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SoBrief
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What Customers Crave
by Nicholas J. Webb • 2016
Good customer service is killing your business. The design-driven method that replaces it.
3.69
289
What Customers Crave Summary
What Customers Crave 94%
Good customer service is killing your business. The design-driven method that replaces it.
by Nicholas J. Webb 2016
3.69
289 ratings
Notes from a Friend
by Anthony Robbins • 1995
You are punishing loyal customers for the crimes of the 1 percent. A five-step reset.
3.97
2k+
Notes from a Friend Summary
Notes from a Friend 93%
You are punishing loyal customers for the crimes of the 1 percent. A five-step reset.
by Anthony Robbins 1995
3.97
2k+ ratings
Outside In
by Harley Manning • 2012
Customer experience is the moat competitors can't copy. A complete blueprint for engineering yours.
3.93
835
Outside In Summary
Outside In 93%
Customer experience is the moat competitors can't copy. A complete blueprint for engineering yours.
by Harley Manning 2012
3.93
835 ratings
The Experience Economy
by James H. Gilmore • 1999
Goods became services. Now services are becoming experiences. The next step: transformations.
3.80
3k+
The Experience Economy Summary
The Experience Economy 93%
Goods became services. Now services are becoming experiences. The next step: transformations.
by James H. Gilmore 1999
3.80
3k+ 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 93%
One diagram that puts customer actions and business processes on one page: the gaps become obvious.
by James Kalbach 2015
4.11
694 ratings
The Brand Flip
by Marty Neumeier • 2015
The internet handed customers the controls. Most companies still haven't noticed who's driving.
4.30
673
The Brand Flip Summary
The Brand Flip 93%
The internet handed customers the controls. Most companies still haven't noticed who's driving.
by Marty Neumeier 2015
4.30
673 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 93%
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 92%
The field manual for turning customer journey maps and sticky notes into real organizational change.
by Marc Stickdorn 2016
4.36
567 ratings
Experiential Marketing
by Bernd H. Schmitt • 1999
Stop selling features and benefits. Five experience types and the tools to build them.
3.85
112
Experiential Marketing Summary
Experiential Marketing 92%
Stop selling features and benefits. Five experience types and the tools to build them.
by Bernd H. Schmitt 1999
3.85
112 ratings
Creating Superfans
by Brittany Hodak • 2023
You can't buy devotion, only earn it: a system for turning indifference into lifelong advocacy.
4.37
260
Creating Superfans Summary
Creating Superfans 92%
You can't buy devotion, only earn it: a system for turning indifference into lifelong advocacy.
by Brittany Hodak 2023
4.37
260 ratings
Experiential Marketing
by Kerry Smith • 2016
How to turn live events into content factories that build brands and pay for themselves.
4.18
11
Experiential Marketing Summary
Experiential Marketing 92%
How to turn live events into content factories that build brands and pay for themselves.
by Kerry Smith 2016
4.18
11 ratings
The Effortless Experience
by Matthew Dixon • 2013
Delight doesn't build loyalty. Ease does. And the ratio is four to one.
3.94
1k+
The Effortless Experience Summary
The Effortless Experience 92%
Delight doesn't build loyalty. Ease does. And the ratio is four to one.
by Matthew Dixon 2013
3.94
1k+ 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 92%
A guide to embedding design thinking that turns customer empathy into brand loyalty and profit.
by Thomas Lockwood 2009
3.85
451 ratings
The Customer Service Revolution
by John R. DiJulius • 2015
A systematic playbook for customer experiences so good your customers stop asking about price.
4.04
279
The Customer Service Revolution Summary
The Customer Service Revolution 92%
A systematic playbook for customer experiences so good your customers stop asking about price.
by John R. DiJulius 2015
4.04
279 ratings
Customer Obsessed
by Eric Berridge • 2016
Customer experience fails in a silo. The fix spans design, data, diversity, and employee engagement.
3.21
48
Customer Obsessed Summary
Customer Obsessed 91%
Customer experience fails in a silo. The fix spans design, data, diversity, and employee engagement.
by Eric Berridge 2016
3.21
48 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 91%
The best products win on emotion, not features. How to design with empathy instead of assumptions.
by Jon Kolko 2014
3.89
512 ratings
Never Lose a Customer Again
by Joey Coleman • 2018
After the sale, keep the customer: a hundred-day playbook to turn one-time buyers into advocates.
