Hackers & Painters: Big Ideas from the Computer Age


Paul Graham - 2004
    Who are these people, what motivates them, and why should you care?Consider these facts: Everything around us is turning into computers. Your typewriter is gone, replaced by a computer. Your phone has turned into a computer. So has your camera. Soon your TV will. Your car was not only designed on computers, but has more processing power in it than a room-sized mainframe did in 1970. Letters, encyclopedias, newspapers, and even your local store are being replaced by the Internet.Hackers & Painters: Big Ideas from the Computer Age, by Paul Graham, explains this world and the motivations of the people who occupy it. In clear, thoughtful prose that draws on illuminating historical examples, Graham takes readers on an unflinching exploration into what he calls “an intellectual Wild West.”The ideas discussed in this book will have a powerful and lasting impact on how we think, how we work, how we develop technology, and how we live. Topics include the importance of beauty in software design, how to make wealth, heresy and free speech, the programming language renaissance, the open-source movement, digital design, internet startups, and more.

The Wikipedia Revolution: How a Bunch of Nobodies Created the World's Greatest Encyclopedia


Andrew Lih - 2008
    That's what we're doing." --Jimmy Wales With more than 2,000,000 individual articles on everything from Aa! (a Japanese pop group) to Zzyzx, California, written by an army of volunteer contributors, Wikipedia is the #8 site on the World Wide Web. Created (and corrected) by anyone with access to a computer, this impressive assemblage of knowledge is growing at an astonishing rate of more than 30,000,000 words a month. Now for the first time, a Wikipedia insider tells the story of how it all happened -- from the first glimmer of an idea to the global phenomenon it's become. Andrew Lih has been an administrator (a trusted user who is granted access to technical features) at Wikipedia for more than four years, as well as a regular host of the weekly Wikipedia podcast. In The Wikipedia Revolution, he details the site's inception in 2001, its evolution, and its remarkable growth, while also explaining its larger cultural repercussions. Wikipedia is not just a website; it's a global community of contributors who have banded together out of a shared passion for making knowledge free. Featuring a Foreword by Wikipedia founder Jimmy Wales and an Afterword that is itself a Wikipedia creation.

Free Culture: The Nature and Future of Creativity


Lawrence Lessig - 2004
    Never before have the cultural powers- that-be been able to exert such control over what we can and can't do with the culture around us. Our society defends free markets and free speech; why then does it permit such top-down control? To lose our long tradition of free culture, Lawrence Lessig shows us, is to lose our freedom to create, our freedom to build, and, ultimately, our freedom to imagine.

Spam Kings: The Real Story behind the High-Rolling Hucksters Pushing Porn, Pills, and %*@)# Enlargements


Brian S. McWilliams - 2004
    This year alone, five trillion spam messages will clog Internet users in-boxes, costing society an estimated $10-billion in lost productivity, filtering software, and other expenses.Spam Kings: The Real Story behind the High-Rolling Hucksters Pushing Porn, Pills, and %*@)# Enlargements is the first book to expose the shadowy world of the people responsible for the junk email problem. Author and veteran investigative journalist Brian S. McWilliams delivers a compelling account of the cat-and-mouse game played by spam entrepreneurs in search of easy fortunes and those who are trying to stop them.Spam Kings chronicles the evolution of Davis Wolfgang Hawke, a notorious neo-Nazi leader (Jewish-born) who got into junk email in 1999. Using Hawke as a case study, Spam Kings traces the twenty-year-old neophyte's rise in the spam trade to his emergence as a major player in the lucrative penis pill market--a business that would eventually make him a millionaire and the target of lawsuits from AOL and others.Spam Kings also tells the parallel story of Susan Gunn, a computer novice in California who is reluctantly drawn into the spam wars and eventually joins a group of anti-spam activists. Her volunteer sleuth work puts her on a collision course with Hawke and other spammers, who try to wreak revenge on the antis. You'll also meet other cyber-vigilantes who have taken up the fight against spammers as well as the cast of quirky characters who comprise Hawke's business associates.The book sheds light on the technical sleight-of-hand--forged headers, open relays, harvesting tools, and bulletproof hosting--and other sleazy business practices that spammers use; the work of top anti-spam attorneys; the surprising new partnership developing between spammers and computer hackers; and the rise of a new breed of computer viruses designed to turn the PCs of innocent bystanders into secret spam factories.

To Save Everything, Click Here: The Folly of Technological Solutionism


Evgeny Morozov - 2013
    But how will these be affected once we delegate much of the responsibility for them to technology? The temptation of the digital age is to fix everything—from crime to corruption to pollution to obesity—by digitally quantifying, tracking, or gamifiying behavior. But when we change the motivations for our moral, ethical, and civic behavior, we may also change the very nature of that behavior itself. Technology, Evgeny Morozov proposes, can be a force for improvement—but only if we abandon the idea that it is necessarily revolutionary and instead genuinely interrogate what we are doing with it and what it is doing to us.From urging us to abandon monolithic ideas of “the Internet” to showing how to design more humane and democratic technological solutions, To Save Everything, Click Here is a dazzling tour of our technological future, and a searching investigation into the digital version of an enduring struggle: between man and his machines.

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.

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?

