The man with the iron heart/ Harry Turtledove

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The Man with the Iron Heart
ISBN: 9780345504357

Turtledove should be a familiar name with readers of alternate history WWII novels.

This one doesn’t disappoint.

In this novel, WWII Nazi Germany has surrendered to the US and Russians. But not all its troops have given up arms. There is a band who call themselves the German Freedom Front — fanatics, suicide bombers and saboteurs — the SS Obergruppenfuhrer Reinhard Heydrich (he was assassinated in real life in 1942). They harass the occupiers through random acts of terrorism, very much like how the russian partisan fought against the German occupiers for a while.

The Russians react with typical (stereotypical?) directness and brutality, while the US forces are portrayed as inefficient and ineffective in dealing with the terrorists. Both sides, adopting conventional and unconventional means, are unable to root out or stop the saboteurs.

On the US political front, president Truman faces mounting political pressure to withdraw the troops. Diana McGraw — mother of a dead soldier — became one such activist and her campaign against Truman’s military policy gains momentum.

I’ll not give any more of the plot away. You’ll have to read if Heydrich’s guerrilla movement succeeds or not.

Interestingly, Turtledove clarifies that there really was a German resistance movement after their surrender. But it never became an effective force, due to lack of leadership among the Nazi and German military.

I think boys and men who have played computer games like Call Of Duty, Medal of Honor (the originals Set in WWII) would probably be interested in reading this as well.

The visionary package: Using packaging to build effective brands/ Herbert Meyers & Richard Gerstman

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The Visionary Package
ISBN: 1403906777

Published in 2005 (maybe Apple wasn’t that “hot” yet and that’s why it’s not covered here?)

Suggests that the product’s packaging is the 6th ‘P’ in retail marketing (following Philip Kotler’s Price, Product, Place, Promotion, Positioning). Later few chapters advocates the case for packaging to be accorded a more prominent role in product decisions.

P3. “In the store, it is the package that communicates the positioning of the brand.”

P4. Emphasis of the book is on “opportunities for promoting brands and products through packaging and brand identity”.

Covers evolution and history of packaging, how packaging affects emotions, link between packaging and brand loyalty, how changing lifestyles affect packaging, how digital age will affect packaging, how to “exploit promotional opportunities through packaging”.

P15. Napoleon Bonaparte sought to find a container to store & preserve food for his prolonged campaigns. French govt offered 12,000 Francs as an incentive. Nicholas Appert, a French chef and confectioner, successfully developed a way of sealing and heating food in glass jars. Proven to work by the French Navy, after four months at sea.

Chpt6. global trends in packaging (shaped, functionality, light-weight, tamper-proof, environmentally-friendly, emotional appeal)

Chpt 14. More on trends in packaging.

P156. central issues in next decade: emphasis on branding, role of package design agencies, proliferation of mass marketing, significance of e-commerce.

P158. The word ‘Branding’ is derived from the Norse word ‘brandr’, meaning ‘to burn’. Survives as the practice of cattle branding, and now used in marketing-speak (“leaving a mark”/ make an impression).

P159. Beginning of 20th century was when more goods were sold in packages rather than straight out of barrels or equivalent. 1930s package designers: Raymond Loewy, Jim Nash, Frank Gianninoto, Bob Neubauer, Karl Fink. Walter Landor cited as equating package design with branding.

P161. Packaging being undervalued and unappreciated.

Section 5, on the future of “visionary packaging”. Ideas include packaging of frozen food dinner trays, with different tray components varying the cooking temperature.

Chpt 23. the digital package. Discusses RFID technology and privacy implications.

Runaways: The good die young/ Brian K. Vaughan; Adrian Alphona

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See Vol 1.

Runaways: The Good Die Young
ISBN: 9780785136729

Features issues #13 – 18.

Alex deciphers the text and reveals the secret pact their parents made to the Gibborim.

The parents are plotting against one another.

The mole in the (teens) group is finally revealed.

Conclusion.

Runaways: Teenage wasteland/ Brian K. Vaughn, Adrian Alphona

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See Vol 1.

Runaways: Teenage Wasteland
ISBN: 9780785139737

Collects issues #7 – 12.

Nico, Chase, Karolina, Gertrude, Molly and Alex all discover their hidden powers.

