Book picks similar to
Design Thinking Methodology Book by Emrah Yayici
design-thinking
design
business
non-fiction
Remix: Making Art and Commerce Thrive in the Hybrid Economy
Lawrence Lessig - 2008
Lessig reveals the solutions to this impasse offered by a collaborative yet profitable “hybrid economy”.Lawrence Lessig, the reigning authority on intellectual property in the Internet age, spotlights the newest and possibly the most harmful culture war—a war waged against our kids and others who create and consume art. America’s copyright laws have ceased to perform their original, beneficial role: protecting artists’ creations while allowing them to build on previous creative works. In fact, our system now criminalizes those very actions. For many, new technologies have made it irresistible to flout these unreasonable and ultimately untenable laws. Some of today’s most talented artists are felons, and so are our kids, who see no reason why they shouldn’t do what their computers and the Web let them do, from burning a copyrighted CD for a friend to “biting” riffs from films, videos, songs, etc and making new art from them.Criminalizing our children and others is exactly what our society should not do, and Lessig shows how we can and must end this conflict—a war as ill conceived and unwinnable as the war on drugs. By embracing “read-write culture,” which allows its users to create art as readily as they consume it, we can ensure that creators get the support—artistic, commercial, and ethical—that they deserve and need. Indeed, we can already see glimmers of a new hybrid economy that combines the profit motives of traditional business with the “sharing economy” evident in such Web sites as Wikipedia and YouTube. The hybrid economy will become ever more prominent in every creative realm—from news to music—and Lessig shows how we can and should use it to benefit those who make and consume culture.Remix is an urgent, eloquent plea to end a war that harms our children and other intrepid creative users of new technologies. It also offers an inspiring vision of the post-war world where enormous opportunities await those who view art as a resource to be shared openly rather than a commodity to be hoarded.
Design Systems: A practical guide to creating design languages for digital products
Alla Kholmatova - 2017
Some can generate coherent user experiences, others produce confusing patchwork designs. Some inspire teams to contribute to them, while others are neglected. Some get better with time, more cohesive and better functioning; others get worse, becoming bloated and cumbersome.Throughout this book, Alla Kholmatova, previously a lead designer at FutureLearn, will share an approach and the key qualities of effective, enduring design systems. It’s based on Alla’s experiences, case-studies from AirBnB, Atlassian, Eurostar, TED, and Sipgate, plus 18 months of research and interviews — all attempting to figure out what works and what doesn’t work in real-life products. It may not answer every question, but it will help you figure out just the right strategy for establishing and evolving a design system in your organization.
The Art of Doing Science and Engineering: Learning to Learn
Richard Hamming - 1996
By presenting actual experiences and analyzing them as they are described, the author conveys the developmental thought processes employed and shows a style of thinking that leads to successful results is something that can be learned. Along with spectacular successes, the author also conveys how failures contributed to shaping the thought processes. Provides the reader with a style of thinking that will enhance a person's ability to function as a problem-solver of complex technical issues. Consists of a collection of stories about the author's participation in significant discoveries, relating how those discoveries came about and, most importantly, provides analysis about the thought processes and reasoning that took place as the author and his associates progressed through engineering problems.
The Art of Computer Programming, Volume 1: Fundamental Algorithms
Donald Ervin Knuth - 1973
-Byte, September 1995 I can't begin to tell you how many pleasurable hours of study and recreation they have afforded me! I have pored over them in cars, restaurants, at work, at home... and even at a Little League game when my son wasn't in the line-up. -Charles Long If you think you're a really good programmer... read [Knuth's] Art of Computer Programming... You should definitely send me a resume if you can read the whole thing. -Bill Gates It's always a pleasure when a problem is hard enough that you have to get the Knuths off the shelf. I find that merely opening one has a very useful terrorizing effect on computers. -Jonathan Laventhol This first volume in the series begins with basic programming concepts and techniques, then focuses more particularly on information structures-the representation of information inside a computer, the structural relationships between data elements and how to deal with them efficiently. Elementary applications are given to simulation, numerical methods, symbolic computing, software and system design. Dozens of simple and important algorithms and techniques have been added to those of the previous edition. The section on mathematical preliminaries has been extensively revised to match present trends in research. Ebook (PDF version) produced by Mathematical Sciences Publishers (MSP), http: //msp.org
The Cartoon Guide to Statistics
Larry Gonick - 1993
Never again will you order the Poisson Distribution in a French restaurant!This updated version features all new material.
