Hours of Work and Play
Author : Frances Power Cobbe
Publisher :
Page : 288 pages
File Size : 40,94 MB
Release : 1867
Category : Essays and short stories reprinted from various periodicals
ISBN :
Author : Frances Power Cobbe
Publisher :
Page : 288 pages
File Size : 40,94 MB
Release : 1867
Category : Essays and short stories reprinted from various periodicals
ISBN :
Author : Brigid Schulte
Publisher : A&C Black
Page : 380 pages
File Size : 23,69 MB
Release : 2014-03-13
Category : Biography & Autobiography
ISBN : 1408826690
______________________ 'Too much to do? Stop and read this' - Guardian 'For a fresh take on an eternal dilemma, Overwhelmed is worth a few hours of any busy woman's life – if only to ensure that she doesn't drop off the bottom of her own “To Do” list' - Mail on Sunday ______________________ In her attempts to juggle work and family life, Brigid Schulte has baked cakes until 2 a.m., frantically (but surreptitiously) sent important emails during school trips and then worked long into the night after her children were in bed. Realising she had become someone who constantly burst in late, trailing shoes and schoolbooks and biscuit crumbs, she began to question, like so many of us, whether it is possible to be anything you want to be, have a family and still have time to breathe. So when Schulte met an eminent sociologist who studies time and he told her she enjoyed thirty hours of leisure each week, she thought her head was going to pop off. What followed was a trip down the rabbit hole of busy-ness, a journey to discover why so many of us find it near-impossible to press the 'pause' button on life and what got us here in the first place. Overwhelmed maps the individual, historical, biological and societal stresses that have ripped working mothers' and fathers' leisure to shreds, and asks how it might be possible for us to put the pieces back together. Seeking insights, answers and inspiration, Schulte explores everything from the wiring of the brain and why workplaces are becoming increasingly demanding, to worldwide differences in family policy, how cultural norms shape our experiences at work, our unequal division of labour at home and why it's so hard for everyone – but women especially – to feel they deserve an elusive moment of peace. ______________________ 'Every parent, every caregiver, every person who feels besieged by permanent busyness, must read this book' - Anne-Marie Slaughter, author of Why Women Still Can't Have It All
Author : Frances Power Cobbe
Publisher : Hardpress Publishing
Page : 294 pages
File Size : 46,57 MB
Release : 2019-07-05
Category : History
ISBN : 9781318604425
This is a reproduction of the original artefact. Generally these books are created from careful scans of the original. This allows us to preserve the book accurately and present it in the way the author intended. Since the original versions are generally quite old, there may occasionally be certain imperfections within these reproductions. We're happy to make these classics available again for future generations to enjoy!
Author : Janaki Mythily Kumar
Publisher :
Page : 168 pages
File Size : 49,27 MB
Release : 2013
Category : Computers
ISBN : 9788792964076
Gamification is becoming a common buzzword in business these days. In its November 2012 press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations." In the same report, they also predict that "by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design." What is gamification? Does it belong in the workplace? Are there design best practices that can increase the efficacy of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book Gamification @ Work. They caution against taking a "chocolate covered broccoli" approach of simply adding points and badges to business applications and calling them gamified. They outline a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their business software. Player Centered Design involves the following five steps: 1. Know your player 2. Identify the mission 3. Understand human motivation 4. Apply mechanics 5. Manage, monitor and measure Kumar and Herger provide examples of enterprise gamification, introduce legal and ethical considerations, and provide pointers to other resources to continue your journey in designing gamification that works! Keywords: Gamification, Enterprise Gamification, Gamification of business software, enterprise software, business software, User experience design, UX, Design, Engagement, Motivation.
Author : Henry Wentworth Acland
Publisher :
Page : 64 pages
File Size : 16,64 MB
Release : 1856
Category : Children
ISBN :
Author : David D. Hamlin
Publisher : University of Michigan Press
Page : 314 pages
File Size : 20,58 MB
Release : 2007
Category : Toy industry
ISBN : 9780472115884
Publisher description
Author : Daniel D. Scherschel
Publisher : AuthorHouse
Page : 342 pages
File Size : 33,87 MB
Release : 2009-04
Category : Biography & Autobiography
ISBN : 1438974922
WORK AND PLAY in southern Indiana" is the third in a series of my books. It is in the time of the 1970's and 1980's. In it is some things learned working construction and then at a foundry. Also are thoughts on three wheelers, rafting creeks and walking through train tunnels. My first book MAPLE GROVE, was of growing up on a dairy farm. My second book, MAPLE GROVE THE 60's, was of some things I learned during my teenage years. Wanting to save stories for my grandchildren, I bought a computer in 1990 and started compiling my hand written writings. I am just an average person with my average stories. People seem to enjoy relating to these average stories, remembering their version of life.
Author : Steven A. Catlin
Publisher : Kimberlite Publishing
Page : 0 pages
File Size : 34,6 MB
Release : 1997
Category : Finance, Personal
ISBN : 9780965418805
Author : Richard Forsyth
Publisher : Springer
Page : 331 pages
File Size : 23,54 MB
Release : 2013-11-11
Category : Computers
ISBN : 1489930612
This is both a first and a second level course in Pascal. It starts at an elementary level and works up to a point where problems of realistic complexity can be tackled. It is aimed at two audiences: on the one hand the computer professional who has a good knowledge of Cobol or Fortran but needs convincing that Pascal is worth learning, and on the other hand the amateur computer enthusiast who may have a smattering of Basic or may be an absolute beginner. Its approach is based on two principles that are not always widely recognized. The first is that computing is no longer a specialist subject. In the early days of computing a priesthood arose whose function was to minister to those awesome, and awesomely expensive, machines. Just as in the ancient world, when illiteracy was rife, the scribes formed a priestly caste with special status, so the programmers of yesteryear were regarded with reverence. But times are changing: mass computer literacy is on its way. We find already that when a computer enters a classroom it is not long before the pupils are explaining the finer points of its use to their teacher - for children seem to have greater programming aptitude than adults. This book, it is hoped, is part of that process of education by which the computer is brought down to earth; and therefore it attempts to divest computing of the mystique (and deliberate mystification) that still tends to surround the subject.
Author : Ralph Schroeder
Publisher : Springer Science & Business Media
Page : 306 pages
File Size : 20,32 MB
Release : 2006-02-06
Category : Computers
ISBN : 9781402038839
Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?