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.

Play Bigger: How Pirates, Dreamers, and Innovators Create and Dominate Markets


Al Ramadan - 2016
    It’s about inventing a whole new game—defining a new market category, developing it, and dominating it over time. You can’t build a legendary company without building a legendary category. If you think that having the best product is all it takes to win, you’re going to lose. In this farsighted, pioneering guide, the founders of Silicon Valley advisory firm Play Bigger rely on data analysis and interviews to understand the inner workings of “category kings”— companies such as Amazon, Salesforce, Uber and IKEA that give us new ways of living, thinking or doing business, often solving problems we didn’t know we had.In Play Bigger, the authors assemble their findings to introduce the new discipline of category design. By applying category design, companies can create new demand where none existed, conditioning customers’ brains so they change their expectations and buying habits. While this discipline defines the tech industry, it applies to every kind of industry and even to personal careers.Crossing The Chasm revolutionized how we think about new products in an existing market. The Innovator’s Dilemma taught us about disrupting an aging market. Now, Play Bigger is transforming business once again, showing us how to create the market itself.

Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days


Jake Knapp - 2016
    And now there’s a sure-fire way to solve their problems and test solutions: the sprint.While working at Google, designer Jake Knapp created a unique problem-solving method that he coined a “design sprint”—a five-day process to help companies answer crucial questions. His ‘sprints’ were used on everything from Google Search to Chrome to Google X. When he moved to Google Ventures, he joined Braden Kowitz and John Zeratsky, both designers and partners there who worked on products like YouTube and Gmail. Together Knapp, Zeratsky, and Kowitz have run over 100 sprints with their portfolio companies. They’ve seen firsthand how sprints can overcome challenges in all kinds of companies: healthcare, fitness, finance, retailers, and more.A practical guide to answering business questions, Sprint is a book for groups of any size, from small startups to Fortune 100s, from teachers to non-profits. It’s for anyone with a big opportunity, problem, or idea who needs to get answers today.

Money Drunk/Money Sober: 90 Days to Financial Freedom


Mark Bryan - 1992
    But when fending off bill collectors, begging for salary advances, or borrowing from relatives becomes a way of life, unresolved money problems can lead to enormous stress and destroy relationships, careers, and lives. Do you recognize yourself or someone you love in any of these descriptions?THE COMPULSIVE SPENDERDo you buy things and hide them?THE BIG DEAL CHASERDo you refuse to watch your money because one big deal is going to make everything all right?THE MAINTENANCE MONEY DRUNKIs the pay the only thing you like about your job?THE POVERTY ADDICTDo you feel morally superior to people with money?THE CASH CODEPENDENTAre you afraid to say no to your partner about money?Through their highly effective seminars, Mark Bryan and Julia Cameron have helped many people free themselves from the painful cycle of acting out with money. The Money Drunk offers new perspectives on the real roots of money problems, showing how to dismantle negative family and societal programming about money and how to undo the destructive patterns that sabotage your financial success. The program teaches new, more constructive habits to anyone who has ever had a problem with money.

Probably Approximately Correct: Nature's Algorithms for Learning and Prospering in a Complex World


Leslie Valiant - 2013
    We nevertheless muddle through even in the absence of theories of how to act. But how do we do it?In Probably Approximately Correct, computer scientist Leslie Valiant presents a masterful synthesis of learning and evolution to show how both individually and collectively we not only survive, but prosper in a world as complex as our own. The key is “probably approximately correct” algorithms, a concept Valiant developed to explain how effective behavior can be learned. The model shows that pragmatically coping with a problem can provide a satisfactory solution in the absence of any theory of the problem. After all, finding a mate does not require a theory of mating. Valiant’s theory reveals the shared computational nature of evolution and learning, and sheds light on perennial questions such as nature versus nurture and the limits of artificial intelligence.Offering a powerful and elegant model that encompasses life’s complexity, Probably Approximately Correct has profound implications for how we think about behavior, cognition, biological evolution, and the possibilities and limits of human and machine intelligence.

