Uncle John's Bathroom Reader Plunges Into History


Bathroom Readers' Institute - 2001
    Uncle John uncovers the truth behind some of history’s most persistent myths, flushes out information you were never taught in school, and gives history fans something they can really digest. Since 1987, the Bathroom Readers’ Institute has led the movement to stand up for those who sit down and read in the bathroom (and everywhere else for that matter). With more than 11 million books in print, the Uncle John’s Bathroom Reader series is the longest-running, most popular series of its kind in the world.Where else could you learn about the 10 most forgotten people in history, mistakes that led to great discoveries, and how a fish had a hand (er, fin) in beating Napoleon? Uncle John rules the world of information and humor, so get ready to be thoroughly entertained. Read all about…The short history of underwearOdd deaths of famous figuresAbe Lincoln, fashion iconThe real Lady GodivaRoyal inbreeds and promiscuous popesThe true story of BraveheartAnd much more!

Designing Interactions


Bill Moggridge - 2006
    Designers of digital technology products no longer regard their job as designing a physical object--beautiful or utilitarian--but as designing our interactions with it. In Designing Interactions, award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology. Moggridge, designer of the first laptop computer (the GRiD Compass, 1981) and a founder of the design firm IDEO, tells us these stories from an industry insider's viewpoint, tracing the evolution of ideas from inspiration to outcome. The innovators he interviews--including Will Wright, creator of The Sims, Larry Page and Sergey Brin, the founders of Google, and Doug Engelbart, Bill Atkinson, and others involved in the invention and development of the mouse and the desktop--have been instrumental in making a difference in the design of interactions. Their stories chart the history of entrepreneurial design development for technology.Moggridge and his interviewees discuss such questions as why a personal computer has a window in a desktop, what made Palm's handheld organizers so successful, what turns a game into a hobby, why Google is the search engine of choice, and why 30 million people in Japan choose the i-mode service for their cell phones. And Moggridge tells the story of his own design process and explains the focus on people and prototypes that has been successful at IDEO--how the needs and desires of people can inspire innovative designs and how prototyping methods are evolving for the design of digital technology.Designing Interactions is illustrated with more than 700 images, with color throughout. Accompanying the book is a DVD that contains segments from all the interviews intercut with examples of the interactions under discussion.Interviews with: Bill Atkinson - Durrell Bishop - Brendan Boyle - Dennis Boyle - Paul Bradley - Duane Bray - Sergey Brin - Stu Card - Gillian Crampton Smith - Chris Downs- Tony Dunne - John Ellenby - Doug Englebart - Jane Fulton Suri - Bill Gaver - Bing Gordon - Rob Haitani - Jeff Hawkins - Matt Hunter - Hiroshi Ishii - Bert Keely - David Kelley - Rikako Kojima - Brenda Laurel - David Liddle - Lavrans L?vlie - John Maeda - Paul Mercer - Tim Mott - Joy Mountford - Takeshi Natsuno - Larry Page - Mark Podlaseck - Fiona Raby - Cordell Ratzlaff - Ben Reason - Jun Rekimoto - Steve Rogers - Fran Samalionis - Larry Tesler - Bill Verplank - Terry Winograd - Will Wright

The Elements of User Experience: User-Centered Design for the Web


Jesse James Garrett - 2002
    This book aims to minimize the complexity of user-centered design for the Web with explanations and illustrations that focus on ideas rather than tools or techniques.

Decision Trees and Random Forests: A Visual Introduction For Beginners: A Simple Guide to Machine Learning with Decision Trees


Chris Smith - 2017
     They are also used in countless industries such as medicine, manufacturing and finance to help companies make better decisions and reduce risk. Whether coded or scratched out by hand, both algorithms are powerful tools that can make a significant impact. This book is a visual introduction for beginners that unpacks the fundamentals of decision trees and random forests. If you want to dig into the basics with a visual twist plus create your own machine learning algorithms in Python, this book is for you.

