Thinking Basketball


Ben Taylor - 2016
    Explore how certain myths arose while using our own cognition as a window into the game's popular narratives. New basketball concepts are introduced, such as power plays, portability and why the best player shouldn't always shoot. Discover how the box score can be misleading, why "closers" are overrated and how the outcome of a game fundamentally alters our memory. Behavioral economics, traffic paradoxes and other metaphors highlight this thought-provoking insight into the NBA and our own thinking. A must-read for any basketball fan -- you'll never view the sport, and maybe the world, the same again.

Mnemonics Memory Palace Book One: Memory Palaces and Mnemonics. The Forgotten Craft of Memorization and Memory Improvement With Total Recall. (How To Build a Mnemonics Memory Palace 1)


Sjur Midttun - 2016
    In it you will learn: What is a memory palace? How to build your first couple of memory palace. Learn the one secret to why some information stick to your mind, and other types don't How to easily build up to 15 memory palaces, based on the first two. Building memory palaces based on walks/journeys. How to build virtual memory palaces. How to memorize any fact or information using memory palaces. Unlike other popular books on the subject, like "Moonwalking with Einstein", the book "How to Build a Mnemonic Memory Palace" focuses on practical, hands on advice. Information that will get you started making your own memory palaces from day one.  This short, but informative book is virtually packed with information. Tips that simply work. Memory palaces are an ancient, yet somehow forgotten method of memorizing all kinds of information. Before the printing press was invented, content was passed on verbally from person to person. And using the Greek tradition of memory palaces, scholars could store vast amounts of information.  These techniques have seen an increased interest lately, and many people who have been inspired by memory palaces from TV-series like "Sherlock" or books like "Hannibal", want to find a way to easily get started making memory palaces. "How to Build a Mnemonic Memory Palace" literally takes you by the hand and walks you through the process, step by step. And thanks to the many examples, these ancient methods become very clear. In many ways, this book starts where others, like "Moonwalking With Einstein" stop.  Download a sample, or get the set of two books today. Learn how you can use the powerful techniques of memory palaces in order to memorize vitually anything.  A full, practical guide to getting started memorizing all types of information using memory palaces Equally useful for students, as adults Find out the perfect method for memorizing speeches Never forget another keyword

The First 20 Minutes: Surprising Science Reveals How We Can: Exercise Better, Train Smarter, Live Longer


Gretchen Reynolds - 2012
    With the latest findings about the mental and physical benefits of exercise, personal stories from scientists and laypeople alike, as well as researched-based prescriptions for readers, Gretchen Reynolds shows what kind of exercise—and how much—is necessary to stay healthy, get fit, and attain a smaller jeans size. Inspired by Reynolds's wildly popular “Phys Ed” column for The New York Times, this book explains how exercise affects the body in distinct ways and provides the tools readers need to achieve their fitness goals, whether that's a faster 5K or staying trim.

The Story Grid: What Good Editors Know


Shawn Coyne - 2015
    It's like a CT Scan that takes a photo of the global story and tells the editor or writer what is working, what is not, and what must be done to make what works better and fix what's not. The Story Grid breaks down the component parts of stories to identify the problems. And finding the problems in a story is almost as difficult as the writing of the story itself (maybe even more difficult.) The Story Grid is a tool with many applications: 1. It will tell a writer if a Story "works" or "doesn't work." 2. It pinpoints story problems but does not emotionally abuse the writer, revealing exactly where a Story (not the person creating the Story...the Story) has failed. 3. It will tell the writer the specific work necessary to fix that Story's problems. 4. It is a tool to re-envision and resuscitate a seemingly irredeemable pile of paper stuck in an attic drawer. 5. It is a tool that can inspire an original creation. Shawn Coyne is a twenty-five year book-publishing veteran. He's acquired, edited, published or represented works from James Bamford, John Brenkus, James Lee Burke, Barbara Bush, Dick Butkus, Harlan Coben, Nellie Connally, Michael Connelly, Robert Crais, Ben Crenshaw, Catherine Crier, Brett Favre, David Feherty, John Feinstein, Tyler Florence, Jim Gant, Col. David H. Hackworth, Jamie Harrison, Mo Hayder, William Hjortsberg, Stephen Graham Jones, Jon Krakauer, David Leadbetter, Alan Lomax, David Mamet, Troon McAllister, Robert McKee, Matthew Modine, Bill Murray, Joe Namath, John J. Nance, Jack Olsen, Scott Patterson, Steven Pressfield, Matthew Quirk, Anita Raghavan, Ian Rankin, Ruth Rendell, Jerry Rice, Giora Romm, Tim Rosaforte, William Safire, Dava Sobel, Michael Thomas, Nick Tosches, Ann Scott Tyson, Minette Walters, Betty White, Randy Wayne White, Steven White, and Don Winslow among many others. During his years as an editor at the Big Five publishing houses, as an independent publisher, as a literary agent both at a major Hollywood talent agency and as head of Genre Management Inc., and as a bestselling co-writer and ghostwriter, Coyne created a methodology called The Story Grid to teach the editing craft.

