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SoBrief

Design Book Summaries

Gamification by Design
by Gabe Zichermann • 2011
Why most badges fail: the motivation design that turns app users into players.
3.65
490
Gamification by Design Summary
Gamification by Design
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011 182 pages
3.65
490 ratings
StoryBranding 2.0
by Jim Signorelli • 2011
Customers already hold their beliefs. The brands that win simply agree, clearly and consistently.
3.95
216
StoryBranding 2.0 Summary
StoryBranding 2.0
Customers already hold their beliefs. The brands that win simply agree, clearly and consistently.
by Jim Signorelli 2011 296 pages
3.95
216 ratings
Small Data
by Martin Lindstrom • 2016
Why a boy's scuffed skate shoes revealed what mountains of consumer data missed.
3.78
2k+
Small Data Summary
Small Data
Why a boy's scuffed skate shoes revealed what mountains of consumer data missed.
by Martin Lindstrom 2016 256 pages
3.78
2k+ ratings
Visual Hammer
by Laura Ries • 2012
The emotional brain doesn't read. It sees. The brands that understand this rule the market.
3.88
161
Visual Hammer Summary
Visual Hammer
The emotional brain doesn't read. It sees. The brands that understand this rule the market.
by Laura Ries 2012 211 pages
3.88
161 ratings
Designing Games
by Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
500+
Designing Games Summary
Designing Games
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013 413 pages
4.47
500+ ratings
Outcomes Over Output
by Josh Seiden • 2019
Stop asking what to build and start asking what your customers should do differently.
4.33
1k+
Outcomes Over Output Summary
Outcomes Over Output
Stop asking what to build and start asking what your customers should do differently.
by Josh Seiden 2019 86 pages
4.33
1k+ ratings
The Employee Experience Advantage
by Jacob Morgan • 2017
4x profit, 40% less turnover: the data behind treating employees as customers, not workers.
3.83
432
The Employee Experience Advantage Summary
The Employee Experience Advantage
4x profit, 40% less turnover: the data behind treating employees as customers, not workers.
by Jacob Morgan 2017 304 pages
3.83
432 ratings
Mapping Experiences
by James Kalbach • 2015
One diagram that puts customer actions and business processes on one page: the gaps become obvious.
4.11
500+
Mapping Experiences Summary
Mapping Experiences
One diagram that puts customer actions and business processes on one page: the gaps become obvious.
by James Kalbach 2015 379 pages
4.11
500+ ratings
Making Things Happen
by Scott Berkun • 2001
The project manager's real work: balancing opposites that can't be balanced, and delivering anyway.
3.97
5k+
Making Things Happen Summary
Making Things Happen
The project manager's real work: balancing opposites that can't be balanced, and delivering anyway.
by Scott Berkun 2001 408 pages
3.97
5k+ ratings
Management 3.0
by Jurgen Appelo • 2010
Software teams are complex systems. Manage them like machines and your agile rollout stalls.
4.15
2k+
Management 3.0 Summary
Management 3.0
Software teams are complex systems. Manage them like machines and your agile rollout stalls.
by Jurgen Appelo 2010 621 pages
4.15
2k+ ratings
The Project50
by Tom Peters • 1999
Turn any project into art: the contrarian rules for stunning, revolutionary, indispensable work.
4.04
247
The Project50 Summary
The Project50
Turn any project into art: the contrarian rules for stunning, revolutionary, indispensable work.
by Tom Peters 1999
4.04
247 ratings
One Plus One Equals Three
by Dave Trott • 2015
From an ad legend: reframe anything, use disaster as fuel, and sell ideas that stick.
4.19
1k+
One Plus One Equals Three Summary
One Plus One Equals Three
From an ad legend: reframe anything, use disaster as fuel, and sell ideas that stick.
by Dave Trott 2015 256 pages
4.19
1k+ ratings
A More Beautiful Question
by Warren Berger • 2014
Innovators share one habit: they question like children. A method for reclaiming that lost skill.
3.96
6k+
A More Beautiful Question Summary
A More Beautiful Question
Innovators share one habit: they question like children. A method for reclaiming that lost skill.
by Warren Berger 2014 272 pages
3.96
6k+ ratings
Modern Software Engineering
by David Farley • 2021
Software is not a craft; it's a science. The discipline that turns teams into learning machines.
