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SoBrief
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Speculative Everything
by Anthony Dunne • 2013
Most design fixes problems. This design invents fictional worlds to test-drive better ones.
4.12
999
Speculative Everything Summary
Speculative Everything 97%
Most design fixes problems. This design invents fictional worlds to test-drive better ones.
by Anthony Dunne 2013
4.12
999 ratings
Design for the Real World
by Victor Papanek • 1972
Design fills the world with disposables. A manifesto for building what people actually need.
4.24
2k+
Design for the Real World Summary
Design for the Real World 95%
Design fills the world with disposables. A manifesto for building what people actually need.
by Victor Papanek 1972
4.24
2k+ ratings
Ruined by Design
by Mike Monteiro • 2019
Every harmful app was a designer's decision. The principles for refusing to build the next one.
4.11
2k+
Ruined by Design Summary
Ruined by Design 95%
Every harmful app was a designer's decision. The principles for refusing to build the next one.
by Mike Monteiro 2019
4.11
2k+ ratings
Design Thinking
by Nigel Cross • 2011
Design has its own logic: designers don't analyze what exists but propose what might be.
3.55
315
Design Thinking Summary
Design Thinking 95%
Design has its own logic: designers don't analyze what exists but propose what might be.
by Nigel Cross 2011
3.55
315 ratings
Notes on the Synthesis of Form
by Christopher W. Alexander • 1964
Intuition fails modern design. The answer: map all failures, then solve one subsystem at a time.
4.06
758
Notes on the Synthesis of Form Summary
Notes on the Synthesis of Form 95%
Intuition fails modern design. The answer: map all failures, then solve one subsystem at a time.
by Christopher W. Alexander 1964
4.06
758 ratings
The Design of Everyday Things
by Donald A. Norman • 1988
Why you can't figure out a simple door: the design classic that blames objects, not people.
4.15
48k+
The Design of Everyday Things Summary
The Design of Everyday Things 95%
Why you can't figure out a simple door: the design classic that blames objects, not people.
by Donald A. Norman 1988
4.15
48k+ ratings
How To Be a Graphic Designer Without Losing Your Soul
by Adrian Shaughnessy • 2005
Design's missing curriculum: land clients, frame your worth, and keep your ethics intact.
3.98
5k+
How To Be a Graphic Designer Without Losing Your Soul Summary
How To Be a Graphic Designer Without Losing Your Soul 95%
Design's missing curriculum: land clients, frame your worth, and keep your ethics intact.
by Adrian Shaughnessy 2005
3.98
5k+ ratings
You Belong to the Universe
by Jonathan Keats • 2016
Buckminster Fuller never built a world-saving machine. He invented a way of thinking that could.
3.65
393
You Belong to the Universe Summary
You Belong to the Universe 94%
Buckminster Fuller never built a world-saving machine. He invented a way of thinking that could.
by Jonathan Keats 2016
3.65
393 ratings
Small Things Considered
by Henry Petroski • 2003
Why nothing works perfectly: the constraints hiding inside every object you use.
3.40
334
Small Things Considered Summary
Small Things Considered 94%
Why nothing works perfectly: the constraints hiding inside every object you use.
by Henry Petroski 2003
3.40
334 ratings
Storytelling for User Experience
by Whitney Quesenbery • 2010
Data alone doesn't persuade. Turn user research into stories that align teams and drive design.
3.75
505
Storytelling for User Experience Summary
Storytelling for User Experience 94%
Data alone doesn't persuade. Turn user research into stories that align teams and drive design.
by Whitney Quesenbery 2010
3.75
505 ratings
The Things We Make
by Bill Hammack • 2023
Engineering isn't applied science: it's the art of solving problems before anyone understands them.
3.75
1k+
The Things We Make Summary
The Things We Make 94%
Engineering isn't applied science: it's the art of solving problems before anyone understands them.
by Bill Hammack 2023
3.75
1k+ ratings
Design for a Better World
by Donald A. Norman • 2023
Everything around you was designed: economy, waste, climate. Design can repair what it broke.
3.61
198
Design for a Better World Summary
Design for a Better World 94%
Everything around you was designed: economy, waste, climate. Design can repair what it broke.
by Donald A. Norman 2023
3.61
198 ratings
The Essential Engineer
by Henry Petroski • 2010
Science explains; engineering creates. When we confuse the two, our biggest problems get harder.
