Bibliography

Books

BerkunScott. The Myths of Innovation. Sebastopol, California: O'Reilly Media, Inc., 2007.

BrandStewart. How Buildings Learn: What Happens After They're Built. New York: Penguin, 1995.

GladwellMalcolm. The Tipping Point. Boston: Little, Brown and Company, 2002

LevySteven. Insanely Great: The Life and Times of Macintosh, the Computer That Changed Everything. New York: Penguin, 2000.

LockeChristopher, Rick LevineDoc Searls, and DavidWeinberger. The Cluetrain Manifesto: The End of Business as Usual. New York: Perseus Books Group, 2001.

MorganJames, and JeffreyLiker. The Toyota Product Development System: Integrating People, Process and Technology. University Park, Illinois: Productivity Press, 2006.

NormanDonald. Emotional Design: Why We Love (or Hate) Everyday Things. New York: Basic Books, 2005.

ShwederRichard. Thinking Through Cultures: Expeditions in Cultural Psychology. Cambridge: Harvard University Press, 1991.

WeinbergerDavid. Everything is Miscellaneous: The Power of the New Digital Disorder. New York: Times Books, 2007.

Films

EamesCharles, and RayEames, Films of Charles and Ray Eames, Volume 4 (DVD). Image Entertainment, 1967.

Interviews

DavisNatalia, and RussellRedenbaugh. "Value: Know It, See It, Design For It," interview with Brandon Schauer, The Institute of Design Strategy Conference, 2006.

AdlerDeborah. "A Dose of Design: Target's ClearRX," interview with Brian Collins, BusinessWeek Online, May 9, 2006.

DuncanAlan K. "Innovation Rigor," interview with Brandon Schauer, ...

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