4.16
1k+
Modern Software Engineering Summary
Modern Software Engineering
Software is not a craft; it's a science. The discipline that turns teams into learning machines.
by David Farley 2021 256 pages
4.16
1k+ ratings
Branding
by Michael Johnson • 2016
Why most brands look the same and the disciplined process that makes yours the exception.
4.32
294
Branding Summary
Branding
Why most brands look the same and the disciplined process that makes yours the exception.
by Michael Johnson 2016 320 pages
4.32
294 ratings
Tidy First?
by Kent Beck • 2023
Software cost is coupling, and tidying is an investment: when to do it, when to ship.
3.92
1k+
Tidy First? Summary
Tidy First?
Software cost is coupling, and tidying is an investment: when to do it, when to ship.
by Kent Beck 2023 122 pages
3.92
1k+ ratings
The Little Dictionary of Fashion
by Christian Dior • 1954
Fashion is the enemy of style. A couture master's principles for dressing yourself instead.
4.01
1k+
The Little Dictionary of Fashion Summary
The Little Dictionary of Fashion
Fashion is the enemy of style. A couture master's principles for dressing yourself instead.
by Christian Dior 1954 128 pages
4.01
1k+ ratings
Little Bets
by Peter Sims • 2011
Big visions are overrated. Real innovators run dozens of small experiments instead.
3.77
4k+
Little Bets Summary
Little Bets
Big visions are overrated. Real innovators run dozens of small experiments instead.
by Peter Sims 2011 224 pages
3.77
4k+ ratings
Jab, Jab, Jab, Right Hook
by Gary Vaynerchuk • 2013
Give value long before you sell, and make every post feel native to its platform.
3.95
9k+
Jab, Jab, Jab, Right Hook Summary
Jab, Jab, Jab, Right Hook
Give value long before you sell, and make every post feel native to its platform.
by Gary Vaynerchuk 2013 195 pages
3.95
9k+ ratings
Measuring the User Experience
by Thomas Tullis • 2008
Three metrics that show exactly where users get stuck: task success, time, and errors.
4.08
500+
Measuring the User Experience Summary
Measuring the User Experience
Three metrics that show exactly where users get stuck: task success, time, and errors.
by Thomas Tullis 2008 320 pages
4.08
500+ ratings
Drawing the Head and Hands
by Andrew Loomis • 1956
A sphere-based approach that taught illustrators to draw heads with real volume, from imagination.
4.23
6k+
Drawing the Head and Hands Summary
Drawing the Head and Hands
A sphere-based approach that taught illustrators to draw heads with real volume, from imagination.
by Andrew Loomis 1956 154 pages
4.23
6k+ ratings
Shoe Dog
by Phil Knight • 2016
A $35 logo, a waffle iron, a $25 million bill: the chaotic birth of Nike.
4.46
300k+
Shoe Dog Summary
Shoe Dog
A $35 logo, a waffle iron, a $25 million bill: the chaotic birth of Nike.
by Phil Knight 2016 400 pages
4.46
300k+ ratings
Spark Joy
by Marie Kondō • 2012
Discard by category, keep what lifts you, fold until clothes stand: a one-time tidying method.
3.89
44k+
Spark Joy Summary
Spark Joy
Discard by category, keep what lifts you, fold until clothes stand: a one-time tidying method.
by Marie Kondō 2012 291 pages
3.89
44k+ ratings
Fashion Brands
by Mark Tungate • 2005
Clothes are secondary. The brand is the product, sold long before you enter the store.
3.90
267
Fashion Brands Summary
Fashion Brands
Clothes are secondary. The brand is the product, sold long before you enter the store.
by Mark Tungate 2005 272 pages
3.90
267 ratings
The End of Fashion
by Teri Agins • 1999
How Gap, Armani, and LVMH dismantled fashion's old order and gave consumers the crown.