Meets a vampire in this issue (oops, plot giveaway!!!)

Runaways: Pride & joy/ Brian K. Vaughan, Adrian Alphona

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Runaways: Pride & Joy
ISBN: 9780785135586

Woah.

Ever so often, I come across a story that successfully takes a plain-vanilla idea and transforms it into something truly new and original. Without resorting to fancy or convoluted plot or characters.

Simple is best. But this isn’t simplistic.

Here’s the brief: Take a few teenagers, who are at the stage in life where they find their parents a pain (frankly, who doesn’t?) They are ordinary teens. I mean, really ordinary teens. Their parents somehow know each other. The kids are forced to meet at their parents’ annual gathering.

The tip of the iceberg: They discover and witness that their parents are involved in a ritualistic murder.

Here’s the real kicker: Their parents are Supers. As in, their parents possess super powers or some kind of higher-than average IQ or skill sets. The kids seemingly do not have any.

So, the next logical thing that they did: they banded together and act to turn their parents in.

Outwardly, they want to turn their parents in because of the appalling crime (ritualistic murder!) but subtly, it’s an allusion that all teens — at some point — secretly wish to get their parents into trouble at some point. Of course, this is arguable. Which is why I thought this would make a great graphic novel for discussion.

Oh, I told you they were ordinary teens, right?

Not quite.

Along the way, they discover that they do have special abilities.

“Pride and Joy” features issues #1-6.

Spawn. Volume 1: origins collection / Todd McFarlane

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Spawn Origins Volume 1 (Spawn Origins Collection)
ISBN: 9781607060710

Todd McFarlane’s Spawn has, well, spawned (bet you didn’t see that awkward phrase coming) a range of toys and collectible action figures in the early ’90s.

My first glimpse into the Spawn universe was when my brother brought home two fairly large-size Spawn action figures. Still packed in their boxes.

But it’s only until now, when I spotted this graphic novel in the library, that I’ve actually read the Spawn stories.

He’s a superhero, with supernatural and magic-like powers. But he’s one who has come back from the dead.

You quickly learn about his past, his link to the mysterious killings, the deal he made with a demon.

Graphic violence depicted (full page spread of blood and gore), and I suspect that shock factor then was one of those things that made the series appealing, relative to the ‘safer’ comic titles at that time.

This collection (issues 1-6) has excerpts of McFarlane’s interviews; how and when he conceived the idea, his vision for the series. There was one where he described Spawn (the concept) as a means to venture into storylines and plots that avenging superheroes like Batman dare not venture, i.e. to kill criminals as a means of payback.

It’s also my guess that the stories also reflected on the themes in the ’90s: organised crime, government black ops, the flaws in the US justice system (pedophiles being allowed back into society).

Interestingly, reading Spawn now, it seems to me it reflected an older style in paneling, illustration, inking and text/ wordings. It’s like seeing fashion styles in older photographs and instantly identifying the era at which the photos were taken, with a sense of nostalgia. Going through this series was like that, even though the colours and printing for this set are new. It’s a faithful rendition of the original. I’m sure fans of Spawn will love this.

My Jakarta: Stories of life in the city, from the pages of the Jakarta Globe

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My Jakarta: Stories of Life in the City, From the Pages of the Jakarta Globe
ISBN: 9793780754

Interviews with ordinary citizens, politicians, diplomats, rich, poor, expats, a gangster.

A very, very interesting read.

Wasn’t sure how interesting it would be, reading about the lives of ordinary people (Indonesians). First few started out slow, but then it gradually got more interesting. I think in revealing about its people, the interviews reveal about the country as well.

Traffic jams.
Public transport woes.
Inefficiencies and corruption in government.
Seeking a better life.
Not able to pay school fees. Dropping out of school.
A gulf between the rich and poor.
Indefatigable spirit of people.

P63. vendor who illegally sells endangered sea turtles, from a shop he rents from the govt.

P2116. Blogger Terry Collins – jarkatass.blogspot.com

About Jenga: The remarkable business of creating a game that became a household name/ Leslie Scott

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About Jenga: The Remarkable Business of Creating a Game that Became a Household Name
ISBN: 9781608320028

This book was not what I thought it was.

I thought it was about how Jenga was marketed. Game development, Business strategy — that sort of stuff.

