Designing Qualitative Research


Catherine Marshall - 1989
    With expanded coverage of ethics, analysis processes, and approaches, authors Catherine Marshall and Gretchen B. Rossman, have updated this highly popular text to reflect the advances and challenges presented by provocative developments and new applications since the previous edition.

The Atomic Chef: And Other True Tales of Design, Technology, and Human Error


Steven Casey - 2006
    The 20 stand-alone chapters of this new work describe how technological failures result from the incompatibilities between the way things are designed and the way people actually perceive, think, and act. New technologies will succeed or fail based on our ability to minimize these incompatibilities between the characteristics of people and the characteristics of the things we create and use.This book is the quintessential 'must read' for all those who deal with technology in any fashion. From the frustration of an awkward ATM machine to the threat of accidental, nuclear Armageddon, Casey shows how the same crucial factors come into play told through the very eyes of those people who saw and experienced these things. No student of design, psychology, behavioral science, or technology should be without this book, and neither should any intelligent member of society who wants to know what goes on with the successes and failures of modern technology.Sit ringside to the action where compelling events unfold. The stories in this book will take you to airports and airline cabins, an amusement park, a fertility clinic, a pharmaceutical plant, an emergency dispatch center, the Olympic games, and a bank; to hospitals, spacecraft, ships, and cars. From the coasts of Peru and Monterey, in orbit aboard the International Space Station, the freeways of Southern California and the back roads of France, the battlefields of Afghanistan, and a nuclear fuel plant in Japan this is The Atomic Chef.

Playing with Super Power: Nintendo Super NES Classics


Prima Games - 2017
    The Console A nostalgic celebration and exploration of the Super Nintendo Entertainment System in all its 16-bit glory.The Games Discover everything you've always wanted to know about some of the most beloved SNES games, including the previously unreleased Star Fox 2!The History Learn about the SNES development and the visionaries behind this groundbreaking console.The Legacy An in-depth look at how the SNES has left its mark on the gaming industry, and how its legacy continues.The Memories Featuring a plethora of fan art, music, and more, this book is a love letter to playing with Super Power!Speedrunning Tips Some of the best speedrunners around share their tips and strategies for getting the best times in these beloved classic games.Exclusive Foreword Written by Reggie Fils-Aime, President and COO of Nintendo of America.Paperback version.

Design Basics


David A. Lauer - 1941
    Each concept is presented in a full two- or four-page spread, making the text practical and easy for students to refer to while they work. The modular format also gives instructors the utmost flexibility in organizing their course. Visual examples from many periods, peoples, and cultures are provided for all elements and principles of design, and the diversity of illustrations also includes examples from nature and non-art sources, encouraging students to see these principles in the world.

Mechanical Metallurgy


George E. Dieter - 1961
    It covers the entire scope of mechanical metallurgy, from an understanding of the continuum description of stress and strain, through crystalline and defect mechanisms of flow and fracture, and on to a consideration of major mechanical property tests and the basic metalworking process. It has been updated throughout, SI units have been added, and end-of-chapter study questions are included.

Leadership: Theory, Application, & Skill Development (with Bind-In InfoTrac Printed Access Card)


Robert N. Lussier - 2000
    The course is typically found in the department of management but is also offered occasionally through the ROTC program and education departments.

Good Work If You Can Get It: How to Succeed in Academia


Jason Brennan - 2020
    But while almost all of new PhD students say they want to work in academia, most are destined for disappointment. The hard truth is that half will quit or fail to get their degree, and most graduates will never find a full-time academic job.In Good Work If You Can Get It, Jason Brennan combines personal experience with the latest higher education research to help you understand what graduate school and the academy are really like. This candid, pull-no-punches book answers questions big and small, including- Should I go to graduate school--and what will I do once I get there?- How much does a PhD cost--and should I pay for one?- What kinds of jobs are there after grad school, and who gets them? - What happens to the people who never get full-time professorships? - What does it take to be productive, to publish continually at a high level? - What does it take to teach many classes at once? - What does it take to succeed in graduate school? - How does "publish or perish" work? - How much do professors get paid?- What do search committees look for, and what turns them off? - How do I know which journals and book publishers matter? - How do I balance work and life?This realistic, data-driven look at university teaching and research will make your graduate and postgraduate experience a success. Good Work If You Can Get It is the guidebook anyone considering graduate school, already in grad school, starting as a new professor, or advising graduate students needs. Read it, and you will come away ready to hit the ground running.

