Design for a Brain

Design for a Brain
Author: W. Ashby
Publisher: Springer Science & Business Media
Total Pages: 294
Release: 2013-03-09
Genre: Science
ISBN: 9401513201

THE book is not a treatise on aIl cerebral mechanisms but a pro poscd solution of a specific problem: the origin of the nervous system's unique ability to produce adaptive behaviour. The work has as basis the fact that the nervous system behaves adap tively and the hypothesis that it is essentiaIly mechanistic; it proceeds on the assumption that these two data are not irrecon cilable. It attempts to deduce from the observed facts what sort of a mechanism it must be that behaves so differently from any machinc made so far. Other proposed solutions have usuaIly left open the question whether so me different theory might not fit the facts equaIly weIl: I have attempted to deduce what is necessary, what properties the nervous system must have if it is to behave at once mechanisticaIly and adaptively. For the deduction to be rigorous, an adequately developed logic of mechanism is essential. Until recently, discussions of mechan ism were carried on almost entirely in terms of so me particular embodiment-the mechanical, the electronic, the neuronie, and so on. Those days are past. There now exists a weIl-developed logic of pure mechanism, rigorous as geometry, and likely to play the same fundamental part, in our understanding of the complex systems of biology, that geometry does in astronomy. Only by the dcvelopment of this basic logic has thc work in this book been made possible.

Design for How People Think

Design for How People Think
Author: John Whalen Ph.D.
Publisher: O'Reilly Media
Total Pages: 239
Release: 2019-04-05
Genre: Design
ISBN: 1491985429

User experience doesn’t happen on a screen; it happens in the mind, and the experience is multidimensional and multisensory. This practical book will help you uncover critical insights about how your customers think so you can create products or services with an exceptional experience. Corporate leaders, marketers, product owners, and designers will learn how cognitive processes from different brain regions form what we perceive as a singular experience. Author John Whalen shows you how anyone on your team can conduct "contextual interviews" to unlock insights. You’ll then learn how to apply that knowledge to design brilliant experiences for your customers. Learn about the "six minds" of user experience and how each contributes to the perception of a singular experience Find out how your team—without any specialized training in psychology—can uncover critical insights about your customers’ conscious and unconscious processes Learn how to immediately apply what you’ve learned to improve your products and services Explore practical examples of how the Fortune 100 used this system to build highly successful experiences

Engage the Brain

Engage the Brain
Author: Allison Posey
Publisher: ASCD
Total Pages: 202
Release: 2018-11-20
Genre: Education
ISBN: 141662631X

Research on the brain has shown that emotion plays a key role in learning, but how can educators apply that research in their day-to-day interactions with students? What are some teaching strategies that take advantage of what we know about the brain? Engage the Brain answers these questions with easy-to-understand explanations of the brain's emotion networks and how they affect learning, paired with specific suggestions for classroom strategies that can make a real difference in how and what students learn. Readers will discover how to design an environment for learning that Makes material relevant, relatable, and engaging. Accommodates tremendous variability in students' brains by giving them multiple options for how to approach their learning. Incorporates Universal Design for Learning (UDL) principles and guidelines. Uses process-oriented feedback and other techniques to spark students' intrinsic motivation. Author Allison Posey explains how schools can use the same "emotional brain" concepts to create work environments that reduce professional stress and the all-too-common condition of teacher burnout. Real-world classroom examples, along with reflection and discussion questions, add to the usefulness of Engage the Brain as a practical, informative guide for understanding how to capture the brain's incredible power and achieve better results at all grade levels, in all content areas.

Well Designed Life

Well Designed Life
Author: Kyra Bobinet
Publisher:
Total Pages: 414
Release: 2015-09-12
Genre:
ISBN: 9780996734578

