Book picks similar to
Gameworld Interfaces by Kristine Jorgensen
design
design-thinking
game-design-writing
gaming
Ms. Mentor's Impeccable Advice for Women in Academia
Emily Toth - 1997
Mentor advises academic women about issues they daren't discuss openly, such as: How does one really clamber onto the tenure track when the job market is so nasty, brutish, and small? Is there such a thing as the perfectly marketable dissertation topic? How does a meek young woman become a tiger of an authority figure in the classroom-and get stupendous teaching evaluations? How does one cope with sexual harassment, grandiosity, and bizarre behavior from entrenched colleagues?Ms. Mentor's readers will find answers to the secret queries they were afraid to ask anyone else. They'll discover what it really takes to get tenure; what to wear to academic occasions; when to snicker, when to hide, what to eat, and when to sue. They'll find out how to get firmly planted in the rich red earth of tenure. They'll learn why lunch is the most important meal of the day.
Remote Sensing and Image Interpretation
Thomas M. Lillesand - 1979
The text examines the basics of analog image analysis while placing greater emphasis on digitally based systems and analysis techniques. The presentation is discipline neutral, so students in any field of study can gain a clear understanding of these systems and their virtually unlimited applications.
How Designers Think
Bryan Lawson - 1980
This extended work is the culmination of forty years' research and shows the belief that we all can, and do, design, and that we can learn to design better. The creative mind continues to have the power to surprise and this book aims to nurture and extend this creativity. Neither the earlier editions, nor this book, are intended as authoritative prescriptions of how designers should think but provide helpful advice on how to develop an understanding of design.In this fourth edition, Bryan Lawson continues to try and understand how designers think, to explore how they might be better educated and to develop techniques to assist them in their task. Some chapters have been revised and three completely new chapters added. The book is now intended to be read in conjunction with What Designers Know which is a companion volume. Some of the ideas previously discussed in the third edition of How Designers Think are now explored more thoroughly in What Designers Know. For the first time this fourth edition works towards a model of designing and the skills that collectively constitute the design process.
The Presentation of Self in Everyday Life
Erving Goffman - 1959
This book explores the realm of human behavior in social situations and the way that we appear to others. Dr. Goffman uses the metaphor of theatrical performance as a framework. Each person in everyday social intercourse presents himself and his activity to others, attempts to guide and control the impressions they form of him, and employs certain techniques in order to sustain his performance, just as an actor presents a character to an audience. The discussions of these social techniques offered here are based upon detailed research and observation of social customs in many regions.
Uncertainty in Games
Greg Costikyan - 2013
Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games.In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work.Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggest ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.
Scientific Writing and Communication: Papers, Proposals, and Presentations
Angelika H. Hofmann - 2009
This unique all-in-one handbook begins with a discussion of the basics of scientific writing style and composition and then applies these principles to writing research papers, review articles, grant proposals, research statements, and resum�s as well as to preparing academic presentations and posters.FEATURES:A practical presentation carefully introduces such basic writing mechanics as word choice and word location, sentence structure, and paragraph organization before moving into manuscript planning and organizational strategies. Extensive hands-on guidance for composing scientific documents and presentations then follows.Relevant and multi-disciplinary examples taken from real research papers and grant proposals by writers ranging from students to Nobel Laureates illustrate clear technical writing as well as common mistakes that one should avoid. Examples are drawn from a broad range of scientific disciplines including medicine, molecular biology, biochemistry, ecology, geology, chemistry, engineering, and physics.Extensive end-of-chapter exercise sets provide the opportunity to review style and composition principles and encourage readers to apply them to their own writing.Writing guidelines and revision checklists warn scientists against common pitfalls and equip them with the most successful techniques to revise a scientific paper, review article, or grant proposal.Annotated text passages bring the writing principles and guidelines to life by applying them to real-world, relevant, and multidisciplinary examples.Clear, easy-to-follow writing style is understandable to both native and non-native English speakers; special ESL features address problems faced by non-native English speakers.Eight chapters on grant writing demonstrate how to write successful grant applications and how to avoid the most common application mistakes.Covering all the facets of communication that scientists need to master, Scientific Writing and Communication: Papers, Proposals, and Presentations is ideal for a wide range of readers--from upper-level undergraduates and graduate students to postdoctoral fellows, faculty, and professional researchers--in the life sciences, medicine, psychology, chemistry, and engineering.
