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SoBrief
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Software Architecture in Practice
by Len Bass • 2021
The first design choices are the hardest to undo. A playbook for getting them right.
3.85
726
Software Architecture in Practice Summary
Software Architecture in Practice 90%
The first design choices are the hardest to undo. A playbook for getting them right.
by Len Bass 2021
3.85
726 ratings
Invention by Design; How Engineers Get from Thought to Thing
by Petroski • 1996
Paper clips, fax machines, bridges: what their shortcomings reveal about the logic of engineering.
3.75
351
Invention by Design; How Engineers Get from Thought to Thing Summary
Invention by Design; How Engineers Get from Thought to Thing 90%
Paper clips, fax machines, bridges: what their shortcomings reveal about the logic of engineering.
by Petroski 1996
3.75
351 ratings
Fundamentals of Software Architecture
by Mark Richards • 2020
Every architecture choice is a wager on a shifting context. A framework for placing better bets.
4.24
2k+
Fundamentals of Software Architecture Summary
Fundamentals of Software Architecture 89%
Every architecture choice is a wager on a shifting context. A framework for placing better bets.
by Mark Richards 2020
4.24
2k+ 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 89%
Why nothing works perfectly: the constraints hiding inside every object you use.
by Henry Petroski 2003
3.40
334 ratings
Tidy First?
by Kent Beck • 2023
Software cost is coupling, and tidying is an investment: when to do it, when to ship.
3.92
1k+
Tidy First? Summary
Tidy First? 89%
Software cost is coupling, and tidying is an investment: when to do it, when to ship.
by Kent Beck 2023
3.92
1k+ 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 89%
Turn impossible trade-offs into breakthroughs. A patent-proven method for systematic innovation.
by Lilly Haines-Gadd 2016
4.07
54 ratings
The Sciences of the Artificial
by Herbert A. Simon • 1969
A science of the artificial: how constrained minds design systems that work in a complex world.
4.29
669
The Sciences of the Artificial Summary
The Sciences of the Artificial 89%
A science of the artificial: how constrained minds design systems that work in a complex world.
by Herbert A. Simon 1969
4.29
669 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 89%
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
by Ken Kocienda 2018
4.05
5k+ 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 89%
Simplicity is subtraction with meaning: ten design laws for making complex things feel effortless.
by John Maeda 2006
3.89
7k+ 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 89%
Design fills the world with disposables. A manifesto for building what people actually need.
by Victor Papanek 1972
4.24
2k+ 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 89%
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
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
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
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 88%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 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
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 Mythical Man-Month
by Frederick P. Brooks Jr. • 1975
A late software project plus more programmers equals a later one. The essays that proved it.
4.01
15k+
The Mythical Man-Month Summary
The Mythical Man-Month 88%
A late software project plus more programmers equals a later one. The essays that proved it.
by Frederick P. Brooks Jr. 1975
4.01
15k+ 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 88%
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
The Things We Make
by Bill Hammack • 2023
Engineering isn't applied science: it's the art of solving problems before anyone understands them.
3.75
1k+
The Things We Make Summary
The Things We Make 88%
Engineering isn't applied science: it's the art of solving problems before anyone understands them.
by Bill Hammack 2023
3.75
1k+ ratings
97 Things Every Software Architect Should Know
by Richard Monson-Haefel • 2009
Code is the easy part. Learn the business, communication, and simplicity that make an architect.
3.62
783
97 Things Every Software Architect Should Know Summary
97 Things Every Software Architect Should Know 88%
Code is the easy part. Learn the business, communication, and simplicity that make an architect.
by Richard Monson-Haefel 2009
3.62
783 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
Game Mechanics
by Ernest Adams • 2012
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
4.12
185
Game Mechanics Summary
Game Mechanics 88%
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
by Ernest Adams 2012
4.12
185 ratings
The Essential Engineer
by Henry Petroski • 2010
Science explains; engineering creates. When we confuse the two, our biggest problems get harder.
3.37
270
The Essential Engineer Summary
The Essential Engineer 88%
Science explains; engineering creates. When we confuse the two, our biggest problems get harder.
by Henry Petroski 2010
3.37
270 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
Game Development Patterns and Best Practices
by John P. Doran • 2017
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
3.90
20
Game Development Patterns and Best Practices Summary
Game Development Patterns and Best Practices 88%
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
by John P. Doran 2017
3.90
20 ratings
Design Thinking Research
by Larry Leifer • 2013
What if your programming environment saved every change, so you could explore ideas without risk?
