How Not to Be Wrong: The Power of Mathematical Thinking


Jordan Ellenberg - 2014
    In How Not to Be Wrong, Jordan Ellenberg shows us how terribly limiting this view is: Math isn’t confined to abstract incidents that never occur in real life, but rather touches everything we do—the whole world is shot through with it.Math allows us to see the hidden structures underneath the messy and chaotic surface of our world. It’s a science of not being wrong, hammered out by centuries of hard work and argument. Armed with the tools of mathematics, we can see through to the true meaning of information we take for granted: How early should you get to the airport? What does “public opinion” really represent? Why do tall parents have shorter children? Who really won Florida in 2000? And how likely are you, really, to develop cancer?How Not to Be Wrong presents the surprising revelations behind all of these questions and many more, using the mathematician’s method of analyzing life and exposing the hard-won insights of the academic community to the layman—minus the jargon. Ellenberg chases mathematical threads through a vast range of time and space, from the everyday to the cosmic, encountering, among other things, baseball, Reaganomics, daring lottery schemes, Voltaire, the replicability crisis in psychology, Italian Renaissance painting, artificial languages, the development of non-Euclidean geometry, the coming obesity apocalypse, Antonin Scalia’s views on crime and punishment, the psychology of slime molds, what Facebook can and can’t figure out about you, and the existence of God.Ellenberg pulls from history as well as from the latest theoretical developments to provide those not trained in math with the knowledge they need. Math, as Ellenberg says, is “an atomic-powered prosthesis that you attach to your common sense, vastly multiplying its reach and strength.” With the tools of mathematics in hand, you can understand the world in a deeper, more meaningful way. How Not to Be Wrong will show you how.

The Comic Book Story of Beer: The World's Favorite Beverage from 7000 BC to Today's Craft Brewing Revolution


Jonathan Hennessey - 2015
    No book has ever told the story of beer in a graphic format as a liberating or emancipating force that improved the life of everyday people. Visually riffing on abstract subjects like pasteurization, "original gravity," and "lagering," artist Aaron McConnell has a flair for cinematic action and demonstrates versatility in depicting characters and episodes from beer's rich history. Hand-drawn in a classic, accessible style, The Comic Book Story of Beer makes a great gift, and will appeal to the most avid comic book geek and those who live for beer.

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.

Discovering Statistics Using SPSS (Introducing Statistical Methods)


Andy Field - 2000
    What's new in the Second Edition? 1. Fully compliant with the latest version of SPSS version 12 2. More coverage of advanced statistics including completely new coverage of non-parametric statistics. The book is 50 per cent longer than the First Edition. 3. Each section of each chapter now has a notation - 1,2 or 3 - referring to the intended level of study. This helps students navigate their way through the book and makes it user-friendly for students of ALL levels. 4. Has a 'how to use this book' section at the start of the text. 5. Characters in each chapter have defined roles - summarizing key points, to pose questions etc 6. Each chapter now has several examples for students to work through. Answers provided on the enclosed CD-ROM

Designing Brand Identity: An Essential Guide for the Entire Branding Team


Alina Wheeler - 2003
    From researching the competition to translating the vision of the CEO, to designing and implementing an integrated brand identity programme, the meticulous development process of designing a brand identity is presented through a highly visible step-by-step approach in five phases.

The Wisdom of Crowds


James Surowiecki - 2004
    With boundless erudition and in delightfully clear prose, Surowiecki ranges across fields as diverse as popular culture, psychology, ant biology, behavioral economics, artificial intelligence, military history, and politics to show how this simple idea offers important lessons for how we live our lives, select our leaders, run our companies, and think about our world.

Scarcity: Why Having Too Little Means So Much


Sendhil Mullainathan - 2013
    Busy people fail to manage their time efficiently for the same reasons the poor and those maxed out on credit cards fail to manage their money. The dynamics of scarcity reveal why dieters find it hard to resist temptation, why students and busy executives mismanage their time, and why sugarcane farmers are smarter after harvest than before. Once we start thinking in terms of scarcity and the strategies it imposes, the problems of modern life come into sharper focus.Mullainathan and Shafir discuss how scarcity affects our daily lives, recounting anecdotes of their own foibles and making surprising connections that bring this research alive. Their book provides a new way of understanding why the poor stay poor and the busy stay busy, and it reveals not only how scarcity leads us astray but also how individuals and organizations can better manage scarcity for greater satisfaction and success.http://us.macmillan.com/scarcity/Send...

