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David Barnes @ Packt
I'm an acquisition editor for Packt Publishing. I specialize in "Beginner's Guide" tutorials.

Please contact me with your book ideas and proposals. I will read them and send you my feedback and advice as best I can. Mail: davidb@packtpub.com. Twitter: @drb. About me.
The difference between need and demand

Need: something people would be much better off if they had (or even, will struggle to survive if they don’t have). Example: fresh vegetables.
Demand: something that people are actively looking for, and will pay money to get. Example: McDonald’s.

If you want to write a book that sells (or create any other successful product), figuring out if there’s a demand is more important than figuring out if there’s a need.

Lots of security and software engineering books deliver on a need. But is there a demand? Do people really want to buy books on those things?

Valuable, ethical products and books deliver on both. How can you present your useful, important book in such a way that people will want it?

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POSTED Jul 17 2009 @ 16:24
Ronald Regan doodles


http://www.npr.org/templates/story/story.php?storyId=6118892

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POSTED Jul 15 2009 @ 13:40
"Great opportunity for designers ... record their screen while they design"

According to Jason Fried of 37Signals:


Design Screencasts
I think a great opportunity for designers to generate revenue off of ‘waste products’ is to record their screen while they design. Whenever they’re in Photoshop, just hit the record button, and at the end, package up the video and sell it to other designers. That, I’m telling you, is a by-product that is worth money.
 
http://carsonified.com/blog/business/make-money-off-your-by-products/

How could that work in book (or ebook or blog post or article) form? Simply focus on showing people what you do with simple commentary and explanation. Don’t get too into figuring out what you need to tell people. In books as in life, actions speak louder than words.

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POSTED Jul 15 2009 @ 11:44
Evolution of Monkey Island characters -- games 1 - 4, attempt 2

With a new Monkey Island game on the way, let’s see how advances in computer graphics and storage lead the characters to evolve. The early ones use great economy of design so that we can read a lot of ourselves and our own prejudices into each character. In sequels, the characters gradually conform more to the artist’s vision and less our own.

Guybrush






The Guybrush character has to be two things at once. He’s a character in the story — and a fairly stupid one. Also, he’s you. As a character he should look stupid. But as a representation of the player, you have to project on to him. So you mustn’t look down on him too much. The early versions use their lack of detail to make this work. In the later images he looks too stupid and it becomes harder to identify with him.

Elaine






In the early shots she looks like a fiesty and adventurous piratess. Is there anything more fanciable? First with hands on hips, then striding decisively into the future. Wow. In the later episodes she too becomes more realistic and annoying. By the end, she looks like a nag. (Errrrrr… not that all realistic women are annoying.) I recollect that her character went in that direction too. Let’s hope she’s more of an active character in the new adventures.

LeChuck







The second image is by far my favorite. The green pixelated skin does a great job of representing decomposing, rotten flesh. You can almost smell him. As the character develops he becomes less of an unpleasant adversary and arch enemy, and more of an elemental force of nature. His menace and malicious nature has translated into simple, raw power.

Where are they now?

The good news is that early pics and videos of Tales of Monkey island have a less dimwitted Guybrush, a fiestier Elaine, and a green, rotting Le Chuck. Just what I wanted.




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POSTED Jul 03 2009 @ 17:01
Evolution of Monkey Island characters -- games 1 - 4
With a new Monkey Island game on the way, let’s see how advances in computer graphics and storage lead the characters to evolve. The early ones use great economy of design so that we can read a lot of ourselves and our own prejudices into each character. In sequels, the characters gradually conform more to the artist’s vision and less our own.

Guybrush



The Guybrush character has to be two things at once. He’s a character in the story — and a fairly stupid one. Also, he’s you. As a character he should look stupid. But as a representation of the player, you have to project on to him. So you mustn’t look down on him too much. The early versions use their lack of detail to make this work. In the later images he looks too stupid and it becomes harder to identify with him.

Elaine



In the early shots she looks like a fiesty and adventurous piratess. Is there anything more fanciable? First with hands on hips, then striding decisively into the future. Wow. In the later episodes she too becomes more realistic and annoying. By the end, she looks like a nag. (Errrrrr… not that all realistic women are annoying.) I recollect that her character went in that direction too. Let’s hope she’s more of an active character in the new adventures.

