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Architects, confronted in the 1950s and 1960s with design efforts involving many designers and many stakeholders, were forced to study their methods to make them more open to scrutiny and input at all stages. By the time "Design Methods" was published in 1970, architects, engineers, and industrial designers had begun to raise their perspective to include a much larger picture, ranging from the designer's internal processes all the way to planetary conditions. As a society, we were re-designing design. Many of the design methods which Jones presents in his "recipe book" grew from this design group work. Even today, best practice for design teams is largely developed from methods described almost thirty years ago in this book.
From the Introduction:
"Jones first became involved with design methods while working as an industrial designer for a manufacturer of large electrical products in Britain in the 1950s. He was frustrated with the superficiality of industrial design at the time and had become involved with ergonomics. When the results of his ergonomic studies of user behavior were not utilized by the firm's designers, Jones set about studying the design process being used by the engineers. To his surprise, and to theirs, Jones' analysis showed that the engineers had no way of incorporating rationally arrived at data early on in the design process when it was most needed. Jones then set to work redesigning the engineer's design process itself so that intuition and rationality could co-exist, rather than one excluding the other."
This cooperation of multiple faculties seems to be a consistent thread throughout his work.
"Design Methods" is divided into two parts.
Part one gives a brief history of design, argues that new methods are needed for today's more complex realities, breaks down the design process into three stages, and shows us how to choose a design method for each stage. The 1992 edition has added several prefaces which are well worth reading. They help explain how to use the book.
Part two consists of descriptive outlines, or recipes, for 35 design methods. These methods include: logical, data gathering, innovative, taxonomic, and evaluative procedures. Reading part one gives you a grasp of the book. After that, the methods in part two are best read singly or a few at a time, as you would any recipe book.
* * * * *
Jones breaks design down into three stages: 1) Divergence, 2) Transformation, and 3) Convergence.
The divergence stage is ".. extending the boundary of a design situation .. to have a large enough, and fruitful enough, search space... The objectives, and the problem boundary, are unstable and tentative. Evaluation is deferred. Every effort is made to escape old assumptions, and absorb new data."
The territory of the problem is tested to discover limits, consequences, and paradoxes. The questions are: What is valuable? What is feasible? What is dangerous? Where are the dependencies between elements? What are the penalties for getting it wrong? Are the right questions being asked?
The transformation stage requires a shift of gears. The territory of the problem has been mapped. Operative words here are: eliminate, combine, simplify, transform, modify.
"This is the stage when objectives, brief, and problem boundaries are fixed, when critical variables are identified, when constraints are recognized, when opportunites are taken and when judgements are made. [It is] pattern-making, fun, flashes of insight, changes of set... Pattern-making .. is the creative act of turning a complicated problem into a simple one by .. deciding what to emphasize and what to overlook."
At the last stage, convergence, "the problem has been defined, the variables have been identified and the objectives have been agreed. The designer's aim ...[is to] reduce the secondary uncertainties progressively until only one of many possible alternative designs is left... Persistence and rigidity of mind is a virtue: flexibilty and vagueness are to be shunned."
Convergence can be done, as a programmer would say, from the top down or from the bottom up; or architecturally speaking, from the outside inward or inside outward. Often the best approach is to do both at once, and resolve differences as the two processes meet.
* * * * *
Design today is an increasingly social art, involving multiple designers, and multiple stakeholders as client/sponsor, suppliers, manufacturers, distributors, consumer/customer, and citizen groups and government agencies concerned with a shared environment, all get into the act. Individual design geniuses now must learn to communicate and negotiate effectively to succeed in the current enterprise environment.
Advances in the capabilites of engineers and engineering tools must be matched with advances in techniques for resolving a broader range of issues and demands, and more effective communication skills and design transformation skills among designers and design managers.
Computers will drive the role of humans in design to the earlier stages - divergence and transformation - of the design process where flexibility, intuition, and soft-focus attention are required. Knowledge base systems will take over the convergence stage, kicking the problem back to us only when discovered contradictions force re-evalution of design goals. The iteration of complete designs from a given design problem definition will become faster as our knowledge base improves and as computer power increases. As the speed of iteration increases, a threshold will be passed where qualitative changes in both design and designing will result.
"Design Methods" is a seminal book which was widely credited with stimulating fresh approaches to design thinking. It will continue to be recognised as a classic work, and a useful text kept handy by every drawing table, CAD system, and engineering manager's desk.
It is a concise no nonsense approach to diving medicine for everyone from diving novices to hyperbaric physicians (I have seen both groups use this book). I think it is a must for all doctors who treat or do medicals for divers. The main problem with this book is that it comes in paper back and my personal copy is now deteriorating from overuse. Its that kind of book that you just keep going back to.