4.18
1k+
Never Lose a Customer Again Summary
Never Lose a Customer Again 91%
After the sale, keep the customer: a hundred-day playbook to turn one-time buyers into advocates.
by Joey Coleman 2018
4.18
1k+ ratings
Be Our Guest
by Walt Disney Company • 2001
Behind Disney's legendary guest experience is a practical system any organization can adopt.
3.90
5k+
Be Our Guest Summary
Be Our Guest 91%
Behind Disney's legendary guest experience is a practical system any organization can adopt.
by Walt Disney Company 2001
3.90
5k+ 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 91%
Services often fail because no one designed them. This book fixes that.
by Marc Stickdorn 2010
3.98
2k+ ratings
Uncommon Service
by Frances Frei • 2012
The counterintuitive rule of service: to be great, you must first decide where to be bad.
4.01
784
Uncommon Service Summary
Uncommon Service 91%
The counterintuitive rule of service: to be great, you must first decide where to be bad.
by Frances Frei 2012
4.01
784 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 91%
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 Best Service is No Service
by Bill Price • 2008
Stop optimizing your call center. The real fix is to destroy demand for customer service.
3.98
174
The Best Service is No Service Summary
The Best Service is No Service 91%
Stop optimizing your call center. The real fix is to destroy demand for customer service.
by Bill Price 2008
3.98
174 ratings
High-Tech, High-Touch Customer Service
by Micah Solomon • 2012
The personal-service secret of beloved brands, and the technology that scales it.
3.77
113
High-Tech, High-Touch Customer Service Summary
High-Tech, High-Touch Customer Service 91%
The personal-service secret of beloved brands, and the technology that scales it.
by Micah Solomon 2012
3.77
113 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 91%
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
Mental Models
by Indi Young • 2008
Turn user research chaos into a single diagram that exposes exactly what your product is missing.
3.86
1k+
Mental Models Summary
Mental Models 91%
Turn user research chaos into a single diagram that exposes exactly what your product is missing.
by Indi Young 2008
3.86
1k+ ratings
Brand Sense
by Martin Lindstrom • 2005
Activate the three senses most brands ignore, and build devotion that a logo alone never could.
3.88
890
Brand Sense Summary
Brand Sense 91%
Activate the three senses most brands ignore, and build devotion that a logo alone never could.
by Martin Lindstrom 2005
3.88
890 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 91%
Great design is storytelling: shaping choices, mapping emotions, and turning users into heroes.
by Ellen Lupton 2017
3.96
2k+ ratings
All New Third Edition Be Our Guest (Completely Revised and Updated Third Edition)
by The Disney Institute • 2060
How a theme park operator turns customer service into theater, and the blueprint you can steal.
3.33
3
All New Third Edition Be Our Guest (Completely Revised and Updated Third Edition) Summary
All New Third Edition Be Our Guest (Completely Revised and Updated Third Edition) 91%
How a theme park operator turns customer service into theater, and the blueprint you can steal.
by The Disney Institute 2060
3.33
3 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 91%
Win allies, test fast, and ship better products as the solo UX designer: the lightweight methods.
by Leah Buley 2013
4.19
2k+ ratings
How to Win Customers and Keep Them for Life
by Michael LeBoeuf • 2000
Customers stay when the experience pays off for them. A system for making every touchpoint deliver.
3.9
200
How to Win Customers and Keep Them for Life Summary
How to Win Customers and Keep Them for Life 91%
Customers stay when the experience pays off for them. A system for making every touchpoint deliver.
by Michael LeBoeuf 2000
3.9
200 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 90%
Data alone doesn't persuade. Turn user research into stories that align teams and drive design.
by Whitney Quesenbery 2010
3.75
505 ratings
Designing Products People Love
by Scott Hurff • 2015
Most products fail in their empty and error states: a playbook for designing all five.
4.11
271
Designing Products People Love Summary
Designing Products People Love 90%
Most products fail in their empty and error states: a playbook for designing all five.
by Scott Hurff 2015
4.11
271 ratings
Design thinking
by Mauricio Vianna • 2012
Most innovation chases technology or markets. This method chases human meaning instead.
