An orphan and thief, Hugo lives in the walls of a busy train station. He desperately believes a broken automaton will make his dreams come true. But when his world collides with an eccentric girl and a bitter old man, Hugo's undercover life are put in jeopardy. Turn the pages, follow the illustrations and enter an unforgettable new world!
Adam, now a rising rock star, and Mia, a successful cellist, reunite in New York and reconnect after the horrific events that tore them apart when Mia almost died in a car accident three years earlier.
The Structures of Practical Knowledge investigates the nature of practical knowledge – why, how, when and by whom it is codified, and once codified, how this knowledge is structured. The inquiry unfolds in a series of fifteen case studies, which range in focus from early modern Italy to eighteenth century China. At the heart of each study is a shared definition of practical knowledge, that is, knowledge needed to obtain a certain outcome, whether that be an artistic or mechanical artifact, a healing practice, or a mathematical result. While the content of practical knowledge is widely variable, this study shows that all practical knowledge is formally equivalent in following a defined workflow, as reflected in a construction procedure, a recipe, or an algorithm. As explored in the volume’s fifteen contributions, there are three levels at which structures of practical knowledge may be understood and examined. At the most immediate level, there are the individual workflows that encompasses practical knowledge itself. Probing further, it is possible to examine the structure of practical knowledge as it is externalized and codified in texts, drawings, and artifacts such as models. Finally, practical knowledge is also related to social structures, which fundamentally determine its dissemination and evolution into new knowledge structures. The social structures of professionals and institutions represent the critical means by which practical knowledge takes form. These actors are the agents of codification, and by means of selection, appropriation, investment, and knowledge development, they determine the formation of new structures of practical knowledge. On a more abstract level, the creation of new knowledge structures is understood as constituting the basis for the further development of scientific knowledge. Rich in subject matter and incisive in the theory it lays out, this volume represents an important contribution to the history of science and epistemology. Individually, the fifteen case studies – encompassing the history of architecture, mining, brewing, glass production, printing, ballistics, mechanics, cartography, cosmology and astronomy – are replete with original research, and offer new insights into the history of science. Taken together, the contributions remodel historical epistemology as a whole, elucidating the underlining knowledge structures that transcend disciplinary boundaries, and that unite practitioners across time and space.
Whether you’re designing consumer electronics, medical devices, enterprise Web apps, or new ways to check out at the supermarket, today’s digitally-enabled products and services provide both great opportunities to deliver compelling user experiences and great risks of driving your customers crazy with complicated, confusing technology. Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.
Printed in full color. Software development happens in your head. Not in an editor, IDE, or designtool. You're well educated on how to work with software and hardware, but what about wetware--our own brains? Learning new skills and new technology is critical to your career, and it's all in your head. In this book by Andy Hunt, you'll learn how our brains are wired, and how to take advantage of your brain's architecture. You'll learn new tricks and tipsto learn more, faster, and retain more of what you learn. You need a pragmatic approach to thinking and learning. You need to Refactor Your Wetware. Programmers have to learn constantly; not just the stereotypical new technologies, but also the problem domain of the application, the whims of the user community, the quirks of your teammates, the shifting sands of the industry, and the evolving characteristics of the project itself as it is built. We'll journey together through bits of cognitive and neuroscience, learning and behavioral theory. You'll see some surprising aspects of how our brains work, and how you can take advantage of the system to improve your own learning and thinking skills. In this book you'll learn how to: Use the Dreyfus Model of Skill Acquisition to become more expert Leverage the architecture of the brain to strengthen different thinking modes Avoid common "known bugs" in your mind Learn more deliberately and more effectively Manage knowledge more efficiently
Compelling tips and tricks to improve your mental skills Don't you wish you were just a little smarter? Ron and Marty Hale-Evans can help with a vast array of witty, practical techniques that tune your brain to peak performance. Founded in current research, Mindhacker features 60 tips, tricks, and games to develop your mental potential. This accessible compilation helps improve memory, accelerate learning, manage time, spark creativity, hone math and logic skills, communicate better, think more clearly, and keep your mind strong and flexible.
In this unputdownable, spine-tingling adventure of a lifetime called “a winner at every level,”* fourteen-year-old Peak Marcello attempts to be the youngest climber to summit Mount Everest. After Peak Marcello is arrested for scaling a New York City skyscraper, he's left with two choices: wither away in juvenile detention or go live with his long-lost father, who runs an overseas climbing company. But Peak quickly learns that his father's renewed interest in him has strings attached. Big strings. As owner of Peak Expeditions, he wants his son to be the youngest person to reach the Everest summit—and his motives are selfish at best. Even so, for a climbing addict like Peak, tackling Everest is the challenge of a lifetime. It's also one that could cost him his life. This thrilling teen climbing adventure is "the perfect antidote for kids who think books are boring" (Publishers Weekly starred review). Roland Smith's Peak Marcello's Adventures are: Peak The Edge Ascent Descent *Booklist, starred review
Following from 'The Ultimate Mixing Palette: a World of Colours', which explored two-colour mixing using a 15-colour palette, this book looks at working with watercolour triads. The book shows triad wheels and charts for a range of triads, with sample paintings and sketches showing the triads in action. The triads are cross-referenced with mixes in the previous book.