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The Bush-Licklider approach was given a friendly interface by Engelbart, who in 1968 demonstrated a networked computer system with an intuitive graphical display and a mouse.
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Walter Isaacson (The Innovators: How a Group of Hackers, Geniuses, and Geeks Created the Digital Revolution)
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Selfish thoughts are born from a mind bent on its own profit. And when you think only about your own profit, you will not think twice about how you harm others. In the end, you will create perversity, generate evil, and even destroy your own body.
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Issai Chozanshi (The Demon's Sermon on the Martial Arts: A Graphic Novel)
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I was wondering how Ms. Hetley, who seemed to occupy just about every slot on the New York Times hardback, paperback, and e-book bestseller lists, had managed to wring eight five-hundred-page installments out of the concept of wars between rival gangs of vampires and wizards when it seemed obvious to me that all a wizard would have to do to kick a vampire's ass was pounce on it during the day while it was sleeping. How could anyone take this stuff seriously, I wondered. Hetley's graphic depictions of wizard-on-vampire sex, which was creating a bloodthirsty, mutant race of evil, soulless 'vampards', seemed absurd.
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Adam Langer (The Salinger Contract)
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The ability to explain graphic design is fundamentally different from the ability to create graphic design, and it relies on different faculties. In the explanation process, the designer must deconstruct his or her work and place it in a logical sequence so one can understand its components and see how they collectively create an entity that has a specific idea, spirit, and look.
The act of designing is more ephemeral; it is an intuitive process informed by external forces that direct the intuition. Whereas a
solution can be explained, the process that created it can never adequately be understood. That’s why the process is so mistrusted, misunderstood, even resented. It is not scientific or democratic, cannot be learned by following an appropriate course of study, and cannot even be equally understood or appreciated by people of similar intellects and levels of education.
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Paula Scher (Make It Bigger)
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THE SK8 MAKER VS. GLOBAL INDUSTRIALIZATION This new era of global industrialization is where my personal analogy with the history of the skateboard maker diverges. It’s no longer cost-effective to run a small skateboard company in the U.S., and the handful of startups that pull it off are few and far between. The mega manufacturers who can churn out millions of decks at low cost and record speed each year in Chinese factories employ proprietary equipment and techniques that you and I can barely imagine. Drills that can cut all eight truck holes in a stack of skateboard decks in a single pull. CNC machinery to create CAD-perfect molds used by giant two-sided hydraulic presses that can press dozens of boards in a few hours. Computer-operated cutting bits that can stamp out a deck to within 1⁄64 in. of its specified shape. And industrial grade machines that apply multicolored heat-transfer graphics in minutes. In a way, this factory automation has propelled skateboarding to become a multinational, multi-billion dollar industry. The best skateboarders require this level of precision in each deck. Otherwise, they could end up on their tails after a failed trick. Or much worse. As the commercial deck relies more and more on a process that is out of reach for mere mortals, there is great value in the handmade and one of a kind. Making things from scratch is a dying art on the brink of extinction. It was pushed to the edge when public schools dismissed woodworking classes and turned the school woodshop into a computer lab. And when you separate society from how things are made—even a skateboard—you lose touch with the labor and the materials and processes that contributed to its existence in the first place. It’s not long before you take for granted the value of an object. The result is a world where cheap labor produces cheap goods consumed by careless customers who don’t even value the things they own.
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Matt Berger (The Handmade Skateboard: Design & Build a Custom Longboard, Cruiser, or Street Deck from Scratch)
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The designer can create demand for a product or service so could also influence your client to do things better.
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Adrian Shaughnessy (How to Be a Graphic Designer without Losing Your Soul)
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Frida Kahlo once told her class of painting students that there is not one single teacher in the world capable of teaching art. The truth in these words comes to mind in every art class I teach. I believe you can teach technique and theory, but it is up to the individual to do the art part. For the student, this means giving yourself permission to work your way, whatever way that is. Once you accept that permission, you can incorporate foundation skills. This is no longer the Renaissance, and artists are no longer judged (or compensated) solely for realism and representation. There was a time when painting and drawing, coiling a clay pot, or fashioning a bucket to draw water from a well was part of daily life. Now we peck at keyboards, buy Tupperware, and drink from plastic bottles. By not using our hands, we lose our senses. I see this in my students. Proficient on the computer, they click out sophisticated graphics. But they are baffled by and fumble with a brush, frustrated at the time it takes to manually create what they can Photoshop in a flash. I’ve taught art for a quarter of a century and rely on sound lesson plans and discipline as well as creative freedom. Still, during each drawing, painting, and ceramic class I teach, I remind myself how I felt when I scratched out my first drawings, brushed paint on a surface, or learned to center porcelain on a wheel—how it felt to tame and be liberated by the media. And, how it felt to become discouraged by an instructor’s insistence on controlling a pencil, paintbrush, or lump of clay her or his way. For most of my Kuwaiti students, a class taken with me will be their first and last studio arts class. I work at creating a learning environment both structured and free, one that cultivates an atmosphere where one learns to give herself permission to see.
