Inventology: how we dream up things that change the world
(Book)
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.
Notes
Kennedy, P. (2016). Inventology: how we dream up things that change the world. Boston, Houghton Mifflin Harcourt.
Chicago / Turabian - Author Date Citation (style guide)Kennedy, Pagan, 1962-. 2016. Inventology: How We Dream Up Things That Change the World. Boston, Houghton Mifflin Harcourt.
Chicago / Turabian - Humanities Citation (style guide)Kennedy, Pagan, 1962-, Inventology: How We Dream Up Things That Change the World. Boston, Houghton Mifflin Harcourt, 2016.
MLA Citation (style guide)Kennedy, Pagan. Inventology: How We Dream Up Things That Change the World. Boston, Houghton Mifflin Harcourt, 2016.
Record Information
Last Sierra Extract Time | Apr 20, 2024 01:54:34 PM |
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Last File Modification Time | Apr 20, 2024 01:55:45 PM |
Last Grouped Work Modification Time | Apr 25, 2024 02:10:18 AM |
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245 | 1 | 0 | |a Inventology :|b how we dream up things that change the world /|c Pagan Kennedy. |
264 | 1 | |a Boston :|b Houghton Mifflin Harcourt,|c 2016. | |
264 | 4 | |c ©2016. | |
300 | |a xvii, 270 pages, 16 unnumbered pages of plates :|b illustrations, photographs (some color) ;|c 24 cm | ||
336 | |a text|b txt|2 rdacontent | ||
337 | |a unmediated|b n|2 rdamedia | ||
338 | |a volume|b nc|2 rdacarrier | ||
500 | |a "An Eamon Dolan book." | ||
504 | |a Includes bibliographical references (pages [227]-255) and index. | ||
505 | 0 | |a 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. | |
520 | |a 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. | ||
650 | 0 | |a Inventions|x History. | |
650 | 0 | |a Creative ability in technology. | |
650 | 0 | |a Inventors|v Biography. | |
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