3.87
1k+
The End of Fashion Summary
The End of Fashion
How Gap, Armani, and LVMH dismantled fashion's old order and gave consumers the crown.
by Teri Agins 1999 352 pages
3.87
1k+ ratings
Sludge
by Cass R. Sunstein • 2021
Confusing forms and long waits aren't just annoying. They're a design failure with a name.
3.34
354
Sludge Summary
Sludge
Confusing forms and long waits aren't just annoying. They're a design failure with a name.
by Cass R. Sunstein 2021 155 pages
3.34
354 ratings
Art as Therapy
by Alain de Botton • 2013
Art as your emotional toolkit: how to find hope, memory, and balance without a therapist.
4.08
4k+
Art as Therapy Summary
Art as Therapy
Art as your emotional toolkit: how to find hope, memory, and balance without a therapist.
by Alain de Botton 2013 240 pages
4.08
4k+ ratings
Super Better
by Jane McGonigal • 2015
Game rules for real life: turn stress into missions, obstacles into foes, daily wins into boosts.
3.94
2k+
Super Better Summary
Super Better
Game rules for real life: turn stress into missions, obstacles into foes, daily wins into boosts.
by Jane McGonigal 2015 480 pages
3.94
2k+ ratings
The Gamer's Brain
by Celia Hodent • 2017
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
4.29
231
The Gamer's Brain Summary
The Gamer's Brain
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
by Celia Hodent 2017 272 pages
4.29
231 ratings
Wabi Sabi
by Nobuo Suzuki • 2021
A Japanese philosophy that trades perfectionism for the beauty of cracks, age, and letting go.
4.20
1k+
Wabi Sabi Summary
Wabi Sabi
A Japanese philosophy that trades perfectionism for the beauty of cracks, age, and letting go.
by Nobuo Suzuki 2021 192 pages
4.20
1k+ ratings
Design Driven Innovation
by Roberto Verganti • 2009
User research cannot reveal the next breakthrough. Radical innovation is a proposal, not a response.
4.00
498
Design Driven Innovation Summary
Design Driven Innovation
User research cannot reveal the next breakthrough. Radical innovation is a proposal, not a response.
by Roberto Verganti 2009 288 pages
4.00
498 ratings
The Product Book
by Product School • 2017
Finding the right problem, proving it cheaply, leading the team to ship: the PM's craft.
4.09
1k+
The Product Book Summary
The Product Book
Finding the right problem, proving it cheaply, leading the team to ship: the PM's craft.
by Product School 2017 314 pages
4.09
1k+ ratings
Obsessed
by Emily Heyward • 2020
The brands people obsess over made one decision early: brand isn't paint, it's the foundation.
3.96
500+
Obsessed Summary
Obsessed
The brands people obsess over made one decision early: brand isn't paint, it's the foundation.
by Emily Heyward 2020 238 pages
3.96
500+ ratings
Video Game Storytelling
by Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
500+
Video Game Storytelling Summary
Video Game Storytelling
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014 208 pages
3.99
500+ ratings
Click
by Jake Knapp • 2025
Find what customers actually want in five days, with five people, before you build anything.
4.10
372
Click Summary
Click
Find what customers actually want in five days, with five people, before you build anything.
by Jake Knapp 2025 240 pages
4.10
372 ratings
The Fourth Transformation
by Robert Scoble • 2016
Factory workers using AR headsets made 90% fewer errors. The next computing era has already started.
3.75
492
The Fourth Transformation Summary
The Fourth Transformation
Factory workers using AR headsets made 90% fewer errors. The next computing era has already started.
by Robert Scoble 2016 163 pages
3.75
492 ratings
Design Thinking
by Thomas Lockwood • 2009
A guide to embedding design thinking that turns customer empathy into brand loyalty and profit.
3.85
451
Design Thinking Summary
Design Thinking
A guide to embedding design thinking that turns customer empathy into brand loyalty and profit.
by Thomas Lockwood 2009 304 pages
3.85
451 ratings
Strategic Writing for UX
by Torrey Podmajersky • 2019
Every button, error message, and empty state is a growth lever. The UX writer's playbook.
