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SoBrief
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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 86%
Why shipping early and designing the invisible parts matters more than getting the pixels right.
by Randy J. Hunt 2013
3.76
278 ratings
Bringing Out the Best in People
by Aubrey C. Daniels • 1993
Threats only get minimum effort. The behavioral system that makes employees choose to exceed.
4.05
922
Bringing Out the Best in People Summary
Bringing Out the Best in People 86%
Threats only get minimum effort. The behavioral system that makes employees choose to exceed.
by Aubrey C. Daniels 1993
4.05
922 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 86%
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008
4.11
513 ratings
Faster
by James Gleick • 1999
Technology promised to save time. Instead it filled the gaps and trained us to crave speed.
3.52
2k+
Faster Summary
Faster 86%
Technology promised to save time. Instead it filled the gaps and trained us to crave speed.
by James Gleick 1999
3.52
2k+ ratings
Feedback (and Other Dirty Words)
by M. Tamra Chandler • 2019
Feedback dread is biology, not destiny. The step-by-step fix for turning it into growth.
3.71
184
Feedback (and Other Dirty Words) Summary
Feedback (and Other Dirty Words) 86%
Feedback dread is biology, not destiny. The step-by-step fix for turning it into growth.
by M. Tamra Chandler 2019
3.71
184 ratings
Competing Against Time
by George Stalk Jr. • 1990
Why the fastest companies triple growth and double margins: the discipline of competing on time.
3.89
366
Competing Against Time Summary
Competing Against Time 86%
Why the fastest companies triple growth and double margins: the discipline of competing on time.
by George Stalk Jr. 1990
3.89
366 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 86%
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
The Great Acceleration
by Robert Colvile • 2016
Why everything from politics to dinner is getting faster, and why the middle ground is disappearing.
3.56
165
The Great Acceleration Summary
The Great Acceleration 86%
Why everything from politics to dinner is getting faster, and why the middle ground is disappearing.
by Robert Colvile 2016
3.56
165 ratings
Smartcuts
by Shane Snow • 2014
The ladder is slow. The people who accelerate success move sideways, not up.
3.88
7k+
Smartcuts Summary
Smartcuts 86%
The ladder is slow. The people who accelerate success move sideways, not up.
by Shane Snow 2014
3.88
7k+ 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 86%
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
Scrum
by Jeff Sutherland • 2014
Why small autonomous teams in short cycles outperform everyone, and how to build one.
4.14
24k+
Scrum Summary
Scrum 85%
Why small autonomous teams in short cycles outperform everyone, and how to build one.
by Jeff Sutherland 2014
4.14
24k+ ratings
Agile Retrospectives
by Esther Derby • 2006
Why most retrospectives fail: no structure, no data, no follow-through. The fix in five phases.
3.94
3k+
Agile Retrospectives Summary
Agile Retrospectives 85%
Why most retrospectives fail: no structure, no data, no follow-through. The fix in five phases.
by Esther Derby 2006
3.94
3k+ ratings
Lean Software Development
by Mary Poppendieck • 2003
The lean manufacturing toolkit, adapted for software teams: cut waste, ship faster, decide later.
4.19
1k+
Lean Software Development Summary
Lean Software Development 85%
The lean manufacturing toolkit, adapted for software teams: cut waste, ship faster, decide later.
by Mary Poppendieck 2003
4.19
1k+ ratings
48-Hour Start-up
by Fraser Doherty • 2017
Monday morning, you could own a business: the two-day sprint that forces an idea into the market.
3.84
530
48-Hour Start-up Summary
48-Hour Start-up 85%
Monday morning, you could own a business: the two-day sprint that forces an idea into the market.
by Fraser Doherty 2017
3.84
530 ratings
The Game of Work
by Charles Coonradt • 1999
Why people pay to exhaust themselves at play but coast at work, and the five fixes.
