Author: Fabio Duarte
Publisher: MIT Press
ISBN: 0262362260
Category : Social Science
Languages : en
Pages : 225
Book Description
Why technology is most transformative when it is playful, and innovative spatial design happens only when designers are both tinkerers and dreamers. In Urban Play, Fábio Duarte and Ricardo Álvarez argue that the merely functional aspects of technology may undermine its transformative power. Technology is powerful not when it becomes optimally functional, but while it is still playful and open to experimentation. It is through play--in the sense of acting for one's own enjoyment rather than to achieve a goal--that we explore new territories, create new devices and languages, and transform ourselves. Only then can innovative spatial design create resonant spaces that go beyond functionalism to evoke an emotional response in those who use them. The authors show how creativity emerges in moments of instability, when a new technology overthrows an established one, or when internal factors change a technology until it becomes a different technology. Exploring the role of fantasy in design, they examine Disney World and its outsize influence on design and on forms of social interaction beyond the entertainment world. They also consider Las Vegas and Dubai, desert cities that combine technology with fantasies of pleasure and wealth. Video games and interactive media, they show, infuse the design process with interactivity and participatory dynamics, leaving spaces open to variations depending on the users' behavior. Throughout, they pinpoint the critical moments when technology plays a key role in reshaping how we design and experience spaces.
Urban Play
Author: Fabio Duarte
Publisher: MIT Press
ISBN: 0262362260
Category : Social Science
Languages : en
Pages : 225
Book Description
Why technology is most transformative when it is playful, and innovative spatial design happens only when designers are both tinkerers and dreamers. In Urban Play, Fábio Duarte and Ricardo Álvarez argue that the merely functional aspects of technology may undermine its transformative power. Technology is powerful not when it becomes optimally functional, but while it is still playful and open to experimentation. It is through play--in the sense of acting for one's own enjoyment rather than to achieve a goal--that we explore new territories, create new devices and languages, and transform ourselves. Only then can innovative spatial design create resonant spaces that go beyond functionalism to evoke an emotional response in those who use them. The authors show how creativity emerges in moments of instability, when a new technology overthrows an established one, or when internal factors change a technology until it becomes a different technology. Exploring the role of fantasy in design, they examine Disney World and its outsize influence on design and on forms of social interaction beyond the entertainment world. They also consider Las Vegas and Dubai, desert cities that combine technology with fantasies of pleasure and wealth. Video games and interactive media, they show, infuse the design process with interactivity and participatory dynamics, leaving spaces open to variations depending on the users' behavior. Throughout, they pinpoint the critical moments when technology plays a key role in reshaping how we design and experience spaces.
Publisher: MIT Press
ISBN: 0262362260
Category : Social Science
Languages : en
Pages : 225
Book Description
Why technology is most transformative when it is playful, and innovative spatial design happens only when designers are both tinkerers and dreamers. In Urban Play, Fábio Duarte and Ricardo Álvarez argue that the merely functional aspects of technology may undermine its transformative power. Technology is powerful not when it becomes optimally functional, but while it is still playful and open to experimentation. It is through play--in the sense of acting for one's own enjoyment rather than to achieve a goal--that we explore new territories, create new devices and languages, and transform ourselves. Only then can innovative spatial design create resonant spaces that go beyond functionalism to evoke an emotional response in those who use them. The authors show how creativity emerges in moments of instability, when a new technology overthrows an established one, or when internal factors change a technology until it becomes a different technology. Exploring the role of fantasy in design, they examine Disney World and its outsize influence on design and on forms of social interaction beyond the entertainment world. They also consider Las Vegas and Dubai, desert cities that combine technology with fantasies of pleasure and wealth. Video games and interactive media, they show, infuse the design process with interactivity and participatory dynamics, leaving spaces open to variations depending on the users' behavior. Throughout, they pinpoint the critical moments when technology plays a key role in reshaping how we design and experience spaces.
The First 20 Hours
Author: Josh Kaufman
Publisher: Penguin
ISBN: 1101623047
Category : Self-Help
Languages : en
Pages : 290
Book Description
Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of practicing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct complex skills, maximize productive practice, and remove common learning barriers. By completing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the methods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard keyboard, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the simple techniques he teaches: Define your target performance level: Figure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcomponents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accurate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chainsaws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.
Publisher: Penguin
ISBN: 1101623047
Category : Self-Help
Languages : en
Pages : 290
Book Description
Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of practicing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct complex skills, maximize productive practice, and remove common learning barriers. By completing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the methods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard keyboard, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the simple techniques he teaches: Define your target performance level: Figure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcomponents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accurate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chainsaws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.