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Yvonne Wakefield (Suitcase Filled with Nails)
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Q: Who are your influences?
I was lucky as a kid to get to meet Paul Conrad who lived in my hometown. He is a giant in editorial cartooning, winner of three Pulitzers and even more impressively he won a place on Nixon‘s enemies list. He was a huge influence.
Starting out I also spent a lot of time looking at Ron Cobb, an insane crosshatcher who drew for the alternative press in the ’60’s, as well as David Levine, Ed Sorel, and R. Crumb. I also love Steinberg‘s visual elegance and innately whimsical voice. Red Grooms is another guy who took cartooning wonderful places.
There are also a number of 19th-century cartoonists whose mad drawing skills and ability to create rich visual worlds always impressed me. A.B. Frost, T.S. Sullivant, Joseph Keppler are often overshadowed by Nast, but in many ways they were more adventurous graphically.
I also want to throw in here how great it is to work in D.C. There’s a great circle of cartoonists here and being in their orbit is a daily inspiration. Opening the Post to Toles and Richard Thompson (Richard’s Poor Almanac is the best and most original cartoon in the country and sadly known mostly only to those lucky enough to be in range of the Post;, Cul de Sac is pretty good too). And then there’s Ann Telnaes’ animations that appear in the Post online—-truly inspired and the wave of the future, as well as Beeler, Galifianakis, Bill Brown, and others. It raises one’s game to be around all these folks.
(2010 interview with Washington City Paper)
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Matt Wuerker
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others seek to create and predict classifications through independent variables. Table 18.4 Factor Analysis Note: Factor analysis with Varimax rotation. Source: E. Berman and J. West. (2003). “What Is Managerial Mediocrity? Definition, Prevalence and Negative Impact (Part 1).” Public Performance & Management Review, 27 (December): 7–27. Multidimensional scaling and cluster analysis aim to identify key dimensions along which observations (rather than variables) differ. These techniques differ from factor analysis in that they allow for a hierarchy of classification dimensions. Some also use graphics to aid in visualizing the extent of differences and to help in identifying the similarity or dissimilarity of observations. Network analysis is a descriptive technique used to portray relationships among actors. A graphic representation can be made of the frequency with which actors interact with each other, distinguishing frequent interactions from those that are infrequent. Discriminant analysis is used when the dependent variable is nominal with two or more categories. For example, we might want to know how parents choose among three types of school vouchers. Discriminant analysis calculates regression lines that distinguish (discriminate) among the nominal groups (the categories of the dependent variable), as well as other
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Evan M. Berman (Essential Statistics for Public Managers and Policy Analysts)
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usually does not present much of a problem. Some analysts use t-tests with ordinal rather than continuous data for the testing variable. This approach is theoretically controversial because the distances among ordinal categories are undefined. This situation is avoided easily by using nonparametric alternatives (discussed later in this chapter). Also, when the grouping variable is not dichotomous, analysts need to make it so in order to perform a t-test. Many statistical software packages allow dichotomous variables to be created from other types of variables, such as by grouping or recoding ordinal or continuous variables. The second assumption is that the variances of the two distributions are equal. This is called homogeneity of variances. The use of pooled variances in the earlier formula is justified only when the variances of the two groups are equal. When variances are unequal (called heterogeneity of variances), revised formulas are used to calculate t-test test statistics and degrees of freedom.7 The difference between homogeneity and heterogeneity is shown graphically in Figure 12.2. Although we needn’t be concerned with the precise differences in these calculation methods, all t-tests first test whether variances are equal in order to know which t-test test statistic is to be used for subsequent hypothesis testing. Thus, every t-test involves a (somewhat tricky) two-step procedure. A common test for the equality of variances is the Levene’s test. The null hypothesis of this test is that variances are equal. Many statistical software programs provide the Levene’s test along with the t-test, so that users know which t-test to use—the t-test for equal variances or that for unequal variances. The Levene’s test is performed first, so that the correct t-test can be chosen. Figure 12.2 Equal and Unequal Variances The term robust is used, generally, to describe the extent to which test conclusions are unaffected by departures from test assumptions. T-tests are relatively robust for (hence, unaffected by) departures from assumptions of homogeneity and normality (see below) when groups are of approximately equal size. When groups are of about equal size, test conclusions about any difference between their means will be unaffected by heterogeneity. The third assumption is that observations are independent. (Quasi-) experimental research designs violate this assumption, as discussed in Chapter 11. The formula for the t-test test statistic, then, is modified to test whether the difference between before and after measurements is zero. This is called a paired t-test, which is discussed later in this chapter. The fourth assumption is that the distributions are normally distributed. Although normality is an important test assumption, a key reason for the popularity of the t-test is that t-test conclusions often are robust against considerable violations of normality assumptions that are not caused by highly skewed distributions. We provide some detail about tests for normality and how to address departures thereof. Remember, when nonnormality cannot be resolved adequately, analysts consider nonparametric alternatives to the t-test, discussed at the end of this chapter. Box 12.1 provides a bit more discussion about the reason for this assumption. A combination of visual inspection and statistical tests is always used to determine the normality of variables. Two tests of normality are the Kolmogorov-Smirnov test (also known as the K-S test) for samples with more than 50 observations and the Shapiro-Wilk test for samples with up to 50 observations. The null hypothesis of
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Evan M. Berman (Essential Statistics for Public Managers and Policy Analysts)
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game. A Kentucky entrepreneur hooked up a version of Wolfenstein to virtual reality goggles and brought in five hundred dollars a day at the Kentucky State Fair. But players didn’t need virtual reality goggles to feel immersed. In fact, the sense of immersion was so real that many began complaining of motion sickness. Calls were coming in even at the Apogee office saying that people were throwing up while playing the game. Wolfenstein vomit stories became items of fascination online. Theories abounded. Some players thought the game’s animation was so smooth that it tricked the brain into thinking it was moving in a real space. Other gamers thought it had something to do with the “jerkiness” of the graphics, which induced the feeling of seasickness. Some felt it was simply disorienting because there was no acceleration involved; it was like going from zero to sixty at light speed. Gamers even exchanged tips for how to play without losing one’s Doritos.