3.55
100
Design thinking Summary
Design thinking 90%
Most innovation chases technology or markets. This method chases human meaning instead.
by Mauricio Vianna 2012
3.55
100 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 90%
The methods and documents that carry a UX project from first requirement to final design.
by Russ Unger 2009
3.87
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 90%
A UX field manual: 101 rules to turn a frustrating interface into one users love.
by Will Grant 2018
4.10
158 ratings
What Would Apple Do?
by Dirk Beckmann • 2013
The design and business rules Apple uses to dominate industries, and how to steal them.
3.21
43
What Would Apple Do? Summary
What Would Apple Do? 90%
The design and business rules Apple uses to dominate industries, and how to steal them.
by Dirk Beckmann 2013
3.21
43 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 90%
Why shipping early and designing the invisible parts matters more than getting the pixels right.
by Randy J. Hunt 2013
3.76
278 ratings
Zag
by Marty Neumeier • 2006
Why different beats better, and the method for making your brand the one they remember.
3.99
4k+
Zag Summary
Zag 90%
Why different beats better, and the method for making your brand the one they remember.
by Marty Neumeier 2006
3.99
4k+ ratings
Designing for Growth
by JeanneLiedtka • 2011
Four questions, simple canvases, fast prototypes: the design thinking playbook for managers.
3.99
952
Designing for Growth Summary
Designing for Growth 90%
Four questions, simple canvases, fast prototypes: the design thinking playbook for managers.
by JeanneLiedtka 2011
3.99
952 ratings
The Jobs To Be Done Playbook
by Jim Kalbach • 2020
Products get hired, not bought. The playbook for discovering the job your customers need done.
4.06
419
The Jobs To Be Done Playbook Summary
The Jobs To Be Done Playbook 90%
Products get hired, not bought. The playbook for discovering the job your customers need done.
by Jim Kalbach 2020
4.06
419 ratings
Brand Gap, The
by Marty Neumeier • 2003
Brands stumble not on bad strategy or poor design, but on the gap no one manages.
3.98
6k+
Brand Gap, The Summary
Brand Gap, The 90%
Brands stumble not on bad strategy or poor design, but on the gap no one manages.
by Marty Neumeier 2003
3.98
6k+ 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 90%
Designing is easy. Explaining your choices to skeptical stakeholders is the real job.
by Tom Greever 2015
4.14
2k+ 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 90%
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
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 90%
Stop writing, start designing: a research-first way to make content that users actually need.
by Sarah Richards 2017
4.31
734 ratings
Authenticity
by James H. Gilmore • 2007
Everything sold is manufactured, including authenticity. The winners manage the perception of real.
3.69
222
Authenticity Summary
Authenticity 90%
Everything sold is manufactured, including authenticity. The winners manage the perception of real.
by James H. Gilmore 2007
3.69
222 ratings
The Design Thinking Playbook
by Michael Lewrick • 2018
A playbook for applying design thinking beyond products: ecosystems, digital transformation, and AI.
3.89
482
The Design Thinking Playbook Summary
The Design Thinking Playbook 90%
A playbook for applying design thinking beyond products: ecosystems, digital transformation, and AI.
by Michael Lewrick 2018
3.89
482 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 90%
Apple's secret: a hatred of complexity that governs teams, products, marketing. An insider explains.
by Ken Segall 2012
3.91
6k+ 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 90%
Turn customer discovery into a game: the play-based way to uncover what buyers really need.
by Luke Hohmann 2006
3.98
305 ratings
Meaningful
by Bernadette Jiwa • 2015
Why solving the problems people have stopped noticing builds brands they never stop loving.
3.71
939
Meaningful Summary
Meaningful 90%
Why solving the problems people have stopped noticing builds brands they never stop loving.
by Bernadette Jiwa 2015
3.71
939 ratings
Undercover User Experience Design
by Cennydd Bowles • 2010
No budget, no mandate? A tactical guide for smuggling user experience into resistant organizations.
4.02
504
Undercover User Experience Design Summary
Undercover User Experience Design 90%
No budget, no mandate? A tactical guide for smuggling user experience into resistant organizations.
by Cennydd Bowles 2010
4.02
504 ratings
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