To Engineer Is Human: The Role of Failure in Successful Design


Henry Petroski - 1985
    More than a series of fascinating case studies, To Engineer Is Human is a work that looks at our deepest notions of progress and perfection, tracing the fine connection between the quantifiable realm of science and the chaotic realities of everyday life."Alert, inquisitive, unspecialized, wholly human...refreshingly eclectic." --The Spectator"Henry Petroski is an ardent engineer, and if he writes more good books like this, he might find himself nominated to become the meistersinger of the guild. [This is] a refreshing plunge into the dynamics of the engineering ethos...as straightforward as an I-beam."--Science

The Perfectionists: How Precision Engineers Created the Modern World


Simon Winchester - 2018
    At the dawn of the Industrial Revolution in eighteenth-century England, standards of measurement were established, giving way to the development of machine tools—machines that make machines. Eventually, the application of precision tools and methods resulted in the creation and mass production of items from guns and glass to mirrors, lenses, and cameras—and eventually gave way to further breakthroughs, including gene splicing, microchips, and the Hadron Collider.Simon Winchester takes us back to origins of the Industrial Age, to England where he introduces the scientific minds that helped usher in modern production: John Wilkinson, Henry Maudslay, Joseph Bramah, Jesse Ramsden, and Joseph Whitworth. It was Thomas Jefferson who later exported their discoveries to the fledgling United States, setting the nation on its course to become a manufacturing titan. Winchester moves forward through time, to today’s cutting-edge developments occurring around the world, from America to Western Europe to Asia.As he introduces the minds and methods that have changed the modern world, Winchester explores fundamental questions. Why is precision important? What are the different tools we use to measure it? Who has invented and perfected it? Has the pursuit of the ultra-precise in so many facets of human life blinded us to other things of equal value, such as an appreciation for the age-old traditions of craftsmanship, art, and high culture? Are we missing something that reflects the world as it is, rather than the world as we think we would wish it to be? And can the precise and the natural co-exist in society?

Coders: The Making of a New Tribe and the Remaking of the World


Clive Thompson - 2019
    And this may sound weirdly obvious, but every single one of those pieces of software was written by a programmer. Programmers are thus among the most quietly influential people on the planet. As we live in a world made of software, they're the architects. The decisions they make guide our behavior. When they make something newly easy to do, we do a lot more of it. If they make it hard or impossible to do something, we do less of it.If we want to understand how today's world works, we ought to understand something about coders. Who exactly are the people that are building today's world? What makes them tick? What type of personality is drawn to writing software? And perhaps most interestingly -- what does it do to them?One of the first pieces of coding a newbie learns is the program to make the computer say "Hello, world!" Like that piece of code, Clive Thompson's book is a delightful place to begin to understand this vocation, which is both a profession and a way of life, and which essentially didn't exist little more than a generation ago, but now is considered just about the only safe bet we can make about what the future holds. Thompson takes us close to some of the great coders of our time, and unpacks the surprising history of the field, beginning with the first great coders, who were women. Ironically, if we're going to traffic in stereotypes, women are arguably "naturally" better at coding than men, but they were written out of the history, and shoved out of the seats, for reasons that are illuminating. Now programming is indeed, if not a pure brotopia, at least an awfully homogenous community, which attracts people from a very narrow band of backgrounds and personality types. As Thompson learns, the consequences of that are significant - not least being a fetish for disruption at scale that doesn't leave much time for pondering larger moral issues of collateral damage. At the same time, coding is a marvelous new art form that has improved the world in innumerable ways, and Thompson reckons deeply, as no one before him has, with what great coding in fact looks like, who creates it, and where they come from. To get as close to his subject has he can, he picks up the thread of his own long-abandoned coding practice, and tries his mightiest to up his game, with some surprising results.More and more, any serious engagement with the world demands an engagement with code and its consequences, and to understand code, we must understand coders. In that regard, Clive Thompson's Hello, World! is a marvelous and delightful master class.