Universal Methods of Design: 100 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions


Bella Martin - 2012
     Universal Methods of Design serves as an invaluable compendium of methods that can be easily referenced and used by cross-disciplinary teams in nearly any design project.   Methods and techniques are organized alphabetically for ongoing, quick reference. Each method is presented in a two-page format. The left-hand page contains a concise description of the method, accompanied by references for further reading. On the right-hand page, images and cases studies for each method are presented visually. The relevant phases for design application are highlighted as numbered icons along the right side of the page, from phases 1 (planning) through 5 (launch and monitor).Build more meaningful products with these methods and more: A/B Testing, Affinity Diagramming, Behavioral Mapping, Bodystorming, Contextual Design, Critical Incident Technique, Directed Storytelling, Flexible Modeling, Image Boards, Graffiti Walls, Heuristic Evaluation, Parallel Prototyping, Simulation Exercises, Touchstone Tours, and Weighted Matrix.  This essential guide:Dismantles the myth that user research methods are complicated, expensive, and time-consumingCreates a shared meaning for cross-disciplinary design teamsIllustrates methods with compelling visualizations and case studiesCharacterizes each method at a glanceIndicates when methods are best employed to help prioritize appropriate design research strategiesUniversal Methods of Design is an essential resource for designers of all levels and specializations.

The Filter Bubble: What the Internet is Hiding From You


Eli Pariser - 2011
    Instead of giving you the most broadly popular result, Google now tries to predict what you are most likely to click on. According to MoveOn.org board president Eli Pariser, Google's change in policy is symptomatic of the most significant shift to take place on the Web in recent years - the rise of personalization. In this groundbreaking investigation of the new hidden Web, Pariser uncovers how this growing trend threatens to control how we consume and share information as a society-and reveals what we can do about it.Though the phenomenon has gone largely undetected until now, personalized filters are sweeping the Web, creating individual universes of information for each of us. Facebook - the primary news source for an increasing number of Americans - prioritizes the links it believes will appeal to you so that if you are a liberal, you can expect to see only progressive links. Even an old-media bastion like "The Washington Post" devotes the top of its home page to a news feed with the links your Facebook friends are sharing. Behind the scenes a burgeoning industry of data companies is tracking your personal information to sell to advertisers, from your political leanings to the color you painted your living room to the hiking boots you just browsed on Zappos.In a personalized world, we will increasingly be typed and fed only news that is pleasant, familiar, and confirms our beliefs - and because these filters are invisible, we won't know what is being hidden from us. Our past interests will determine what we are exposed to in the future, leaving less room for the unexpected encounters that spark creativity, innovation, and the democratic exchange of ideas.While we all worry that the Internet is eroding privacy or shrinking our attention spans, Pariser uncovers a more pernicious and far-reaching trend on the Internet and shows how we can - and must - change course. With vivid detail and remarkable scope, The Filter Bubble reveals how personalization undermines the Internet's original purpose as an open platform for the spread of ideas and could leave us all in an isolated, echoing world.

Weapons of Math Destruction: How Big Data Increases Inequality and Threatens Democracy


Cathy O'Neil - 2016
    Increasingly, the decisions that affect our lives--where we go to school, whether we can get a job or a loan, how much we pay for health insurance--are being made not by humans, but by machines. In theory, this should lead to greater fairness: Everyone is judged according to the same rules.But as mathematician and data scientist Cathy O'Neil reveals, the mathematical models being used today are unregulated and uncontestable, even when they're wrong. Most troubling, they reinforce discrimination--propping up the lucky, punishing the downtrodden, and undermining our democracy in the process.

