000 01956cam a2200397 i 4500
001 16199301
003 OSt
005 20180615141551.0
008 150122s2016 ilua j b 001 0 eng
010 _a 2015000282
020 _a9781484626184 (hb)
020 _a1484626184 (hb)
020 _a9781484626238 (pb)
020 _a1484626230 (pb)
020 _z9781484626337 (ebook)
035 _a(OCoLC)904047012
035 _a(OCoLC)ocn904047012
037 _a1389798
_bQBI
040 _aDLC
_beng
_erda
_cDLC
_dBDX
_dOCLCF
_dQBX
_dGK8
_dNz
042 _apcc
050 0 0 _aTK5102.4
_b.G7535 2016
082 0 0 _a621.381
_223
100 _aGraham, Ian,
_d1953-
_923941
245 1 0 _aGreat electronic gadget designs 1900-today /
_cIan Graham.
246 3 _aGreat electronic gadget designs nineteen hundred-today
260 _aChicago, Illinois :
_bHeinemann Raintree, a Capstone imprint,
_c2016.
300 _a48 pages;
_billustrations, (color);
_c25 cm.
440 _aIconic designs
490 1 _aHeinemann infosearch
504 _aIncludes bibliographical references and index.
505 _aIntroducing iconic gadgets -- Regency TR-1 -- Telstar -- Designer in focus: Ralph Baer -- JVC HR-3300 -- PET -- Apple II -- Sony Walkman -- IBM PC -- Game Boy -- PlayStation -- Tamagotchi -- Designer in focus: Aki Maita -- Aibo -- iPod -- Roomba -- Kindle -- From concept to icon: iPhone -- The future of electronic gadgets.
520 _aDiscover the most amazing gadget designs since 1900. From the Japanese Tamagotchi to the iPhone, this book charts the story of design that led to some amazing games and gadgets. We look at the needs that prompted their design, the designers responsible for breaking boundariesand the technology that made them possible.
650 0 _aTelecommunication
_xEquipment and supplies
_xHistory
_vJuvenile literature.
_920549
650 0 _aMicrocomputers
_xHistory
_vJuvenile literature.
_920551
942 _2ddc
_cJNONFIC
999 _c36015
_d36015