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David Kushner (Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture)
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useful, or believe to be beautiful." Thus said the godfather of the Arts & Crafts movement, William Morris. Anyone who has ever spent time (hours, days, weeks, months) creating and (more importantly, refining) a graphic or physical form knows how difficult it can be. It takes practice and training, experience, and taste. A poor font, a button slightly off, the wrong material choice, a garish shade of color can ruin a perfectly fine design. Too many products are made as though aesthetic design decisions are items to be ordered off a Chinese menu. The CEO will say, "I'll take that font, that color, and that material." These arbitrary decisions, made without regard to the effect or the whole, can quickly make a product ugly. The real problem with ugly products is that they not only coarsen the world, they are (seemingly) more difficult to use. As Don Norman rightly pointed out, attractive things work better. "We now have evidence that pleasing things work better, are easier to learn, and produce a more harmonious result," he writes. Creating beautiful things, especially for products with seemingly
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Dan Saffer (Designing Devices)
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Perception is a fantasy that coincides with reality. —Christ Firth, from Making Up the Mind: How the Brain Creates Our Mental World
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Alberto Cairo (Functional Art, The: An introduction to information graphics and visualization (Voices That Matter))
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Adobe Photoshop is the most widely-used professional graphics editing program in the world. The software provides hundreds of advanced features for creating and manipulating images. At first, learning the program is difficult, but as users become more familiar with the product — often investing hours watching tutorials and reading how-to guides — their expertise and efficiency using the product improves. They also achieve a sense of mastery (rewards of the self).
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Nir Eyal (Hooked: How to Build Habit-Forming Products)
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The Mysterious Brain One thing we can say with certainty about the brain is that it is a very fractal piece of kit! It has an obvious fractal structure. You have only to look at it to see that. It is very crinkled and wrinkled and highly convoluted, as it folds back and back on itself. It is deeply ironic that this remarkable organ, which is the seat of the mind, and which either created or discovered (we don’t know which) the mathematical rules on which it and the entire universe turns, cannot explain or understand its own functioning. If we understood how our brains worked, would we not have achieved those dizzying heights conjured up by Stephen Hawking in A Brief History of Time – would we not, then, “know the mind of God”? Understanding how our brains function is probably the greatest challenge facing the scientific community at this time. Fractal geometry is at the leading edge of research in this area.
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Nigel Lesmoir-Gordon (Introducing Fractals: A Graphic Guide (Graphic Guides))
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pring is a great time to introduce your children to the wonders of God's creation. Take them to a garden center and let them pick out a tree to be planted in your yard. Let them help dig the hole, add soil amendments, and place the tree. As they fill the hole around the tree, talk about how amazing God was when creating the world. Your children will love
watching the tree grow through the years... as they grow with it.
And remember when you used to press flowers in a scrapbook? Why not do it again? Use the pages of your phone book or apply heavy weight as you press and dry the flowers. When they're completely dry, use a tiny bit of glue to arrange them on colorful or white poster board. Add lace and ribbon, and you've got a perfect pressed flower arrangement. Or make it more masculine by adding graphics of sports, animals, cars, or trucks.
ere's a tip that'll help in the dilemma of what to do with your various collections. Always arrange them in odd-numbered groupings. Three is a magic number. Cluster things that have differing shapes, but keep a theme going.
ho is your best friend? Who is your second best friend? Now think about it. Is there really such a thing as a "bad" friend? Not all friendships are alike, to be sure. Some are casual and relaxing. Others are intense and stimulating. And some surprise us by
seeming to come out of nowhere. Some friendships will fade ...a truth we have to accept.