For the price and breadth of knowledge (including venomous fish/shark attacks the facts as well as decompression illness and medical conditions that preclude diving) there is no book than can come close.
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That said, I often found the previous edition Tradition books dull and clunky. The newer Revised editions are not so, and have a much better narrative structure around them, despite using most of the same narrative conventions. This may work because there seems to be less melodrama and more instruction for the Mages working their way through their individual Traditions.
Not so for the Dreamspeakers for whome such generalizations are hard, since the Tradition name is here revealed to be a catch-all for any Mage who works with spirits, and this Tradition seems to be the most disorganized and chaotic so far. Dreamspeakers (or "Shamans" as they are more likely to be referred to in the book) can come from any walk of life, from any culture, and can even be Awakened by powerful Spirits, making them a highly eclectic group which is difficult to characterize or give mutual goals to as a group. Of the Revised books so far, this one makes the best case for an all-Dreamspeaker game (as opposed to an all fill-in-Tradition-name-here game).
Best of all is the Tradition is no longer made out to be a bunch of drum-beating tribalists stuck in the modern era. This gives the Tradition more depth and is greatly appreciated by me.
The next chapter goes into more details on Dreamspeaker structure, giving write-ups for each major Dreamspeaker faction: the Baruti (wandering storytellers), spirit-trained Independants, the Ghost Wheel Society (techno-shamans), Keepers of the Sacred Flame (traditional shaman), Red Spears (warriors), Spirit Smiths (fetish makers) and Solitares (lone shaman). Then we get more on animism, ecstasy and transvestite shamanism, followed by how Dreamspeakers view magic and the spheres. Some new mechanics for madness, Awakened items, coping with the Avatar Storm, Spirit allies, Totems and lesser Shaman paths, as well as more spirit Rotes (many quite inventive) and Fetishes than you can shake a stick at, close out this chapter.
The next chapter goes through famous Dreamspeakers, including a Siberian master who survived the Avatar Storms and Xoca, the Dreamspeaker signature character. Then we get some interesting suggestions for Dreamspeaker chronicles, and a group of NPCs who serve as shamans by helping educate poor communities across the world. Then we get the usual sample NPCs, including some unique ones like an Armenian vigilante who speaks to ghosts of his murdered relatives, a Native American shaman attached to the American military as an advisor, the shaman without a tribe and an African pirate who follows Shango, the Orisha of thunder.
The end of the book brings the story of our Shaman-in-training full circle, though I won't give it away. We also get some very good recommendations for books and movies, most of which I agree embody Dreamspeaker ideals or themes quite well. Over all, its a great resource for playing Dreamspeakers, or even shamans in general. After all, most of the infomation is very general, so it can apply equally well for Orphans, Kopa Loei, Ba'ata, Sons of Tengri and Ecstatic or Akashic Shaman.
My only comment on the book is that it is very broad. Shamanism is a varied practice found in all cultures. Sure, you've got Native American, Siberian, African, Aboriginal, Korean and Pacific Islander Shamanism. But Shamanism exists elsewhere; followers of Voudon and Santeria, Shinto priests, Christian mystics who speak to Angels and Demons, Bedouin wisewomen, Bluesmen who learn from the Dark Man at the Crossroads, Mexican curanderos, Bon Po priests in Tibet, Chinese peasant wizards and beyond. If you really want to add cultural depth to your character, it might help to get a good book on anthropology, mythology or a specific culture (Hmong, !Kung, Aboriginal, Cree, Aztec, etc) as well.
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It's not a classic but definately a fun and worthwhile read. Buckley's send up of the American proclivities of spirituality, self-help gurus, materialism, etc. still amuses me almost a year after I first read this book.... how much more people who fell into these traps would realize if they instead of reading Deepak Chopra and his kinsmen would only read this!!!
This is the story of a stockbroker who, tired of life, went to find seclusion in a monestary... only to find that the monestary was broke and that its product.... horribly made wine (which was why he went there...) was in dire straits... but eventually finds salvation....
If you find a copy of this book, definately pick it up and read it. It's a fairly quick book..... though I'm not sure that it'd be worth the cover price to me....
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Sam Meeker is off to fight in the Revolutionary War on the American's side. His family are Tories and they live in Redding Ridge. His father is outraged by Sam's decision, but cannot stop him. This leaves his younger brother, Tim, and his mother ad father to work in the tavern and tend to the crops. Life is not easy with the war going on, but is manageable. Sam pays visits to Redding often.
British and American troops march into Redding frequently. This does not interfere with the Meeker family. Until, one night Sam was paying a visit to his family. He saw that the cows were being stolen, so he went outside to stop them. The men captured Sam...Find out what happens when you read "My Brother Sam is Dead." If you like historical fiction this is the book for you!
slightly dated now - but still the classic guide to design process.
My copy keeps getting stolen - going to have to buy a new copy.