While there is a slew of production staff listed for this hardback print book, there is no one writer or group of writers listed unfortunately. Way to disenfranchise writers! The book itself is pretty cool, although it's somewhat out of date bow as any print version of a book such as this must be the moment it hits the bookshelves.
The one I read was published in 2018 and takes the form of a rather thick laptop computer, opening the same way (as a calendar rather than as a book). The cover and the ends of the pages are silver and the whole effect is pretty neat. It's published by the DK arm of Penguin. Or should that be the DK flipper?!
Inside is well over 170 fully-illustrated color pages divided into sections covering Play, Move, Construct, Power, Live, Future, and Reference, which is a look into a much more speculative future. The topics covered are games machines, holography, electric cars, space-travel, large machines, innovative buildings and homes, artificial intelligence, environment, and an assortment of other, high-tech or adventurous gadgets, items, and technology life choices.
The coverage is shallow, but varied and interesting, and it's definitely stimulating, especially to a younger reader, although it's not aimed specifically at any age range. I commend this as a worthy read. It was interesting to see what's come to pass and what's not made it based on what this book talks about as cutting-edge technology, and it has more hits that misses depending on hwo far it projects into the future.