3.37
270
The Essential Engineer Summary
The Essential Engineer 94%
Science explains; engineering creates. When we confuse the two, our biggest problems get harder.
by Henry Petroski 2010
3.37
270 ratings
Design Justice
by Sasha Costanza-Chock • 2020
Design decides who benefits and who gets hurt. The communities on the losing end are now leading.
4.18
548
Design Justice Summary
Design Justice 94%
Design decides who benefits and who gets hurt. The communities on the losing end are now leading.
by Sasha Costanza-Chock 2020
4.18
548 ratings
User Friendly
by Cliff Kuang • 2019
Effortless design was forged by war, marketing, and psychology, and its ease hides a cost.
4.13
3k+
User Friendly Summary
User Friendly 94%
Effortless design was forged by war, marketing, and psychology, and its ease hides a cost.
by Cliff Kuang 2019
4.13
3k+ ratings
Emotional Design
by Donald A. Norman • 2003
Your brain processes beauty before conscious thought, and good looks make things easier to use.
3.95
6k+
Emotional Design Summary
Emotional Design 94%
Your brain processes beauty before conscious thought, and good looks make things easier to use.
by Donald A. Norman 2003
3.95
6k+ ratings
The Laws of Simplicity
by John Maeda • 2006
Simplicity is subtraction with meaning: ten design laws for making complex things feel effortless.
3.89
7k+
The Laws of Simplicity Summary
The Laws of Simplicity 94%
Simplicity is subtraction with meaning: ten design laws for making complex things feel effortless.
by John Maeda 2006
3.89
7k+ ratings
Good Services
by Lou Downe • 2020
Your service assumes a normal user. That user doesn't exist. The design rules that work anyway.
4.29
891
Good Services Summary
Good Services 94%
Your service assumes a normal user. That user doesn't exist. The design rules that work anyway.
by Lou Downe 2020
4.29
891 ratings
When Clothes Become Fashion
by Ingrid Loschek • 2009
Clothing stays clothing until it's copied. Fashion runs on imitation, not originality.
4.04
26
When Clothes Become Fashion Summary
When Clothes Become Fashion 94%
Clothing stays clothing until it's copied. Fashion runs on imitation, not originality.
by Ingrid Loschek 2009
4.04
26 ratings
Persuasive Games
by Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Persuasive Games Summary
Persuasive Games 93%
A videogame's rules are arguments. Learning to read them changes how you see every screen.
by Ian Bogost 2007
3.84
360 ratings
Design Systems
by Alla Kholmatova • 2017
Your pattern library is not a design system. Shared language and team practices close the gap.
4.13
608
Design Systems Summary
Design Systems 93%
Your pattern library is not a design system. Shared language and team practices close the gap.
by Alla Kholmatova 2017
4.13
608 ratings
The Substance of Style
by Virginia Postrel • 2003
The sensory qualities of things now rival price and performance as economic forces.
3.49
527
The Substance of Style Summary
The Substance of Style 93%
The sensory qualities of things now rival price and performance as economic forces.
by Virginia Postrel 2003
3.49
527 ratings
You Are Not a Gadget
by Jaron Lanier • 2010
The internet reduces people to data points. The people who built it call that wisdom.
3.57
6k+
You Are Not a Gadget Summary
You Are Not a Gadget 93%
The internet reduces people to data points. The people who built it call that wisdom.
by Jaron Lanier 2010
3.57
6k+ ratings
The Design Thinking Playbook
by Michael Lewrick • 2018
A playbook for applying design thinking beyond products: ecosystems, digital transformation, and AI.
3.89
482
The Design Thinking Playbook Summary
The Design Thinking Playbook 93%
A playbook for applying design thinking beyond products: ecosystems, digital transformation, and AI.
by Michael Lewrick 2018
3.89
482 ratings
Design Systems Handbook
by DesignBetter.co • 2019
A shared visual language of components and tokens that makes design scale without the mess.
3.92
153
Design Systems Handbook Summary
Design Systems Handbook 93%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 ratings
Design Thinking for the Greater Good
by Jeanne Liedtka • 2017
Innovate without a big R&D budget: borrowing designer methods that work in the public square.
