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SoBrief
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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
578
Strategic Writing for UX Summary
Strategic Writing for UX 90%
Every button, error message, and empty state is a growth lever. The UX writer's playbook.
by Torrey Podmajersky 2019
4.22
578 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 89%
Stop writing, start designing: a research-first way to make content that users actually need.
by Sarah Richards 2017
4.31
734 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 89%
Designing is easy. Explaining your choices to skeptical stakeholders is the real job.
by Tom Greever 2015
4.14
2k+ 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
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
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 89%
Chemistry meets web design: a method for building reusable component systems from the ground up.
by Brad Frost 2016
4.00
1k+ 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
Writing Is Designing
by Michael J. Metts • 2020
Interface words are design elements, not just content. Research and strategy to get them right.
4.29
504
Writing Is Designing Summary
Writing Is Designing 89%
Interface words are design elements, not just content. Research and strategy to get them right.
by Michael J. Metts 2020
4.29
504 ratings
Mobile First
by Luke Wroblewski • 2011
Eighty percent less screen space forces decisions that make your product better on every device.
3.90
2k+
Mobile First Summary
Mobile First 89%
Eighty percent less screen space forces decisions that make your product better on every device.
by Luke Wroblewski 2011
3.90
2k+ ratings
101 UX Principles
by Will Grant • 2018
A UX field manual: 101 rules to turn a frustrating interface into one users love.
4.10
158
101 UX Principles Summary
101 UX Principles 89%
A UX field manual: 101 rules to turn a frustrating interface into one users love.
by Will Grant 2018
4.10
158 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 89%
Data alone doesn't persuade. Turn user research into stories that align teams and drive design.
by Whitney Quesenbery 2010
3.75
505 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
Turning Small Talk into Big Talk
by Jan Janura • 2023
Why dinner party talk stalls, and the questions that pull a room into real conversation.
2.92
75
Turning Small Talk into Big Talk Summary
Turning Small Talk into Big Talk 89%
Why dinner party talk stalls, and the questions that pull a room into real conversation.
by Jan Janura 2023
2.92
75 ratings
How to Communicate with Confidence
by Mike Bechtle • 2013
Better conversations don't require a personality transplant; they require the right techniques.
3.76
173
How to Communicate with Confidence Summary
How to Communicate with Confidence 89%
Better conversations don't require a personality transplant; they require the right techniques.
by Mike Bechtle 2013
3.76
173 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 89%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 ratings
The Elements of User Experience
by Jesse James Garrett • 2002
User experience has five layers. Most teams start at the top and wonder why it cracks.
4.01
4k+
The Elements of User Experience Summary
The Elements of User Experience 89%
User experience has five layers. Most teams start at the top and wonder why it cracks.
by Jesse James Garrett 2002
4.01
4k+ 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 88%
The one-question test for product success, and the seven factors that answer it.
by Mads Soegaard 2018
3.65
193 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
The Art of Conversation
by Catherine Blyth • 2008
How the quiet art of listening can make you the most persuasive person in any room.
2.77
799
The Art of Conversation Summary
The Art of Conversation 88%
How the quiet art of listening can make you the most persuasive person in any room.
by Catherine Blyth 2008
2.77
799 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 88%
Software frustrates because programmers design it, optimizing for the machine, not the mind.
by Alan Cooper 1999
3.94
3k+ ratings
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 88%
People skim, not read: what that means for your buttons, menus, and paragraphs.
by Steve Krug 2000
4.24
31k+ 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
About Face 3
by Alan Cooper • 1995
Design software around user goals, not code: a classic manual for interfaces that feel obvious.
4.07
4k+
About Face 3 Summary
About Face 3 88%
Design software around user goals, not code: a classic manual for interfaces that feel obvious.
by Alan Cooper 1995
4.07
4k+ 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
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
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
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
Better Small Talk
by Patrick King • 2020
Your conversations stall because you hate small talk. It isn't the weather: you're skipping a step.
3.50
3k+
Better Small Talk Summary
Better Small Talk 88%
Your conversations stall because you hate small talk. It isn't the weather: you're skipping a step.
by Patrick King 2020
3.50
3k+ ratings
The User Experience Team of One
by Leah Buley • 2013
Win allies, test fast, and ship better products as the solo UX designer: the lightweight methods.
4.19
2k+
The User Experience Team of One Summary
The User Experience Team of One 88%
Win allies, test fast, and ship better products as the solo UX designer: the lightweight methods.
by Leah Buley 2013
4.19
2k+ ratings
UX Research
by Brad Nunnally • 2016
What to ask, who to ask, and how to turn their answers into better products.
3.68
263
UX Research Summary
UX Research 88%
What to ask, who to ask, and how to turn their answers into better products.
by Brad Nunnally 2016
3.68
263 ratings
Interviewing Users
by Steve Portigal • 2013
Your assumptions about users are wrong. A systematic way to find out what they actually need.
