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SoBrief
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The Kobold Guide to Board Game Design
by Mike Selinker • 2011
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
4.06
645
The Kobold Guide to Board Game Design Summary
The Kobold Guide to Board Game Design 89%
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
by Mike Selinker 2011
4.06
645 ratings
Game Design Workshop
by Tracy Fullerton • 2008
The prototyping-first method that catches design disasters before you write a single line of code.
4.11
513
Game Design Workshop Summary
Game Design Workshop 89%
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008
4.11
513 ratings
This Is Service Design Thinking
by Marc Stickdorn • 2010
Services often fail because no one designed them. This book fixes that.
3.98
2k+
This Is Service Design Thinking Summary
This Is Service Design Thinking 89%
Services often fail because no one designed them. This book fixes that.
by Marc Stickdorn 2010
3.98
2k+ ratings
A Game Design Vocabulary
by Anna Anthropy • 2013
The grammar of game design: how to script a back-and-forth that players lose themselves in.
3.94
134
A Game Design Vocabulary Summary
A Game Design Vocabulary 89%
The grammar of game design: how to script a back-and-forth that players lose themselves in.
by Anna Anthropy 2013
3.94
134 ratings
Discursive Design
by Bruce M. Tharp • 2019
What if your toaster had an opinion? A field guide to design that argues.
4.36
25
Discursive Design Summary
Discursive Design 89%
What if your toaster had an opinion? A field guide to design that argues.
by Bruce M. Tharp 2019
4.36
25 ratings
A Theory Of Fun For Game Design
by Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3k+
A Theory Of Fun For Game Design Summary
A Theory Of Fun For Game Design 89%
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
by Ralph Koster 2004
3.90
3k+ ratings
Educational Game Design Fundamentals
by George Kalmpourtzis • 2018
Most educational games fail because they forget the play. The design framework that fixes that.
4.31
45
Educational Game Design Fundamentals Summary
Educational Game Design Fundamentals 89%
Most educational games fail because they forget the play. The design framework that fixes that.
by George Kalmpourtzis 2018
4.31
45 ratings
Creative Acts for Curious People
by Sarah Stein Greenberg • 2021
Eighty assignments from the Stanford d.school that train anyone to think and lead like a designer.
3.93
334
Creative Acts for Curious People Summary
Creative Acts for Curious People 89%
Eighty assignments from the Stanford d.school that train anyone to think and lead like a designer.
by Sarah Stein Greenberg 2021
3.93
334 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 89%
Design has its own logic: designers don't analyze what exists but propose what might be.
by Nigel Cross 2011
3.55
315 ratings
Design Is Storytelling
by Ellen Lupton • 2017
Great design is storytelling: shaping choices, mapping emotions, and turning users into heroes.
3.96
2k+
Design Is Storytelling Summary
Design Is Storytelling 89%
Great design is storytelling: shaping choices, mapping emotions, and turning users into heroes.
by Ellen Lupton 2017
3.96
2k+ ratings
Gamestorming
by Dave Gray • 2010
80+ structured games that transform group thinking: from fuzzy questions to aligned action.
3.95
7k+
Gamestorming Summary
Gamestorming 89%
80+ structured games that transform group thinking: from fuzzy questions to aligned action.
by Dave Gray 2010
3.95
7k+ 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 89%
How a single shift in problem solving, from solutions to questions, ignites innovation in any field.
by Warren Berger 2009
4.06
469 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 89%
Your pattern library is not a design system. Shared language and team practices close the gap.
by Alla Kholmatova 2017
4.13
608 ratings
Designing Games
by Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
517
Designing Games Summary
Designing Games 89%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 ratings
Walden and Other Writings
by Henry David Thoreau • 1854
How to design tabletop games that feel intuitive, balance hope, and keep every player at the table.