3.83
156
The Game of Work Summary
The Game of Work 85%
Why people pay to exhaust themselves at play but coast at work, and the five fixes.
by Charles Coonradt 1999
3.83
156 ratings
Lean UX
by Jeff Gothelf • 2012
Kill the wireframes: a system for testing UX assumptions one sprint at a time.
3.99
7k+
Lean UX Summary
Lean UX 85%
Kill the wireframes: a system for testing UX assumptions one sprint at a time.
by Jeff Gothelf 2012
3.99
7k+ ratings
Sprint
by Jake Knapp • 2016
The five-day sprint that replaces endless debate with sketch, decide, prototype, and test.
4.18
24k+
Sprint Summary
Sprint 85%
The five-day sprint that replaces endless debate with sketch, decide, prototype, and test.
by Jake Knapp 2016
4.18
24k+ ratings
Ultralearning
by Scott H. Young • 2019
Intense self-study beats the classroom. Principles for learning hard skills in months, not years.
3.95
16k+
Ultralearning Summary
Ultralearning 85%
Intense self-study beats the classroom. Principles for learning hard skills in months, not years.
by Scott H. Young 2019
3.95
16k+ ratings
Gamification by Design
by Gabe Zichermann • 2011
Why most badges fail: the motivation design that turns app users into players.
3.65
490
Gamification by Design Summary
Gamification by Design 85%
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011
3.65
490 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 85%
Paper screens, a colleague at the controls: find the fatal flaws while fixing them is free.
by Carolyn Snyder 2003
3.78
207 ratings
The First 20 Hours
by Josh Kaufman • 2013
The 10,000-hour rule is for mastery. Twenty focused hours gets you good enough to enjoy it.
3.46
8k+
The First 20 Hours Summary
The First 20 Hours 85%
The 10,000-hour rule is for mastery. Twenty focused hours gets you good enough to enjoy it.
by Josh Kaufman 2013
3.46
8k+ ratings
No Ego
by Cy Wakeman • 2017
2.5 hours a day lost to workplace drama. Replace ego with accountability and get them back.
3.79
2k+
No Ego Summary
No Ego 85%
2.5 hours a day lost to workplace drama. Replace ego with accountability and get them back.
by Cy Wakeman 2017
3.79
2k+ ratings
Learning Agile
by Andrew Stellman • 2013
Four methodologies, one mindset: going beyond the rituals of Scrum, XP, Lean, and Kanban.
4.09
703
Learning Agile Summary
Learning Agile 85%
Four methodologies, one mindset: going beyond the rituals of Scrum, XP, Lean, and Kanban.
by Andrew Stellman 2013
4.09
703 ratings
Smart Brevity
by Jim Vandehei • 2022
Readers give you 26 seconds. Journalists' best system for writing shorter and being read.
3.92
10k+
Smart Brevity Summary
Smart Brevity 85%
Readers give you 26 seconds. Journalists' best system for writing shorter and being read.
by Jim Vandehei 2022
3.92
10k+ ratings
Your Best Just Got Better
by Jason W. Womack • 2011
Your day holds 96 blocks of time. The real upgrade is knowing which ones you work best in.
3.72
332
Your Best Just Got Better Summary
Your Best Just Got Better 85%
Your day holds 96 blocks of time. The real upgrade is knowing which ones you work best in.
by Jason W. Womack 2011
3.72
332 ratings
1 Ano Em 12 Semanas
by Michael Lennington • 2021
Annual planning kills urgency. Compress your goals to 12 weeks and let the deadline drive you.
3.63
51
1 Ano Em 12 Semanas Summary
1 Ano Em 12 Semanas 85%
Annual planning kills urgency. Compress your goals to 12 weeks and let the deadline drive you.
by Michael Lennington 2021
3.63
51 ratings
Scrum for Dummies
by Mark C. Layton • 2014
Projects go off the rails one task at a time. Scrum catches them every 24 hours.