Steve Jobs


Walter Isaacson - 2011
    Based on more than forty interviews with Steve Jobs conducted over two years--as well as interviews with more than 100 family members, friends, adversaries, competitors, and colleagues--Walter Isaacson has written a riveting story of the roller-coaster life and searingly intense personality of a creative entrepreneur whose passion for perfection and ferocious drive revolutionized six industries: personal computers, animated movies, music, phones, tablet computing, and digital publishing. Isaacson's portrait touched millions of readers. At a time when America is seeking ways to sustain its innovative edge, Jobs stands as the ultimate icon of inventiveness and applied imagination. He knew that the best way to create value in the twenty-first century was to connect creativity with technology. He built a company where leaps of the imagination were combined with remarkable feats of engineering. Although Jobs cooperated with the author, he asked for no control over what was written. He put nothing off-limits. He encouraged the people he knew to speak honestly. He himself spoke candidly about the people he worked with and competed against. His friends, foes, and colleagues offer an unvarnished view of the passions, perfectionism, obsessions, artistry, devilry, and compulsion for control that shaped his approach to business and the innovative products that resulted. His tale is instructive and cautionary, filled with lessons about innovation, character, leadership, and values. Steve Jobs is the inspiration for the movie of the same name starring Michael Fassbender, Kate Winslet, Seth Rogen, and Jeff Daniels, directed by Danny Boyle with a screenplay by Aaron Sorkin.

All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture


Harold Goldberg - 2011
    But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!

A History of Video Games in 64 Objects


World Video Game Hall of Fame - 2018
    Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture.A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including:The first edition of Dungeons & Dragons—the ancestor of computer role-playing gamesThe Oregon Trail and the development of educational gamingThe Atari 2600 and the beginning of the console revolutionA World of Warcraft server blade and massively multiplayer online gamesMinecraft—the backlash against the studio systemThe rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materialsThe prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplaceAnd so much more!A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!

Tubes: A Journey to the Center of the Internet


Andrew Blum - 2012
    But what is it physically? And where is it really? Our mental map of the network is as blank as the map of the ocean that Columbus carried on his first Atlantic voyage. The Internet, its material nuts and bolts, is an unexplored territory. Until now.In Tubes, journalist Andrew Blum goes inside the Internet's physical infrastructure and flips on the lights, revealing an utterly fresh look at the online world we think we know. It is a shockingly tactile realm of unmarked compounds, populated by a special caste of engineer who pieces together our networks by hand; where glass fibers pulse with light and creaky telegraph buildings, tortuously rewired, become communication hubs once again. From the room in Los Angeles where the Internet first flickered to life to the caverns beneath Manhattan where new fiber-optic cable is buried; from the coast of Portugal, where a ten-thousand-mile undersea cable just two thumbs wide connects Europe and Africa, to the wilds of the Pacific Northwest, where Google, Microsoft, and Facebook have built monumental data centers—Blum chronicles the dramatic story of the Internet's development, explains how it all works, and takes the first-ever in-depth look inside its hidden monuments.This is a book about real places on the map: their sounds and smells, their storied pasts, their physical details, and the people who live there. For all the talk of the "placelessness" of our digital age, the Internet is as fixed in real, physical spaces as the railroad or telephone. You can map it and touch it, and you can visit it. Is the Internet in fact "a series of tubes" as Ted Stevens, the late senator from Alaska, once famously described it? How can we know the Internet's possibilities if we don't know its parts?Like Tracy Kidder's classic The Soul of a New Machine or Tom Vanderbilt's recent bestseller Traffic, Tubes combines on-the-ground reporting and lucid explanation into an engaging, mind-bending narrative to help us understand the physical world that underlies our digital lives.

Why Does E=mc²? (And Why Should We Care?)


Brian Cox - 2009
    Breaking down the symbols themselves, they pose a series of questions: What is energy? What is mass? What has the speed of light got to do with energy and mass? In answering these questions, they take us to the site of one of the largest scientific experiments ever conducted. Lying beneath the city of Geneva, straddling the Franco-Swiss boarder, is a 27 km particle accelerator, known as the Large Hadron Collider. Using this gigantic machine—which can recreate conditions in the early Universe fractions of a second after the Big Bang—Cox and Forshaw will describe the current theory behind the origin of mass.Alongside questions of energy and mass, they will consider the third, and perhaps, most intriguing element of the equation: 'c' - or the speed of light. Why is it that the speed of light is the exchange rate? Answering this question is at the heart of the investigation as the authors demonstrate how, in order to truly understand why E=mc2, we first must understand why we must move forward in time and not backwards and how objects in our 3-dimensional world actually move in 4-dimensional space-time. In other words, how the very fabric of our world is constructed. A collaboration between two of the youngest professors in the UK, Why Does E=mc2? promises to be one of the most exciting and accessible explanations of the theory of relativity in recent years.

Racing the Beam: The Atari Video Computer System


Nick Montfort - 2009
    The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives.Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.