My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft
Bonnie Nardi - 2010
My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience."—Julian Dibbell, Wired"World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf."—William Sims Bainbridge, author of The Warcraft Civilization and editor of Online Worlds “Nardi skillfully covers all of the hot button issues that come to mind when people think of video games like World of Warcraft such as game addiction, sexism, and violence. What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line between play and work, and the rich and fascinating lives of players and player cultures. Nardi brings World of Warcraft down to earth for non-players and ties it to social and cultural theory for scholars. . . . the best ethnography of a single virtual world produced so far.”—Lisa Nakamura, University of IllinoisWorld of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants.In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes.Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design.Cover art by Jessica Damsky
The Art of Teaching
Jay Parini - 2004
In The Art of Teaching, writer and critic Jay Parini looks back over his own decades of trials, errors, and triumphs, in an intimate memoir that brims with humor, encouragement, and hard-won wisdom about the teacher's craft. Here is a godsend for instructors of all levels, offering valuable insight into the many challenges that educators face, from establishing a persona in the classroom, to fostering relationships with students, to balancing teaching load with academic writing and research. Insight abounds. Parini shows, for instance, that there is nothing natural about teaching. The classroom is a form of theater, and the teacher must play various roles. A good teacher may look natural, but that's the product of endless practice. The book also considers such topics as the manner of dress that teachers adopt (and what this says about them as teachers), the delicate question of politics in the classroom, the untapped value of emeritus professors, and the vital importance of a settled, disciplined life for a teacher and a writer. Parini grounds all of this in personal stories of his own career in the academy, tracing his path from unfocused student--a self-confessed tough nut to crack--to passionate writer, scholar, and teacher, one who frankly admits making many mistakes over the years. Every year, thousands of newly minted college teachers embark on their careers, most with scant training in their chosen profession. The Art of Teaching is a perfect book for these young educators as well as anyone who wants to learn more about this difficult but rewarding profession.
Sketching User Experiences: Getting the Design Right and the Right Design
Bill Buxton - 2007
So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives. There is an emphasis on balancing the back-end concern with usability and engineering excellence (getting the design right) with an up-front investment in sketching and ideation (getting the right design). Overall, the objective is to build the notion of informed design: molding emerging technology into a form that serves our society and reflects its values.Grounded in both practice and scientific research, Bill Buxton s engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design. Covers sketching and early prototyping design methods suitable for dynamic product capabilities: cell phones that communicate with each other and other embedded systems, "smart" appliances, and things you only imagine in your dreamsThorough coverage of the design sketching method which helps easily build experience prototypes-without the effort of engineering prototypes which are difficult to abandonReaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and othersFull of case studies, examples, exercises, and projects, and access to video clips that demonstrate the principles and methods"
Design Research: Methods and Perspectives
Peter Lunenfeld - 2003
Often neglected in the various curricula of design schools, the new models of design research described in this book help designers to investigate people, form, and process in ways that can make their work more potent and more delightful. At the very least, Peter Lunenfeld writes in the preface, design research saves us from reinventing the wheel. At its best, a lively research methodology can reinvigorate the passion that so often fades after designers join the profession.The goal of the book is to introduce designers to the many research tools that can be used to inform design as well as to ideas about how and when to deploy them effectively. The chapter authors come from diverse institutions and enterprises, including Stanford University, MIT, Intel, Maxis, Studio Anybody, Sweden's HUMlab, and Big Blue Dot. Each has something to say about how designers make themselves better at what they do through research, and illustrates it with real world examples--case studies, anecdotes, and images. Topics of this multi-voice conversation include qualitative and quantitative methods, performance ethnography and design improvisation, trend research, cultural diversity, formal and structural research practice, tactical discussions of design research process, and case studies drawn from areas as unique as computer games, museum information systems, and movies. Interspersed throughout the book are one-page demos, snapshots of the design research experience. Design Research charts the paths from research methods to research findings to design principles to design results and demonstrates the transformation of theory into a richly satisfying and more reliably successful practice.