3.76
124
Scrum for Dummies Summary
Scrum for Dummies 85%
Projects go off the rails one task at a time. Scrum catches them every 24 hours.
by Mark C. Layton 2014
3.76
124 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 85%
What if your programming environment saved every change, so you could explore ideas without risk?
by Larry Leifer 2013
4.00
1 ratings
Press Start
by Daniel Griffin • 2019
Forget points and badges. The marketing power of games is in solving problems people actually have.
3.80
10
Press Start Summary
Press Start 85%
Forget points and badges. The marketing power of games is in solving problems people actually have.
by Daniel Griffin 2019
3.80
10 ratings
Get Rid of the Performance Review!
by Samuel A. Culbert • 2010
Performance reviews kill honest talk and breed fear. What if the conversation replaced the verdict?
3.51
147
Get Rid of the Performance Review! Summary
Get Rid of the Performance Review! 85%
Performance reviews kill honest talk and breed fear. What if the conversation replaced the verdict?
by Samuel A. Culbert 2010
3.51
147 ratings
The Board Game Designer's Guide
by Joe Slack • 2017
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
3.71
82
The Board Game Designer's Guide Summary
The Board Game Designer's Guide 85%
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
by Joe Slack 2017
3.71
82 ratings
The One Minute Manager
by Kenneth H. Blanchard • 1981
One-page goals. Catch good work instantly. Correct the act, not the person. Each in a minute.
3.95
148k+
The One Minute Manager Summary
The One Minute Manager 85%
One-page goals. Catch good work instantly. Correct the act, not the person. Each in a minute.
by Kenneth H. Blanchard 1981
3.95
148k+ 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 85%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 ratings
The Getting Things Done Workbook
by David Allen • 2019
Your mind isn't a filing cabinet. Ten moves to capture, organize, and stay in control.
4.06
592
The Getting Things Done Workbook Summary
The Getting Things Done Workbook 85%
Your mind isn't a filing cabinet. Ten moves to capture, organize, and stay in control.
by David Allen 2019
4.06
592 ratings
Ready, Fire, Aim
by Michael Masterson • 2007
Speed over planning: the street-smart method for scaling a business from zero to $100 million fast.
3.96
7k+
Ready, Fire, Aim Summary
Ready, Fire, Aim 85%
Speed over planning: the street-smart method for scaling a business from zero to $100 million fast.
by Michael Masterson 2007
3.96
7k+ ratings
Social Acceleration
by Hartmut Rosa • 2005
Faster tech, faster change, faster lives: three engines locked in a spiral that defines modernity.
4.33
354
Social Acceleration Summary
Social Acceleration 85%
Faster tech, faster change, faster lives: three engines locked in a spiral that defines modernity.
by Hartmut Rosa 2005
4.33
354 ratings
Instant Millionaires
by Max Gunther • 2010
Slow money is a trap. Speed, borrowed ideas, and fads built millionaires in under five years.
3.85
47
Instant Millionaires Summary
Instant Millionaires 85%
Slow money is a trap. Speed, borrowed ideas, and fads built millionaires in under five years.
by Max Gunther 2010
3.85
47 ratings
Walden and Other Writings
by Henry David Thoreau • 1854
How to design tabletop games that feel intuitive, balance hope, and keep every player at the table.
3.95
5k+
Walden and Other Writings Summary
Walden and Other Writings 85%
How to design tabletop games that feel intuitive, balance hope, and keep every player at the table.
by Henry David Thoreau 1854
3.95
5k+ ratings
The Lean Startup
by Eric Ries • 2011
The method that discovers what customers will pay for before you build the product.
4.11
366k+
The Lean Startup Summary
The Lean Startup 85%
The method that discovers what customers will pay for before you build the product.
by Eric Ries 2011
4.11
366k+ ratings
Practice Perfect
by Doug Lemov • 2012
Your practice is probably locking in your errors. The rules for making every repetition count.
