiful user experiences. "Ordering Disorder" delivers a definitive take on grids and the Web. It provides both the big ideas and the brass-tacks techniques of grid-based design. Readers are sure to come away with a keen understanding of the power of grids, as well as the design tools needed to implement them for the World Wide Web. Khoi Vinh is internationally recognized for bringing the tried-and-true principles of the typographic grid to the World Wide Web. He is the former Design Director for NYTimes.com, where he consolidated his reputation for superior user experience design. He writes and lectures widely on design, technology, and culture, and has published the popular blog Subtraction.com for over a decade. More information at grids.subtraction.com"

Making It Right: Product Management For A Startup World


Rian van der Merwe - 2014
    It's not for the faint of heart. It's for people who want to move mountains. It swallows some whole, but others derive endless invigoration and passion from the pace and the impact and the glory and the huge potential for failure as well as success. There's no other job like it, and this is a book to help you make it your job. The role of a product manager goes by many different names - and if that's not reason enough to be confused, some companies define product manager completely differently from how it's understood elsewhere. We sometimes get stuck in our quest to define the damn thing, but in the case of product management, it's effort well spent, because it's quite the jungle out there.

The Shape of Design


Frank Chimero - 2012
    My name's Frank Chimero. I've spent the better part of the last two years writing and speaking on design and thinking about the topics that orbit the practice: storytelling, concept, craft, and improvisation. I want to take all of the ideas I've had and connected these past few months and capture them in a book format.I've been teaching for the past 5 years, and I've always been a bit frustrated that there isn't a nice, concise book that overviews the mental state of a successful designer while they go through their creative process. For instance, many say that graphic design is visual communication. A cornerstone of communication is storytelling, and yet you'd be hard-pressed to find any discussion of how to tell stories with design in any design book. This should be remedied.There are new challenges in the world that need to be discussed, and I think design is a prime lens to consider these topics. As our world moves faster and as things become less stable, it becomes more important for individuals to embrace ambiguity, understand paradox, and realize that two things can conflict and still somehow both be true. We must realize that logic doesn't always work, and that sometimes nonsense is the best answer. These are the topics I intend to address in the book.The Shape of Design isn't going to be a text book. The project will be focused on Why instead of How. We have enough How; it's time for a thoughtful analysis of our practice and its characteristics so we can better practice our craft. After reading the book, I want you to look at what you do in a whole new light. Design is more than working for clients.But really, this book aims to look at the mindset and worldview that designing develops in order to answer one big, important question: How can we make things that help all of us live better?"