The Skeptics' Guide to the Universe: How to Know What's Really Real in a World Increasingly Full of Fake


Steven Novella - 2018
    There really are no ultimate authority figures-no one has the secret and there is no place to look up the definitive answers to our questions (not even Google). But, by thinking skeptically and logically, we can combat sloppy reasoning, bad arguments and superstitious thinking. It's difficult, and takes a lot of vigilance, but it's worth the effort.In this tie-in to their incredibly popular "The Skeptics Guide to the Universe" podcast, Steven Novella, MD along with "Skeptical Rogues" Bob Novella, Cara Santa Maria, Jay Novella, and Evan Bernstein will explain the tenets of skeptical thinking and debunk some of the biggest scientific myths, fallacies and conspiracy theories (Anti-vaccines, homeopathy, UFO sightings, etc.) They'll help us try to make sense of what seems like an increasingly crazy world using powerful tools like science and philosophy. THE SKEPTICS' GUIDE TO THE UNIVERSE is your guide through this maze of modern life. It covers essential critical thinking skills, as well as giving insight into how your brain works and how to avoid common pitfalls in thinking. They discuss the difference between science and pseudoscience, how to recognize common science news tropes, how to discuss conspiracy theories with that crazy coworker of yours, and how to apply all of this to everyday life.So, are you ready to join them on an epic scientific quest, one that has taken us from huddling in dark caves to stepping foot on the Moon? (Yes, we really did that.) Like all adventures, this one is foremost a journey of self discovery. The monsters you will slay and challenges you will face are mostly constructs of your own mind. With the SKEPTIC'S GUIDE TO THE UNIVERSE, we can do this together.

The Book of General Ignorance


John Lloyd - 2006
    It’ll have you scratching your head wondering why we even bother to go to school.Think Magellan was the first man to circumnavigate the globe, baseball was invented in America, Henry VIII had six wives, Mount Everest is the tallest mountain? Wrong, wrong, wrong, and wrong again. You’ll be surprised at how much you don’t know! Check out THE BOOK OF GENERAL IGNORANCE for more fun entries and complete answers to the following:How long can a chicken live without its head?About two years.What do chameleons do?They don’t change color to match the background. Never have; never will. Complete myth. Utter fabrication. Total Lie. They change color as a result of different emotional states.How many legs does a centipede have?Not a hundred.How many toes has a two-toed sloth?It’s either six or eight.Who was the first American president?Peyton Randolph.What were George Washington’s false teeth made from?Mostly hippopotamus.What was James Bond’s favorite drink?Not the vodka martini.

The Green Witch: Your Complete Guide to the Natural Magic of Herbs, Flowers, Essential Oils, and More


Arin Murphy-Hiscock - 2017
    She embraces the power of nature; she draws energy from the Earth and the Universe; she relies on natural objects like stones and gems to commune with the land she lives off of; she uses plants, flowers, oils, and herbs for healing; she calls on nature for guidance; and she respects every living being no matter how small.In The Green Witch, you will learn the way of the green witch, from how to use herbs, plants, and flowers to make potions and oils for everyday healing as well as how crystals, gems, stones, and even twigs can help you find balance within. You’ll discover how to find harmony in Earth’s great elements and connect your soul to every living creature. This guide also contains directions for herbal blends and potions, ritual suggestions, recipes for sacred foods, and information on how to listen to and commune with nature. Embrace the world of the green witch and discover what the power of nature has in store for you.

How Games Move Us: Emotion by Design


Katherine Isbister - 2016
    But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

The Writer's Idea Book


Jack Heffron - 2000
    And once you've got an idea, what then? Ideas without a plan, without a purpose, are no more than pleasant thoughts. In The Writer's Idea Book, Jack Heffron, former senior editor at Writer's Digest Books and Story Press, will help you find the answer. Utilizing over 400 prompts and exercises, you'll generate intriguing ideas and plumb their possibilities to turn them into something amazing. The Writer's Idea Book will give you the insight and the self-awareness to create and refine ideas that demand to be transformed into greater works, the kind of compelling, absorbing writing that will have other writers asking "where do you get those ideas?"

