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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 90%
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008
4.11
513 ratings
Agile Testing
by Lisa Crispin • 2008
Shift quality left: a practical guide to weaving testing into every day of agile development.
3.82
1k+
Agile Testing Summary
Agile Testing 90%
Shift quality left: a practical guide to weaving testing into every day of agile development.
by Lisa Crispin 2008
3.82
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 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 89%
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
by Joe Slack 2017
3.71
82 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 89%
What if your programming environment saved every change, so you could explore ideas without risk?
by Larry Leifer 2013
4.00
1 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 89%
Paper screens, a colleague at the controls: find the fatal flaws while fixing them is free.
by Carolyn Snyder 2003
3.78
207 ratings
Testing in Scrum
by Tilo Linz • 2014
Shift from a last-minute quality gate to testing woven into every sprint and commit.
3.72
25
Testing in Scrum Summary
Testing in Scrum 89%
Shift from a last-minute quality gate to testing woven into every sprint and commit.
by Tilo Linz 2014
3.72
25 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
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
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
Effective Unit Testing
by Lasse Koskela • 2012
A slow test suite kills productivity. The craft rules for fast, trustworthy unit tests.
3.80
118
Effective Unit Testing Summary
Effective Unit Testing 89%
A slow test suite kills productivity. The craft rules for fast, trustworthy unit tests.
by Lasse Koskela 2012
3.80
118 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 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
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 88%
The lean manufacturing toolkit, adapted for software teams: cut waste, ship faster, decide later.
by Mary Poppendieck 2003
4.19
1k+ 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 88%
Usability testing sounds expensive and complex. A three-person, one-morning method proves it isn't.
by Steve Krug 2009
4.14
4k+ ratings
Debugging
by David J. Agans • 2002
Learn to debug like a detective: reproduce the crime, divide the scene, and never guess.
4.26
509
Debugging Summary
Debugging 88%
Learn to debug like a detective: reproduce the crime, divide the scene, and never guess.
by David J. Agans 2002
4.26
509 ratings
The Right It
by Alberto Savoia • 2019
Skill can't save an unwanted idea. Fast, cheap experiments that test market demand before building.
4.30
850
The Right It Summary
The Right It 88%
Skill can't save an unwanted idea. Fast, cheap experiments that test market demand before building.
by Alberto Savoia 2019
4.30
850 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 88%
Map customer needs to product features with a single canvas, and kill the offerings nobody wants.
by Alexander Osterwalder 2013
4.21
7k+ ratings
Adapt
by Tim Harford • 2011
Why top-down plans fail everywhere: the messy, bottom-up logic of trial, error, and adaptation.
3.88
4k+
Adapt Summary
Adapt 88%
Why top-down plans fail everywhere: the messy, bottom-up logic of trial, error, and adaptation.
by Tim Harford 2011
3.88
4k+ ratings
The Art of Unit Testing
by Roy Osherove • 2009
C# unit testing without the brittle tests: stubs, mocks, and the isolation patterns that work.
4.09
1k+
The Art of Unit Testing Summary
The Art of Unit Testing 88%
C# unit testing without the brittle tests: stubs, mocks, and the isolation patterns that work.
by Roy Osherove 2009
4.09
1k+ 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
User Stories Applied
by Mike Cohn • 2004
Replace bloated specs with user stories, hours with story points, and hope with velocity.
3.89
3k+
User Stories Applied Summary
User Stories Applied 88%
Replace bloated specs with user stories, hours with story points, and hope with velocity.
by Mike Cohn 2004
3.89
3k+ 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 88%
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
by Ken Kocienda 2018
4.05
5k+ ratings
Evidence-Guided
by Itamar Gilad • 2023
Why most product teams ship the wrong features, and the framework that stops them.
4.46
178
Evidence-Guided Summary
Evidence-Guided 88%
Why most product teams ship the wrong features, and the framework that stops them.
by Itamar Gilad 2023
4.46
178 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
Lean Vs. Agile Vs. Design Thinking
by Jeff Gothelf • 2017
Agile for engineers, Lean for product, Design Thinking for design. The power is where they meet.
3.74
704
Lean Vs. Agile Vs. Design Thinking Summary
Lean Vs. Agile Vs. Design Thinking 88%
Agile for engineers, Lean for product, Design Thinking for design. The power is where they meet.
by Jeff Gothelf 2017
3.74
704 ratings
Software Engineering at Google
by Titus Winters • 2020
Google's testing playbook: 80/20, test behaviors not methods, write tests that never rot.