I have several "friends of the heart." These people aren't necessarily "best friends" because
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Emilie Barnes (365 Things Every Woman Should Know)
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How Should I Structure My Pricing? Pricing is the biggest lever in SaaS, and almost no one gets it right out of the gate. Fortunately, you don’t need a PhD to structure your pricing well. Like most things in SaaS, finding the right pricing structure is one part theory, one part experimentation, and one part founder intuition. I wish I could tell you a single “correct” structure, but it varies based on your customer base, the value provided, and the competitive landscape. Most founders price their product too low or create confusing tiers that don’t align with the value a customer receives from the product. On the low end, if you have a product aimed at consumers, you can get away with charging $10 to $15 a month. The problem is at that price point, you’re going to be dealing with high churn, and you won’t have much budget to acquire customers. That can be brutal, but if you have a no-touch sign-up process with a product that sells itself, you can get away with it. Castos’s podcasting software and Snappa’s quick graphic design software are good examples of products that do well with a low average revenue per account (ARPA). You’ll have more breathing room (and less churn) if you aim for an ARPA of $50 a month or more. In niche markets—or where a demo is required or sales cycles are longer—aim higher (e.g., $250 a month and up). If you have a high-touch sales process that involves multiple calls, you need to charge enough to justify the cost of selling it. For example, $1,000 a month and up is a reasonable place to start. If you’re making true enterprise sales that require multiple demos and a procurement process, aim for $30,000 a year and up (into six figures). One of the best signals to guide your pricing is other SaaS tools, and I don’t just mean competition. Any SaaS tool a company in your space might replace you with, a complementary tool or a tool similar to yours in a different vertical can offer guidance, but make sure you don’t just compare features; compare how it’s sold. As mentioned above, the sales process has tremendous influence over how a product should be priced. There are so many SaaS tools out now that a survey of competitive and adjacent tools can give you a mental map of the range of prices you can charge. No matter where your business sits, one thing is true: “If no one’s complaining about your price, you’re probably priced too low.
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Rob Walling (The SaaS Playbook: Build a Multimillion-Dollar Startup Without Venture Capital)
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Odyssey Planning 101 Create three alternative versions of the next five years of your life. Each one must include: 1. A visual/graphical timeline. Include personal and noncareer events as well—do you want to be married, train to win the CrossFit Games, or learn how to bend spoons with your mind? 2. A title for each option in the form of a six-word headline describing the essence of this alternative. 3. Questions that this alternative is asking—preferably two or three. A good designer asks questions to test assumptions and reveal new insights. In each potential timeline, you will investigate different possibilities and learn different things about yourself and the world. What kinds of things will you want to test and explore in each alternative version of your life? 4. A dashboard where you can gauge a. Resources (Do you have the objective resources—time, money, skill, contacts—you need to pull off your plan?) b. Likability (Are you hot or cold or warm about your plan?) c. Confidence (Are you feeling full of confidence, or pretty uncertain about pulling this off?) d. Coherence (Does the plan make sense within itself? And is it consistent with you, your Workview, and your Lifeview?) • Possible considerations ° Geography—where will you live? ° What experience/learning will you gain? ° What are the impacts/results of choosing this alternative? ° What will life look like? What particular role, industry, or company do you see yourself in? • Other ideas ° Do keep in mind things other than career and money. Even though those things are important, if not central, to the decisive direction of your next few years, there are other critical elements that you want to pay attention to. ° Any of the considerations listed above can be a springboard for forming your alternative lives for the next five years. If you find yourself stuck, try making a mind map out of any of the design considerations listed above. Don’t overthink this exercise, and don’t skip it.
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Bill Burnett (Designing Your Life: How to Build a Well-Lived, Joyful Life)
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Kelley, the founder of the d.school, says you often have to go through the wild ideas to get to the actionable good ideas. So don’t be afraid to come up with crazy stuff. It may be the jumping-off point for something really practical and really new. Also, you should create your mind map on a big piece of paper. You are looking for lots of ideas—so make your map as graphic and as big as possible. Go out and get a giant piece of butcher paper or a large white board, and have big ideas.
