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SoBrief
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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
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
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
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 88%
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
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 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 88%
Problem solving oscillates. Creating resolves. Your underlying structure decides which you live.
by Robert Fritz 1989
4.06
2k+ 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 88%
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008
4.11
513 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
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
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
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
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
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 88%
How a single shift in problem solving, from solutions to questions, ignites innovation in any field.
by Warren Berger 2009
4.06
469 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 88%
Why nothing works perfectly: the constraints hiding inside every object you use.
by Henry Petroski 2003
3.40
334 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 88%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 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 88%
The real crisis is too little meaning. A designer's rules for finding it.
by Richard Saul Wurman 2000
3.98
176 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 88%
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 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 88%
Clarity and breakthroughs wait on the other side of less: stop adding, start removing.
by Matthew E. May 2012
3.84
169 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 88%
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
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 88%
Research reveals what is; synthesis reveals what could be. The methods for crossing that gap.
by Jon Kolko 2010
4.09
210 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
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 88%
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
by Ken Kocienda 2018
4.05
5k+ 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 88%
Stop planning your life. Start prototyping it: experiments that reveal the work you actually want.
by Bill Burnett 2016
3.90
23k+ 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
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
46 Rules of Genius, The
by Marty Neumeier • 2014
Break the rules, then build better ones: a designer's system for making creativity reliable.
3.85
302
46 Rules of Genius, The Summary
46 Rules of Genius, The 87%
Break the rules, then build better ones: a designer's system for making creativity reliable.
by Marty Neumeier 2014
3.85
302 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
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
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
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
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
Insanely Simple
by Ken Segall • 2012
Apple's secret: a hatred of complexity that governs teams, products, marketing. An insider explains.
3.91
6k+
Insanely Simple Summary
Insanely Simple 87%
Apple's secret: a hatred of complexity that governs teams, products, marketing. An insider explains.
by Ken Segall 2012
3.91
6k+ 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
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 87%
Stop building courses that just present slides. The activity-first system for e-learning that works.
by William Horton 2006
3.89
219 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 87%
Simplicity is subtraction with meaning: ten design laws for making complex things feel effortless.
by John Maeda 2006
3.89
7k+ 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 87%
A design thinking framework that turns any classroom into a launchpad for student creativity.
by John Spencer 2016
4.09
732 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
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 87%
Software is not a craft; it's a science. The discipline that turns teams into learning machines.
by David Farley 2021
4.16
1k+ 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 87%
Services often fail because no one designed them. This book fixes that.
by Marc Stickdorn 2010
3.98
2k+ 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
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
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 87%
The best products win on emotion, not features. How to design with empathy instead of assumptions.
by Jon Kolko 2014
3.89
512 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
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 87%
Stop writing, start designing: a research-first way to make content that users actually need.
by Sarah Richards 2017
4.31
734 ratings
Play Anything
by Ian Bogost • 2016
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
3.17
572
Play Anything Summary
Play Anything 87%
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
by Ian Bogost 2016
3.17
572 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
TRIZ For Dummies
by Lilly Haines-Gadd • 2016
Turn impossible trade-offs into breakthroughs. A patent-proven method for systematic innovation.
4.07
54
TRIZ For Dummies Summary
TRIZ For Dummies 87%
Turn impossible trade-offs into breakthroughs. A patent-proven method for systematic innovation.
by Lilly Haines-Gadd 2016
4.07
54 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! 87%
Ten principles from Disney Imagineering that turn ideas into attractions millions love.
by Marty Sklar 2015
3.96
694 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
Creative Confidence
by Tom Kelley • 2013
Creativity is a muscle anyone can build: start with empathy, prototype fast, and learn from failure.
3.97
14k+
Creative Confidence Summary
Creative Confidence 87%
Creativity is a muscle anyone can build: start with empathy, prototype fast, and learn from failure.
by Tom Kelley 2013
3.97
14k+ ratings
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