The Power of Pull: How Small Moves, Smartly Made, Can Set Big Things in Motion


John Hagel III - 2010
    Individuals and companies can no longer rely on the stocks of knowledge that they've carefully built up and stored away. Information now flows like water, and we must learn how to tap into the stream. But many of us remain stuck in old practices--practices that could undermine us as we search for success and meaning. In this revolutionary book, three doyens of the Internet age, whose path-breaking work has made headlines around the world, reveal the adjustments we must make if we take these changes seriously. In a world of increasing risk and opportunity, we must understand the importance of pull. Understood and used properly, the power of pull can draw out the best in people and institutions by connecting them in ways that increase understanding and effectiveness. Pull can turn uncertainty into opportunity, and enable small moves to achieve outsized impact. Drawing on pioneering research, The Power of Pull shows how to apply its principles to unlock the hidden potential of individuals and organizations, and how to use it as a force for social change and the development of creative talent. The authors explore how to use the power of pull to:Access new sources of informationAttract likeminded individuals from around the worldShape serendipity to increase the likelihood of positive chance encountersForm creation spaces to drive you and your colleagues to new heightsTransform your organization to adapt to the flow of knowledgeThe Power of Pull is essential reading for entrepreneurs, managers, and anybody interested in understanding and harnessing the shifting forces of our networked world.

The Pocket Universal Principles of Design: 150 Essential Tools for Architects, Artists, Designers, Developers, Engineers, Inventors, and Makers


William Lidwell - 2015
    Now, there's a handy travel companion for any designer, so that you always have the essentials at your fingertips.Portable, condensed, and armed with 150 principles, Universal Principles of Design, Pocket Edition is like a Swiss Army knife of design knowledge. Richly illustrated and easy to navigate, it pairs critical need-to-know design knowledge with visual examples of the principles applied in practice. An indispensable field reference for designers of all types, this pocket edition of the best-selling Universal Principles of Design will sharpen your design thinking and expand your sense of the possible.

101 Bets You Will Always Win: Jaw-Dropping Illusions, Remarkable Riddles, Scintillating Science Stunts, and Cunning Conundrums That Will Astound and Amaze Everyone You Know


Richard Wiseman - 2016
    Imagine being able to challenge anyone with seemingly impossible bets, safe in the knowledge that you will always win. Imagine no more. Richard Wiseman is a psychologist who has traveled the globe in search of the world's greatest bets and in "101 Bets You Will Always Win" he shows you how to use science, logic and a healthy dose of trickery always to be on the winning side of every bet you make. Using coins, dice, matchsticks and ordinary objects, you'll discover, among many other things,- how to balance a coin on the edge of a dollar bill - pick a cup up with a balloon - balance two forks and a matchstick on your fingertip - separate two glasses without touching themIn explaining the bets, Wiseman also explains the science behind them making what at first seems mystifying as natural as the laws of gravity. Let YouTube sensation Richard Wiseman turn you into one of those smart people who can say "I'll bet I can..." and know that you'll never lose.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

100 Things Every Designer Needs to Know about People


Susan M. Weinschenk - 2011
    We want them to buy something, read more, or take action of some kind. Designing without understanding what makes people act the way they do is like exploring a new city without a map: results will be haphazard, confusing, and inefficient. This book combines real science and research with practical examples to deliver a guide every designer needs. With it you'll be able to design more intuitive and engaging work for print, websites, applications, and products that matches the way people think, work, and play.Learn to increase the effectiveness, conversion rates, and usability of your own design projects by finding the answers to questions such as: What grabs and holds attention on a page or screen?What makes memories stick?What is more important, peripheral or central vision?How can you predict the types of errors that people will make?What is the limit to someone's social circle?How do you motivate people to continue on to (the next step?What line length for text is best?Are some fonts better than others? These are just a few of the questions that the book answers in its deep-dive exploration of what makes people tick.