4.13
1k+
Interviewing Users Summary
Interviewing Users 88%
Your assumptions about users are wrong. A systematic way to find out what they actually need.
by Steve Portigal 2013
4.13
1k+ ratings
The Humane Interface
by Jef Raskin • 2000
Modes cause most software errors. Remove modes, and error messages and filenames become unnecessary.
4.03
1k+
The Humane Interface Summary
The Humane Interface 88%
Modes cause most software errors. Remove modes, and error messages and filenames become unnecessary.
by Jef Raskin 2000
4.03
1k+ ratings
Paper Prototyping
by Carolyn Snyder • 2003
Paper screens, a colleague at the controls: find the fatal flaws while fixing them is free.
3.78
207
Paper Prototyping Summary
Paper Prototyping 88%
Paper screens, a colleague at the controls: find the fatal flaws while fixing them is free.
by Carolyn Snyder 2003
3.78
207 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 88%
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
Solving Product Design Exercises
by Artiom Dashinsky • 2018
The interview exercise that screens designers out. The structured process that gets them through.
4.31
672
Solving Product Design Exercises Summary
Solving Product Design Exercises 88%
The interview exercise that screens designers out. The structured process that gets them through.
by Artiom Dashinsky 2018
4.31
672 ratings
Refactoring UI
by Adam Wathan • 2018
Why developers build ugly interfaces, and the constraint system that fixes them.
4.65
2k+
Refactoring UI Summary
Refactoring UI 88%
Why developers build ugly interfaces, and the constraint system that fixes them.
by Adam Wathan 2018
4.65
2k+ ratings
The Art of Talking to Anyone
by Rosalie Maggio • 2005
From small talk to condolence calls: the practical words and questions that work.
3.22
338
The Art of Talking to Anyone Summary
The Art of Talking to Anyone 88%
From small talk to condolence calls: the practical words and questions that work.
by Rosalie Maggio 2005
3.22
338 ratings
How To Start A Conversation And Make Friends
by Don Gabor • 1983
Six body signals, three opening lines and a listening method that turns small talk into connection.
3.60
1k+
How To Start A Conversation And Make Friends Summary
How To Start A Conversation And Make Friends 88%
Six body signals, three opening lines and a listening method that turns small talk into connection.
by Don Gabor 1983
3.60
1k+ ratings
Information Architecture for the World Wide Web
by Peter Morville • 1998
Why most large websites feel like a maze, and the craft of making them findable.
3.93
4k+
Information Architecture for the World Wide Web Summary
Information Architecture for the World Wide Web 88%
Why most large websites feel like a maze, and the craft of making them findable.
by Peter Morville 1998
3.93
4k+ ratings
Usability Engineering
by Jakob Nielsen • 1993
Usability is engineering, not art. Five dimensions, ten heuristics, one rule: test with real users.
3.97
277
Usability Engineering Summary
Usability Engineering 88%
Usability is engineering, not art. Five dimensions, ten heuristics, one rule: test with real users.
by Jakob Nielsen 1993
3.97
277 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
Improve Your Conversations
by Patrick King • 2015
Replace awkward silences with fluid exchanges using the collaborative techniques of improv comedy.
3.64
1k+
Improve Your Conversations Summary
Improve Your Conversations 88%
Replace awkward silences with fluid exchanges using the collaborative techniques of improv comedy.
by Patrick King 2015
3.64
1k+ 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
Hertzian Tales
by Anthony Dunne • 1999
Electronic objects are behavioral scripts and portals to a hidden electromagnetic world.
4.26
125
Hertzian Tales Summary
Hertzian Tales 88%
Electronic objects are behavioral scripts and portals to a hidden electromagnetic world.
by Anthony Dunne 1999
4.26
125 ratings
Search Patterns
by Peter Morville • 2010
Algorithms do not fix search; design does. How the patterns users follow reveal what engineers miss.
3.86
291
Search Patterns Summary
Search Patterns 88%
Algorithms do not fix search; design does. How the patterns users follow reveal what engineers miss.
by Peter Morville 2010
3.86
291 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
Nicely Said
by Nicole Fenton • 2014
Your website has a voice. The rules for making it helpful, clear, and worth reading.
4.11
554
Nicely Said Summary
Nicely Said 88%
Your website has a voice. The rules for making it helpful, clear, and worth reading.
by Nicole Fenton 2014
4.11
554 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 88%
Simplicity is subtraction with meaning: ten design laws for making complex things feel effortless.
by John Maeda 2006
3.89
7k+ ratings
UX for Beginners
by Joel Marsh • 2016
A UX crash course in 100 lessons: psychology, research, structure. Effective beats happy.
4.04
521
UX for Beginners Summary
UX for Beginners 88%
A UX crash course in 100 lessons: psychology, research, structure. Effective beats happy.
by Joel Marsh 2016
4.04
521 ratings
How to Make Sense of Any Mess
by Abby Covert • 2014
Your information problem is a language problem. Seven steps to make sense of any mess.
3.85
2k+
How to Make Sense of Any Mess Summary
How to Make Sense of Any Mess 88%
Your information problem is a language problem. Seven steps to make sense of any mess.
by Abby Covert 2014
3.85
2k+ ratings
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