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SoBrief
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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 91%
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008
4.11
513 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 90%
Paper screens, a colleague at the controls: find the fatal flaws while fixing them is free.
by Carolyn Snyder 2003
3.78
207 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
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 90%
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
by Joe Slack 2017
3.71
82 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 90%
What if innovation started with empathy, not a spreadsheet? The design thinking playbook.
by Tim Brown 2009
3.89
11k+ 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 90%
What if your programming environment saved every change, so you could explore ideas without risk?
by Larry Leifer 2013
4.00
1 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 90%
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
by Ken Kocienda 2018
4.05
5k+ 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 89%
101 methods for driving innovation as a structured routine, not a stroke of genius.
by Vijay Kumar 2012
4.05
703 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 89%
Usability testing sounds expensive and complex. A three-person, one-morning method proves it isn't.
by Steve Krug 2009
4.14
4k+ 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 89%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 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 89%
Kill the wireframes: a system for testing UX assumptions one sprint at a time.
by Jeff Gothelf 2012
3.99
7k+ ratings
Design Sprint
by Richard Banfield • 2015
Five days, one room, a tested prototype: the workshop that tells you what to build next.
3.79
219
Design Sprint Summary
Design Sprint 89%
Five days, one room, a tested prototype: the workshop that tells you what to build next.
by Richard Banfield 2015
3.79
219 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 89%
Most innovation chases technology or markets. This method chases human meaning instead.
by Mauricio Vianna 2012
3.55
100 ratings
Invent To Learn
by Sylvia Libow Martinez • 2013
How to trade direct instruction for iterative design, physical making, and real student ownership.
4.17
803
Invent To Learn Summary
Invent To Learn 89%
How to trade direct instruction for iterative design, physical making, and real student ownership.
by Sylvia Libow Martinez 2013
4.17
803 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 89%
How a single shift in problem solving, from solutions to questions, ignites innovation in any field.
by Warren Berger 2009
4.06
469 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 89%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 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 89%
The five-day sprint that replaces endless debate with sketch, decide, prototype, and test.
by Jake Knapp 2016
4.18
24k+ ratings
Value Proposition Design
by Alexander Osterwalder • 2013
Map customer needs to product features with a single canvas, and kill the offerings nobody wants.
4.21
7k+
Value Proposition Design Summary
Value Proposition Design 89%
Map customer needs to product features with a single canvas, and kill the offerings nobody wants.
by Alexander Osterwalder 2013
4.21
7k+ ratings
Little Bets
by Peter Sims • 2011
Big visions are overrated. Real innovators run dozens of small experiments instead.
3.77
4k+
Little Bets Summary
Little Bets 89%
Big visions are overrated. Real innovators run dozens of small experiments instead.
by Peter Sims 2011
3.77
4k+ 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 89%
The lean manufacturing toolkit, adapted for software teams: cut waste, ship faster, decide later.
by Mary Poppendieck 2003
4.19
1k+ 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 89%
Most products fail in their empty and error states: a playbook for designing all five.
by Scott Hurff 2015
4.11
271 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 89%
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
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
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 89%
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 Innovation
by Tom Kelley • 2001
How the firm behind Apple's first mouse systematized innovation into a repeatable process.
3.95
8k+
The Art of Innovation Summary
The Art of Innovation 89%
How the firm behind Apple's first mouse systematized innovation into a repeatable process.
by Tom Kelley 2001
3.95
8k+ ratings
Creative Acts for Curious People
by Sarah Stein Greenberg • 2021
Eighty assignments from the Stanford d.school that train anyone to think and lead like a designer.
3.93
334
Creative Acts for Curious People Summary
Creative Acts for Curious People 89%
Eighty assignments from the Stanford d.school that train anyone to think and lead like a designer.
by Sarah Stein Greenberg 2021
3.93
334 ratings
Every Tool's a Hammer
by Adam Savage • 2019
A master maker's playbook: prototype in cardboard, plan in lists, and let obsession drive the work.
4.18
11k+
Every Tool's a Hammer Summary
Every Tool's a Hammer 88%
A master maker's playbook: prototype in cardboard, plan in lists, and let obsession drive the work.
by Adam Savage 2019
4.18
11k+ ratings
Think Like a Game Designer
by Justin Gary • 2018
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
4.01
184
Think Like a Game Designer Summary
Think Like a Game Designer 88%
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
by Justin Gary 2018
4.01
184 ratings
Creative Confidence
by Tom Kelley • 2013
Creativity is a muscle anyone can build: start with empathy, prototype fast, and learn from failure.
