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SoBrief
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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 90%
Chemistry meets web design: a method for building reusable component systems from the ground up.
by Brad Frost 2016
4.00
1k+ ratings
Frontend Architecture for Design Systems
by Micah Godbolt • 2015
Forget page-building. Build a design system with modular markup and CSS that scales.
3.33
123
Frontend Architecture for Design Systems Summary
Frontend Architecture for Design Systems 89%
Forget page-building. Build a design system with modular markup and CSS that scales.
by Micah Godbolt 2015
3.33
123 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 89%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 ratings
Making and Breaking the Grid
by Timothy Samara • 2003
Build grids like a modernist, break them like a punk. A workshop on the grid's double life.
3.88
4k+
Making and Breaking the Grid Summary
Making and Breaking the Grid 89%
Build grids like a modernist, break them like a punk. A workshop on the grid's double life.
by Timothy Samara 2003
3.88
4k+ ratings
Graphic Design
by Ellen Lupton • 2008
Forget inspiration: how dots, grids, and iteration build the language of professional design.
3.95
2k+
Graphic Design Summary
Graphic Design 89%
Forget inspiration: how dots, grids, and iteration build the language of professional design.
by Ellen Lupton 2008
3.95
2k+ 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
The Passing of the Great Race or the Racial Basis of European History
by Madison Grant • 1916
Why classical inheritance breaks a JavaScript app, and how composition, modules, and events fix it.
3.34
187
The Passing of the Great Race or the Racial Basis of European History Summary
The Passing of the Great Race or the Racial Basis of European History 88%
Why classical inheritance breaks a JavaScript app, and how composition, modules, and events fix it.
by Madison Grant 1916
3.34
187 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
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
e-Learning by Design
by William Horton • 2006
Stop building courses that just present slides. The activity-first system for e-learning that works.
3.89
219
e-Learning by Design Summary
e-Learning by Design 88%
Stop building courses that just present slides. The activity-first system for e-learning that works.
by William Horton 2006
3.89
219 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
HTML and CSS
by Jon Duckett • 2011
HTML and CSS are the web's building blocks. This visual guide shows you how to lay them.
4.30
5k+
HTML and CSS Summary
HTML and CSS 88%
HTML and CSS are the web's building blocks. This visual guide shows you how to lay them.
by Jon Duckett 2011
4.30
5k+ 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
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
Les Fondamentaux Du Graphisme
by Gavin Ambrose • 2008
For new designers: master typography, branding, process, and production from brief to finish.
3.53
109
Les Fondamentaux Du Graphisme Summary
Les Fondamentaux Du Graphisme 88%
For new designers: master typography, branding, process, and production from brief to finish.
by Gavin Ambrose 2008
3.53
109 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
The Non-Designer's Design Book
by Robin P. Williams • 2011
Good design is not a talent; it is four principles anyone can apply.
4.10
5k+
The Non-Designer's Design Book Summary
The Non-Designer's Design Book 88%
Good design is not a talent; it is four principles anyone can apply.
by Robin P. Williams 2011
4.10
5k+ ratings
Learning Web Design
by Jennifer Niederst Robbins • 2001
The hands-on guide that turns absolute beginners into web designers who actually know how to code.
4.09
799
Learning Web Design Summary
Learning Web Design 88%
The hands-on guide that turns absolute beginners into web designers who actually know how to code.
by Jennifer Niederst Robbins 2001
4.09
799 ratings
Learn CSS in One Day and Learn It Well (Includes HTML5)
by Jamie Chan • 2015
Zero CSS to real web pages in one day: hands-on project that teaches layout and style.
4.06
142
Learn CSS in One Day and Learn It Well (Includes HTML5) Summary
Learn CSS in One Day and Learn It Well (Includes HTML5) 88%
Zero CSS to real web pages in one day: hands-on project that teaches layout and style.
by Jamie Chan 2015
4.06
142 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
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
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
HTML5 for Web Designers
by Jeremy Keith • 2010
Ditch plugins and browser hacks: native audio, video, and responsive images arrive with HTML5.
3.98
3k+
HTML5 for Web Designers Summary
HTML5 for Web Designers 88%
Ditch plugins and browser hacks: native audio, video, and responsive images arrive with HTML5.
by Jeremy Keith 2010
3.98
3k+ 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
Modular Online Learning Design
by Amanda Nichols Hess • 2020
A modular design method for online instruction: build once, remix, and scale across every context.
Modular Online Learning Design Summary
Modular Online Learning Design 87%
A modular design method for online instruction: build once, remix, and scale across every context.
by Amanda Nichols Hess 2020
How to use graphic design to sell things, explain things, make things look better, make people laugh, make people cry, and (every once in a while) change the world
by Michael Bierut • 2015
Great logos aren't born from blank slates but from ugly constraints and stubborn clients.