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Bill Burnett (Designing Your Life: How to Build a Well-Lived, Joyful Life)
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For Microsoft’s productivity applications, the break came when the world transitioned from text-based DOS applications to graphical user interfaces, in the mid-1980s. But as the industry shifted from text to graphical interfaces, it created an opening, as every application needed to be rewritten to support the new paradigm of dropdown menus, icons, toolbars, and the mouse. While Microsoft redesigned and rethought their applications, their competitors were too stuck in the old world, and so Word and Excel leapfrogged their competitors. Then in an ensuing stroke of product marketing genius, it was combined into the Microsoft Office suite, which promptly became a colossus. Much effort was put toward making each application within the suite work with each other. For example, an Excel chart would be embedded within a Microsoft Word document—this was called Object Linking and Embedding (OLE)—which made the combination of the products more powerful. In other words, the product really matters, and bundling can provide a huge distribution advantage, but it can only go so far. It’s an echo of what we now see in the internet age, where Twitter might drive users to its now-defunct livestreaming platform Periscope, or Google might push everyone to use Google Meet. It can work, but only when the product is great. This is part of why the concept of bundling as been around forever—the McDonald’s Happy Meal was launched in the 1970s, and cable companies have been bundling TV channels since their start. But at the heart of these bundling stories are important, iconic products that reinvent the market.
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Andrew Chen (The Cold Start Problem: How to Start and Scale Network Effects)
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PROMPTS FOR WRITING RESUMES AND BIOS Generate a compelling professional summary for a marketing manager with 5 years of experience. Create a list of 10 action verbs to effectively describe accomplishments in a resume. Draft a LinkedIn bio for a recent college graduate with a degree in computer science. Suggest 5 resume formatting tips to create a visually appealing and easy-to-read document. Write an engaging personal bio for a freelance graphic designer’s website. How can transferable skills be effectively showcased in a career change resume? Create a list of 5 questions to ask a client before writing their resume or bio. Develop a powerful resume objective statement for a sales professional targeting a managerial role. Provide tips for optimizing a LinkedIn profile to increase visibility and attract recruiters. Write an attention-grabbing personal
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Mark Silver (ChatGPT For Cash Flow: 10 Easy Ways To Unlock The Power Of AI To Build A Side Hustle Empire & Make Money Online Fast (Make Money With AI Book 1))
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Want to be a Freelancer?
Do You want to be a Freelancer? If so, first of all - You need to be well-versed in the subject you want to freelance on. If you can be good at a few things, you will get more work as a freelancer. Most of the clients on this platform are foreigners. So to communicate with them you have to master the English language very well.
How to Start Freelancing?
To start working as a freelancer you need to work step by step from the very beginning. Find a specific task or skill that you want to excel at.
Must practice speaking or communication in English. Create your own freelancing account. You have to decide how much money you will take in exchange for the work.
Choose the Topic that Suits You -
There are many types of jobs that can be done on the freelancing marketplace. Both fairly easy and difficult jobs are available on this platform.
Easy jobs include data entry, article writing, and jobs for which a large number of bids are received due to which these jobs have to be rushed and competition is high.
Difficult jobs include high-quality expensive jobs like web development, web design, graphics design, and software development. Which have higher remuneration. Now you have to decide what kind of work you will do in freelancing.
Everything You Need to Train -
The first thing you need to train is patience. Without patience, you can never survive on this platform. There are quite a number of freelancing service providers in our country who provide coaching through various courses.
You can complete your training through coaching if you want. You will need a good laptop or computer with an internet connection for regular practice.
A minimum of basic computer knowledge is essential for learning the job, along with the ability to speak English. You have to focus hard on the subject you want to master and develop a mindset to stick with it.
Incorporate what you have learned and done into your portfolio, gain an understanding of the marketplaces, be disciplined, and work on time.
Work to Gain Experience -
Your path to freelancing may not be smooth. But it should not stop there. Just as in life, there are various problems, pains, and dangers, so it is in the case of freelancing.
At first, you may not get job offers or get results as expected.
So don't be impatient, you have to strengthen yourself mentally. Because you are in the first step of gaining your experience.
Don't just think of yourself as a freelancer, think of yourself as a student who needs experience, not money. So if you make a mistake at work, try to learn from it.
You can Reduce the Unemployment rate by Teaching others to Work -
Apart from earning income by teaching others to work, you can reduce the unemployment rate by contributing to the economic development of the country.
Day by day the country's job market is deteriorating due to which the number of unemployed is increasing every year. Many youths have lost their whole lives, lost precious time of their lives in the pursuit of government jobs.
If you are thinking of making your career permanently as a freelancer then you can train those youngsters and form a team of yours.
By doing this you can help create employment for millions of youth and increase your income.
Please Visit Our Blogging Website to read more Articles related to Freelancing and Outsourcing, Thank You.
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Bhairab IT Zone
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there are significant advances on the horizon, such as the graphics-processor unit, which uses parallel computing to create massive increases in performance, not only for graphics, but also for neural networks, which constitute the architecture of the human brain.