LeChuck




The second image is by far my favorite. The green pixelated skin does a great job of representing decomposing, rotten flesh. You can almost smell him. As the character develops he becomes less of an unpleasant adversary and arch enemy, and more of an elemental force of nature. His menace and malicious nature has translated into simple, raw power.

Where are they now?

The good news is that early pics and videos of Tales of Monkey island have a less dimwitted Guybrush, a fiestier Elaine, and a green, rotting Le Chuck. Just what I wanted.






See and download the full gallery on posterous

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POSTED Jul 03 2009 @ 16:56
Want to write an XNA book? Here are some XNA topics I'm exploring...

If you or somebody you know is an XNA games builder with a penchant for writing, please put them in touch with me.

I’m exploring specific, focused topics for serious developers. Here are some topics I have on my mind:

Is this kind of thing up your alley? Contact me! By email, Twitter, or the forms to your right. And if you’re looking for different XNA topics, the comments are open…

I’ve always wanted to do games development books. :D

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POSTED Jul 03 2009 @ 15:57
How Dan Roam's Visual Codex Works for Words too

The centerpiece of Dan Roam’s excellent book The Back of the Napkin is his visual codex. It helps you to choose the right kind of picture for anything that you want to show:



Even if you use words instead of pictures, the framework is very useful… it doesn’t matter much whether you want to describe something in words or shapes.

When an author introduces a concept to a reader they usually describe what the concept is either at a simple or elaborate level. You can see this right in the top left hand corner of the diagram… a (word) portrait of whatever the concept is. You’re telling the reader what the concept is. Just about every Wikipedia article is like this — it goes into reasonable detail, describing the topic.

But that’s only one way. And when the concept is unfamiliar, it might be one of the worst approaches. Today I’ve been trying to get a grip on what F# (the programming language) is all about. I can find plenty of descriptions, clearly aimed at beginners, but none of them really help me. That’s not because they’re bad descriptions — but because a description is not the right approach.

Here are some other possibilities:

This is a case where choosing what to say is more important than the way you say it. Even a poorly written comparison might be far more useful to the average reader than a polished, perfect description.

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POSTED Jul 03 2009 @ 12:50
"Advanced Techniques"

I’m not that keen when books have a section of “advanced techniques”.
 
Often “advanced” really means “hard to do”. A book should show how to get a job done. If you need to know it, you have to cover it — and the fact that its “advanced” makes no difference. If you don’t need to know it, then you can either cut it out or — if it’s fun / useful — include it near the end. Again, the fact that it’s advanced makes no difference.
 
If you mean by advanced “optional, but useful”. If that’s the case, call it that. Or if it means “impressive stuff”, then that’s even better

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POSTED Jul 01 2009 @ 18:00
Ditch the "History of the Internet" chapters



Your book doesn’t need to cover the history of the Internet. Unless you happen to be writing a book called “The History of the Internet”. If you are, good luck to you.

History of the Internet chapters usually appear when a new technology makes use of a whole bunch of preceding technologies. The author can’t conceive that anybody could understand this new tool, without learning about all the old technologies that it relies on.

Readers hate it when books start this way. Readers are fickle creatures, swift to judge — and if the first chapter reads like a history text book then they’ll assume the whole book does. Cut out the history chapters.

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POSTED Jun 30 2009 @ 14:39
Shoulda, woulda, coulda


It’s easy to think of things that everybody should be doing. There’s probably a million things you should be doing right now, instead of reading this post. There are a million things I should be doing instead of writing it.

Rarely do people buy books about things they should do. Even if the argument is unassailable and the eventual benefits immeasurable.

If you want to write computer books that sell, look for things that people want to do and are trying to figure out. That’s where the sales are.

These human beings just don’t know what’s good for them.

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POSTED Jun 29 2009 @ 12:14
Tweequalizer: I #WANT a graphic equalizer for Twitter (@mahemoff would this do the job?)
All the Twitter clients just show your whole stream in various different ways. I want a way to filter tweets while still giving a sense of randomness… and a graphic equalizer interface is the way to do it.

As you adjust the knobs, the Tweequalizer application hides the tweets that aren’t a good fit for your needs.

If you just want Tweets from your close contacts, adjust the sliders so you are looking at people who follow few and are followed by few people. There could also be a slider for “people who reply to you”.

If you want the goss on trending topics, ramp up the “trending” slider. If you don’t, sling it down.

