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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 89%
A modular design method for online instruction: build once, remix, and scale across every context.
by Amanda Nichols Hess 2020
Designing the Future
by Ann Kaiser • 2019
Run your classroom like an engineering lab: failure becomes data, limits force invention.
Designing the Future Summary
Designing the Future 88%
Run your classroom like an engineering lab: failure becomes data, limits force invention.
by Ann Kaiser 2019
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 88%
What if your toaster had an opinion? A field guide to design that argues.
by Bruce M. Tharp 2019
4.36
25 ratings
Badass
by Kathy Sierra • 2015
Better users beat better features. A method for designing skill into the first 30 minutes.
4.17
1k+
Badass Summary
Badass 88%
Better users beat better features. A method for designing skill into the first 30 minutes.
by Kathy Sierra 2015
4.17
1k+ 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 88%
Design has its own logic: designers don't analyze what exists but propose what might be.
by Nigel Cross 2011
3.55
315 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
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
Launch
by John Spencer • 2016
A design thinking framework that turns any classroom into a launchpad for student creativity.
4.09
732
Launch Summary
Launch 88%
A design thinking framework that turns any classroom into a launchpad for student creativity.
by John Spencer 2016
4.09
732 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
Rethinking Teacher Supervision and Evaluation
by Kim Marshall • 2009
Replace useless annual evaluations with five-minute visits that actually close achievement gaps.
3.93
259
Rethinking Teacher Supervision and Evaluation Summary
Rethinking Teacher Supervision and Evaluation 88%
Replace useless annual evaluations with five-minute visits that actually close achievement gaps.
by Kim Marshall 2009
3.93
259 ratings
Teaching Johnny to Think
by Leonard Peikoff • 2014
Ayn Rand's philosophy applied to education: a method that trains the conceptual mind step by step.
4.13
159
Teaching Johnny to Think Summary
Teaching Johnny to Think 87%
Ayn Rand's philosophy applied to education: a method that trains the conceptual mind step by step.
by Leonard Peikoff 2014
4.13
159 ratings
Grading Smarter, Not Harder
by Myron Dueck • 2014
Zeros punish the struggling. The grading strategies that measure learning instead.
3.81
415
Grading Smarter, Not Harder Summary
Grading Smarter, Not Harder 87%
Zeros punish the struggling. The grading strategies that measure learning instead.
by Myron Dueck 2014
3.81
415 ratings
Learning Experience Design Essentials
by Cara North • 2023
A ten-step design process that starts with real work and builds backward; no more content dumps.
4.16
25
Learning Experience Design Essentials Summary
Learning Experience Design Essentials 87%
A ten-step design process that starts with real work and builds backward; no more content dumps.
by Cara North 2023
4.16
25 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 87%
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
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 87%
Most design fixes problems. This design invents fictional worlds to test-drive better ones.
by Anthony Dunne 2013
4.12
999 ratings
The Teaching for Understanding Guide
by Tina Blythe • 1997
Understanding is performance. A practical framework for designing curriculum that proves it.
3.79
76
The Teaching for Understanding Guide Summary
The Teaching for Understanding Guide 87%
Understanding is performance. A practical framework for designing curriculum that proves it.
by Tina Blythe 1997
3.79
76 ratings
Could Should Might Don't
by Nick Foster • 2025
Four ways we imagine the future. Three are fantasies. One is a discipline.
3.68
231
Could Should Might Don't Summary
Could Should Might Don't 87%
Four ways we imagine the future. Three are fantasies. One is a discipline.
by Nick Foster 2025
3.68
231 ratings
The Path of Least Resistance
by Robert Fritz • 1989
Problem solving oscillates. Creating resolves. Your underlying structure decides which you live.
4.06
2k+
The Path of Least Resistance Summary
The Path of Least Resistance 87%
Problem solving oscillates. Creating resolves. Your underlying structure decides which you live.
by Robert Fritz 1989
4.06
2k+ ratings
Design Thinking in the Classroom
by David Lee • 2018
Five phases to turn students into creative problem solvers, starting with an after-school club.
4.15
40
Design Thinking in the Classroom Summary
Design Thinking in the Classroom 87%
Five phases to turn students into creative problem solvers, starting with an after-school club.
by David Lee 2018
4.15
40 ratings
Designing Your Life
by Bill Burnett • 2016
Stop planning your life. Start prototyping it: experiments that reveal the work you actually want.
3.90
23k+
Designing Your Life Summary
Designing Your Life 87%
Stop planning your life. Start prototyping it: experiments that reveal the work you actually want.
by Bill Burnett 2016
3.90
23k+ 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 87%
Research reveals what is; synthesis reveals what could be. The methods for crossing that gap.
by Jon Kolko 2010
4.09
210 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 87%
Design fills the world with disposables. A manifesto for building what people actually need.
by Victor Papanek 1972
4.24
2k+ ratings
Information Anxiety 2
by Richard Saul Wurman • 2000
The real crisis is too little meaning. A designer's rules for finding it.