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Vivek Wadhwa (The Driver in the Driverless Car: How Your Technology Choices Create the Future)
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Campaigns A “humble campaign” is very similar to Sean and Alan’s approach: launch a small campaign as your first project to learn the ropes, then launch a more ambitious project later. Humble campaigns aren’t meant to raise $100,000+ from thousands of backers, though. They have humble ambitions. Not only is this good for running the campaign itself, but it also gives you the opportunity to learn how to create and ship something without the pressure of thousands of backers. The other benefit of a humble campaign is that it’s not as all consuming as a big, complex project. You might actually get to sleep and eat on a regular schedule during a humble campaign. A prime example of a humble campaign is Michael Iachini’s light card game, Otters. In a postmortem blog post6 following his successful campaign ($5,321 raised from 246 backers), Michael outlined the five core elements of a humble campaign: • Low funding goal Keep the product simple and find a way to produce it in small print runs. • Paid graphic design Just because a campaign is humble doesn’t mean it shouldn’t look polished and professional. • Creative Commons art The cards in Otters feature photos of actual otters downloaded from Google Images using a filter for images that are available for reuse (even for commercial purposes, pending credit to the photographers). • Efficient marketing Instead of spending every waking hour on social media, Michael targeted specific reviewers and offered them prototype copies of Otters before the campaign. All he had to do during the campaign was share the reviews when they went live. • Limited expandability Michael offered exactly two stretch goals (compared with dozens for many other projects) and one add-on. In doing so, he intentionally limited the growth potential for the project. You might read this and wonder why you would want to run a humble campaign for $12K or $5K when you create something that could raise $100K. Aside from the standard cautionary tales about letting a project spiral out of control, maintaining a manageable project is like having a summer internship before jumping into a career at an unknown organization. It gives you the chance to poke around, experience the pros and cons firsthand, and make a few mistakes without jeopardizing your entire future.
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Jamey Stegmaier (A Crowdfunder’s Strategy Guide: Build a Better Business by Building Community)
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focus, divergence, and a compelling tagline. Cirque du Soleil’s strategy canvas allows us to graphically compare its strategic profile with those of its major competitors.
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W. Chan Kim (Blue Ocean Strategy, Expanded Edition: How to Create Uncontested Market Space and Make the Competition Irrelevant)
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I point out these details because we are tactile creatures. Fabric, leather, graphics, paint, paper—these substances and surfaces we surround ourselves with powerfully affect us.
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Rob Bell (How to Be Here: A Guide to Creating a Life Worth Living)
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For the most part, performances of young children fall under the rubric of rote, ritualized, or conventional patterns of behavior, but children sometimes go beyond the models that they have seen, and their performances may embody genuine understandings. In such cases children are able to utilize symbol systems to create performances that reveal sensitivity to a variety of perspectives or express their own feelings or beliefs about a state of affairs. As psychiatrist Robert Coles has shown, children caught in political or social crises are especially prone to exhibit their understandings through works of literary or graphic art, and these works may reflect both a rounded sense of a controversial issue and the creator's personal response to it.
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Howard Gardner (The Unschooled Mind: How Children Think And How Schools Should Teach)
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When Ronald Reagan was a radio announcer, he used to call baseball games that he did not physically attend by reading the terse descriptions that trickled in over the telegraph wire and were printed out on a paper tape. He would sit there, all by himself in a padded room with a microphone, and the paper tape would creep out of the machine and crawl over the palm of his hand printed with cryptic abbreviations. If the count went to three and two, Reagan would describe the scene as he saw it in his mind’s eye: “The brawny left-hander steps out of the batter’s box to wipe the sweat from his brow. The umpire steps forward to sweep the dirt from home plate,” and so on. When the cryptogram on the paper tape announced a base hit, he would whack the edge of the table with a pencil, creating a little sound effect, and describe the arc of the ball as if he could actually see it. His listeners, many of whom presumably thought that Reagan was actually at the ballpark watching the game, would reconstruct the scene in their minds according to his descriptions. This is exactly how the World Wide Web works: the HTML files are the pithy description on the paper tape, and your web browser is Ronald Reagan. The same is true of graphical user interfaces in general.
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Neal Stephenson (In the Beginning...Was the Command Line)
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The Pole Vaulter
(author’s note)
Al Pittman, poet, and my older brother, said to me one day some years back, “Ken,I’ve got this great idea for a film.” And he shared with me the premise of his story about a boy’s passionate determination to rise above the adult world entanglements and contradictions swirling around him.
Al died in 2001, before he got past the story idea. Some time later, I wrote a screenplay,entitled “The Pole Vaulter”, and sketched some storyboard panels for the planned film.
That’s how it began.
I know a bit about filmmaking and about drawing and pointing. But I know just about nothing about graphic novels. But I wrote a story with images and words. So I guess it’s a graphic novel.
Whatever it’s called, what I'm trying to create with “The Pole Vaulter” is an engaging fictional story about people desperately seeking something better and higher. And I hope it’s true.
— Ken P.
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Ken Pittman (The Pole Vaulter: a graphic novel)
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Chaos has become not just theory but also method, not just a canon of beliefs but also a way of doing science. Chaos has created its own technique of using computers, a technique that does not require the vast speed of Crays and Cybers but instead favors modest terminals that allow flexible interaction. To chaos researchers, mathematics has become an experimental science, with the computer replacing laboratories full of test tubes and microscopes. Graphic images are the key. “It’s masochism for a mathematician to do without pictures,” one chaos specialist would say. “How can they see the relationship between that motion and this? How can they develop intuition?