But to my pleasant surprise, it’s an autobiographical account by the creator of Jenga. From deciding to make and sell Jenga, to learning about the toy trade, to publishing a gift catalogue magazine (and learning about the magazine trade), to being a game designer.

Reading the initial chapters, it seemed that her life was a series of convenient coincidences. E.g. Ending up with friends, and one of them introducing her to her first corporate job, which she credits as giving her the marketing and business background.

Essentially, she convinced herself one day to produced a few sets of a game she named Jenga. Then started promoting them to friends and contacts, some of whomever were interested enough to act as her agents (by helping distribute/ sell through their contacts or existing businesses).

In the end, my take on the book is that it’s as much about the story of Jenga and also about Leslie Scott, the person who invented Jenga.

And that success in any endeavour is about skill, luck, opportunity, taking chances, making mistakes and surviving them, family and friends, and having fun.

Like playing a good game.

P17. Author isn’t quite sure but the possible origin of her playing the equivalent of Jenga was in her childhood, where their family placed stacks of wooden blocks (Takoradi Bricks) and invented the rules.

P35. Importance of communication. She related her story of how she told someone her company, Intel, made microchips. Her office, in 1975, was in the building of the Potato Marketing Board in Oxford, UK. That person brought in a sack of small potatoes and asked for them to be tested.

P37. While working with Intel as a marketing communications executive, she decided to devise games for sales teams as a training/ comms tools.

P43. As part of planning a festival/ carnival-themed fund-raiser dinner, she provided several of her blocks for others to play. After witnessing how many people enjoyed playing it, she decided the next day that she should try to bring the game to market.

P49. Mentions Anthroposophy.

P53. How the name Jenga was decided. They were trying to name a dog. Then hit upon the idea of using a name from the Swahili language (she grew up in Africa). Then it occurred to her to use a Swahili term for her game. Decided on “Build”, which was “Jenga” in KiSwahili.

Next chapter discusses on why some invented words/ names stick (like Jenga) while some don’t.

Chpt 6. Her consultation with a Patent lawyer, advice received (i.e. possible to patent but maintaining the patent license in various jurisdictions and financial ability to take legal action were separate matters). Advised to trademark the name as well.

Chpt 7. She discusses her thoughts/ experiences and readings on issue of intellectual property. Cites Lawrence Lessig (but Creative Commons not explicitly mentioned). Mentions Lessig’s work and issue of Disney taking ideas from Grimm Brothers and then lobbying for a prolonged copyright regime. Cites her experiences in seeking copyright permissions from authors (in developing a game, Ex Libris, for the Bodleian and British Library).

P101. Mentions how she failed to “watch her step” and “allowed the rights and ownership of Jenga to slip away” from her.

P106. She belatedly realised she signed away all her rights for very little in return (trademark, ownership, how-how rights) to a distant family relative.

P111. Mentions how games like Yahtzee and Scrabble were published.
P113 – 114. Signed away worldwide rights for 22% of royalties, but there was an unspecified amount for administrative fees to be deducted. She “came to regret” her decision in agreeing to those rights after she realised she wasn’t getting what the game creator traditionally would have been compensated.

P116. “hard but useful lessons learned”: “obviously, if anyone presents you with a contract — however close your relationship — consult your own lawyer before you sign.”

P140. “in my general ignorance of the toy business, I had believed that all I had to do with Jenga was to package it well and to introduce people to this marvelous game and orders would come flooding in.”

P141 – 144. The realities of the Toy market. About costs and advertising budgets before the game itself.

P149. Sat Dec 17, IRA bomb attack on Harrods (1983?) where she was slated to conduct demos for Jenga, sold at the store.

Chpt 10. Her experience in a joint publishing venture.

P157. She cautions against seeking/ relying on friends and family for financial investment in one’s business; that should the business fail, relationships inevitably gets strained.
P160. If one has to rely on friends/ family for financial support, she advises that a business plan is drawn up and to get a 3rd party to speak to the friend/ family member to understand expectations.

P175. Mentions how in 1982 when Trivial Pursuit was introduced at the Toronto Toy Fair, it was considered as antiquated (compared to video games) but its success took people by surprise.

Last few chapters on branding, Jenga being used/ mentioned in science articles as metaphor, inspiration for “Jenga chips”, art, fiction and assorted mainstream works.

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