Inventing the Internet


Janet Abbate - 1999
    In Inventing the Internet, Janet Abbate recounts the key players and technologies that allowed the Internet to develop; but her main focus is always on the social and cultural factors that influenced the Internets design and use. The story she unfolds is an often twisting tale of collaboration and conflict among a remarkable variety of players, including government and military agencies, computer scientists in academia and industry, graduate students, telecommunications companies, standards organizations, and network users.The story starts with the early networking breakthroughs formulated in Cold War think tanks and realized in the Defense Department's creation of the ARPANET. It ends with the emergence of the Internet and its rapid and seemingly chaotic growth. Abbate looks at how academic and military influences and attitudes shaped both networks; how the usual lines between producer and user of a technology were crossed with interesting and unique results; and how later users invented their own very successful applications, such as electronic mail and the World Wide Web. She concludes that such applications continue the trend of decentralized, user-driven development that has characterized the Internet's entire history and that the key to the Internet's success has been a commitment to flexibility and diversity, both in technical design and in organizational culture.

Hey! Listen!: A journey through the golden era of video games


Steve McNeil - 2019
    He took a Nintendo Wii with him on his honeymoon (obviously), and spent so much time playing smartphone games in bed in the dark that he got eye strain and had to wear an eye patch. The locals nicknamed him 'the pale pirate'.Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good. He will also take us through the nerdy geniuses who created them, their fierce rivalries and risks often leading to some of the most farcical moments in the history of entertainment.This is a story of obsession, full of tales of Space Invaders, Donkey Kong, Mario, Sonic, Wolfenstein 3D, Worms and many more. It will also answer important questions about the golden age. Questions like: Why did Namco feel they had to change the name of Puck-Man to Pac-Man because they were worried about graffiti, when Nintendo were more than happy to bring out Duck Hunt?Joysticks at the ready. Let's Play!

Creative Capital: Georges Doriot and the Birth of Venture Capital


Spencer E. Ante - 2008
    Operating in the background, they provide the fuel needed to get fledgling companies off the ground--and the advice and guidance that helps growing companies survive their adolescence.In Creative Capital, Spencer Ante tells the compelling story of the enigmatic and quirky man--Georges Doriot--who created the venture capital industry. The author traces the pivotal events in Doriot's life, including his experience as a decorated brigadier general during World War II; as a maverick professor at Harvard Business School; and as the architect and founder of the first venture capital firm, American Research and Development. It artfully chronicles Doriot's business philosophy and his stewardship in startups, such as the important role he played in the formation of Digital Equipment Corporation and many other new companies that later grew to be influential and successful.An award-winning Business Week journalist, Ante gives us a rare look at a man who overturned conventional wisdom by proving that there is big money to be made by investing in small and risky businesses. This vivid portrait of Georges Doriot reveals the rewards that come from relentlessly pursuing what-if possibilities--and offers valuable lessons for business managers and investors alike.

For the Win


Kevin Werbach - 2012
    The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche.In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world’s first course on gamification at the Wharton School. In their book, they reveal how game thinking—addressing problems like a game designer—can motivate employees and customers and create engaging experiences that can transform your business.For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more.In this illuminating guide, Werbach and Hunter reveal how game thinking can yield winning solutions to real-world business problems. Let the games begin!

APIs: A Strategy Guide


Daniel Jacobson - 2011
    Salesforce.com (more than 50%) and Twitter (more than 75% fall into this category. Ebay gets more than 8 billion API calls a month. Facebook and Google, have dozens of APIs that enable both free services and e-commerce, get more than 5 billion API calls each day. Other companies like NetFlix have expanded their service of streaming movies over the the web to dozens of devices using API. At peak times, more than 20 percent of all traffic is accounted for by Netflix through its APIs. Companies like Sears and E-Trade are opening up their catalogs and other services to allow developers and entrepreneurs to create new marketing experiences. Making an API work to create a new channel is not just a matter of technology. An API must be considered in terms of business strategy, marketing, and operations as well as the technical aspects of programming. This book, written by Greg Brail, CTO of Apigee, and Brian Mulloy, VP of Products, captures the knowledge of all these areas gained by Apigee, the leading company in supporting the rollout of high traffic APIs.

The Age of Spiritual Machines: When Computers Exceed Human Intelligence


Ray Kurzweil - 1998
    Now he offers a framework for envisioning the twenty-first century--an age in which the marriage of human sensitivity and artificial intelligence fundamentally alters and improves the way we live. Kurzweil's prophetic blueprint for the future takes us through the advances that inexorably result in computers exceeding the memory capacity and computational ability of the human brain by the year 2020 (with human-level capabilities not far behind); in relationships with automated personalities who will be our teachers, companions, and lovers; and in information fed straight into our brains along direct neural pathways. Optimistic and challenging, thought-provoking and engaging, The Age of Spiritual Machines is the ultimate guide on our road into the next century.

Takedown: The Pursuit and Capture of Kevin Mitnick, America's Most Wanted Computer Outlaw - By the Man Who Did It


Tsutomu Shimomura - 1996
    Reprint. NYT.

Fabricated: The New World of 3D Printing


Hod Lipson - 2012
    Fabricated describes our emerging world of printable products, where people design and 3D print their own creations as easily as they edit an online document.A 3D printer transforms digital information into a physical object by carrying out instructions from an electronic design file, or 'blueprint.' Guided by a design file, a 3D printer lays down layer after layer of a raw material to 'print' out an object. That's not the whole story, however. The magic happens when you plug a 3D printer into today's mind-boggling digital technologies. Add to that the Internet, tiny, low cost electronic circuitry, radical advances in materials science and biotech and voila! The result is an explosion of technological and social innovation.Fabricated takes the reader onto a rich and fulfilling journey that explores how 3D printing is poised to impact nearly every part of our lives.Aimed at people who enjoy books on business strategy, popular science and novel technology, Fabricated will provide readers with practical and imaginative insights to the question 'how will this technology change my life?' Based on hundreds of hours of research and dozens of interviews with experts from a broad range of industries, Fabricated offers readers an informative, engaging and fast-paced introduction to 3D printing now and in the future.