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Benoît Godin is a Professor at the Institut national de la recherche scientifique, Montreal. Models abound in science, technology, and society (STS) studies and in science, technology, and innovation (STI) studies. They are continually being invented, with one author developing many versions of the same model over time. At the same time, models are regularly criticized. Such is the case with the most influential model in STS-STI: the linear model of innovation. In this book, Benoît Godin examines the emergence and diffusion of the three most important conceptual models of innovation from the early twentieth century to the late 1980s: stage models, linear models, and holistic models. Godin first traces the history of the models of innovation constructed during this period, considering why these particular models came into being and what use was made of them. He then rethinks and debunks the historical narratives of models developed by theorists of innovation. Godin documents a greater diversity of thinkers and schools than in the conventional account, tracing a genealogy of models beginning with anthropologists, industrialists, and practitioners in the first half of the twentieth century to their later formalization in STS-STI. Godin suggests that a model is a conceptualization, which could be narrative, or a set of conceptualizations, or a paradigmatic perspective, often in pictorial form and reduced discursively to a simplified representation of reality. Why are so many things called models? Godin claims that model has a rhetorical function. First, a model is a symbol of “scientificity.” Second, a model travels easily among scholars and policy makers. Calling a conceptualization or narrative or perspective a model facilitates its propagation.
How we can achieve healthy growth--more regenerative than destructive, restoring equity rather than exacerbating inequalities. In Tomorrow's Economy, Per Espen Stoknes reframes the hot-button issue of economic growth. Going beyond the usual dialectic of pro-growth versus anti-growth, Stoknes calls for healthy growth. Healthy economic growth is more regenerative than destructive, repairs problems rather than greenwashing them, and restores equity rather than exacerbating global inequalities. Stoknes--a psychologist, economist, climate strategy researcher, and green-tech entrepreneur--argues that we have the tools to achieve healthy growth, but our success depends on transformations in government practices and individual behavior. Stoknes provides a compass to guide us toward the mindset, mechanisms, and possibilities of healthy growth.
This book presents the first comprehensive history of innovation at NASA, bringing together experts in the field to illuminate how public-private and international partnerships have fueled new ways of exploring space since the beginning of space travel itself. Twelve case studies trace the messy, risky history of such partnerships, exploring the role of AT&T in the early development of satellite technology, the connections between the Apollo program and Silicon Valley, the rise of SpaceX, and more. Some of these projects have succeeded, and some have failed; all have challenged conventional methods of doing the public’s business in space. Together, these essays offer new insights into how innovation happens, with invaluable lessons for policymakers, investors, economists, and members of the space community.
A behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: “Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons.” This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito—himself an animator and industry insider for more than thirty years—describes the evolution of CG. His story features a memorable cast of characters—math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible.
This book integrates history of science and technology with modern social network theory. Using examples from the history of machines, as well as case studies from wireless, radio and chaos theory, the author challenges the genius model of invention. Network analysis concepts are presented to demonstrate the societal nature of invention in areas such as steam power, internal combustion engines, early aviation, air conditioning and more. Using modern measures of network theory, the author demonstrates that the social networks of invention from the 19th and early 20th centuries have similar characteristics to modern 21st C networks such as the World Wide Web. The book provides evidence that exponential growth in technical innovation is linked to the growth of historical innovation networks.
Volume 1. Colonial America to 1865 -- volume 2. Reconstruction through World War II -- volume 3. The Cold War to the present.
"Documenting the interconnectedness among the crucial milestones of our time, and illustrated with full-color photography, a comprehensive tour of modern science and technology explores the most important innovations and inventions in engineering, physics, medicine, chemistry, biology and more."--Publisher's description.
In this new paperback edition of the classic bestseller, you'll be taken on a hilarious, fast-paced ride through the history of ideas. Author Scott Berkun will show you how to transcend the false stories that many business experts, scientists, and much of pop culture foolishly use to guide their thinking about how ideas change the world. With four new chapters on putting the ideas in the book to work, updated references and over 50 corrections and improvements, now is the time to get past the myths, and change the world. You'll have fun while you learn: Where ideas come from The true history of history Why most people don't like ideas How great managers make ideas thrive The importance of problem finding The simple plan (new for paperback) Since its initial publication, this classic bestseller has been discussed on NPR, MSNBC, CNBC, and at Yale University, MIT, Carnegie Mellon University, Microsoft, Apple, Intel, Google, Amazon.com, and other major media, corporations, and universities around the world. It has changed the way thousands of leaders and creators understand the world. Now in an updated and expanded paperback edition, it's a fantastic time to explore or rediscover this powerful view of the world of ideas. "Sets us free to try and change the world."--Guy Kawasaki, Author of Art of The Start "Small, simple, powerful: an innovative book about innovation."--Don Norman, author of Design of Everyday Things "Insightful, inspiring, evocative, and just plain fun to read. It's totally great."--John Seely Brown, Former Director, Xerox Palo Alto Research Center (PARC) "Methodically and entertainingly dismantling the cliches that surround the process of innovation."--Scott Rosenberg, author of Dreaming in Code; cofounder of Salon.com "Will inspire you to come up with breakthrough ideas of your own."--Alan Cooper, Father of Visual Basic and author of The Inmates are Running the Asylum "Brimming with insights and historical examples, Berkun's book not only debunks widely held myths about innovation, it also points the ways toward making your new ideas stick."--Tom Kelley, GM, IDEO; author of The Ten Faces of Innovation
In this unique work of scholarship, Edd Applegate surveys the key figures and events that transformed the American business landscape from its colonial beginnings to that Mad Men moment when advertising “went professional.” In The Rise of Advertising in the United States: A History of Innovation to 1960, Applegate traces how the explosion of newspapers in the American colonies laid the groundwork for the first advertising agents, leading to America’s first class of professional marketers. This entrepreneurial class of new white-collar professionals thrived on innovation in the quest for more publicity, larger clients, and greater sales. Some of the thought-leaders in what remained a novel, ever-changing form of communication include: • P. T. Barnum, master of the advertising “gimmick” • Lydia Pinkham, queen of the patent medicine cure • John Wanamaker, progenitor of modern retail advertising • Albert Lasker, the formulator of “reason why” advertising • Stanley Resor, the consummate market researcher • Elliott White Springs, the groundbreaking purveyor of the sexual innuendo Applegate records the achievements of these individuals and others up until 1960, when advertising underwent a remarkable change, becoming a post-war subject of study and scholarship in America’s colleges and universities. Written for those interested in learning about a select group of movers and shakers in this key area of American business, The Rise of Advertising in the United States should appeal to anyone interested in American business history.
Innovation may be the hottest discipline around today, in business circles and beyond. And for good reason. Innovation transforms companies and markets. It is the key to solving vexing social problems. And it makes or breaks professional careers. For all the enthusiasm the topic inspires, however, the practice of innovation remains stubbornly impenetrable. No longer. In this book the author draws on stories from his research and field work with companies like Procter & Gamble to demystify innovation. He presents a simple definition of innovation, breaks down the essential differences between types of innovation, and illuminates innovation's vital role in organizational success and personal growth. This unique hybrid of professional memoir and business guidebook also provides a powerful 28-day program for mastering innovation's key steps: (1) Finding insight, (2) Generating ideas, (3) Building businesses, and (4) Strengthening innovation prowess in workforces and organizations. Using several illustrative case studies and vignettes from a range of companies around the globe, this playbook teaches people how to turn themselves or their companies into true innovation powerhouses.