4.00
1
Design Thinking Research Summary
Design Thinking Research 88%
What if your programming environment saved every change, so you could explore ideas without risk?
by Larry Leifer 2013
4.00
1 ratings
Designing the User Experience of Game Development Tools
by David Lightbown • 2015
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
4.13
16
Designing the User Experience of Game Development Tools Summary
Designing the User Experience of Game Development Tools 88%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 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 88%
The counterintuitive rule of service: to be great, you must first decide where to be bad.
by Frances Frei 2012
4.01
784 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
Refactoring to Patterns
by Joshua Kerievsky • 2004
How to transform tangled code into textbook patterns one small, safe step at a time.
4.05
1k+
Refactoring to Patterns Summary
Refactoring to Patterns 88%
How to transform tangled code into textbook patterns one small, safe step at a time.
by Joshua Kerievsky 2004
4.05
1k+ ratings
A Philosophy of Software Design
by John Ousterhout • 2018
Your codebase rots from the inside out. The design skill that stops it.
4.22
5k+
A Philosophy of Software Design Summary
A Philosophy of Software Design 88%
Your codebase rots from the inside out. The design skill that stops it.
by John Ousterhout 2018
4.22
5k+ 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
Game Programming Patterns
by Robert Nystrom • 2011
The programming patterns that make game code resilient to change, and the ones that don't.
4.49
2k+
Game Programming Patterns Summary
Game Programming Patterns 88%
The programming patterns that make game code resilient to change, and the ones that don't.
by Robert Nystrom 2011
4.49
2k+ 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 88%
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
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
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
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
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
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 88%
Every system malfunctions and fights its own purpose. The counterintuitive guide to surviving them.
by John Gall 1977
3.99
1k+ 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
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
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? 88%
The design and business rules Apple uses to dominate industries, and how to steal them.
by Dirk Beckmann 2013
3.21
43 ratings
Success through Failure
by Henry Petroski • 2006
Every triumph contains the seed of its collapse; the art of design is spotting it early.
3.60
201
Success through Failure Summary
Success through Failure 88%
Every triumph contains the seed of its collapse; the art of design is spotting it early.
by Henry Petroski 2006
3.60
201 ratings
Release It!
by Michael T. Nygard • 2007
QA says your software is ready. Production disagrees. The patterns that close the gap.
4.25
3k+
Release It! Summary
Release It! 88%
QA says your software is ready. Production disagrees. The patterns that close the gap.
by Michael T. Nygard 2007
4.25
3k+ ratings
System Design Interview – An insider's guide
by Alex Xu • 2020
Four steps to scope, design, and deep-dive any system problem, drilled on eight interview classics.
4.26
3k+
System Design Interview – An insider's guide Summary
System Design Interview – An insider's guide 88%
Four steps to scope, design, and deep-dive any system problem, drilled on eight interview classics.
by Alex Xu 2020
4.26
3k+ ratings
The Principles of Product Development Flow
by Donald G. Reinertsen • 2009
Product development waste hides in its invisible queues. The fix is not process, it is economics.
4.19
3k+
The Principles of Product Development Flow Summary
The Principles of Product Development Flow 88%
Product development waste hides in its invisible queues. The fix is not process, it is economics.
by Donald G. Reinertsen 2009
4.19
3k+ ratings
User Friendly
by Cliff Kuang • 2019
Effortless design was forged by war, marketing, and psychology, and its ease hides a cost.
4.13
3k+
User Friendly Summary
User Friendly 88%
Effortless design was forged by war, marketing, and psychology, and its ease hides a cost.
by Cliff Kuang 2019
4.13
3k+ 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 88%
Stop saying 'make the logo bigger' and learn what to ask for instead.
by Mike Monteiro 2014
4.26
446 ratings
More Joel on Software
by Joel Spolsky • 2008
Ship on schedule, hire developers who skip the job boards, and know when fixing beats rewriting.
4.05
549
More Joel on Software Summary
More Joel on Software 88%
Ship on schedule, hire developers who skip the job boards, and know when fixing beats rewriting.
by Joel Spolsky 2008
4.05
549 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 88%
Apple's secret: a hatred of complexity that governs teams, products, marketing. An insider explains.
by Ken Segall 2012
3.91
6k+ ratings
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