4.00
50
Design Thinking for the Greater Good Summary
Design Thinking for the Greater Good 93%
Innovate without a big R&D budget: borrowing designer methods that work in the public square.
by Jeanne Liedtka 2017
4.00
50 ratings
Exposing the Magic of Design
by Jon Kolko • 2010
Research reveals what is; synthesis reveals what could be. The methods for crossing that gap.
4.09
210
Exposing the Magic of Design Summary
Exposing the Magic of Design 93%
Research reveals what is; synthesis reveals what could be. The methods for crossing that gap.
by Jon Kolko 2010
4.09
210 ratings
Articulating Design Decisions
by Tom Greever • 2015
Designing is easy. Explaining your choices to skeptical stakeholders is the real job.
4.14
2k+
Articulating Design Decisions Summary
Articulating Design Decisions 93%
Designing is easy. Explaining your choices to skeptical stakeholders is the real job.
by Tom Greever 2015
4.14
2k+ ratings
The Evolution of Useful Things
by Henry Petroski • 1994
Annoyance, not function, gave us forks, zippers, paper clips. The real driver of everyday design.
3.52
1k+
The Evolution of Useful Things Summary
The Evolution of Useful Things 93%
Annoyance, not function, gave us forks, zippers, paper clips. The real driver of everyday design.
by Henry Petroski 1994
3.52
1k+ ratings
Design thinking
by Mauricio Vianna • 2012
Most innovation chases technology or markets. This method chases human meaning instead.
3.55
100
Design thinking Summary
Design thinking 93%
Most innovation chases technology or markets. This method chases human meaning instead.
by Mauricio Vianna 2012
3.55
100 ratings
The Architecture of Happiness
by Alain de Botton • 2006
The buildings we love don't just look good. They model the person we want to be.
3.86
15k+
The Architecture of Happiness Summary
The Architecture of Happiness 93%
The buildings we love don't just look good. They model the person we want to be.
by Alain de Botton 2006
3.86
15k+ ratings
The Basics of User Experience Design
by Mads Soegaard • 2018
The one-question test for product success, and the seven factors that answer it.
3.65
193
The Basics of User Experience Design Summary
The Basics of User Experience Design 93%
The one-question test for product success, and the seven factors that answer it.
by Mads Soegaard 2018
3.65
193 ratings
Invention by Design; How Engineers Get from Thought to Thing
by Petroski • 1996
Paper clips, fax machines, bridges: what their shortcomings reveal about the logic of engineering.
3.75
351
Invention by Design; How Engineers Get from Thought to Thing Summary
Invention by Design; How Engineers Get from Thought to Thing 93%
Paper clips, fax machines, bridges: what their shortcomings reveal about the logic of engineering.
by Petroski 1996
3.75
351 ratings
A Project Guide to UX Design
by Russ Unger • 2009
The methods and documents that carry a UX project from first requirement to final design.
3.87
2k+
A Project Guide to UX Design Summary
A Project Guide to UX Design 93%
The methods and documents that carry a UX project from first requirement to final design.
by Russ Unger 2009
3.87
2k+ ratings
Well-Designed
by Jon Kolko • 2014
The best products win on emotion, not features. How to design with empathy instead of assumptions.
3.89
512
Well-Designed Summary
Well-Designed 92%
The best products win on emotion, not features. How to design with empathy instead of assumptions.
by Jon Kolko 2014
3.89
512 ratings
The Art of Innovation
by Tom Kelley • 2001
How the firm behind Apple's first mouse systematized innovation into a repeatable process.
3.95
8k+
The Art of Innovation Summary
The Art of Innovation 92%
How the firm behind Apple's first mouse systematized innovation into a repeatable process.
by Tom Kelley 2001
3.95
8k+ ratings
Designing Experiences
by J Robert Rossman • 2019
Turn any interaction into a journey: a design system from first anticipation to final memory.
3.97
159
Designing Experiences Summary
Designing Experiences 92%
Turn any interaction into a journey: a design system from first anticipation to final memory.
by J Robert Rossman 2019
3.97
159 ratings
Rocket Surgery Made Easy
by Steve Krug • 2009
Usability testing sounds expensive and complex. A three-person, one-morning method proves it isn't.
4.14
4k+
Rocket Surgery Made Easy Summary
Rocket Surgery Made Easy 92%
Usability testing sounds expensive and complex. A three-person, one-morning method proves it isn't.
by Steve Krug 2009
4.14
4k+ ratings
CAD Monkeys, Dinosaur Babies, and T-Shaped People
by Warren Berger • 2009
How a single shift in problem solving, from solutions to questions, ignites innovation in any field.
