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SoBrief
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Design Justice
by Sasha Costanza-Chock • 2020
Design decides who benefits and who gets hurt. The communities on the losing end are now leading.
4.18
548
Design Justice Summary
Design Justice 92%
Design decides who benefits and who gets hurt. The communities on the losing end are now leading.
by Sasha Costanza-Chock 2020
4.18
548 ratings
Ruined by Design
by Mike Monteiro • 2019
Every harmful app was a designer's decision. The principles for refusing to build the next one.
4.11
2k+
Ruined by Design Summary
Ruined by Design 91%
Every harmful app was a designer's decision. The principles for refusing to build the next one.
by Mike Monteiro 2019
4.11
2k+ 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 91%
What if your toaster had an opinion? A field guide to design that argues.
by Bruce M. Tharp 2019
4.36
25 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 90%
Design fills the world with disposables. A manifesto for building what people actually need.
by Victor Papanek 1972
4.24
2k+ 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 90%
Services often fail because no one designed them. This book fixes that.
by Marc Stickdorn 2010
3.98
2k+ 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 90%
Most design fixes problems. This design invents fictional worlds to test-drive better ones.
by Anthony Dunne 2013
4.12
999 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 90%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 ratings
Digital Dead End
by Virginia Eubanks • 2011
Access is not the problem. Power designs inequality into code, and the marginalized already know it.
3.86
72
Digital Dead End Summary
Digital Dead End 90%
Access is not the problem. Power designs inequality into code, and the marginalized already know it.
by Virginia Eubanks 2011
3.86
72 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 90%
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 Thinking for the Greater Good
by Jeanne Liedtka • 2017
Innovate without a big R&D budget: borrowing designer methods that work in the public square.
4.00
50
Design Thinking for the Greater Good Summary
Design Thinking for the Greater Good 89%
Innovate without a big R&D budget: borrowing designer methods that work in the public square.
by Jeanne Liedtka 2017
4.00
50 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 89%
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
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 89%
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
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
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 89%
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
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
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 89%
Electronic objects are behavioral scripts and portals to a hidden electromagnetic world.
by Anthony Dunne 1999
4.26
125 ratings
Race After Technology
by Ruha Benjamin • 2019
Facial recognition fails on dark skin. Hiring algorithms prefer white names. That's by design.
4.26
2k+
Race After Technology Summary
Race After Technology 89%
Facial recognition fails on dark skin. Hiring algorithms prefer white names. That's by design.
by Ruha Benjamin 2019
4.26
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 89%
Your brain processes beauty before conscious thought, and good looks make things easier to use.
by Donald A. Norman 2003
3.95
6k+ 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
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
Streetfight
by Janette Sadik-Khan • 2016
Paint, data, and political nerve: beating the car-first status quo.
4.26
2k+
Streetfight Summary
Streetfight 89%
Paint, data, and political nerve: beating the car-first status quo.
by Janette Sadik-Khan 2016
4.26
2k+ 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 89%
Stop saying 'make the logo bigger' and learn what to ask for instead.
by Mike Monteiro 2014
4.26
446 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
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 89%
Why developers build ugly interfaces, and the constraint system that fixes them.
by Adam Wathan 2018
4.65
2k+ ratings
Health Design Thinking
by Bon Ku • 2020
Empathy interviews, prototypes, sprints: the playbook for making healthcare human again.
4.11
163
Health Design Thinking Summary
Health Design Thinking 89%
Empathy interviews, prototypes, sprints: the playbook for making healthcare human again.
by Bon Ku 2020
4.11
163 ratings
Emergent Strategy
by Adrienne Maree Brown • 2017
No one commands a flock or a forest. What that means for building social movements that endure.
4.25
10k+
Emergent Strategy Summary
Emergent Strategy 89%
No one commands a flock or a forest. What that means for building social movements that endure.
by Adrienne Maree Brown 2017
4.25
10k+ ratings
Power to the Public
by Tara Dawson McGuinness • 2021
Government services fail because they skip users. The fix: design with people, real data, iterate.
3.98
320
Power to the Public Summary
Power to the Public 89%
Government services fail because they skip users. The fix: design with people, real data, iterate.
by Tara Dawson McGuinness 2021
3.98
320 ratings
Design for a Better World
by Donald A. Norman • 2023
Everything around you was designed: economy, waste, climate. Design can repair what it broke.
3.61
198
Design for a Better World Summary
Design for a Better World 88%
Everything around you was designed: economy, waste, climate. Design can repair what it broke.
by Donald A. Norman 2023
3.61
198 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 88%
A guide to embedding design thinking that turns customer empathy into brand loyalty and profit.
by Thomas Lockwood 2009
3.85
451 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
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 use graphic design to sell things, explain things, make things look better, make people laugh, make people cry, and (every once in a while) change the world
by Michael Bierut • 2015
Great logos aren't born from blank slates but from ugly constraints and stubborn clients.
4.32
1k+
How to use graphic design to sell things, explain things, make things look better, make people laugh, make people cry, and (every once in a while) change the world Summary
How to use graphic design to sell things, explain things, make things look better, make people laugh, make people cry, and (every once in a while) change the world 88%
Great logos aren't born from blank slates but from ugly constraints and stubborn clients.
by Michael Bierut 2015
4.32
1k+ ratings
How to Speak Machine
by John Maeda • 2019
Loops, scale, and unfinished products: what computers know that designers must learn.
3.69
521
How to Speak Machine Summary
How to Speak Machine 88%
Loops, scale, and unfinished products: what computers know that designers must learn.
by John Maeda 2019
3.69
521 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
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
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 88%
Most innovation chases technology or markets. This method chases human meaning instead.
by Mauricio Vianna 2012
3.55
100 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
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 88%
A playbook for applying design thinking beyond products: ecosystems, digital transformation, and AI.
by Michael Lewrick 2018
3.89
482 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
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
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
Universal Principles of Design
by William Lidwell • 2003
The 125 design principles that turn a frustrating product into one that feels obvious.
4.16
6k+
Universal Principles of Design Summary
Universal Principles of Design 88%
The 125 design principles that turn a frustrating product into one that feels obvious.
by William Lidwell 2003
4.16
6k+ 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
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 88%
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
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
You Belong to the Universe
by Jonathan Keats • 2016
Buckminster Fuller never built a world-saving machine. He invented a way of thinking that could.
3.65
393
You Belong to the Universe Summary
You Belong to the Universe 88%
Buckminster Fuller never built a world-saving machine. He invented a way of thinking that could.
by Jonathan Keats 2016
3.65
393 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
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 88%
Eighty percent less screen space forces decisions that make your product better on every device.
by Luke Wroblewski 2011
3.90
2k+ ratings
Les Fondamentaux Du Graphisme
by Gavin Ambrose • 2008
For new designers: master typography, branding, process, and production from brief to finish.
3.53
109
Les Fondamentaux Du Graphisme Summary
Les Fondamentaux Du Graphisme 88%
For new designers: master typography, branding, process, and production from brief to finish.
by Gavin Ambrose 2008
3.53
109 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
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