Playing the Game and Making the Play
Author: Stephanie Doyle
Publisher: Harlequin
ISBN: 1460382412
Category : Fiction
Languages : en
Pages : 86
Book Description
In these two unforgettable prequel novellas, reader-favorite author Stephanie Doyle introduces the town of Minotaur Falls, where baseball and love collide with exhilarating—and unexpected!—results… Playing the Game Sports journalist Pete Wright is unsettled when the Minotaur Falls minor league team is sold to a stranger. What does billionaire Jocelyn Taft know about baseball? Still, no one—least of all Pete—is prepared when he teaches Jocelyn all about the game of baseball…and gets a lesson in love in return. Making the Play Tomboy Scout Baker has a wicked crush on her new apprentice, former ballplayer Jayson LeBec. Fortunately, the town's big upcoming wedding gives Scout a chance to show off her very best assets. But when the bride gets jitters, things get out of hand…and the town of Minotaur Falls will never be the same! There's more Minotaur Falls in Harlequin Superromance's The Comeback of Roy Walker…when one man gets a second chance at bat and at love.
Publisher: Harlequin
ISBN: 1460382412
Category : Fiction
Languages : en
Pages : 86
Book Description
In these two unforgettable prequel novellas, reader-favorite author Stephanie Doyle introduces the town of Minotaur Falls, where baseball and love collide with exhilarating—and unexpected!—results… Playing the Game Sports journalist Pete Wright is unsettled when the Minotaur Falls minor league team is sold to a stranger. What does billionaire Jocelyn Taft know about baseball? Still, no one—least of all Pete—is prepared when he teaches Jocelyn all about the game of baseball…and gets a lesson in love in return. Making the Play Tomboy Scout Baker has a wicked crush on her new apprentice, former ballplayer Jayson LeBec. Fortunately, the town's big upcoming wedding gives Scout a chance to show off her very best assets. But when the bride gets jitters, things get out of hand…and the town of Minotaur Falls will never be the same! There's more Minotaur Falls in Harlequin Superromance's The Comeback of Roy Walker…when one man gets a second chance at bat and at love.
Playing the Game
Author: L. M. Reid
Publisher:
ISBN: 9781684800254
Category :
Languages : en
Pages :
Book Description
Don't hate the player, hate the game?Hunter Adams is a pro football player and my brother's best friend. He also happens to be the one person in the world I hate.Desperate to keep the reason why I was kicked out of the college I was attending a secret; I agree to be Hunter's fake girlfriend for his brother's wedding in the Bahamas.There's only one problem? it doesn't really feel like pretend after all. Not with the looks Hunter is giving me, or those searing kisses.I'm seeing a whole different side to Hunter, one that I might actually like.One that makes me wonder if we can be real, or if we're just playing the game?
Publisher:
ISBN: 9781684800254
Category :
Languages : en
Pages :
Book Description
Don't hate the player, hate the game?Hunter Adams is a pro football player and my brother's best friend. He also happens to be the one person in the world I hate.Desperate to keep the reason why I was kicked out of the college I was attending a secret; I agree to be Hunter's fake girlfriend for his brother's wedding in the Bahamas.There's only one problem? it doesn't really feel like pretend after all. Not with the looks Hunter is giving me, or those searing kisses.I'm seeing a whole different side to Hunter, one that I might actually like.One that makes me wonder if we can be real, or if we're just playing the game?
Playing to Win
Author: Alan G. Lafley
Publisher: Harvard Business Press
ISBN: 142218739X
Category : Business & Economics
Languages : en
Pages : 274
Book Description
Explains how companies must pinpoint business strategies to a few critically important choices, identifying common blunders while outlining simple exercises and questions that can guide day-to-day and long-term decisions.
Publisher: Harvard Business Press
ISBN: 142218739X
Category : Business & Economics
Languages : en
Pages : 274
Book Description
Explains how companies must pinpoint business strategies to a few critically important choices, identifying common blunders while outlining simple exercises and questions that can guide day-to-day and long-term decisions.
Buyer & Cellar
Author: Jonathan Tolins
Publisher: Diversion Publishing Corp.
ISBN: 1626813981
Category : Performing Arts
Languages : en
Pages : 126
Book Description
The original script of the award-winning off-Broadway play—“irresistibly entertaining [and] surprisingly moving” (Paul Rudnick). Alex More has a story to tell. A struggling actor in LA, he takes a job working in the Malibu basement of a beloved megastar. One day, the Lady Herself comes downstairs to play. It feels like real bonding in the basement—but will their relationship ever make it upstairs? A winner of the Lucille Lortel Award for Outstanding Solo Show, Buyer & Cellar is an outrageous comedy about the price of fame, the cost of things, and the oddest of odd jobs. “Jonathan Tolins has concocted an irresistible one-man play from the most peculiar of fictitious premises . . . This seriously funny slice of absurdist whimsy creates the illusion of a stage filled with multiple people, all of them with their own droll point of view.” —The New York Times “A gorgeous play: funny and beautifully observed and richly insightful.” —Moisés Kaufman “Tolins’s writing is smart, sharp, and hilarious—and he paints a vivid picture that even a perfectionist like Barbra would have to applaud.” —James Lapine
Publisher: Diversion Publishing Corp.