The Myths of Innovation


Scott Berkun - 2007
    We depend more than we realize on wishful thinking and romanticized ideas of history. In the new paperback edition of this fascinating book, a book that has appeared on MSNBC, CNBC, Slashdot.org, Lifehacker.com and in The New York Times, bestselling author Scott Berkun pulls the best lessons from the history of innovation, including the recent software and web age, to reveal powerful and suprising truths about how ideas become successful innovations -- truths people can easily apply to the challenges of today. Through his entertaining and insightful explanations of the inherent patterns in how Einstein’s discovered E=mc2 or Tim Berner Lee’s developed the idea of the world wide web, you will see how to develop existing knowledge into new innovations.Each entertaining chapter centers on breaking apart a powerful myth, popular in the business world despite it's lack of substance. Through Berkun's extensive research into the truth about innovations in technology, business and science, you’ll learn lessons from the expensive failures and dramatic successes of innovations past, and understand how innovators achieved what they did -- and what you need to do to be an innovator yourself. You'll discover:Why problems are more important than solutionsHow the good innovation is the enemy of the greatWhy children are more creative than your co-workersWhy epiphanies and breakthroughs always take timeHow all stories of innovations are distorted by the history effectHow to overcome people’s resistance to new ideasWhy the best idea doesn’t often winThe paperback edition includes four new chapters, focused on appling the lessons from the original book, and helping you develop your skills in creative thinking, pitching ideas, and staying motivated."For centuries before Google, MIT, and IDEO, modern hotbeds of innovation, we struggled to explain any kind of creation, from the universe itself to the multitudes of ideas around us. While we can make atomic bombs, and dry-clean silk ties, we still don’t have satisfying answers for simple questions like: Where do songs come from? Are there an infinite variety of possible kinds of cheese? How did Shakespeare and Stephen King invent so much, while we’re satisfied watching sitcom reruns? Our popular answers have been unconvincing, enabling misleading, fantasy-laden myths to grow strong." -- Scott Berkun, from the text"Berkun sets us free to change the world." -- Guy Kawasaki, author of Art of the StartScott was a manager at Microsoft from 1994-2003, on projects including v1-5 (not 6) of Internet Explorer. He is the author of three bestselling books, Making Things Happen, The Myths of Innovation and Confessions of a Public Speaker. He works full time as a writer and speaker, and his work has appeared in The New York Times, Forbes magazine, The Economist, The Washington Post, Wired magazine, National Public Radio and other media. He regularly contributes to Harvard Business Review and Bloomberg Businessweek, has taught creative thinking at the University of Washington, and has appeared as an innovation and management expert on MSNBC and on CNBC. He writes frequently on innovation and creative thinking at his blog: scottberkun.com and tweets at @berkun.

Writing for Bliss: A Seven-Step Plan for Telling Your Story and Transforming Your Life


Diana Raab - 2017
    With techniques and prompts for both the seasoned and novice writer, it will lead you to tap into your creativity through storytelling and poetry, examine how life-changing experiences can inspire writing, pursue self-examination and self-discovery through the written word, and, understand how published writers have been transformed by writing.

Inside Steve's Brain


Leander Kahney - 2008
    Hes also one of the most controversial CEOs in history, allegedly throwing epic tantrums, firing staff in elevators, and taking credit for other peoples achievements. So whats the real story? According to Leander Kahney, who has covered Jobs since the early 1990s as a reporter, editor, and book author, hes a fascinating bundle of contradictions. Hes an elitist who thinks most people are bozosbut he makes gadgets so easy to use, a bozo can master them. Hes a mercurial obsessive with a filthy temperbut he forges deep partnerships with creative geniuses like Steve Wozniak, Jonathan Ive, and John Lasseter. Hes a Buddhist and antimaterialistbut he produces mass-market products in Asian factories, and he promotes them with absolute mastery of the crassest medium, advertising. In short, Jobs has embraced the personality traits that some consider flawsnarcissism, perfectionism, total faith in his intuitionto lead Apple and Pixar to triumph against steep odds. And in the process, he has become a self-made billionaire. After interviewing more Apple insiders than any previous author, Kahney has distilled the principles that guide Jobs as he launches killer products, attracts fanatically loyal customers, and manages some of the worlds most powerful brands.

What Would Google Do?


Jeff Jarvis - 2009
    By “reverse engineering the fastest growing company in the history of the world,” author Jeff Jarvis, proprietor of Buzzmachine.com, one of the Web’s most widely respected media blogs, offers indispensible strategies for solving the toughest new problems facing businesses today. With a new afterword from the author, What Would Google Do? is the business book that every leader or potential leader in every industry must read.

Design for the Real World: Human Ecology and Social Change


Victor Papanek - 1972
    Translated into twenty-three languages, it is one of the world's most widely read books on design. In this edition, Victor Papanek examines the attempts by designers to combat the tawdry, the unsafe, the frivolous, the useless product, once again providing a blueprint for sensible, responsible design in this world which is deficient in resources and energy.