How to Lie with Maps


Mark Monmonier - 1991
    Monmonier shows that, despite their immense value, maps lie. In fact, they must.The second edition is updated with the addition of two new chapters, 10 color plates, and a new foreword by renowned geographer H. J. de Blij. One new chapter examines the role of national interest and cultural values in national mapping organizations, including the United States Geological Survey, while the other explores the new breed of multimedia, computer-based maps.To show how maps distort, Monmonier introduces basic principles of mapmaking, gives entertaining examples of the misuse of maps in situations from zoning disputes to census reports, and covers all the typical kinds of distortions from deliberate oversimplifications to the misleading use of color."Professor Monmonier himself knows how to gain our attention; it is not in fact the lies in maps but their truth, if always approximate and incomplete, that he wants us to admire and use, even to draw for ourselves on the facile screen. His is an artful and funny book, which like any good map, packs plenty in little space."—Scientific American"A useful guide to a subject most people probably take too much for granted. It shows how map makers translate abstract data into eye-catching cartograms, as they are called. It combats cartographic illiteracy. It fights cartophobia. It may even teach you to find your way. For that alone, it seems worthwhile."—Christopher Lehmann-Haupt, The New York Times". . . witty examination of how and why maps lie. [The book] conveys an important message about how statistics of any kind can be manipulated. But it also communicates much of the challenge, aesthetic appeal, and sheer fun of maps. Even those who hated geography in grammar school might well find a new enthusiasm for the subject after reading Monmonier's lively and surprising book."—Wilson Library Bulletin"A reading of this book will leave you much better defended against cheap atlases, shoddy journalism, unscrupulous advertisers, predatory special-interest groups, and others who may use or abuse maps at your expense."—John Van Pelt, Christian Science Monitor"Monmonier meets his goal admirably. . . . [His] book should be put on every map user's 'must read' list. It is informative and readable . . . a big step forward in helping us to understand how maps can mislead their readers."—Jeffrey S. Murray, Canadian Geographic

The Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant Technologies


Erik Brynjolfsson - 2014
    Digital technologies—with hardware, software, and networks at their core—will in the near future diagnose diseases more accurately than doctors can, apply enormous data sets to transform retailing, and accomplish many tasks once considered uniquely human.In The Second Machine Age MIT’s Erik Brynjolfsson and Andrew McAfee—two thinkers at the forefront of their field—reveal the forces driving the reinvention of our lives and our economy. As the full impact of digital technologies is felt, we will realize immense bounty in the form of dazzling personal technology, advanced infrastructure, and near-boundless access to the cultural items that enrich our lives.Amid this bounty will also be wrenching change. Professions of all kinds—from lawyers to truck drivers—will be forever upended. Companies will be forced to transform or die. Recent economic indicators reflect this shift: fewer people are working, and wages are falling even as productivity and profits soar.Drawing on years of research and up-to-the-minute trends, Brynjolfsson and McAfee identify the best strategies for survival and offer a new path to prosperity. These include revamping education so that it prepares people for the next economy instead of the last one, designing new collaborations that pair brute processing power with human ingenuity, and embracing policies that make sense in a radically transformed landscape.A fundamentally optimistic book, The Second Machine Age alters how we think about issues of technological, societal, and economic progress.

User Friendly: How the Hidden Rules of Design Are Changing the Way We Live, Work, and Play


Cliff Kuang - 2019
    Spanning over a century of sweeping changes, from women's rights to the Great Depression to World War II to the rise of the digital era, this book unpacks the ways in which the world has been--and continues to be--remade according to the principles of the once-obscure discipline of user-experience design.In this essential text, Kuang and Fabricant map the hidden rules of the designed world and shed light on how those rules have caused our world to change--an underappreciated but essential history that's pieced together for the first time. Combining the expertise and insight of a leading journalist and a pioneering designer, User Friendly provides a definitive, thoughtful, and practical perspective on a topic that has rapidly gone from arcane to urgent to inescapable. In User Friendly, Kuang and Fabricant tell the whole story for the first time--and you'll never interact with technology the same way again.

An Illustrated Book of Bad Arguments


Ali Almossawi - 2013
    I have selected a small set of common errors in reasoning and visualized them using memorable illustrations that are supplemented with lots of examples. The hope is that the reader will learn from these pages some of the most common pitfalls in arguments and be able to identify and avoid them in practice.

Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences


Stephen P. Anderson - 2011
    Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. This beautifully designed book examines what motivates people to act.Topics include: AESTHETICS, BEAUTY, AND BEHAVIOR: Why do striking visuals grab our attention? And how do emotions affect judgment and behavior? PLAYFUL SEDUCTION: How do you create playful engagements during the moment? Why are serendipity, arousal, rewards, and other delights critical to a good experience? THE SUBTLE ART OF SEDUCTION: How do you put people at ease through clear and suggestive language? What are some subtle ways to influence behavior and get people to move from intent to action? THE GAME OF SEDUCTION: How do you continue motivating people long after the first encounter? Are there lessons to be gained from learning theories or game design? Principles from psychology are found throughout the book, along with dozens of examples showing how these techniques have been applied with great success. In addition, each section includes interviews with influential web and interaction designers.

