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  • - How Inclusion Shapes Design
    af Kat (Founder Holmes
    186,95 kr.

  • af Michael J. (Vice-President for Academic Affairs and Provost O'Brien
    268,95 kr.

    How people make decisions in an era of too much information and fake news.Humans originally evolved in a world of few choices. Prehistoric, preindustrial, and predigital eras required fewer decisions than today's all-access, always-on world of too much information. Economists have largely discarded the idea that agents act rationally and the market follows suit. It seems that no matter how small or innocuous a decision might seem, there's almost no way to guess the effect it might have. The authors of The Importance of Small Decisions view decisions and their outcomes from a different perspective: as key elements in the evolution of culture. In this trailblazing book, they examine different kinds of decisions and map the outcomes, both short- and long-term. Drawing on this, they introduce a map of social behavior that captures the essential elements of human decision-making.The authors look at the New England Patriots' decision in 2000 to draft an underachieving college quarterback named Tom Brady; they consider Warren Buffett's investment strategy; and they chart the "dancing landscape” of a college applicant's decision-making environment. Finally, they show that decisions can be ranked according to transparency of choice and social influence. When fake news seems indistinguishable from real news and when the internet offers a cacophony of voices, they warn, we can't afford to crowdsource our decisions.

  • - Mapping Social Behavior
    af Michael J. O'brien, Mark Earls & R. Alexander Bentley
    283,95 kr.

    Humans are, first and foremost, social creatures. And this, according to the authors of the book, shapes-and explains-most of our choices. Our decisions are based on more than "nudges" exploiting individual cognitive quirks. The book shows us how we use the brains of others to think for us and as storage space for knowledge about the world. The story zooms out from the individual to small groups to the complexities of populations. It describes, among other things, how buzzwords propagate and how ideas spread; how focused social learning by a few gets amplified as copying by the masses.It describes how ideas, behavior, and culture spread through the simple means of doing what others do.

  • af Kyna (Rhode Island School of Design) Leski
    194,95 kr.

  • af Sherry Turkle
    513,95 kr.

    How the simulation and visualization technologies so pervasive in science, engineering, and design have changed our way of seeing the world.Over the past twenty years, the technologies of simulation and visualization have changed our ways of looking at the world. In Simulation and Its Discontents, Sherry Turkle examines the now dominant medium of our working lives and finds that simulation has become its own sensibility. We hear it in Turkle's description of architecture students who no longer design with a pencil, of science and engineering students who admit that computer models seem more "e;real"e; than experiments in physical laboratories.Echoing architect Louis Kahn's famous question, "e;What does a brick want?"e;, Turkle asks, "e;What does simulation want?"e; Simulations want, even demand, immersion, and the benefits are clear. Architects create buildings unimaginable before virtual design; scientists determine the structure of molecules by manipulating them in virtual space; physicians practice anatomy on digitized humans. But immersed in simulation, we are vulnerable. There are losses as well as gains. Older scientists describe a younger generation as "e;drunk with code."e; Young scientists, engineers, and designers, full citizens of the virtual, scramble to capture their mentors' tacit knowledge of buildings and bodies. From both sides of a generational divide, there is anxiety that in simulation, something important is slipping away. Turkle's examination of simulation over the past twenty years is followed by four in-depth investigations of contemporary simulation culture: space exploration, oceanography, architecture, and biology.