4.20
2k+
Software Engineering at Google Summary
Software Engineering at Google 88%
Google's testing playbook: 80/20, test behaviors not methods, write tests that never rot.
by Titus Winters 2020
4.20
2k+ 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 88%
The five-day sprint that replaces endless debate with sketch, decide, prototype, and test.
by Jake Knapp 2016
4.18
24k+ 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
User Story Mapping
by Jeff Patton • 2012
A $125M crash taught us written specs fail. This visual technique catches the misunderstanding.
4.19
4k+
User Story Mapping Summary
User Story Mapping 88%
A $125M crash taught us written specs fail. This visual technique catches the misunderstanding.
by Jeff Patton 2012
4.19
4k+ 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 88%
How to trade direct instruction for iterative design, physical making, and real student ownership.
by Sylvia Libow Martinez 2013
4.17
803 ratings
Testing Business Ideas
by David J. Bland • 2019
A field-tested library of experiments to test any business idea, fast and without wasting a fortune.
4.25
1k+
Testing Business Ideas Summary
Testing Business Ideas 88%
A field-tested library of experiments to test any business idea, fast and without wasting a fortune.
by David J. Bland 2019
4.25
1k+ 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 88%
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
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
Agile Project Management with Scrum
by Ken Schwaber • 2004
Stop fighting uncertainty. Ship working software every 30 days with a framework built for change.
3.71
2k+
Agile Project Management with Scrum Summary
Agile Project Management with Scrum 88%
Stop fighting uncertainty. Ship working software every 30 days with a framework built for change.
by Ken Schwaber 2004
3.71
2k+ ratings
The Art of Agile Development
by James Shore • 2007
Weekly deployments and single-digit bug counts: the whole XP practice set that gets you there.
3.98
915
The Art of Agile Development Summary
The Art of Agile Development 88%
Weekly deployments and single-digit bug counts: the whole XP practice set that gets you there.
by James Shore 2007
3.98
915 ratings
Lean Inception
by Paulo Caroli • 2018
The workshop recipe that aligns a team and defines the right MVP, no code needed.
4.07
446
Lean Inception Summary
Lean Inception 88%
The workshop recipe that aligns a team and defines the right MVP, no code needed.
by Paulo Caroli 2018
4.07
446 ratings
Practices of an Agile Developer
by Venkat Subramaniam • 2006
Clever code breaks teams; clear code lasts. Daily disciplines that turn a coder into a pro.
3.88
1k+
Practices of an Agile Developer Summary
Practices of an Agile Developer 88%
Clever code breaks teams; clear code lasts. Daily disciplines that turn a coder into a pro.
by Venkat Subramaniam 2006
3.88
1k+ 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 88%
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
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
Play to Learn
by Sharon Boller • 2017
The step-by-step playbook for designing learning games that slash training time and boost retention.
3.95
42
Play to Learn Summary
Play to Learn 88%
The step-by-step playbook for designing learning games that slash training time and boost retention.
by Sharon Boller 2017
3.95
42 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
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 88%
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
Software Requirements
by Karl Wiegers • 1999
Nearly half of all software defects trace back to bad requirements. The fix starts here.
4.14
859
Software Requirements Summary
Software Requirements 88%
Nearly half of all software defects trace back to bad requirements. The fix starts here.
by Karl Wiegers 1999
4.14
859 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
Continuous delivery
by Jez Humble • 2010
Your releases are a nerve-wracking ordeal. The pipeline that turns them into a routine button-push.
4.20
3k+
Continuous delivery Summary
Continuous delivery 88%
Your releases are a nerve-wracking ordeal. The pipeline that turns them into a routine button-push.
by Jez Humble 2010
4.20
3k+ ratings
Validating Product Ideas
by Tomer Sharon • 2016
Know if anyone wants it before you build. Lean experiments for testing product ideas, fast.
4.10
289
Validating Product Ideas Summary
Validating Product Ideas 88%
Know if anyone wants it before you build. Lean experiments for testing product ideas, fast.
by Tomer Sharon 2016
4.10
289 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
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 87%
A process for testing your riskiest assumptions with a bare-bones product and real customer money.
by Dan Olsen 2015
4.27
4k+ 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 87%
What if innovation started with empathy, not a spreadsheet? The design thinking playbook.
by Tim Brown 2009
3.89
11k+ ratings
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