3.98
176
Information Anxiety 2 Summary
Information Anxiety 2 87%
The real crisis is too little meaning. A designer's rules for finding it.
by Richard Saul Wurman 2000
3.98
176 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 87%
Most educational games fail because they forget the play. The design framework that fixes that.
by George Kalmpourtzis 2018
4.31
45 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 87%
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008
4.11
513 ratings
Unlocked
by Katie White • 2018
The creative process can be assessed, not just admired. A practical cycle for any K-12 classroom.
4.14
7
Unlocked Summary
Unlocked 87%
The creative process can be assessed, not just admired. A practical cycle for any K-12 classroom.
by Katie White 2018
4.14
7 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 87%
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
High-Impact Instruction
by Jim Knight • 2012
Turn chaotic standards into clear daily targets, and fragile coaching into lasting classroom change.
4.16
334
High-Impact Instruction Summary
High-Impact Instruction 87%
Turn chaotic standards into clear daily targets, and fragile coaching into lasting classroom change.
by Jim Knight 2012
4.16
334 ratings
Teachers as Architects of Learning
by Gavin Grift • 2020
Twelve levers to design learning that sticks: shift focus from teaching to student understanding.
4.00
1
Teachers as Architects of Learning Summary
Teachers as Architects of Learning 87%
Twelve levers to design learning that sticks: shift focus from teaching to student understanding.
by Gavin Grift 2020
4.00
1 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 87%
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
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 87%
Great design is storytelling: shaping choices, mapping emotions, and turning users into heroes.
by Ellen Lupton 2017
3.96
2k+ 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 87%
Forget inspiration: how dots, grids, and iteration build the language of professional design.
by Ellen Lupton 2008
3.95
2k+ ratings
The Achievement Habit
by Bernard Roth • 2015
Why your reasons are just excuses, and how to reframe any problem so you actually act.
3.67
4k+
The Achievement Habit Summary
The Achievement Habit 87%
Why your reasons are just excuses, and how to reframe any problem so you actually act.
by Bernard Roth 2015
3.67
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 87%
How a single shift in problem solving, from solutions to questions, ignites innovation in any field.
by Warren Berger 2009
4.06
469 ratings
The Systems Bible
by John Gall • 1977
Every system malfunctions and fights its own purpose. The counterintuitive guide to surviving them.
3.99
1k+
The Systems Bible Summary
The Systems Bible 87%
Every system malfunctions and fights its own purpose. The counterintuitive guide to surviving them.
by John Gall 1977
3.99
1k+ 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
694
Mapping Experiences Summary
Mapping Experiences 87%
One diagram that puts customer actions and business processes on one page: the gaps become obvious.
by James Kalbach 2015
4.11
694 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 87%
Why nothing works perfectly: the constraints hiding inside every object you use.
by Henry Petroski 2003
3.40
334 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 87%
Turn any interaction into a journey: a design system from first anticipation to final memory.
by J Robert Rossman 2019
3.97
159 ratings
The Art of Self-Directed Learning
by Blake Boles • 2014
No classroom, no curriculum, no waiting: design your own education and make it pay.
3.94
442
The Art of Self-Directed Learning Summary
The Art of Self-Directed Learning 87%
No classroom, no curriculum, no waiting: design your own education and make it pay.
by Blake Boles 2014
3.94
442 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 87%
Your pattern library is not a design system. Shared language and team practices close the gap.
by Alla Kholmatova 2017
4.13
608 ratings
Creative Selection
by Ken Kocienda • 2018
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
4.05
5k+
Creative Selection Summary
Creative Selection 87%
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
by Ken Kocienda 2018
4.05
5k+ 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 87%
Stop saying 'make the logo bigger' and learn what to ask for instead.
by Mike Monteiro 2014
4.26
446 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 87%
What if innovation started with empathy, not a spreadsheet? The design thinking playbook.
by Tim Brown 2009
3.89
11k+ 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 87%
101 methods for driving innovation as a structured routine, not a stroke of genius.
by Vijay Kumar 2012
4.05
703 ratings
The Laws of Subtraction
by Matthew E. May • 2012
Clarity and breakthroughs wait on the other side of less: stop adding, start removing.
3.84
169
The Laws of Subtraction Summary
The Laws of Subtraction 87%
Clarity and breakthroughs wait on the other side of less: stop adding, start removing.
by Matthew E. May 2012
3.84
169 ratings
This Is Service Design Doing
by Marc Stickdorn • 2016
The field manual for turning customer journey maps and sticky notes into real organizational change.
4.36
567
This Is Service Design Doing Summary
This Is Service Design Doing 87%
The field manual for turning customer journey maps and sticky notes into real organizational change.
by Marc Stickdorn 2016
4.36
567 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 87%
Chemistry meets web design: a method for building reusable component systems from the ground up.
by Brad Frost 2016
4.00
1k+ 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 87%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 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 87%
Turn customer discovery into a game: the play-based way to uncover what buyers really need.
by Luke Hohmann 2006
3.98
305 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 87%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 ratings
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