Writing Ethnographic Fieldnotes
Robert M. Emerson - 1995
Using actual unfinished, "working" notes as examples, they illustrate options for composing, reviewing, and working fieldnotes into finished texts. They discuss different organizational and descriptive strategies, including evocation of sensory detail, synthesis of complete scenes, the value of partial versus omniscient perspectives, and of first person versus third person accounts. Of particular interest is the author's discussion of notetaking as a mindset. They show how transforming direct observations into vivid descriptions results not simply from good memory but more crucially from learning to envision scenes as written. A good ethnographer, they demonstrate, must learn to remember dialogue and movement like an actor, to see colors and shapes like a painter, and to sense moods and rhythms like a poet.The authors also emphasize the ethnographer's core interest in presenting the perceptions and meanings which the people studied attach to their own actions. They demonstrate the subtle ways that writers can make the voices of people heard in the texts they produce. Finally, they analyze the "processing" of fieldnotes—the practice of coding notes to identify themes and methods for selecting and weaving together fieldnote excerpts to write a polished ethnography.This book, however, is more than a "how-to" manual. The authors examine writing fieldnotes as an interactive and interpretive process in which the researcher's own commitments and relationships with those in the field inevitably shape the character and content of those fieldnotes. They explore the conscious and unconscious writing choices that produce fieldnote accounts. And they show how the character and content of these fieldnotes inevitably influence the arguments and analyses the ethnographer can make in the final ethnographic tale.This book shows that note-taking is a craft that can be taught. Along with Tales of the Field and George Marcus and Michael Fisher's Anthropology as Cultural Criticism, Writing Ethnographic Fieldnotes is an essential tool for students and social scientists alike.
Simulating War:Studying Conflict through Simulation Games
Philip Sabin - 2012
The Medium is the Massage
Marshall McLuhan - 1967
Using a layout style that was later copied by Wired, McLuhan and coauthor/designer Quentin Fiore combine word and image to illustrate and enact the ideas that were first put forward in the dense and poorly organized Understanding Media. McLuhan's ideas about the nature of media, the increasing speed of communication, and the technological basis for our understanding of who we are come to life in this slender volume. Although originally printed in 1967, the art and style in The Medium is the Massage seem as fresh today as in the summer of love, and the ideas are even more resonant now that computer interfaces are becoming gateways to the global village.
Laws of UX: Design Principles for Persuasive and Ethical Products
Jon Yablonski - 2020
Instead of forcing users to conform to a product design or experience, designers need to learn how users behave and interact with various digital interfaces.This guide provides some key principles from psychology to help you design more intuitive, human-centered products and experiences. Humans have an underlying blueprint for how we perceive and process the world around us, and through simple lessons in psychology, this guide will help you define this blueprint.
Information Literacy Instruction: Theory and Practice
Esther S. Grassian - 2001
Grassian and Joan R. Kaplowitz have revised, expanded, and updated their comprehensive guide to the theory and practice of library instruction. This second edition covers all aspects and modes of information literacy instruction, including history and psychology, as well as how to create and design teaching materials, how to use new technology to support pedagogy, and how to utilize new developments in the field since the publication of the previous edition. The recommended readings and exercises at the end of each chapter help put ideas and concepts into practice. The companion CD-ROM includes institutional and library mission statements related to information literacy, a table listing pros and cons of assessment tools, a brief overview of learning styles table, examples of minimalist documentation, a sample PowerPoint slide show, a sample class outline, a two-minute yoga exercise, suggestions for further reading and the complete book bibliography, both with links to web pages.