How to Find Fulfilling Work


Roman Krznaric - 2012
    This is a book about how to take working life in new directions - how to negotiate the labyrinth of choices, how to think about personal ambitions and motivations, and ultimately how to take concrete steps to finding a fulfilling career.

The Last Flower: A Parable in Pictures


James Thurber - 1939
    The New York Times called it "at once one of the most serious and one of the most hilarious contributions on war."     Civilization has collapsed  after World War XII, dogs have deserted their masters, all the groves and gardens have been destroyed, and love has vanished from the earth. Then one day, "a young girl who had never seen a flower chanced to come upon the last one in the world." Written among the sorrow and chaos of war, dedicated to this only child " in the wistful hope that her world will be better than mine." The new printing will feature new scans of Thurber's original 1939 drawings.

Universal Principles of Design: 100 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make Better Design Decisions, and Teach Through Design


William Lidwell - 2003
    Because no one can be an expert on everything, designers have always had to scramble to find the information and know-how required to make a design work - until now. Universal Principles of Design is the first cross-disciplinary reference of design. Richly illustrated and easy to navigate, this book pairs clear explanations of the design concepts featured with visual examples of those concepts applied in practice. From the 80/20 rule to chunking, from baby-face bias to Ockham's razor, and from self-similarity to storytelling, 100 design concepts are defined and illustrated for readers to expand their knowledge.This landmark reference will become the standard for designers, engineers, architects, and students who seek to broaden and improve their design expertise.

How to Build a Car: The Autobiography of the World’s Greatest Formula 1 Designer


Adrian Newey - 2017
    He is ultra competitive but never forgets to have fun. An immensely likeable man.' Damon HillThe world’s foremost designer in Formula One, Adrian Newey OBE is arguably one of Britain’s greatest engineers and this is his fascinating, powerful memoir.How to Build a Car explores the story of Adrian’s unrivalled 35-year career in Formula One through the prism of the cars he has designed, the drivers he has worked alongside and the races in which he’s been involved.A true engineering genius, even in adolescence Adrian’s thoughts naturally emerged in shape and form – he began sketching his own car designs at the age of 12 and took a welding course in his school summer holidays. From his early career in IndyCar racing and on to his unparalleled success in Formula One, we learn in comprehensive, engaging and highly entertaining detail how a car actually works. Adrian has designed for the likes of Mario Andretti, Nigel Mansell, Alain Prost, Damon Hill, David Coulthard, Mika Hakkinen, Mark Webber and Sebastian Vettel, always with a shark-like purity of purpose: to make the car go faster. And while his career has been marked by unbelievable triumphs, there have also been deep tragedies; most notably Ayrton Senna’s death during his time at Williams in 1994.Beautifully illustrated with never-before-seen drawings, How to Build a Car encapsulates, through Adrian’s remarkable life story, precisely what makes Formula One so thrilling – its potential for the total synchronicity of man and machine, the perfect combination of style, efficiency and speed.

Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made


Jason Schreier - 2017
    In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

Come in Alone


Warren Ellis - 2001
    Part social commentary, part sitting at-the-feet-of-Socrates, part kick in the ass, COME IN ALONE was the column that would zig when you thought it would zag. This collection of all fifty-two columns includes Ellis' unique take on the comic book industry, features first-class interviews with top-flight comic book professionals, and even includes the legendary Old Bastard's Manifesto. Wrap this all up in an evocative and spooky cover by Brian Wood, and you've got a collection of commentary that midwifed the birth of the comic book industry into the 21st century.

Art and Visual Perception: A Psychology of the Creative Eye


Rudolf Arnheim - 1954
    Gestalt theory and the psychology of visual perception form the basis for an analysis of art and its basic elements.

Layout Index


Jim Krause - 2001
    Layout Index is the next step, a compendium of layout idea-generators that will help designers explore multiple possibilities for visual treatments each time they turn the page. The visual and textual suggestions are divided into eight major areas, including newsletters, flyers, posters, brochures, advertising, stationery, page layout, and Web pages.