3.95
5k+
Walden and Other Writings Summary
Walden and Other Writings 89%
How to design tabletop games that feel intuitive, balance hope, and keep every player at the table.
by Henry David Thoreau 1854
3.95
5k+ ratings
Change by Design
by Tim Brown • 2009
What if innovation started with empathy, not a spreadsheet? The design thinking playbook.
3.89
11k+
Change by Design Summary
Change by Design 88%
What if innovation started with empathy, not a spreadsheet? The design thinking playbook.
by Tim Brown 2009
3.89
11k+ ratings
Unboxed
by Gordon Calleja • 2022
Board games succeed or fail on six forms of involvement. Most designers only account for one.
3.46
13
Unboxed Summary
Unboxed 88%
Board games succeed or fail on six forms of involvement. Most designers only account for one.
by Gordon Calleja 2022
3.46
13 ratings
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 88%
Most design fixes problems. This design invents fictional worlds to test-drive better ones.
by Anthony Dunne 2013
4.12
999 ratings
e-Learning by Design
by William Horton • 2006
Stop building courses that just present slides. The activity-first system for e-learning that works.
3.89
219
e-Learning by Design Summary
e-Learning by Design 88%
Stop building courses that just present slides. The activity-first system for e-learning that works.
by William Horton 2006
3.89
219 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 88%
Turn any interaction into a journey: a design system from first anticipation to final memory.
by J Robert Rossman 2019
3.97
159 ratings
101 Design Methods
by Vijay Kumar • 2012
101 methods for driving innovation as a structured routine, not a stroke of genius.
4.05
703
101 Design Methods Summary
101 Design Methods 88%
101 methods for driving innovation as a structured routine, not a stroke of genius.
by Vijay Kumar 2012
4.05
703 ratings
Play to Learn
by Sharon Boller • 2017
The step-by-step playbook for designing learning games that slash training time and boost retention.
3.95
42
Play to Learn Summary
Play to Learn 88%
The step-by-step playbook for designing learning games that slash training time and boost retention.
by Sharon Boller 2017
3.95
42 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 88%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 ratings
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 88%
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011
3.65
490 ratings
Innovation Games
by Luke Hohmann • 2006
Turn customer discovery into a game: the play-based way to uncover what buyers really need.
3.98
305
Innovation Games Summary
Innovation Games 88%
Turn customer discovery into a game: the play-based way to uncover what buyers really need.
by Luke Hohmann 2006
3.98
305 ratings
Level Up!
by Scott Rogers • 2010
The game design manual that puts controls, camera, and characters first, then shows you the rest.
4.09
1k+
Level Up! Summary
Level Up! 88%
The game design manual that puts controls, camera, and characters first, then shows you the rest.
by Scott Rogers 2010
4.09
1k+ ratings
Think Like a Game Designer
by Justin Gary • 2018
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
4.01
184
Think Like a Game Designer Summary
Think Like a Game Designer 88%
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
by Justin Gary 2018
4.01
184 ratings
The Board Game Designer's Guide
by Joe Slack • 2017
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
3.71
82
The Board Game Designer's Guide Summary
The Board Game Designer's Guide 88%
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
by Joe Slack 2017
3.71
82 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 88%
Build grids like a modernist, break them like a punk. A workshop on the grid's double life.
by Timothy Samara 2003
3.88
4k+ ratings
Graphic Design
by Ellen Lupton • 2008
Forget inspiration: how dots, grids, and iteration build the language of professional design.
3.95
2k+
Graphic Design Summary
Graphic Design 88%
Forget inspiration: how dots, grids, and iteration build the language of professional design.
by Ellen Lupton 2008
3.95
2k+ 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 88%
Design's missing curriculum: land clients, frame your worth, and keep your ethics intact.
by Adrian Shaughnessy 2005
3.98
5k+ 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 88%
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 88%
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 Game Design
by Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3k+
The Art of Game Design Summary
The Art of Game Design 88%
Players feel your work, they don't read it. A hundred ways to design what they feel.
by Jesse Schell 2008
4.39
3k+ 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 88%
Chemistry meets web design: a method for building reusable component systems from the ground up.
by Brad Frost 2016
4.00
1k+ 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 88%
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
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 88%
Usability testing sounds expensive and complex. A three-person, one-morning method proves it isn't.
by Steve Krug 2009
4.14
4k+ ratings
Game Mechanics
by Ernest Adams • 2012
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
4.12
185
Game Mechanics Summary
Game Mechanics 88%
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
by Ernest Adams 2012
4.12
185 ratings
Invent To Learn
by Sylvia Libow Martinez • 2013
How to trade direct instruction for iterative design, physical making, and real student ownership.