The Ultimate Book of Mind Maps


Tony Buzan - 2005
    This practical book explains how this incredible thinking tool works and how you can use it to achieve your full potential.

Modern Tarot: Connecting with Your Higher Self through the Wisdom of the Cards


Michelle Tea - 2017
    Infused with beloved iconoclastic author Michelle Tea’s unique insight, inviting pop sensibility, and wicked humor, Modern Tarot is a fascinating journey through the cards that teaches how to use this tradition to connect with our higher selves.Whether you’re a committed seeker or a digital-age skeptic—or perhaps a little of both—Tea’s essential guide opens the power of tarot to you. Modern Tarot doesn’t require you to believe in the supernatural or narrowly focus on the tarot as a divination tool. Tea instead provides incisive descriptions of each of the 78 cards in the tarot system—each illustrated in the charmingly offbeat style of cartoonist Amanda Verwey—and introduces specially designed card-based rituals that can be used with any deck to guide you on a path toward radical growth and self-improvement.Tea reveals how tarot offers moments of deep, transformative connection—an affirming, spiritual experience that is gentle, individual, and aspirational. Grounded in Tea’s twenty-five years of tarot wisdom and her abiding love of the cards, and featuring 78 black and white illustrations throughout, Modern Tarot is the ultimate introduction to the tradition of the tarot for millennial readers.

How Not to Write a Novel: 200 Classic Mistakes and How to Avoid Them—A Misstep-by-Misstep Guide


Howard Mittelmark - 2008
    This is not one of those books. On the contrary, this is a collection of terrible, awkward, and laughably unreadable excerpts that will teach you what to avoid—at all costs—if you ever want your novel published.In How Not to Write a Novel, authors Howard Mittelmark and Sandra Newman distill their 30 years combined experience in teaching, editing, writing, and reviewing fiction to bring you real advice from the other side of the query letter. Rather than telling you how or what to write, they identify the 200 most common mistakes unconsciously made by writers and teach you to recognize, avoid, and amend them. With hilarious "mis-examples" to demonstrate each manuscript-mangling error, they'll help you troubleshoot your beginnings and endings, bad guys, love interests, style, jokes, perspective, voice, and more. As funny as it is useful, this essential how-NOT-to guide will help you get your manuscript out of the slush pile and into the bookstore.

Just Ride: A Radically Practical Guide to Riding Your Bike


Grant Petersen - 2012
    Forget the ultralight, uncomfortable bikes, flashy jerseys, clunky shoes that clip onto tiny pedals, the grinding out of endless miles. Instead, ride like you did when you were a kid—just get on your bike and discover the pure joy of riding it.   A reformed racer who’s commuted by bike every day since 1980, whose writings and opinions appear in major bicycling and outdoor magazines, and whose company, Rivendell Bicycle Works, makes bikes for riders ready to opt out of a culture overrun by racing, Grant Petersen shares a lifetime of unexpected facts, controversial opinions, expert techniques, and his own maverick philosophy. In 87 short, two-to-three page chapters, it covers:Riding: Count Days, Not Miles; Corner Like Jackie Robinson; Steer with Your Hips, Shift with Your LegsSuiting Up: The Shoes Ruse; Ponchos—the Ultimate Unracer’s GarmentSafety: #1 Rule—Be Seen; Helmets Aren’t All They’re Cracked Up to BeHealth and Fitness: Why Riding Is Lousy All-Around Exercise; Saddles Don’t Cause Impotence; Drink When You’re Thirsty—Not Before Also includes chapters on Accessories, Upkeep, and Technicalities, and a final chapter titled “Velosophy” that includes the essential, memorable thought: Your Bike Is a Toy—Have Fun with It.

The New Enchanted Broccoli Forest (Mollie Katzen's Classic Cooking)


Mollie Katzen - 1982
    Mollie first revised ENCHANTED BROCCOLI in 1995, adding lighter, easier-to-prepare versions of her signature recipes, plus a selection of new dishes and techniques. As with MOOSEWOOD, this new edition of ENCHANTED BROCCOLI is a companion volume to Mollie's new TV series, and features 16 pages of color food photography, plus 5 new recipes and a new section on making fresh pasta at home. Available in January 2000

Critical Play: Radical Game Design


Mary Flanagan - 2009
    Here, the author provides a lively historical context for critical play through 20th-century art movements, connecting subversive game design to subversive art.