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Inventology : how we dream up things that change the world / Pagan Kennedy.

By: Material type: TextTextBoston : Houghton Mifflin Harcourt, 2016Description: xvii, 270 pages, 16 unnumbered pages of plates : illustrations (some color) ; 24 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 9780593073476 :
Subject(s): Genre/Form:
Contents:
Part I: Problem finding -- Chapter 1: Martian Jet Lag -- Chapter 2: User-Inventors -- Chapter 3: Someone Else's Shoes -- Chapter 4: The Future of Feedback -- Part II: Discovery -- Chapter 5: Super-Encounters -- Chapter 6: Data Goggles -- Chapter 7: Building An Empire Out Of Nothing -- Part III: Prophecy -- Chapter 8: The Pong Effect -- Chapter 9: The Wayne Gretzy Game -- Chapter 10: The Mind's R&D Lab -- Chapter 11: How To Time-Travel -- Part IV: Connecting -- Chapter 12: The Go-Betweens -- Chapter 13: Zones Of Permission -- Chapter 14: Holistic Invention -- Part V: Empowerment -- Chapter 15: Paper Eyes -- Chapter 16: Tinkering With Education.
Summary: The writer of the New York Times Magazine' s popular "Who Made That?" column explains how better ideas enter the world, revealing the fabled "ah-a" moment to be the result of a series of steps anyone can apply to solve the problems we encounter in everyday life.Summary: "The writer of the New York Times Magazine's popular "Who Made That?" column explains how better ideas enter the world, revealing the fabled "aha" moment to be the result of a series of steps anyone can apply to solve the problems we encounter in everyday life,"--NoveList.
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"An Eamon Dolan book.".

Includes bibliographical references (pages [227]-255) and index.

Part I: Problem finding -- Chapter 1: Martian Jet Lag -- Chapter 2: User-Inventors -- Chapter 3: Someone Else's Shoes -- Chapter 4: The Future of Feedback -- Part II: Discovery -- Chapter 5: Super-Encounters -- Chapter 6: Data Goggles -- Chapter 7: Building An Empire Out Of Nothing -- Part III: Prophecy -- Chapter 8: The Pong Effect -- Chapter 9: The Wayne Gretzy Game -- Chapter 10: The Mind's R&D Lab -- Chapter 11: How To Time-Travel -- Part IV: Connecting -- Chapter 12: The Go-Betweens -- Chapter 13: Zones Of Permission -- Chapter 14: Holistic Invention -- Part V: Empowerment -- Chapter 15: Paper Eyes -- Chapter 16: Tinkering With Education.

The writer of the New York Times Magazine' s popular "Who Made That?" column explains how better ideas enter the world, revealing the fabled "ah-a" moment to be the result of a series of steps anyone can apply to solve the problems we encounter in everyday life.

"The writer of the New York Times Magazine's popular "Who Made That?" column explains how better ideas enter the world, revealing the fabled "aha" moment to be the result of a series of steps anyone can apply to solve the problems we encounter in everyday life,"--NoveList.

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