You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
'Co-Intelligence is the very best book I know about the ins, outs, and ethics of generative AI. Drop everything and read it cover to cover NOW' Angela Duckworth Consumer AI has arrived. And with it, inescapable upheaval as we grapple with what it means for our jobs, lives and the future of humanity. Cutting through the noise of AI evangelists and AI doom-mongers, Wharton professor Ethan Mollick has become one of the most prominent and provocative explainers of AI, focusing on the practical aspects of how these new tools for thought can transform our world. In Co-Intelligence, he urges us to engage with AI as co-worker, co-teacher and coach. Wide ranging, hugely thought-provoking and optimistic, Co-Intelligence reveals the promise and power of this new era.
In The Unicorn's Shadow, Wharton School professor Ethan Mollick takes us to the forefront of an empirical revolution in entrepreneurship. New data and better research methods have overturned the conventional wisdom behind what a successful founder looks like, how they succeed, and how the startup ecosystem works.
Buy now to get the main key ideas from Ethan Mollick's Co-Intelligence The debut of ChatGPT marked the arrival of artificial intelligence capable of performing creative, human-like tasks. In Co-Intelligence (2024), Wharton professor Ethan Mollick explores AI’s transformative impact on business, entertainment, social interactions, and education. Mollick urges us to embrace AI as an assistant; his optimistic outlook illuminates the promise and potential of our new era of collaboration with machines. AI’s rapid progress requires both ethical development and public education. Understanding AI’s strengths and limitations is crucial as it becomes more integrated into our lives.
Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising com...
This Element is an excerpt from Changing the Game: How Video Games Are Transforming the Future of Business (ISBN: 9780132357814) by David Edery and Ethan Mollick. Available in print and digital formats. Learn how powerful and cost-effective new video game technologies can supercharge business training, reaching a new generation of learners more effectively than any other approach. Video games can intuitively teach three valuable skills that classrooms are miserable at teaching, and even the smartest people have trouble learning on their own. Games can improve employees’ abilities to work in teams, use systems thinking, and learn from virtual experience when real experience is too costly or difficult.
A comprehensive and multidisciplinary view of the emerging paradigm of user and open innovation, offering both theoretical and empirical perspectives. The last two decades have witnessed an extraordinary growth of new models of managing and organizing the innovation process that emphasizes users over producers. Large parts of the knowledge economy now routinely rely on users, communities, and open innovation approaches to solve important technological and organizational problems. This view of innovation, pioneered by the economist Eric von Hippel, counters the dominant paradigm, which cast the profit-seeking incentives of firms as the main driver of technical change. In a series of influenti...
The Critical Pedagogy Primer provides a short, smart, and innovative introduction to this topic. Focusing on the traditions that helped create critical pedagogy, this primer concentrates on what the author calls an «evolving criticality». This refers both to the constantly changing and evolving nature of critical pedagogy, and to the need to keep the field on the cutting edge of scholarly innovation. These concerns are presented in a language that is designed for both uninitiated and sophisticated readers. The Critical Pedagogy Primer includes a glossary and a description of leading figures in the field of critical pedagogy. Anyone learning about critical pedagogy must read this book - it should be an assigned text at every school of education.
p>Great user experiences (UX) are essential for products today, but designing one can be a lengthy and expensive process. With this practical, hands-on book, you’ll learn how to do it faster and smarter using Lean UX techniques. UX expert Laura Klein shows you what it takes to gather valuable input from customers, build something they’ll truly love, and reduce the time it takes to get your product to market. No prior experience in UX or design is necessary to get started. If you’re an entrepreneur or an innovator, this book puts you right to work with proven tips and tools for researching, identifying, and designing an intuitive, easy-to-use product. Determine whether people will buy your product before you build it Listen to your customers throughout the product’s lifecycle Understand why you should design a test before you design a product Get nine tools that are critical to designing your product Discern the difference between necessary features and nice-to-haves Learn how a Minimum Viable Product affects your UX decisions Use A/B testing in conjunction with good UX practices Speed up your product development process without sacrificing quality
This book shows how companies can maximize the value of their CR initiatives by fostering strong stakeholder relationships.
LEO the Maker Prince teaches children (both young and old) about 3D printing by following Carla and LEO's journey through Brooklyn. LEO is a walking, talking robot who has the magical ability to to print (in plastic) any object that Carla draws. The other robots have their own special capabilities: H1-H0 prints in metal, Sinclair-10 can find and print objects from a huge catalog of designs, and the others (including AL1C3-D, IRIS-7, and NiXie) have unique talents, too. Readers can come along for the journey, too: all of the objects in the book are printable one way or another.