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James Gleick (Chaos: Making a New Science)
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WE ARE THE ARTISTS AS WELL AS THE ART As far-fetched as this idea may sound to many people, it is precisely at the crux of some of the greatest controversies among some of the most brilliant minds in recent history. In a quote from his autobiographical notes, for example, Albert Einstein shared his belief that we’re essentially passive observers living in a universe already in place, one in which we seem to have little influence: “Out yonder there was this huge world,” he said, “which exists independently of us human beings and which stands before us like a great, eternal riddle, at least partially accessible to our inspection and thinking.”2 In contrast to Einstein’s perspective, which is still widely held by many scientists today, John Wheeler, a Princeton physicist and colleague of Einstein, offers a radically different view of our role in creation. In terms that are bold, clear, and graphic, Wheeler says, “We had this old idea, that there was a universe out there, [author’s emphasis] and here is man, the observer, safely protected from the universe by a six-inch slab of plate glass.” Referring to the late-20th-century experiments that show us how simply looking at something changes that something, Wheeler continues, “Now we learn from the quantum world that even to observe so minuscule an object as an electron we have to shatter that plate glass: we have to reach in there…. So the old word observer simply has to be crossed off the books, and we must put in the new word participator.”3 What a shift! In a radically different interpretation of our relationship to the world we live in, Wheeler states that it’s impossible for us to simply watch the universe happen around us. Experiments in quantum physics, in fact, do show that simply looking at something as tiny as an electron—just focusing our awareness upon what it’s doing for even an instant in time—changes its properties while we’re watching it. The experiments suggest that the very act of observation is an act of creation, and that consciousness is doing the creating. These findings seem to support Wheeler’s proposition that we can no longer consider ourselves merely onlookers who have no effect on the world that we’re observing.
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Gregg Braden (The Divine Matrix: Bridging Time, Space, Miracles, and Belief)
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Guardians of the Vote: History, Heroes, and the Legacy of Voting Rights—1960s v. Today” by Jet Thomas, Ed.S., a retired educator, is an essential text covering all aspects of voting in the United States of America. It focuses on how Black Americans, along with other minority groups, have suffered from unequal and often biased circumstances that have suppressed their participation in this cornerstone of democracy.
Thomas covers the history of voting with particular emphasis on the events that led to the Civil Rights movement of the 1960s; he features both well-known and more obscure figures who were leaders in creating change – whom he refers to as “Guardians of the Vote;” and the concerns we are facing today due to decisions by the Supreme Court that have weakened the Voting Rights Act. He exposes and explains the current tactics of political maneuvering to circumvent the rights of citizens who are exercising their right to cast votes.
Journalist Tavis Smiley contributed the foreword, which describes how the individual reader can become a guardian of the vote by increasing their involvement in the process, with education and training from supportive organizations, making every effort to vote in every election, and then instructing children on the importance of voting and the history of civil rights empowerment. The foreword functions as an outline for what the reader will encounter in the body of the book, as discussed in its nine chapters.
Many readers will realize that much of the material that Thomas presents was never covered in their own educational experience, at least not in-depth, and depending on the era of their school attendance, in discussions of current events – this reader/reviewer can attest to very little, even though the Voting Rights Act of 1965 was passed less than a decade before my own high school graduation. In retrospect, and with consideration of my memories of the coverage presented on the major network news broadcasts of the time, that seems quite shocking.
The Introduction offers an excellent overview of the history of key events related to voting in the United States. Thomas then offers nine highly detailed yet very readable chapters covering topics that include discrimination methods found in communication, voter intimidation and restrictions, political manipulation, a study of pertinent legislation, a survey of key voter advocacy groups, and profiles of leading figures in the Civil Rights Movement.
The text is amplified with graphic introductions to each chapter that provide a timeline of historical events. There are also numerous photos of pertinent materials, important historic and well-recognized figures such as Dr. Martin Luther King, Jr., Supreme Court Justice Thurgood Marshall, and Congressman John Lewis, along with the individuals he profiles as “Guardians of the Vote.” These visuals provide additional interest and context to the narrative.
The author has compiled and organized a vast trove of information to educate and inform readers on the importance of making their voices heard through voting. He also strives to acquaint them with the obstacles Black Americans and other minorities face when attempting to vote, and solutions for remedying this very large problem facing our democracy. His in-depth research and careful documentation are highly evident. In addition, he provides a helpful glossary and references to assist his audience.
Readers from high school age onward will come away with new information that will aid them in becoming “Guardians of the Vote” in their own right. Knowledge truly is power when the goal is positive change.
“Guardians of the Vote” by Jet Thomas, Ed.S. is a book that should be used to teach history and current events in every high school classroom, in college courses, in community study groups, and in political organizations. It is an important book, and I recommend it to every current and prospective citizen of this country.