4.06
469
CAD Monkeys, Dinosaur Babies, and T-Shaped People Summary
CAD Monkeys, Dinosaur Babies, and T-Shaped People 92%
How a single shift in problem solving, from solutions to questions, ignites innovation in any field.
by Warren Berger 2009
4.06
469 ratings
Content Design
by Sarah Richards • 2017
Stop writing, start designing: a research-first way to make content that users actually need.
4.31
734
Content Design Summary
Content Design 92%
Stop writing, start designing: a research-first way to make content that users actually need.
by Sarah Richards 2017
4.31
734 ratings
Think Like a UX Researcher
by David Travis • 2019
Observation beats opinion. How to run UX research that actually drives business decisions.
4.57
329
Think Like a UX Researcher Summary
Think Like a UX Researcher 92%
Observation beats opinion. How to run UX research that actually drives business decisions.
by David Travis 2019
4.57
329 ratings
Atomic Design
by Brad Frost • 2016
Chemistry meets web design: a method for building reusable component systems from the ground up.
4.00
1k+
Atomic Design Summary
Atomic Design 92%
Chemistry meets web design: a method for building reusable component systems from the ground up.
by Brad Frost 2016
4.00
1k+ ratings
The Inmates Are Running the Asylum
by Alan Cooper • 1999
Software frustrates because programmers design it, optimizing for the machine, not the mind.
3.94
3k+
The Inmates Are Running the Asylum Summary
The Inmates Are Running the Asylum 92%
Software frustrates because programmers design it, optimizing for the machine, not the mind.
by Alan Cooper 1999
3.94
3k+ ratings
Introduction to Design Thinking for UX Beginners
by Uijun Park • 2023
UX is problem discovery, not decoration. A beginner's method from research to testing to hired.
4.09
114
Introduction to Design Thinking for UX Beginners Summary
Introduction to Design Thinking for UX Beginners 92%
UX is problem discovery, not decoration. A beginner's method from research to testing to hired.
by Uijun Park 2023
4.09
114 ratings
HTML5 for Web Designers
by Jeremy Keith • 2010
Ditch plugins and browser hacks: native audio, video, and responsive images arrive with HTML5.
3.98
3k+
HTML5 for Web Designers Summary
HTML5 for Web Designers 92%
Ditch plugins and browser hacks: native audio, video, and responsive images arrive with HTML5.
by Jeremy Keith 2010
3.98
3k+ ratings
Program or Be Programmed
by Douglas Rushkoff • 2010
Digital tools have biases. If you can't read their code, someone else writes your behavior.
3.72
2k+
Program or Be Programmed Summary
Program or Be Programmed 92%
Digital tools have biases. If you can't read their code, someone else writes your behavior.
by Douglas Rushkoff 2010
3.72
2k+ ratings
Modular Online Learning Design
by Amanda Nichols Hess • 2020
A modular design method for online instruction: build once, remix, and scale across every context.
Modular Online Learning Design Summary
Modular Online Learning Design 92%
A modular design method for online instruction: build once, remix, and scale across every context.
by Amanda Nichols Hess 2020
Don't Make Me Think, Revisited
by Steve Krug • 2000
People skim, not read: what that means for your buttons, menus, and paragraphs.
4.24
31k+
Don't Make Me Think, Revisited Summary
Don't Make Me Think, Revisited 92%
People skim, not read: what that means for your buttons, menus, and paragraphs.
by Steve Krug 2000
4.24
31k+ ratings
How to Speak Machine
by John Maeda • 2019
Loops, scale, and unfinished products: what computers know that designers must learn.
3.69
521
How to Speak Machine Summary
How to Speak Machine 92%
Loops, scale, and unfinished products: what computers know that designers must learn.
by John Maeda 2019
3.69
521 ratings
To Engineer Is Human
by Henry Petroski • 1985
Every disaster is a lesson plan. Bridges stay up because engineers study the ones that fell.
3.69
3k+
To Engineer Is Human Summary
To Engineer Is Human 92%
Every disaster is a lesson plan. Bridges stay up because engineers study the ones that fell.
by Henry Petroski 1985
3.69
3k+ ratings
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