100 Things Every Designer Needs to Know about People
Susan M. Weinschenk - 2011
We want them to buy something, read more, or take action of some kind. Designing without understanding what makes people act the way they do is like exploring a new city without a map: results will be haphazard, confusing, and inefficient. This book combines real science and research with practical examples to deliver a guide every designer needs. With it you'll be able to design more intuitive and engaging work for print, websites, applications, and products that matches the way people think, work, and play.Learn to increase the effectiveness, conversion rates, and usability of your own design projects by finding the answers to questions such as: What grabs and holds attention on a page or screen?What makes memories stick?What is more important, peripheral or central vision?How can you predict the types of errors that people will make?What is the limit to someone's social circle?How do you motivate people to continue on to (the next step?What line length for text is best?Are some fonts better than others? These are just a few of the questions that the book answers in its deep-dive exploration of what makes people tick.
The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
Frank Rose - 2011
Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.
Information Rules: A Strategic Guide to the Network Economy
Carl Shapiro - 1998
They argue that if managers seriously want to develop effective strategies for competing in the new economy, they must understand the fundamental economics of information technology. Whether information takes the form of software code or recorded music, is published in a book or magazine, or even posted on a website, managers must know how to evaluate the consequences of pricing, protecting, and planning new versions of information products, services, and systems. The first book to distill the economics of information and networks into practical business strategies, Information Rules is a guide to the winning moves that can help business leaders navigate successfully through the tough decisions of the information economy.
A Fine Line: How Design Strategies Are Shaping the Future of Business
Hartmut Esslinger - 2009
Hartmut explains innovation through the lens of design, and it's about time we gained his valuable perspective." --Guy Kawasaki, former chief evangelist, Apple and co-founder of Alltop.com"At Flextronics, we fell in love with Hartmut and frog, and their passion for bringing crazy great designs and design processes into the forefront of great product companies. We used their expertise to help our customers, many of the greatest product companies in the world, including Apple, HP, Cisco, Microsoft and others. It is a credit to Hartmut that in the midst of a shocking global recession, frog still sets quarterly revenue records. Theirs is a unique and fascinating story." --Michael Marks, partner, Riverwood Capital LLC and former CEO, Flextronics"Hartmut's new approach to design is felt in every room in every house in every country and in every business around the world. He proved that thoughtful design is not only good for people but is good for business--and that both are interlinked. I have been fortunate to have observed first hand his impact at Sony, Apple, and HP?and have learned so much from him. He is an unsung hero of our times! A Fine Line is a must-read for designers and business people alike." --Satjiv Chahil, senior vice president, Hewlett-Packard"A fascinating, breathtaking, and exemplary insight into a success story that never had so much topicality, and so much informative potential as just now. Esslinger offers an honest and encouraging portrait of the incredible power of the business and design alliance. A Fine Line is a handbook of design expertise and the art of business at its best, showing a variety of radical solutions and fresh new ideas." --Professor Dr Peter Zec, president, ICSID and founder, red dot awards
Gamestorming: A Playbook for Innovators, Rule-breakers, and Changemakers
Dave Gray - 2010
But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming.Overcome conflict and increase engagement with team-oriented gamesImprove collaboration and communication in cross-disciplinary teams with visual-thinking techniquesImprove understanding by role-playing customer and user experiencesGenerate better ideas and more of them, faster than ever beforeShorten meetings and make them more productiveSimulate and explore complex systems, interactions, and dynamicsIdentify a problem's root cause, and find the paths that point toward a solution
Leadership Is an Art
Max DePree - 1987
First published in 1989, the book has sold more than 800,000 copies in hardcover and paperback. This revised edition brings Max De Pree’s timeless words and practical philosophy to a new generation of readers.De Pree looks at leadership as a kind of stewardship, stressing the importance of building relationships, initiating ideas, and creating a lasting value system within an organization. Rather than focusing on the “hows” of corporate life, he explains the “whys.” He shows that the first responsibility of a leader is to define reality and the last is to say thank you. Along the way, the artful leader must: • Stimulate effectiveness by enabling others to reach both their personal potential and their institutional potential • Take a role in developing, expressing, and defending civility and values• Nurture new leaders and ensure the continuation of the corporate cultureLEADERSHIP IS AN ART offers a proven design for achieving success by developing the generous spirit within all of us. Now more than ever, it provides the insights and guidelines leaders in every field need.
