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Thing Explainer


Synopsis


From the No. 1 bestselling author of What If? - the man who created xkcd and explained the laws of science with cartoons - comes a series of brilliantly simple diagrams ('blueprints' if you want to be complicated about it) that show how important things work: from the nuclear bomb to the biro.

It's good to know what the parts of a thing are called, but it's much more interesting to know what they do. Richard Feynman once said that if you can't explain something to a first-year student, you don't really get it. In Thing Explainer, Randall Munroe takes a quantum leap past this: he explains things using only drawings and a vocabulary of just our 1,000 (or the ten hundred) most common words.

Many of the things we use every day - like our food-heating radio boxes ('microwaves'), our very tall roads ('bridges'), and our computer rooms ('datacentres') - are strange to us. So are the other worlds around our sun (the solar system), the big flat rocks we live on (tectonic plates), and even the stuff inside us (cells). Where do these things come from? How do they work? What do they look like if you open them up? And what would happen if we heated them up, cooled them down, pointed them in a different direction, or pressed this button?

In Thing Explainer, Munroe gives us the answers to these questions and many, many more. Funny, interesting, and always understandable, this book is for anyone -- age 5 to 105 -- who has ever wondered how things work, and why.

Summary

Chapter 1: The Thing in Your Pocket

* Introduces the concept of "things" and how they can shape our lives.
* Provides a real example of a personalized pen given as a gift, which evokes memories and a sense of connection.

Chapter 2: The Things We Need

* Discusses the different types of things we need for survival, safety, and comfort.
* Real example: A backpack filled with essential items for a day hike, providing a sense of preparedness and security.

Chapter 3: The Things We Want

* Explores the nature of desires and the role things play in fulfilling them.
* Real example: A new gaming console purchased to provide entertainment and escapism.

Chapter 4: The Things We Collect

* Examines the motivations behind collecting things and how they can create a sense of identity or connection.
* Real example: A collection of vintage records that represents a shared passion for music and a connection to the past.

Chapter 5: The Things We Share

* Discusses the importance of sharing things with others and the social connections it fosters.
* Real example: A community library that provides access to knowledge and resources while fostering a sense of belonging.

Chapter 6: The Things We Lose

* Explores the emotional impact of losing things and the ways in which they can connect us to memories and experiences.
* Real example: A lost childhood toy evoking feelings of nostalgia and a longing for the past.

Chapter 7: The Things We Can't Explain

* Considers the mysterious and unexplained aspects of things and the role they play in our lives.
* Real example: A childhood encounter with a strange object that sparks curiosity and a sense of the unknown.

Chapter 8: The Things We Create

* Highlights the power of creativity and the transformative nature of creating things.
* Real example: A handmade quilt stitched with love and passed down through generations, preserving family history and connecting loved ones.

Chapter 9: The Things We Destroy

* Examines the destructive side of things and the consequences of their destruction.
* Real example: A war-torn city where buildings and infrastructure have been destroyed, leading to loss of life and a shattered sense of community.

Chapter 10: The Things We Leave Behind

* Explores the significance of the things we leave behind when we die or move on.
* Real example: A beloved armchair passed down to a grandchild, serving as a tangible reminder of the previous owner and a bridge between generations.