3.81
2k+
Practice Perfect Summary
Practice Perfect 85%
Your practice is probably locking in your errors. The rules for making every repetition count.
by Doug Lemov 2012
3.81
2k+ ratings
Get Better at Anything
by Scott H. Young • 2024
Twelve rules for rapid mastery: manage mental limits, earn early wins, let quantity spark quality.
3.69
532
Get Better at Anything Summary
Get Better at Anything 85%
Twelve rules for rapid mastery: manage mental limits, earn early wins, let quantity spark quality.
by Scott H. Young 2024
3.69
532 ratings
Total Workday Control Using Microsoft Outlook
by Michael Linenberger • 2005
The Outlook system that empties your inbox daily and keeps today's real priorities front and center.
4.03
679
Total Workday Control Using Microsoft Outlook Summary
Total Workday Control Using Microsoft Outlook 85%
The Outlook system that empties your inbox daily and keeps today's real priorities front and center.
by Michael Linenberger 2005
4.03
679 ratings
The Tyranny of Metrics
by Jerry Z. Muller • 2017
The pursuit of measurable accountability is corrupting exactly the institutions it claims to fix.
3.69
2k+
The Tyranny of Metrics Summary
The Tyranny of Metrics 85%
The pursuit of measurable accountability is corrupting exactly the institutions it claims to fix.
by Jerry Z. Muller 2017
3.69
2k+ ratings
Decoding Greatness
by Ron Friedman • 2021
A method for deconstructing excellence and closing the gap between taste and skill.
4.22
1k+
Decoding Greatness Summary
Decoding Greatness 85%
A method for deconstructing excellence and closing the gap between taste and skill.
by Ron Friedman 2021
4.22
1k+ ratings
Competing on the Edge
by Shona L. Brown • 1998
In fast markets, the only sustainable advantage is the ability to keep finding temporary ones.
3.53
75
Competing on the Edge Summary
Competing on the Edge 85%
In fast markets, the only sustainable advantage is the ability to keep finding temporary ones.
by Shona L. Brown 1998
3.53
75 ratings
Automate Your Busywork
by Aytekin Tank • 2023
Most of your workday runs on repeat. The no-code playbook for automating it away.
3.29
391
Automate Your Busywork Summary
Automate Your Busywork 85%
Most of your workday runs on repeat. The no-code playbook for automating it away.
by Aytekin Tank 2023
3.29
391 ratings
A World Without Email
by Cal Newport • 2021
Knowledge workers check email every six minutes. The remedy is structural, not personal.
3.88
6k+
A World Without Email Summary
A World Without Email 85%
Knowledge workers check email every six minutes. The remedy is structural, not personal.
by Cal Newport 2021
3.88
6k+ ratings
Apprenticeship Patterns
by Dave Hoover • 2009
Promotion pulls coders away from code. The patterns for staying in the craft while still advancing.
4.10
963
Apprenticeship Patterns Summary
Apprenticeship Patterns 85%
Promotion pulls coders away from code. The patterns for staying in the craft while still advancing.
by Dave Hoover 2009
4.10
963 ratings
The Cathedral & the Bazaar
by Eric S. Raymond • 1999
Software theory said complexity needs one architect. Linux proved an open bazaar could do it better.
3.83
4k+
The Cathedral & the Bazaar Summary
The Cathedral & the Bazaar 85%
Software theory said complexity needs one architect. Linux proved an open bazaar could do it better.
by Eric S. Raymond 1999
3.83
4k+ ratings
10 Days to Faster Reading
by The Princeton Language Institute • 2001
Read faster, understand more. Retrain your eyes, quiet the inner voice, and learn what to skip.
3.84
4k+
10 Days to Faster Reading Summary
10 Days to Faster Reading 85%
Read faster, understand more. Retrain your eyes, quiet the inner voice, and learn what to skip.
by The Princeton Language Institute 2001
3.84
4k+ ratings
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