User Story Mapping: Discover the Whole Story, Build the Right Product
Jeff Patton - 2012
With this practical book, you'll explore the often-misunderstood practice of user story mapping, and learn how it can help keep your team stay focused on users and their experience throughout the development process.You and your team will learn that user stories aren't a way to write better specifications, but a way to organize and have better conversations. This book will help you understand what kinds of conversations you should be having, when to have them, and what to keep track of when you do. Learn the key concepts used to create a great story map. Understand how user stories really work, and how to make good use of them in agile and lean projects. Examine the nuts and bolts of managing stories through the development cycle. Use strategies that help you continue to learn before and after the product's release to customers and usersUser Story Mapping is ideal for agile and lean software development team members, product managers and UX practitioners in commercial product companies, and business analysts and project managers in IT organizations—whether you're new to this approach or want to understand more about it.
Imagine: How Creativity Works
Jonah Lehrer - 2012
Shattering the myth of muses, higher powers, even creative “types,” Jonah Lehrer demonstrates that creativity is not a single gift possessed by the lucky few. It’s a variety of distinct thought processes that we can all learn to use more effectively.Lehrer reveals the importance of embracing the rut, thinking like a child, daydreaming productively, and adopting an outsider’s perspective (travel helps). He unveils the optimal mix of old and new partners in any creative collaboration, and explains why criticism is essential to the process. Then he zooms out to show how we can make our neighborhoods more vibrant, our companies more productive, and our schools more effective.You’ll learn about Bob Dylan’s writing habits and the drug addictions of poets. You’ll meet a Manhattan bartender who thinks like a chemist, and an autistic surfer who invented an entirely new surfing move. You’ll see why Elizabethan England experienced a creative explosion, and how Pixar’s office space is designed to spark the next big leap in animation.Collapsing the layers separating the neuron from the finished symphony, Imagine reveals the deep inventiveness of the human mind, and its essential role in our increasingly complex world. http://www.jonahlehrer.com/
Team Geek: A Software Developer's Guide to Working Well with Others
Brian W. Fitzpatrick - 2012
And in a perfect world, those who produce the best code are the most successful. But in our perfectly messy world, success also depends on how you work with people to get your job done.In this highly entertaining book, Brian Fitzpatrick and Ben Collins-Sussman cover basic patterns and anti-patterns for working with other people, teams, and users while trying to develop software. It's valuable information from two respected software engineers whose popular video series, "Working with Poisonous People," has attracted hundreds of thousands of viewers.You'll learn how to deal with imperfect people--those irrational and unpredictable beings--in the course of your work. And you'll discover why playing well with others is at least as important as having great technical skills. By internalizing the techniques in this book, you'll get more software written, be more influential, be happier in your career.
Hello World: Where Design Meets Life
Alice Rawsthorn - 2012
When deployed wisely, it can bring us pleasure, choice, strength, decency and much more. But if its power is abused, the outcome can be wasteful, confusing, humiliating, even dangerous. None of us can avoid being affected by design, whether or not we wish to. It is so ubiquitous that it determines how we feel and what we do, often without our noticing.Hello World explores design's influence on our lives. Written by the renowned design critic Alice Rawsthorn and designed by the award-winning book designer Irma Boom, it describes how warlords, scientists, farmers, hackers, activists and designers have used design to different ends throughout history: from the macabre symbol invented by 18th century pirates to terrorise their victims into surrender, to one woman's quest for the best possible prosthetic legs and the evolution of the World Cup ball.At a time when we face colossal changes, unprecedented in their speed, scale and intensity - from the deepening environmental crisis, to giant leaps in science and technology - Hello World explains how design can help us to make sense of them andto turn them to our advantage.