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Reader Views
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Idle Gold Miner takes players deep underground into a world of treasure, strategy, and growth. Whether you’re a fan of tycoon games or a newcomer to idle clickers, this game delivers a fun and addictive experience where the goal is to build a gold mining empire one dig at a time.
In this game, you start small—with just a pickaxe and a single worker. As you mine for gold, you earn money that can be used to hire more staff, upgrade your tools, and unlock deeper levels. The more you mine, the more resources you gain, allowing you to scale up and expand your operation. But the true magic of Idle Gold Miner lies in its idle gameplay—your workers keep mining, even while you’re away.
How the Game Works
Idle Gold Miner follows the classic idle game loop: start with simple tasks, invest your profits, automate processes, and watch your numbers grow. You begin on a basic mine shaft, where clicking helps you collect initial gold. As you upgrade your mine, you’ll unlock automated workers who mine and transport gold without your input.
Soon enough, you’ll manage a full mining system with elevators, machines, and managers. Each component can be upgraded to increase efficiency. The deeper your mine goes, the more valuable the resources become. Every layer holds the potential for faster profits and bigger upgrades.
Why It’s So Addictive
Idle Gold Miner strikes a perfect balance between active play and passive rewards. When you close the game, your miners keep working, so you’re always greeted by a pile of cash when you return. This creates a satisfying feedback loop, motivating players to keep upgrading and expanding.
Another reason the game is so compelling is the constant sense of progress. Even small upgrades can lead to major boosts in income, and milestones unlock new content to keep the gameplay fresh. It’s the type of game you can check into for a few minutes or play for hours.
Upgrades, Strategy, and Customization
As with any good idle game, strategy plays a big role in success. You’ll need to decide whether to invest in faster mining, better transport, or deeper shafts. Smart investment choices lead to exponential growth, especially when combined with manager bonuses and upgrade chains.
Idle Gold Miner also includes fun customization options. You can personalize your mine with unique themes and cosmetic upgrades that add style to your empire without affecting performance—perfect for players who love to make their mark.
Graphics and User Interface
The visual style is colorful and engaging, with smooth animations that make the mining process satisfying to watch. The user interface is clean and intuitive, allowing you to easily track your stats, access upgrades, and switch between layers of your mine. The overall design supports long play sessions without overwhelming the player.
No Real Money Rewards
A common misconception is that Idle Gold Miner offers real cash earnings. While the game may show advertisements promising money, it is purely a simulation game with virtual currency. Its goal is entertainment—not real-world payouts.
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Idle Gold Miner
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Discover the Thrill of Slope Game: A High-Speed 3D Experience
An Introduction to Slope Game
If you’re searching for a fast-paced browser game that keeps your adrenaline pumping, Slope Game is the perfect choice. This endless 3D runner challenges players to control a glowing ball that races down a steep, neon-lit track filled with twists, turns, and deadly obstacles. The goal? Stay alive as long as you can while the speed increases and the difficulty intensifies. With its sleek design and addictive mechanics, Slope has become a favorite for gamers who enjoy quick reflex challenges and smooth, dynamic gameplay.
How Slope Game Works
The gameplay is straightforward yet incredibly engaging. Players use their keyboard to steer a ball left and right, navigating a track that constantly shifts and changes. The slope is filled with gaps, red blocks, and sharp turns that test your timing and reaction speed. Unlike many other games, Slope doesn’t slow down—it only gets faster, pushing players to sharpen their focus and make split-second decisions. One wrong move, and it’s game over. This combination of simplicity and intensity is what makes the game so addicting.
What Makes Slope Game Stand Out?
Slope Game isn’t just another online runner. Its standout feature is its fluid 3D graphics and seamless controls. The glowing visual style and electronic music create an immersive, futuristic atmosphere. Additionally, every playthrough is different thanks to the randomly generated tracks. This means no two games are the same, adding endless replay value. It’s easy to jump into, but hard to master—perfect for both beginners and competitive players trying to beat their own high scores.
Benefits of Playing Slope Game
Beyond entertainment, Slope Game can help improve your cognitive skills. Players often experience better hand-eye coordination, enhanced concentration, and quicker decision-making abilities after regularly playing. Since the game demands intense focus and fast reflexes, it exercises your brain in a way that’s fun and engaging. It's a great example of how gaming can be both exciting and mentally stimulating at the same time.
Final Thoughts on Slope Game
Slope Game offers a unique blend of speed, simplicity, and skill that makes it one of the most entertaining browser games available today. Whether you’re competing with friends for the highest score or just looking to kill a few minutes, Slope delivers non-stop action that’s easy to pick up and hard to put down. Its polished visuals, reactive gameplay, and endless variation make it a standout in the world of free online games. So go ahead—launch the game, grip your keys, and see how long you can survive the slope!
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Slope Game