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SoBrief
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Who Gets What ― and Why
by Alvin E. Roth • 2015
The hidden rules that allocate jobs, schools, and kidneys.
3.86
3k+
Who Gets What ― and Why Summary
Who Gets What ― and Why 90%
The hidden rules that allocate jobs, schools, and kidneys.
by Alvin E. Roth 2015
3.86
3k+ 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 89%
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
by Ernest Adams 2012
4.12
185 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 89%
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
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 89%
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008
4.11
513 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 89%
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011
3.65
490 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
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
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 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
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 88%
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
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
A Theory Of Fun For Game Design
by Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3k+
A Theory Of Fun For Game Design Summary
A Theory Of Fun For Game Design 88%
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
by Ralph Koster 2004
3.90
3k+ 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 88%
Design fills the world with disposables. A manifesto for building what people actually need.
by Victor Papanek 1972
4.24
2k+ ratings
Level Up!
by Scott Rogers • 2010
The game design manual that puts controls, camera, and characters first, then shows you the rest.
4.09
1k+
Level Up! Summary
Level Up! 88%
The game design manual that puts controls, camera, and characters first, then shows you the rest.
by Scott Rogers 2010
4.09
1k+ 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
For the Win
by Kevin Werbach • 2012
Why leaderboards backfire and points stop working: designing motivation that comes from within.
3.75
1k+
For the Win Summary
For the Win 88%
Why leaderboards backfire and points stop working: designing motivation that comes from within.
by Kevin Werbach 2012
3.75
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
Persuasive Games
by Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Persuasive Games Summary
Persuasive Games 88%
A videogame's rules are arguments. Learning to read them changes how you see every screen.
by Ian Bogost 2007
3.84
360 ratings
The Evolution of Useful Things
by Henry Petroski • 1994
Annoyance, not function, gave us forks, zippers, paper clips. The real driver of everyday design.
3.52
1k+
The Evolution of Useful Things Summary
The Evolution of Useful Things 88%
Annoyance, not function, gave us forks, zippers, paper clips. The real driver of everyday design.
by Henry Petroski 1994
3.52
1k+ 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
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
The Perfectionists
by Simon Winchester • 2018
From cylinders to microchips: the hidden pursuit of perfect smoothness that built the modern world.
4.15
7k+
The Perfectionists Summary
The Perfectionists 88%
From cylinders to microchips: the hidden pursuit of perfect smoothness that built the modern world.
by Simon Winchester 2018
4.15
7k+ 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
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
Engineering Mechanics
by Russell C. Hibbeler • 1992
From particles to rigid bodies: a methodical path through statics, dynamics, and vibrations.
4.06
205
Engineering Mechanics Summary
Engineering Mechanics 88%
From particles to rigid bodies: a methodical path through statics, dynamics, and vibrations.
by Russell C. Hibbeler 1992
4.06
205 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 88%
Paper clips, fax machines, bridges: what their shortcomings reveal about the logic of engineering.
by Petroski 1996
3.75
351 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 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
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 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 88%
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
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
Your Move
by Jonathan Kay • 2019
Board games expose the spite, irrationality, and self-deception economics ignores.
3.57
324
Your Move Summary
Your Move 88%
Board games expose the spite, irrationality, and self-deception economics ignores.
by Jonathan Kay 2019
3.57
324 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 88%
Turn impossible trade-offs into breakthroughs. A patent-proven method for systematic innovation.
by Lilly Haines-Gadd 2016
4.07
54 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
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 87%
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
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 87%
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
Everyday Chaos
by David Weinberger • 2019
A medical AI diagnoses illness but can't explain how. The age of demanding explanations is over.
3.78
202
Everyday Chaos Summary
Everyday Chaos 87%
A medical AI diagnoses illness but can't explain how. The age of demanding explanations is over.
by David Weinberger 2019
3.78
202 ratings
Unboxed
by Gordon Calleja • 2022
Board games succeed or fail on six forms of involvement. Most designers only account for one.
3.46
13
Unboxed Summary
Unboxed 87%
Board games succeed or fail on six forms of involvement. Most designers only account for one.
by Gordon Calleja 2022
3.46
13 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 87%
Everything around you was designed: economy, waste, climate. Design can repair what it broke.
by Donald A. Norman 2023
3.61
198 ratings
Mechatronics
by W. Bolton • 1996
A design philosophy where mechanics, electronics, and software are concurrent, not sequential.
4.10
550
Mechatronics Summary
Mechatronics 87%
A design philosophy where mechanics, electronics, and software are concurrent, not sequential.
by W. Bolton 1996
4.10
550 ratings
The Nature of Technology
by W. Brian Arthur • 2009
Technology is nature harnessed, then endlessly recombined. Each invention fuels the next.
3.95
858
The Nature of Technology Summary
The Nature of Technology 87%
Technology is nature harnessed, then endlessly recombined. Each invention fuels the next.
by W. Brian Arthur 2009
3.95
858 ratings
Introducing Game Theory
by Ivan Pastine • 2017
Every time your best move depends on what someone else does, game theory has a name for it.
3.89
3k+
Introducing Game Theory Summary
Introducing Game Theory 87%
Every time your best move depends on what someone else does, game theory has a name for it.
by Ivan Pastine 2017
3.89
3k+ 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 87%
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
by Joe Slack 2017
3.71
82 ratings
Educational Game Design Fundamentals
by George Kalmpourtzis • 2018
Most educational games fail because they forget the play. The design framework that fixes that.
4.31
45
Educational Game Design Fundamentals Summary
Educational Game Design Fundamentals 87%
Most educational games fail because they forget the play. The design framework that fixes that.
by George Kalmpourtzis 2018
4.31
45 ratings
Actionable Gamification
by Yu-kai Chou • 2015
Eight human drives power every action. A blueprint for designing products people can't put down.
4.14
2k+
Actionable Gamification Summary
Actionable Gamification 87%
Eight human drives power every action. A blueprint for designing products people can't put down.
by Yu-kai Chou 2015
4.14
2k+ ratings
You Are Not a Gadget
by Jaron Lanier • 2010
The internet reduces people to data points. The people who built it call that wisdom.
3.57
6k+
You Are Not a Gadget Summary
You Are Not a Gadget 87%
The internet reduces people to data points. The people who built it call that wisdom.
by Jaron Lanier 2010
3.57
6k+ 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 87%
Services often fail because no one designed them. This book fixes that.
by Marc Stickdorn 2010
3.98
2k+ 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 87%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 ratings
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 87%
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
Video Game Storytelling
by Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
503
Video Game Storytelling Summary
Video Game Storytelling 87%
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014
3.99
503 ratings
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