4.22
500+
Strategic Writing for UX Summary
Strategic Writing for UX
Every button, error message, and empty state is a growth lever. The UX writer's playbook.
by Torrey Podmajersky 2019 192 pages
4.22
500+ ratings
Blood, Sweat, and Pixels
by Jason Schreier • 2017
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
4.20
24k+
Blood, Sweat, and Pixels Summary
Blood, Sweat, and Pixels
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
by Jason Schreier 2017 278 pages
4.20
24k+ ratings
Designing Regenerative Cultures
by Daniel Christian Wahl • 2016
Designing as separate from nature broke the planet. Regenerative cultures learn from living systems.
4.24
223
Designing Regenerative Cultures Summary
Designing Regenerative Cultures
Designing as separate from nature broke the planet. Regenerative cultures learn from living systems.
by Daniel Christian Wahl 2016 288 pages
4.24
223 ratings
Making and Breaking the Grid
by Timothy Samara • 2003
Build grids like a modernist, break them like a punk. A workshop on the grid's double life.
3.88
4k+
Making and Breaking the Grid Summary
Making and Breaking the Grid
Build grids like a modernist, break them like a punk. A workshop on the grid's double life.
by Timothy Samara 2003 208 pages
3.88
4k+ ratings
Gamify
by Brian Burke • 2014
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
3.44
500+
Gamify Summary
Gamify
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
by Brian Burke 2014 162 pages
3.44
500+ ratings
The Workshop Survival Guide
by Rob Fitzpatrick • 2019
Design workshops backward: specific outcomes first, slides last, format matched to content.
4.36
485
The Workshop Survival Guide Summary
The Workshop Survival Guide
Design workshops backward: specific outcomes first, slides last, format matched to content.
by Rob Fitzpatrick 2019 221 pages
4.36
485 ratings
The Choice Factory
by Richard Shotton • 2018
Twenty-five behavioral biases steer every purchase. Here's what they are and how to use them.
4.11
1k+
The Choice Factory Summary
The Choice Factory
Twenty-five behavioral biases steer every purchase. Here's what they are and how to use them.
by Richard Shotton 2018 202 pages
4.11
1k+ ratings
HBR's 10 Must Reads on Design Thinking
by Harvard Business Review • 2020
What design thinking actually means and how to make it work inside your organization.
3.81
259
HBR's 10 Must Reads on Design Thinking Summary
HBR's 10 Must Reads on Design Thinking
What design thinking actually means and how to make it work inside your organization.
by Harvard Business Review 2020 208 pages
3.81
259 ratings
Marketing to Mindstates
by Will Leach • 2018
Swap customer surveys for brain science: four levers that sell to the automatic mind.
4.13
182
Marketing to Mindstates Summary
Marketing to Mindstates
Swap customer surveys for brain science: four levers that sell to the automatic mind.
by Will Leach 2018 260 pages
4.13
182 ratings
The Back of the Napkin
by Dan Roam • 2008
Turn stick figures into solved problems and sold ideas: the visual thinking system anyone can use.
3.96
15k+
The Back of the Napkin Summary
The Back of the Napkin
Turn stick figures into solved problems and sold ideas: the visual thinking system anyone can use.
by Dan Roam 2008 278 pages
3.96
15k+ ratings
Platform Scale
by Sangeet Paul Choudary • 2015
Pipes make and sell. Platforms let others create the value. The blueprint for building one.
4.19
500+
Platform Scale Summary
Platform Scale
Pipes make and sell. Platforms let others create the value. The blueprint for building one.
by Sangeet Paul Choudary 2015 336 pages
4.19
500+ ratings
Presenting to Win
by Jerry Weissman • 2003
The framework for moving any audience from indifference to action, one slide at a time.
3.93
1k+
Presenting to Win Summary
Presenting to Win
The framework for moving any audience from indifference to action, one slide at a time.
by Jerry Weissman 2003 252 pages
3.93
1k+ ratings
The Win Without Pitching Manifesto
by Blair Enns • 2010
The pitch is the enemy: how creative firms win clients without giving away their thinking.
4.44
2k+
The Win Without Pitching Manifesto Summary
The Win Without Pitching Manifesto
The pitch is the enemy: how creative firms win clients without giving away their thinking.
by Blair Enns 2010 144 pages
4.44
2k+ ratings
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