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设计原本:计算机科学巨匠Frederick P.Brooks的思考(英文版) [平装] | ![]() |
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设计原本:计算机科学巨匠Frederick P.Brooks的思考(英文版) [平装] | ![]() |
《设计原本:计算机科学巨匠Frederick P.Brooks的思考(英文版)》:计算机科学大师探究设计原本,《人月神话》作者最新力作。
作者:(美国)布鲁克斯(Frederick P Brooks.Jr.)
布鲁克斯,北卡罗来纳大学计算机科学系的Kenan教授。他因领导开发IBM System/360计算机家族以及Operating System/360而荣获美国国家技术奖,并因对计算机体系结构、操作系统和软件工程作出了里程碑式的贡献而获得A. M.图灵奖。他是畅销书《人月神话》的作者。
Ⅰ models of designing
chapter 1 the design question
chapter 2 how engineers think of design-the rational model
chapter 3 what's wrong with this model
chapter 4 requirements, sin, and contracts
chapter 5 what are better design process models
Ⅱ collaboration and telecollaboration
chapter 6 collaboration in design
chapter 7 telecollaboration
Ⅲ design Perspectives
chapter 8 rationalism versus Empiricism in design
chapter 9 user models-better wrong than vague
chapter 10 inches, ounces, bits, dollars-the Budgeted resource
chapter 11 constraints are friends
chapter 12 esthetics and style in technical design
chapter 13 exemplars in design
chapter 14 how expert designers go wrong
chapter 15 the divorce of design
chapter 16 representing designs' trajectories and rationales
Ⅳ a computer scientist's dream system for designing houses
chapter 17 a computer scientist's dream system for designing houses——mind to machine
chapter 18 a computer scientist's dream system for designing houses——machine to mind
Ⅴ great designers
chapter 19 great designs come from great designers
chapter 20 where do great designers come from
vi trips through design spaces: case studies
chapter 21 case study: beach house "view/360"
chapter 22 case study: house wing addition
chapter 23 case study: kitchen remodeling
chapter 24 case study: system/360 architecture
chapter 25 case study: IBM Operating system/360
chapter 26 case study: book design of computer computer
chapter 27 case study: a joint computer center organization: triangle universities computation center
chapter 28 recommended reading
acknowledgments
bibliography
people index
subject index
I write to prod designers and design project managers into thinking hard about the process of designing things, especially complex systems. The viewpoint is that of an engineer, focused on utility and effectiveness but also on efficiency and elegance.
Who Should Read This Book?
In The Mythical Man-Month I aimed at "professional programmers, professional managers, and especially professional managers of programmers." I argued the necessity, difficulty, and methods of achieving conceptual integrity when software is built by teams.
This book widens the scope considerably and adds lessons from 35 more years. Design experiences convince me that there are constants across design processes in a diverse range of design domains. Hence the target readers are:
1. Designers of many kinds. Systematic design excluding intuition yields pedestrian follow-ons and knock-offs; intuitive design without system yields flawed fancies. How to weld intuition and systematic approach? How to grow as a designer? How to function in a design team?
插图:
Designers need to dig more energetically and personally into the actual experiences and processes of implementation. Even an isolated and unrepresentative implementation experience can wonderfully inform a designer's often idealized or inchoate vision of how implementation is done. I recommend it highly.
There is a danger that a modest sample experience of implementation will unduly influence a design, if the designer's personal experience is all that is available——-it is by nature unrepresentative. Probably the best balance is achieved with concurrent engineering as the main design practice. Here, the true implementers are intimately involved in the design process; their broad experience provides the balance for a designer's limited implementation examples. (In the software field, this same practice sometimes is called just an agile method.)
Pulling implementers forward into the design process makes its own demands. Shipyard workers who are skilled at following standard engineering drawings may be less skilled at envisioning the finished construct from the standard plans and sections, hence unable to catch mistakes or to foresee implementation "gotchas." Augmenting the standard plans and sections with richer visuals, even virtual-environment explorations, may provide the tools that lubricate the concurrent design process.
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