100 More Things Every Designer Needs to Know about People


Susan M. Weinschenk - 2015
    Research hasn't stopped since the book was written, and new design challenges have emerged.Weinschenk's new book, 100 MORE Things Every Designer Needs To Know About People applies the latest research in psychology, neuroscience, brain research, and social psychology to the design of technology products, including websites, apps, wearables, and artificial intelligence. Weinschenk combines real science and research citations with practical examples to make her 100 MORE Things engaging, persuasive, easy to read, accessible, and useful. 100 MORE Things Every Designer Needs to Know About People is not just another "design guidelines" book because it explains the WHY behind the guidelines, providing concrete examples and prescriptions that can be easily and instantly applied.

Think Better: An Innovator's Guide to Productive Thinking


Tim Hurson - 2007
    But there are very few books that provide clear how-to information that can actually help you think better.Think Better is about Productive Thinking -- why it's important, how it works, and how to use it at work, at home, and at play. Productive Thinking is a game changer -- a practical, easy-to-learn, repeatable process that helps people understand more clearly, think more creatively, and plan more effectively. It's based on the thinking strategies that people we celebrate for their creativity have been using for centuries. Tim Hurson brings Productive Thinking out of the closet and presents it in a way that makes it easy for anyone to grasp and use -- so you can think better, work better, and do better in every aspect of your life.Think Better demonstrates how you can start with an intractable technical problem, an unmet consumer need, or a gaping chasm in your business strategy and, by following a clearly defined, practical thinking process, arrive at a robust, innovative solution. Many companies use the Productive Thinking model to generate fresh solutions for tough business problems, and many individuals rely on it to solve pressing personal problems.The principles you'll find in Think Better are straight-forward: separate your thinking into creative thinking and critical thinking; stay with the question; strive for the "third third" by generating lots and lots of ideas; and look for unexpected connections.The model consists of six interlocking steps:Step 1: What's Going On? Explore and truly understand the challenge.Step 2: What's Success? Envision the ideal outcome and establish success criteria.Step 3: What's the Question? Pinpoint the real problem or opportunity.Step 4: Generate Answers List many possible solutions.Step 5: Forge the Solution Decide which solution is best. Then make it better.Step 6: Align Resources Create an action plan.Tim Hurson starts by explaining how we all build inner barriers to effective thinking. He identifies our habits of thinking that severely limit our behavior, from "monkey mind" to "gator brain." Then he demonstrates how to overcome these barriers.More than anything, productive thinking is an attitude that will let you look at problems and convert them into opportunities. At the end of this disciplined brainstorming process, you'll have a concrete action plan, complete with timelines and deadlines.The book is filled with many of Hurson's original brainstorming tools that will empower you to generate, organize, and process ideas. For example, you can identify your best ideas using the five C's: Cull, Cluster, Combine, Clarify and Choose. And you can transform an embryonic idea into a robust solution with POWER, which stands for Positives, Objections, What else?, Enhancements and Remedies.To create the future, you first must be able to imagine it. Productive thinking is a way to help you do that.

Fluent Python: Clear, Concise, and Effective Programming


Luciano Ramalho - 2015
    With this hands-on guide, you'll learn how to write effective, idiomatic Python code by leveraging its best and possibly most neglected features. Author Luciano Ramalho takes you through Python's core language features and libraries, and shows you how to make your code shorter, faster, and more readable at the same time.Many experienced programmers try to bend Python to fit patterns they learned from other languages, and never discover Python features outside of their experience. With this book, those Python programmers will thoroughly learn how to become proficient in Python 3.This book covers:Python data model: understand how special methods are the key to the consistent behavior of objectsData structures: take full advantage of built-in types, and understand the text vs bytes duality in the Unicode ageFunctions as objects: view Python functions as first-class objects, and understand how this affects popular design patternsObject-oriented idioms: build classes by learning about references, mutability, interfaces, operator overloading, and multiple inheritanceControl flow: leverage context managers, generators, coroutines, and concurrency with the concurrent.futures and asyncio packagesMetaprogramming: understand how properties, attribute descriptors, class decorators, and metaclasses work"