"I know what I should do...I just don't know why I don't do it." This phrase captures a universal human experience--we can't always get ourselves to do what we know is best for us. In Well Designed Life, you will learn that the solution to this stumbling block resides in coupling two disciplines: brain science and design thinking. Brain and behavior sciences have exploded in recent years. This catalyzes new insights into why we do what we do--and how we can change. Meanwhile, major advances in consumer technology, service industries, and public health are rapidly changing how we live. This boom of innovation has been fueled by a creative approach to solving problems called design thinking. We are living in the age of design--and designers are the new rock stars. Dr. Kyra Bobinet brings together over 25 years of successfully designing interventions, products, and experiences that change lives--to empower you as the designer of your life. Dr. Bobinet has gathered ten key concepts from psychology, behavior and neuroscience and applies each of them to changing your health, relationships, and well-being. Bobinet insists that the success or failure of changing our lives hinges on both understanding what's going on inside our head and applying the flexible mindset of a designer. She writes, "Adopting the mindset of a designer puts you in the driver's seat of making life work. Grounding yourself in the science of how we see the world and how our brain responds helps you design behaviors that work--in real life. This is about you acting on what you always wished you would do. It's about stepping out of any areas of helplessness and into creative self-direction. You have a choice: design your life or let it design you!" Infused with relatable narratives that are at once witty and gripping, professional and personal, Bobinet takes you on a journey through the origins of your self-image, motivations, decisions, and unconscious behaviors--leaving you with the keys to free yourself from your conditioning and lead a well-designed life.

Building a Second Brain

Building a Second Brain
Author: Tiago Forte
Publisher: Simon and Schuster
Total Pages: 272
Release: 2022-06-14
Genre: Business & Economics
ISBN: 1982167386

"Building a second brain is getting things done for the digital age. It's a ... productivity method for consuming, synthesizing, and remembering the vast amount of information we take in, allowing us to become more effective and creative and harness the unprecedented amount of technology we have at our disposal"--

The Gamer's Brain

The Gamer's Brain
Author: Celia Hodent
Publisher: CRC Press
Total Pages: 383
Release: 2017-08-10
Genre: Computers
ISBN: 1351650769

Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

50 Human Brain Ideas You Really Need to Know

50 Human Brain Ideas You Really Need to Know
Author: Moheb Costandi
Publisher: Hachette UK
Total Pages: 273
Release: 2013-07-04
Genre: Science
ISBN: 1782062521

Neuroscience is one of the most fascinating and complex areas of scientific research, with new advances being made every day. In 50 Human Brain Ideas You Really Need to Know, Mo Costandi condenses all we know about the brain and how it works into series of introductions to the most important concepts. Outlining both long-standing theories - such as the function of neurons and synaptic transmission - and cutting-edge ideas - including neuroethics and brain-computer interfacing - with straightforward narrative and clear two-colour illustrations, this book is a perfect beginner's guide to the most powerful and mysterious organ in the body. The ideas explored include: The nervous impulse; Differences between the male and female brain; The root of addiction; Neurobiological basis for personality; The relationship between sleep and memory.

Designing Brain-Compatible Learning

Designing Brain-Compatible Learning
Author: Gayle H. Gregory
Publisher: Corwin Press
Total Pages: 305
Release: 2006-06-08
Genre: Education
ISBN: 1412937175

Designing Brain Compatible Learning synthesizes brain research into a set of teaching tools and strategies for integrating thinking skills, cooperative learning, graphic organizers, and authentic assessment into any classroom. This edition features: step-by-step strategies for teaching concepts, skills, and content to all age groups and learning styles; a newly expanded section on standards-based lesson design and lesson planning; charts, diagrams, and other visual tools to reinforce learning; a collection of new planning templates and graphic organizers; and a glossary and bibliography.

17,000 Classroom Visits Can't Be Wrong

17,000 Classroom Visits Can't Be Wrong
Author: John V. Antonetti
Publisher: ASCD
Total Pages: 198
Release: 2015-02-20
Genre: Education
ISBN: 1416620435

"Most educators are skilled at planning instruction and determining what they will do during the course of a lesson. However, to truly engage students in worthwhile, rigorous cognition, a profound shift is necessary: a shift in emphasis from teaching to learning. Put another way, we know that whoever is doing the work is also doing the learning—and in most classrooms, teachers are working much too hard. Authors John V. Antonetti and James R. Garver are the designers of the Look 2 Learning model of classroom walkthroughs. They've visited more than 17,000 classrooms—examining a variety of teaching and learning conditions, talking to students, examining their work, and determining their levels of thinking and engagement. From this vast set of data, they've drawn salient lessons that provide valuable insight into how to smooth the transition from simply planning instruction to designing high-quality student work. The lessons John and Jim have learned from their 17,000 (and counting) classroom visits can't be wrong. They share those lessons in this book, along with stories of successful practice and practical tools ready for immediate classroom application. The authors also provide opportunities for reflection and closure designed to help you consider (or reconsider) your current beliefs and practices. Throughout, you will hear the voices of John and Jim—and the thousands of students they met—as they provide a map for shifting the classroom dynamic from teaching to learning."