Want to see the latest from Twitter celebrities? Ramp the “lots of followers” and “RT’d a lot” up.

You could also have a VOLUME control — turn the volume low and the filter is applied strongly. Turn it up and most tweets are displayed, even if they don’t fit the filters you’ve set up.

Why hasn’t anybody built this? It would be a REAL innovation in Twitter clients, especially for heavy users.

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POSTED Jun 26 2009 @ 15:10
Packt Towers Hygiene in Jeopardy: A whole shelf of fancy toiletries but not a single bottle of hand wash



… and that’s not because they’re out of stock either. Our local Tesco sells several brands of shampoo, bubble bath, eye liner remover, nail varnish remover, hair sculpting products, deodorants, antiperspirants, shaving gels, shaving creams, spot creams, moisturizing creams, haemorrhoid creams, and antiviral wipes — but not a single bottle of ordinary, stick it next to the sink hand wash.

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POSTED Jun 23 2009 @ 15:54
Deeper or Wider: The Buffet Approach to Computer Book Marketing



Seth posted a few weeks ago about buffets and choosing whether to go deeper or wider.

Going deeper or wider is about the only way to compete in a crowded market, even for books.

In computer book publishing, Dummies is the most successful “Wider” play. They knock down the main factors that put people off buying computer books. In any category they are usually the cheapest and easiest and most fun-looking option. So anybody who’s thinking “these books are too expensive” or “this looks hard” or “this looks boring” will go for Dummies.

And Dummies is the leader in just about every category they enter. The flip side is that revenue per title is low, and the up front investment is high. So if they don’t win in the category, they don’t win as a business.

“Wider” does not mean expanding the scope of the book — it means expanding the scope of the audience.

Deeper means getting obsessive about a few key aspects of the topic and being the ONLY book that zooms in on those. When you see Packt books on “Joomla! Templates” or “Drupal Extensions” you know we’re playing that game. These will never sell as many copies as “Joomla! for Dummies” — but they don’t have to, because everybody who needs them will buy them.

“Better” is not an option. It’s rare that a book wins by being “better” or more comprehensive or more complete. So if you’re pitching a book to a publisher — any publisher — focus on a clear “depth” or “breadth” way of competing. That’s the sort of thinking publishers will understand.

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POSTED Jun 23 2009 @ 14:34
Apply the Fish Philosophy to your book -- how to create a book people want to buy and read



Last Friday we had a course here at Packt Towers on the Fish Philosophy. The Fish Philosophy is all about boosting morale in business. Now it’s hard to imagine that morale at Packt could be boosted any further without exploding. Even so, the course was very interesting.

Anybody aiming to write a book that people want to buy and read can learn something from the 4 pillars of Fish: Be there, Play, Make their day, and Choose your attitude.

Read on to find out how…



Be there
A non-fiction book is about a relationship — the relationship between you, your reader, and your topic. Draw close to the reader (but not too close… let’s stay professional here), and show them and their needs as much respect as you show your topic.



Play
I never read a review that said the book wasn’t boring enough. Readers love to grin while they read even if it’s a boring topic. Playful writing chooses amusing examples and word pictures to make a point. Show how to have fun with the ideas, concepts, and tools that your book covers.



Make their day
Serve and delight your readers. Put something on every page of every chapter that readers will be immediately glad to learn. Solve a problem that’s been nagging for ages, show them how to do something that they’ll want to do straight away, or give them something interesting to say at their next staff meeting / Ignite evening.



Choose your attitude

The Fish principle here is basically “be cheerful”. As an author, you can be more sophisticated and adopt an attitude or character that is appropriate to your topic. You can convey the attitude of being serious and solution focused in dealing with serious topics. Or you can adopt an excitable attitude to all of the new possibilities you’re sharing. Or a mad scientist throwing ingredients together for no other reason than the joy of experimenting. Even a grouchy attitude can work for some things. Pick an attitude for your writing that fits the topic and surprises your readers.

The non fiction books that I like, computer or not, do this in spades. Want to sell a lot of copies? Follow their lead.

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POSTED Jun 22 2009 @ 17:38
Looking very thoughtful with my ukulele
The beard has gone now but the ukulele hasn’t.
 
My wife is 50% happier. ;-)

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POSTED Jun 18 2009 @ 17:37
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