4.32
1k+
How to use graphic design to sell things, explain things, make things look better, make people laugh, make people cry, and (every once in a while) change the world Summary
How to use graphic design to sell things, explain things, make things look better, make people laugh, make people cry, and (every once in a while) change the world 87%
Great logos aren't born from blank slates but from ugly constraints and stubborn clients.
by Michael Bierut 2015
4.32
1k+ 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 87%
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
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 87%
Design has its own logic: designers don't analyze what exists but propose what might be.
by Nigel Cross 2011
3.55
315 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 87%
Stop saying 'make the logo bigger' and learn what to ask for instead.
by Mike Monteiro 2014
4.26
446 ratings
How To Be a Graphic Designer Without Losing Your Soul
by Adrian Shaughnessy • 2005
Design's missing curriculum: land clients, frame your worth, and keep your ethics intact.
3.98
5k+
How To Be a Graphic Designer Without Losing Your Soul Summary
How To Be a Graphic Designer Without Losing Your Soul 87%
Design's missing curriculum: land clients, frame your worth, and keep your ethics intact.
by Adrian Shaughnessy 2005
3.98
5k+ 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
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 87%
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
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 87%
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
by Ernest Adams 2012
4.12
185 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 87%
Electronic objects are behavioral scripts and portals to a hidden electromagnetic world.
by Anthony Dunne 1999
4.26
125 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 87%
The methods and documents that carry a UX project from first requirement to final design.
by Russ Unger 2009
3.87
2k+ 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 87%
The step-by-step playbook for designing learning games that slash training time and boost retention.
by Sharon Boller 2017
3.95
42 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 87%
Why shipping early and designing the invisible parts matters more than getting the pixels right.
by Randy J. Hunt 2013
3.76
278 ratings
Don't Make Me Think, Revisited
by Steve Krug • 2000
People skim, not read: what that means for your buttons, menus, and paragraphs.
4.24
31k+
Don't Make Me Think, Revisited Summary
Don't Make Me Think, Revisited 87%
People skim, not read: what that means for your buttons, menus, and paragraphs.
by Steve Krug 2000
4.24
31k+ 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 87%
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
by Mike Selinker 2011
4.06
645 ratings
Information Anxiety 2
by Richard Saul Wurman • 2000
The real crisis is too little meaning. A designer's rules for finding it.
3.98
176
Information Anxiety 2 Summary
Information Anxiety 2 87%
The real crisis is too little meaning. A designer's rules for finding it.
by Richard Saul Wurman 2000
3.98
176 ratings
Presentation Zen Design
by Garr Reynolds • 2009
Slides packed with text bore audiences. Better visuals, type, and space make them pay attention.
4.19
2k+
Presentation Zen Design Summary
Presentation Zen Design 87%
Slides packed with text bore audiences. Better visuals, type, and space make them pay attention.
by Garr Reynolds 2009
4.19
2k+ 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 87%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 ratings
Design Is Storytelling
by Ellen Lupton • 2017
Great design is storytelling: shaping choices, mapping emotions, and turning users into heroes.
3.96
2k+
Design Is Storytelling Summary
Design Is Storytelling 87%
Great design is storytelling: shaping choices, mapping emotions, and turning users into heroes.
by Ellen Lupton 2017
3.96
2k+ ratings
Thinking with Type
by Ellen Lupton • 2004
Typography is a craft, not a font menu: the rules of spacing, history, and form.
4.12
13k+
Thinking with Type Summary
Thinking with Type 87%
Typography is a craft, not a font menu: the rules of spacing, history, and form.
by Ellen Lupton 2004
4.12
13k+ 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 87%
Simplicity is subtraction with meaning: ten design laws for making complex things feel effortless.
by John Maeda 2006
3.89
7k+ ratings
Information Architecture for the World Wide Web
by Peter Morville • 1998
Why most large websites feel like a maze, and the craft of making them findable.
3.93
4k+
Information Architecture for the World Wide Web Summary
Information Architecture for the World Wide Web 87%
Why most large websites feel like a maze, and the craft of making them findable.
by Peter Morville 1998
3.93
4k+ ratings
Software Architect’s Handbook
by Joseph Ingeno • 2018
Your architecture choices outlive your code. A field manual for making them count.
4.08
61
Software Architect’s Handbook Summary
Software Architect’s Handbook 87%
Your architecture choices outlive your code. A field manual for making them count.
by Joseph Ingeno 2018
4.08
61 ratings
Graphic Design Rules
by Sean Adams • 2012
365 design rules: master typography, color, grids, and client work, one day at a time.
3.92
364
Graphic Design Rules Summary
Graphic Design Rules 87%
365 design rules: master typography, color, grids, and client work, one day at a time.
by Sean Adams 2012
3.92
364 ratings
Architecture
by Francis D. K. Ching • 1979
The visual primer on form, enclosure, and light: how every architectural space gets its bones.
4.29
4k+
Architecture Summary
Architecture 87%
The visual primer on form, enclosure, and light: how every architectural space gets its bones.
by Francis D. K. Ching 1979
4.29
4k+ ratings
Well-Designed
by Jon Kolko • 2014
The best products win on emotion, not features. How to design with empathy instead of assumptions.
3.89
512
Well-Designed Summary
Well-Designed 87%
The best products win on emotion, not features. How to design with empathy instead of assumptions.
by Jon Kolko 2014
3.89
512 ratings
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