4.17
803
Invent To Learn Summary
Invent To Learn 88%
How to trade direct instruction for iterative design, physical making, and real student ownership.
by Sylvia Libow Martinez 2013
4.17
803 ratings
Tactical Urbanism
by Mike Lydon • 2014
How to hack your city with paint, planters, and pop-up parks, and prove change is possible now.
3.99
315
Tactical Urbanism Summary
Tactical Urbanism 88%
How to hack your city with paint, planters, and pop-up parks, and prove change is possible now.
by Mike Lydon 2014
3.99
315 ratings
You're My Favorite Client
by Mike Monteiro • 2014
Stop saying 'make the logo bigger' and learn what to ask for instead.
4.26
446
You're My Favorite Client Summary
You're My Favorite Client 88%
Stop saying 'make the logo bigger' and learn what to ask for instead.
by Mike Monteiro 2014
4.26
446 ratings
One Little Spark!
by Marty Sklar • 2015
Ten principles from Disney Imagineering that turn ideas into attractions millions love.
3.96
694
One Little Spark! Summary
One Little Spark! 88%
Ten principles from Disney Imagineering that turn ideas into attractions millions love.
by Marty Sklar 2015
3.96
694 ratings
The Non-Designer's Design Book
by Robin P. Williams • 2011
Good design is not a talent; it is four principles anyone can apply.
4.10
5k+
The Non-Designer's Design Book Summary
The Non-Designer's Design Book 88%
Good design is not a talent; it is four principles anyone can apply.
by Robin P. Williams 2011
4.10
5k+ ratings
Unfolding the Napkin
by Dan Roam • 2009
Turn any business mess into a picture everyone gets, with the drawing skills you already have.
4.04
964
Unfolding the Napkin Summary
Unfolding the Napkin 88%
Turn any business mess into a picture everyone gets, with the drawing skills you already have.
by Dan Roam 2009
4.04
964 ratings
Product Design for the Web
by Randy J. Hunt • 2013
Why shipping early and designing the invisible parts matters more than getting the pixels right.
3.76
278
Product Design for the Web Summary
Product Design for the Web 88%
Why shipping early and designing the invisible parts matters more than getting the pixels right.
by Randy J. Hunt 2013
3.76
278 ratings
The Multiplayer Classroom
by Lee Sheldon • 2011
Your syllabus is a game design document. Here is how to write it, no computers required.
3.83
224
The Multiplayer Classroom Summary
The Multiplayer Classroom 88%
Your syllabus is a game design document. Here is how to write it, no computers required.
by Lee Sheldon 2011
3.83
224 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 88%
Stop writing, start designing: a research-first way to make content that users actually need.
by Sarah Richards 2017
4.31
734 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 88%
Design fills the world with disposables. A manifesto for building what people actually need.
by Victor Papanek 1972
4.24
2k+ 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 88%
Your brain processes beauty before conscious thought, and good looks make things easier to use.
by Donald A. Norman 2003
3.95
6k+ ratings
Designing Interface Animation
by Val Head • 2016
Make your UI feel fast, smart, and alive. The motion rules for cognitive ease and 60fps performance.
4.16
82
Designing Interface Animation Summary
Designing Interface Animation 88%
Make your UI feel fast, smart, and alive. The motion rules for cognitive ease and 60fps performance.
by Val Head 2016
4.16
82 ratings
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