ISBN: 1626813981
Category : Performing Arts
Languages : en
Pages : 126
Book Description
The original script of the award-winning off-Broadway play—“irresistibly entertaining [and] surprisingly moving” (Paul Rudnick). Alex More has a story to tell. A struggling actor in LA, he takes a job working in the Malibu basement of a beloved megastar. One day, the Lady Herself comes downstairs to play. It feels like real bonding in the basement—but will their relationship ever make it upstairs? A winner of the Lucille Lortel Award for Outstanding Solo Show, Buyer & Cellar is an outrageous comedy about the price of fame, the cost of things, and the oddest of odd jobs. “Jonathan Tolins has concocted an irresistible one-man play from the most peculiar of fictitious premises . . . This seriously funny slice of absurdist whimsy creates the illusion of a stage filled with multiple people, all of them with their own droll point of view.” —The New York Times “A gorgeous play: funny and beautifully observed and richly insightful.” —Moisés Kaufman “Tolins’s writing is smart, sharp, and hilarious—and he paints a vivid picture that even a perfectionist like Barbra would have to applaud.” —James Lapine
Playing Nature
Author: Alenda Y. Chang
Publisher: U of Minnesota Press
ISBN: 145296226X
Category : Games & Activities
Languages : en
Pages : 293
Book Description
A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.
Publisher: U of Minnesota Press
ISBN: 145296226X
Category : Games & Activities
Languages : en
Pages : 293
Book Description
A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.
Creativity
Author: John Cleese
Publisher: Crown
ISBN: 0385348282
Category : Self-Help
Languages : en
Pages : 76
Book Description
The legendary comedian, actor, and writer of Monty Python, Fawlty Towers, and A Fish Called Wanda fame shares his key ideas about creativity: that it’s a learnable, improvable skill. “Many people have written about creativity, but although they were very, very clever, they weren't actually creative. I like to think I'm writing about it from the inside.”—John Cleese You might think that creativity is some mysterious, rare gift—one that only a few possess. But you’d be wrong. As John Cleese shows in this short, practical, and often amusing guide, creativity is a skill that anyone can acquire. Drawing on his lifelong experience as a writer, Cleese shares his insights into the nature of creativity and offers advice on how to get your own inventive juices flowing. What do you need to do to get yourself in the right frame of mind? When do you know that you’ve come up with an idea that might be worth pursuing? What should you do if you think you’ve hit a brick wall? We can all be more creative. John Cleese shows us how.
Publisher: Crown
ISBN: 0385348282
Category : Self-Help
Languages : en
Pages : 76
Book Description
The legendary comedian, actor, and writer of Monty Python, Fawlty Towers, and A Fish Called Wanda fame shares his key ideas about creativity: that it’s a learnable, improvable skill. “Many people have written about creativity, but although they were very, very clever, they weren't actually creative. I like to think I'm writing about it from the inside.”—John Cleese You might think that creativity is some mysterious, rare gift—one that only a few possess. But you’d be wrong. As John Cleese shows in this short, practical, and often amusing guide, creativity is a skill that anyone can acquire. Drawing on his lifelong experience as a writer, Cleese shares his insights into the nature of creativity and offers advice on how to get your own inventive juices flowing. What do you need to do to get yourself in the right frame of mind? When do you know that you’ve come up with an idea that might be worth pursuing? What should you do if you think you’ve hit a brick wall? We can all be more creative. John Cleese shows us how.
Breath, Boom
Author: Kia Corthron
Publisher: Dramatists Play Service Inc
ISBN: 9780822218494
Category : Gang members
Languages : en
Pages : 52
Book Description
THE STORY: Fourteen years in the life of Prix, a Bronx native, from her ruthless girl-gang leadership at sixteen through her coming to maturity at thirty. But children do not become violent in a vacuum: As a small child Prix was raped by her mother
Publisher: Dramatists Play Service Inc
ISBN: 9780822218494
Category : Gang members
Languages : en
Pages : 52
Book Description
THE STORY: Fourteen years in the life of Prix, a Bronx native, from her ruthless girl-gang leadership at sixteen through her coming to maturity at thirty. But children do not become violent in a vacuum: As a small child Prix was raped by her mother
Playmaking
Author: Daniel Judah Sklar
Publisher:
ISBN:
Category : Drama
Languages : en
Pages : 192
Book Description
Sklar's personal account of teaching dramatic writing, direction, and performance, to a group of 7th graders in the South Bronx, reveals the planning and execution of his lessons. It also addresses the reception such lessons received-including resistance. Teachers and Artists-in-Residence stand to gain much from this book, since it deals with real life dynamics in the classroom and necessary strategies for getting through a project in a thought-provoking, fun, and creative way for everyone participating. "I love this book. It's a great read, and it taught me a lot about playwriting, theater, and young people."-Pat Conroy, author of The Prince of Tides.
Publisher:
ISBN:
Category : Drama
Languages : en
Pages : 192
Book Description
Sklar's personal account of teaching dramatic writing, direction, and performance, to a group of 7th graders in the South Bronx, reveals the planning and execution of his lessons. It also addresses the reception such lessons received-including resistance. Teachers and Artists-in-Residence stand to gain much from this book, since it deals with real life dynamics in the classroom and necessary strategies for getting through a project in a thought-provoking, fun, and creative way for everyone participating. "I love this book. It's a great read, and it taught me a lot about playwriting, theater, and young people."-Pat Conroy, author of The Prince of Tides.