3.97
14k+
Creative Confidence Summary
Creative Confidence 88%
Creativity is a muscle anyone can build: start with empathy, prototype fast, and learn from failure.
by Tom Kelley 2013
3.97
14k+ ratings
Modern CTO
by Joel Beasley • 2018
Great developers fail as CTOs until they learn leading, shipping, and hard calls.
3.42
267
Modern CTO Summary
Modern CTO 88%
Great developers fail as CTOs until they learn leading, shipping, and hard calls.
by Joel Beasley 2018
3.42
267 ratings
The Innovator's Method
by Nathan Furr • 2014
Ten times the experiments, zero waste: a systematic approach to innovation for large organizations.
4.12
716
The Innovator's Method Summary
The Innovator's Method 88%
Ten times the experiments, zero waste: a systematic approach to innovation for large organizations.
by Nathan Furr 2014
4.12
716 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 88%
Design has its own logic: designers don't analyze what exists but propose what might be.
by Nigel Cross 2011
3.55
315 ratings
The Creative Curve
by Allen Gannett • 2018
Creativity isn't magic. It follows a bell-shaped curve you can learn to ride.
3.99
2k+
The Creative Curve Summary
The Creative Curve 88%
Creativity isn't magic. It follows a bell-shaped curve you can learn to ride.
by Allen Gannett 2018
3.99
2k+ ratings
Design a Better Business
by Patrick van der Pijl • 2016
Replace business plans with business experiments: the visual toolkit for strategy and innovation.
4.14
318
Design a Better Business Summary
Design a Better Business 88%
Replace business plans with business experiments: the visual toolkit for strategy and innovation.
by Patrick van der Pijl 2016
4.14
318 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 88%
The field manual for turning customer journey maps and sticky notes into real organizational change.
by Marc Stickdorn 2016
4.36
567 ratings
Design Your Thinking
by Pavan Soni • 2020
A five-stage system that treats creative problem-solving as a repeatable skill, not a rare gift.
4.62
283
Design Your Thinking Summary
Design Your Thinking 88%
A five-stage system that treats creative problem-solving as a repeatable skill, not a rare gift.
by Pavan Soni 2020
4.62
283 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
The Kobold Guide to Board Game Design
by Mike Selinker • 2011
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
4.06
645
The Kobold Guide to Board Game Design Summary
The Kobold Guide to Board Game Design 88%
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
by Mike Selinker 2011
4.06
645 ratings
The Lean Product Playbook
by Dan Olsen • 2015
A process for testing your riskiest assumptions with a bare-bones product and real customer money.
4.27
4k+
The Lean Product Playbook Summary
The Lean Product Playbook 88%
A process for testing your riskiest assumptions with a bare-bones product and real customer money.
by Dan Olsen 2015
4.27
4k+ 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
46 Rules of Genius, The
by Marty Neumeier • 2014
Break the rules, then build better ones: a designer's system for making creativity reliable.
3.85
302
46 Rules of Genius, The Summary
46 Rules of Genius, The 88%
Break the rules, then build better ones: a designer's system for making creativity reliable.
by Marty Neumeier 2014
3.85
302 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
Making Things Happen
by Scott Berkun • 2001
The project manager's real work: balancing opposites that can't be balanced, and delivering anyway.
3.97
5k+
Making Things Happen Summary
Making Things Happen 88%
The project manager's real work: balancing opposites that can't be balanced, and delivering anyway.
by Scott Berkun 2001
3.97
5k+ ratings
Inspired
by Marty Cagan • 2008
Why the best product teams don't take orders. They discover what customers need, fast.
4.23
26k+
Inspired Summary
Inspired 88%
Why the best product teams don't take orders. They discover what customers need, fast.
by Marty Cagan 2008
4.23
26k+ ratings
The Art of Game Design
by Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3k+
The Art of Game Design Summary
The Art of Game Design 88%
Players feel your work, they don't read it. A hundred ways to design what they feel.
by Jesse Schell 2008
4.39
3k+ ratings
Why Greatness Cannot Be Planned
by Kenneth O. Stanley • 2015
Ambitious objectives blind you to the very discoveries that make them obsolete.
3.98
1k+
Why Greatness Cannot Be Planned Summary
Why Greatness Cannot Be Planned 88%
Ambitious objectives blind you to the very discoveries that make them obsolete.
by Kenneth O. Stanley 2015
3.98
1k+ 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 88%
The method that discovers what customers will pay for before you build the product.
by Eric Ries 2011
4.11
366k+ 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
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
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
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