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How to Have Great Ideas is the essential guide for students and young professionals looking to embrace creative thinking in design, advertising and communications. It provides 53 practical strategies for unlocking innovative ideas. Strategies include improvisation techniques, changing the scenery, finding hidden links, looking to nature for inspiration, combining unusual systems, challenging set boundaries and many more. Each strategy is packed with great examples of successful contemporary and historical designs – from a designer dress made out of an old typewriter to ticket machines powered by recycled bottles in China, via the reimagining of famous brand logos and mis-use of photocopiers. Packed with practical projects to kick-start inventive thought in idea-blocked moments, this book explores creative thinking across all visual arts disciplines.
Sliver award winner in Business Reference 2020 Axiom Business Book Awards What makes a great idea? Where do great ideas come from? The highly practical lessons in HOW TO GET TO GREAT IDEAS are based on neuroscience,psychology, and behavioral economics. Written by the former Creative Director of OgilvyOne, Dave Birss, this book offers a brilliant new system for conceiving original and valuable ideas. It looks at how to frame the problem, how to push your thinking, how to sell the idea and build support for it, and how to inspire others to have great ideas. It proves that any organization - and any department within an organization - can become a fertile environment for ideas. Combining a practical research-based system with fascinating insights and inspiring and humorous writing,the book is also accompanied by the problem-solving system RIGHT THINKING. This is a tool that shows organizations a more effective way to generate more effective ideas and is based on the thinking in the book. This is available online and in person from the author.
You want to change the world. You want your work to have meaning. Maybe you're even audacious enough to want saving the world to be fun. What if saving the Earth were a game? Not just any game, but the greatest game we've ever played. This workbook helps social and environmental change professionals learn how to implement powerful techniques from the fields of game design, behavioral psychology, design, data science, and storytelling, that are not only proven to have impact, but also can make your project fun. In a 10-step framework of exercises, tutorials, and case studies, How to Save the World will teach you the art of changing the world - and it's often not what you think. Did you know that just by putting a sign above a recycling bin that showed people the number of cans inside increased the recycling rate by 67 percent? Or when people standing in line at a cafe were told that other customers before them had ordered a vegetarian meal, that this simple intervention doubled the total rate of vegetarian meal orders? As you implement these academically researched and measurement-driven techniques, How to Save the World will drive you to dig into your creativity and unearth your greatest ideas that shift the numbers on the causes you most care about, so you can experience the joy and satisfaction of seeing your work really, actually change the world every single day.
#1 NEW YORK TIMES BEST SELLER • At last, a book that shows you how to build—design—a life you can thrive in, at any age or stage • “Life has questions. They have answers.” —The New York Times Designers create worlds and solve problems using design thinking. Look around your office or home—at the tablet or smartphone you may be holding or the chair you are sitting in. Everything in our lives was designed by someone. And every design starts with a problem that a designer or team of designers seeks to solve. In this book, Bill Burnett and Dave Evans show us how design thinking can help us create a life that is both meaningful and fulfilling, regardless of who or where we are, what we do or have done for a living, or how young or old we are. The same design thinking responsible for amazing technology, products, and spaces can be used to design and build your career and your life, a life of fulfillment and joy, constantly creative and productive, one that always holds the possibility of surprise.
It's the year 2055 and an anarchist organization has taken control with the aim to create a world-class society. Half of humankind is unknowingly living in an alternate reality called Dormance . . . and there are no plans to wake them up.Sixteen-year-old introvert Emery Parker is one such dormant. An academic scholar who avoids ruffling feathers at all costs, Emery finds herself being transferred to a boarding school on the outskirts of Arizona. Little does she know, a family secret has the power to change the course of the future. When she's approached with an opportunity to free the dormants, she sees no other choice but to accept, even though failure could mean having her memory wiped clean.But when tech-savvy Torin Porter reaches out to her from the other side, Emery begins to question everything she was told about Dormance. If her family's secret falls into the wrong hands, the world as she knows it will be faced with irreversible consequences. Now Emery must play both sides to uncover the truth about her family's past or risk leaving mankind to live in an unconscious reality.
A bullet dropped and a bullet fired from a gun will reach the ground at the same time. Plants get the majority of their mass from the air around them, not the soil beneath them. A smartphone is made from more elements than you. Every day, science teachers get the opportunity to blow students’ minds with counter-intuitive, crazy ideas like these. But getting students to understand and remember the science that explains these observations is complex. To help, this book explores how to plan and teach science lessons so that students and teachers are thinking about the right things – that is, the scientific ideas themselves. It introduces you to 13 powerful ideas of science that have the ability to transform how young people see themselves and the world around them. Each chapter tells the story of one powerful idea and how to teach it alongside examples and non-examples from biology, chemistry and physics to show what great science teaching might look like and why. Drawing on evidence about how students learn from cognitive science and research from science education, the book takes you on a journey of how to plan and teach science lessons so students acquire scientific ideas in meaningful ways. Emphasising the important relationship between curriculum, pedagogy and the subject itself, this exciting book will help you teach in a way that captivates and motivates students, allowing them to share in the delight and wonder of the explanatory power of science.
Lots of us have ideas we think would make great businesses. Most of us never do anything with those ideas. But for those that do, a world of opportunity awaits them. This book is about 30 people who acted on their idea, made the first steps to start their business and subsequently went on to turn it into a global brand. From Innocent to Cobra to Dreams to Dysone, we reveal how some of the UK's biggest businesses got of the ground, and those very first steps taken by their founders.
Through an engaging and humorous narrative, Peter Coughter presents the tools he designed to help advertising and marketing professionals develop persuasive presentations that deliver business. Readers will learn how to develop skills to create the perfect presentation.
Generating new ideas that create substantial value is at the very core of entrepreneurship. The IDEATE Method is an ideation method empirically proven to help students identify problems, develop creative solutions, and select the most innovate entrepreneurial idea. Authors Daniel Cohen, Gregory Pool, and Heidi Neck emphasize the importance of deliberate practice and repetition as they guide students through each phase of the method: Identify, Discover, Enhance, Anticipate, Target, and Evaluate. Goal-directed activities and self-reflection questions help students develop their entrepreneurial mindset and skillset.
A practical guide to effective business model testing 7 out of 10 new products fail to deliver on expectations. Testing Business Ideas aims to reverse that statistic. In the tradition of Alex Osterwalder’s global bestseller Business Model Generation, this practical guide contains a library of hands-on techniques for rapidly testing new business ideas. Testing Business Ideas explains how systematically testing business ideas dramatically reduces the risk and increases the likelihood of success for any new venture or business project. It builds on the internationally popular Business Model Canvas and Value Proposition Canvas by integrating Assumptions Mapping and other powerful lean startup-style experiments. Testing Business Ideas uses an engaging 4-color format to: Increase the success of any venture and decrease the risk of wasting time, money, and resources on bad ideas Close the knowledge gap between strategy and experimentation/validation Identify and test your key business assumptions with the Business Model Canvas and Value Proposition Canvas A definitive field guide to business model testing, this book features practical tips for making major decisions that are not based on intuition and guesses. Testing Business Ideas shows leaders how to encourage an experimentation mindset within their organization and make experimentation a continuous, repeatable process.