Citizen Designer: Perspectives on Design Responsibility


Steven Heller - 2003
    This candid guide encourages designers to carefully research their clients; become alert about corporate, political, and social developments; and design responsible products.• Features an enticing mix of opinions in an appealing format that juxtaposes essays, interviews, and countless illustrations of “design citizenship”• Includes insights on such contemporary topics as advertising of harmful products, branding to minors, and violence and game design

Gustav Klimt: Drawings & Watercolours


Rainer Metzger - 2005
    One of the most fascinating representatives of the Belle Epoque, Klimt is chenshed for his rich use of ornament and his paintings of fin de siecle Viennese high society, which bring to life the decadence of the era through vibrant colours and patterns. Yet there can be no doubt about Klimt's greatness as a draughtsman. Remarkable above all is the intensely sensual mood that he establishes in his limpid, fluid drawings and watercolours; the line with which his subjects are described explores and caresses as though the drawing itself was an act of seduction. Here, Rainer Metzger brings together hundreds of Klimt's works on paper in a way that enriches our knowledge of the artist and enhances the visual impact of his oeuvre. Many revolve around Klimt's taboo-breaking main themes - the naked woman, erotica and homoerotica - while others provide allegorical and historical insights. Between these...

Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation


Tim Brown - 2009
    The reality is that most innovations come from a process of rigorous examination through which great ideas are identified and developed before being realized as new offerings and capabilities.This book introduces the idea of design thinking‚ the collaborative process by which the designer′s sensibilities and methods are employed to match people′s needs not only with what is technically feasible and a viable business strategy. In short‚ design thinking converts need into demand. It′s a human−centered approach to problem solving that helps people and organizations become more innovative and more creative.Design thinking is not just applicable to so−called creative industries or people who work in the design field. It′s a methodology that has been used by organizations such as Kaiser Permanente to icnrease the quality of patient care by re−examining the ways that their nurses manage shift change‚ or Kraft to rethink supply chain management. This is not a book by designers for designers; this is a book for creative leaders seeking to infuse design thinking into every level of an organization‚ product‚ or service to drive new alternatives for business and society.

Qualitative Research Design: An Interactive Approach: 41 (Applied Social Research Methods)


Joseph A. Maxwell - 2012
    It shows how the components of design interact with each other, and provides a strategy for creating coherent and workable relationships among these design components, highlighting key design issues. Written in an informal, jargon-free style, the new Third Edition incorporates examples and hands-on exercises.

The Craft of Research


Wayne C. Booth - 1995
    Seasoned researchers and educators Gregory G. Colomb and Joseph M. Williams present an updated third edition of their classic handbook, whose first and second editions were written in collaboration with the late Wayne C. Booth. The Craft of Research explains how to build an argument that motivates readers to accept a claim; how to anticipate the reservations of readers and to respond to them appropriately; and how to create introductions and conclusions that answer that most demanding question, “So what?” The third edition includes an expanded discussion of the essential early stages of a research task: planning and drafting a paper. The authors have revised and fully updated their section on electronic research, emphasizing the need to distinguish between trustworthy sources (such as those found in libraries) and less reliable sources found with a quick Web search. A chapter on warrants has also been thoroughly reviewed to make this difficult subject easier for researchers Throughout, the authors have preserved the amiable tone, the reliable voice, and the sense of directness that have made this book indispensable for anyone undertaking a research project.

Save the World on Your Own Time


Stanley Fish - 2008
    When teachers offer themselves as moralists, political activists, or agents of social change rather than as credentialed experts in a particular subject and the methods used to analyze it, they abdicate their true purpose. And yet professors now routinely bring their political views into the classroom and seek to influence the political views of their students. Those who do this will often invoke academic freedom, but Fish argues that academic freedom, correctly understood, is the freedom to do the academic job, not the freedom to do any job that comes into the professor's mind. He insists that a professor's only obligation is "to present the material in the syllabus and introduce students to state-of-the-art methods of analysis. Not to practice politics, but to study it; not to proselytize for or against religious doctrines, but to describe them; not to affirm or condemn Intelligent Design, but to explain what it is and analyze its appeal."Given that hot-button issues such as Holocaust denial, free speech, and the Israeli-Palestinian conflict are regularly debated in classrooms across the nation, Save the World On Your Own Time is certain to spark fresh debate—and to incense both liberals and conservatives—about the true purpose of higher education in America.

Simulacra and Simulation


Jean Baudrillard - 1981
    Moving away from the Marxist/Freudian approaches that had concerned him earlier, Baudrillard developed in this book a theory of contemporary culture that relies on displacing economic notions of cultural production with notions of cultural expenditure.Baudrillard uses the concepts of the simulacra—the copy without an original—and simulation. These terms are crucial to an understanding of the postmodern, to the extent that they address the concept of mass reproduction and reproduceability that characterizes our electronic media culture.Baudrillard's book represents a unique and original effort to rethink cultural theory from the perspective of a new concept of cultural materialism, one that radically redefines postmodern formulations of the body.Sheila Glaser is an editor at Artforum magazine.

Lost in a Good Game: Why We Play Video Games and What They Can Do for Us


Pete Etchells - 2019
    Apparently, they are the unequivocal source of many societal ills. But what does science actually have to say about the effects that playing them can have on us?In Lost in a Good Game, psychologist Pete Echells takes us on a journey through that scientific data and research, as well as his own past experiences with video games, which helped him cope in the aftermath of a tragedy.His story reveals that, really, our worries are unfounded - and that in playing, studying and living through them we can understand what it means to be human.