Exploding the Phone: The Untold Story of the Teenagers and Outlaws Who Hacked Ma Bell


Phil Lapsley - 2013
    Starting with Alexander Graham Bell's revolutionary "harmonic telegraph," by the middle of the twentieth century the phone system had grown into something extraordinary, a web of cutting-edge switching machines and human operators that linked together millions of people like never before. But the network had a billion-dollar flaw, and once people discovered it, things would never be the same.Exploding the Phone tells this story in full for the first time. It traces the birth of long-distance communication and the telephone, the rise of AT&T's monopoly, the creation of the sophisticated machines that made it all work, and the discovery of Ma Bell's Achilles' heel. Phil Lapsley expertly weaves together the clandestine underground of "phone phreaks" who turned the network into their electronic playground, the mobsters who exploited its flaws to avoid the feds, the explosion of telephone hacking in the counterculture, and the war between the phreaks, the phone company, and the FBI.The product of extensive original research, Exploding the Phone is a ground-breaking, captivating book.

What Video Games Have to Teach Us about Learning and Literacy


James Paul Gee - 2003
    James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.

Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games


David L. Craddock - 2015
    Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys.Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics.Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks introduces you to the visionaries behind some of the most popular roguelikes of all time, and shows how their creations paved the way for the blockbuster video games of today—and beyond.

How To: Absurd Scientific Advice for Common Real-World Problems


Randall Munroe - 2019
    How To is a guide to the third kind of approach. It's full of highly impractical advice for everything from landing a plane to digging a hole.Bestselling author and cartoonist Randall Munroe explains how to predict the weather by analyzing the pixels of your Facebook photos. He teaches you how to tell if you're a baby boomer or a 90's kid by measuring the radioactivity of your teeth. He offers tips for taking a selfie with a telescope, crossing a river by boiling it, and powering your house by destroying the fabric of space-time. And if you want to get rid of the book once you're done with it, he walks you through your options for proper disposal, including dissolving it in the ocean, converting it to a vapor, using tectonic plates to subduct it into the Earth's mantle, or launching it into the Sun.By exploring the most complicated ways to do simple tasks, Munroe doesn't just make things difficult for himself and his readers. As he did so brilliantly in What If?, Munroe invites us to explore the most absurd reaches of the possible. Full of clever infographics and amusing illustrations, How To is a delightfully mind-bending way to better understand the science and technology underlying the things we do every day.

Ruined by Design: How Designers Destroyed the World, and What We Can Do to Fix It


Mike Monteiro - 2019
    Guns, which lead to so much death, work exactly as they’re designed to work. And every time we “improve” their design, they get better at killing. Facebook’s privacy settings, which have outed gay teens to their conservative parents, are working exactly as designed. Their “real names” iniative, which makes it easier for stalkers to re-find their victims, is working exactly as designed. Twitter’s toxicity and lack of civil discourse is working exactly as it’s designed to work.The world is working exactly as designed. And it’s not working very well. Which means we need to do a better job of designing it. Design is a craft with an amazing amount of power. The power to choose. The power to influence. As designers, we need to see ourselves as gatekeepers of what we are bringing into the world, and what we choose not to bring into the world. Design is a craft with responsibility. The responsibility to help create a better world for all.Design is also a craft with a lot of blood on its hands. Every cigarette ad is on us. Every gun is on us. Every ballot that a voter cannot understand is on us. Every time social network’s interface allows a stalker to find their victim, that’s on us. The monsters we unleash into the world will carry your name.This book will make you see that design is a political act. What we choose to design is a political act. Who we choose to work for is a political act. Who we choose to work with is a political act. And, most importantly, the people we’ve excluded from these decisions is the biggest (and stupidest) political act we’ve made as a society.If you’re a designer, this book might make you angry. It should make you angry. But it will also give you the tools you need to make better decisions. You will learn how to evaluate the potential benefits and harm of what you’re working on. You’ll learn how to present your concerns. You’ll learn the importance of building and working with diverse teams who can approach problems from multiple points-of-view. You’ll learn how to make a case using data and good storytelling. You’ll learn to say NO in a way that’ll make people listen. But mostly, this book will fill you with the confidence to do the job the way you always wanted to be able to do it. This book will help you understand your responsibilities.

Crypto: How the Code Rebels Beat the Government—Saving Privacy in the Digital Age


Steven Levy - 2001
    From Stephen Levy—the author who made "hackers" a household word—comes this account of a revolution that is already affecting every citizen in the twenty-first century. Crypto tells the inside story of how a group of "crypto rebels"—nerds and visionaries turned freedom fighters—teamed up with corporate interests to beat Big Brother and ensure our privacy on the Internet. Levy's history of one of the most controversial and important topics of the digital age reads like the best futuristic fiction.