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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 91%
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
by Ken Kocienda 2018
4.05
5k+ ratings
Guitar Lessons
by Bob Taylor • 2011
Near bankruptcy, a guitar maker reinvented how acoustics are built and built a brand players love.
4.34
172
Guitar Lessons Summary
Guitar Lessons 90%
Near bankruptcy, a guitar maker reinvented how acoustics are built and built a brand players love.
by Bob Taylor 2011
4.34
172 ratings
What Would Apple Do?
by Dirk Beckmann • 2013
The design and business rules Apple uses to dominate industries, and how to steal them.
3.21
43
What Would Apple Do? Summary
What Would Apple Do? 90%
The design and business rules Apple uses to dominate industries, and how to steal them.
by Dirk Beckmann 2013
3.21
43 ratings
Shop Class as Soulcraft
by Matthew B. Crawford • 2009
White-collar work dulls the mind. The intellectual case for picking up a wrench instead.
3.74
11k+
Shop Class as Soulcraft Summary
Shop Class as Soulcraft 90%
White-collar work dulls the mind. The intellectual case for picking up a wrench instead.
by Matthew B. Crawford 2009
3.74
11k+ ratings
The Craftsman
by Richard Sennett • 2008
Making things well is a universal human drive. Modern work is designed to suppress it.
3.84
2k+
The Craftsman Summary
The Craftsman 90%
Making things well is a universal human drive. Modern work is designed to suppress it.
by Richard Sennett 2008
3.84
2k+ ratings
Insanely Simple
by Ken Segall • 2012
Apple's secret: a hatred of complexity that governs teams, products, marketing. An insider explains.
3.91
6k+
Insanely Simple Summary
Insanely Simple 90%
Apple's secret: a hatred of complexity that governs teams, products, marketing. An insider explains.
by Ken Segall 2012
3.91
6k+ ratings
The Shape of Design
by Frank Chimero • 2012
Great design isn't about pixels or grids. It's about why we make things and for whom.
3.90
1k+
The Shape of Design Summary
The Shape of Design 90%
Great design isn't about pixels or grids. It's about why we make things and for whom.
by Frank Chimero 2012
3.90
1k+ ratings
Why We Make Things and Why It Matters
by Peter Korn • 2013
A woodworker spent decades making furniture, only to discover he was the real project.
3.73
2k+
Why We Make Things and Why It Matters Summary
Why We Make Things and Why It Matters 90%
A woodworker spent decades making furniture, only to discover he was the real project.
by Peter Korn 2013
3.73
2k+ ratings
The Pencil
by Henry Petroski • 1992
A pencil hides centuries of engineering failures, global trade, and the secret to good design.
3.80
657
The Pencil Summary
The Pencil 90%
A pencil hides centuries of engineering failures, global trade, and the secret to good design.
by Henry Petroski 1992
3.80
657 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 90%
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
Jony Ive
by Leander Kahney • 2013
Before the iPhone, a soft-spoken British designer saved Apple with a translucent computer.
3.99
7k+
Jony Ive Summary
Jony Ive 90%
Before the iPhone, a soft-spoken British designer saved Apple with a translucent computer.
by Leander Kahney 2013
3.99
7k+ 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 89%
Why the best product teams don't take orders. They discover what customers need, fast.
by Marty Cagan 2008
4.23
26k+ 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 89%
Agile for engineers, Lean for product, Design Thinking for design. The power is where they meet.
by Jeff Gothelf 2017
3.74
704 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
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 89%
Why nothing works perfectly: the constraints hiding inside every object you use.
by Henry Petroski 2003
3.40
334 ratings
The Steve Jobs Way
by Jay Elliot • 2009
Apple insider reveals the product and talent rules that built the world's most valuable company.
3.87
5k+
The Steve Jobs Way Summary
The Steve Jobs Way 89%
Apple insider reveals the product and talent rules that built the world's most valuable company.
by Jay Elliot 2009
3.87
5k+ ratings
Perennial Seller
by Ryan Holiday • 2017
Create work that outlasts the hype: the craft standards and the marketing playbook.
4.14
4k+
Perennial Seller Summary
Perennial Seller 89%
Create work that outlasts the hype: the craft standards and the marketing playbook.
by Ryan Holiday 2017
4.14
4k+ ratings
The Lean Machine
by Dantar P. Oosterwal • 2010
The lean product development playbook behind Harley-Davidson's turnaround, and how to use it.
3.83
137
The Lean Machine Summary
The Lean Machine 89%
The lean product development playbook behind Harley-Davidson's turnaround, and how to use it.
by Dantar P. Oosterwal 2010
3.83
137 ratings
Brewing Up a Business
by Sam Calagione • 2005
A tiny brewery's playbook: eccentric recipes, shoestring stunts, and business as a creative act.
3.78
1k+
Brewing Up a Business Summary
Brewing Up a Business 89%
A tiny brewery's playbook: eccentric recipes, shoestring stunts, and business as a creative act.
by Sam Calagione 2005
3.78
1k+ ratings
Entrepreneurial Nation
by Ro Khanna • 2012
Six times more productive: America's factory floor still beats China's, but policy hasn't caught up.
3.73
30
Entrepreneurial Nation Summary
Entrepreneurial Nation 89%
Six times more productive: America's factory floor still beats China's, but policy hasn't caught up.
by Ro Khanna 2012
3.73
30 ratings
Everything I Know
by Paul Jarvis • 2013
Your creative work isn't a startup. Build it small enough to support a life you love.
3.72
802
Everything I Know Summary
Everything I Know 89%
Your creative work isn't a startup. Build it small enough to support a life you love.
by Paul Jarvis 2013
3.72
802 ratings
Innovation Games
by Luke Hohmann • 2006
Turn customer discovery into a game: the play-based way to uncover what buyers really need.
3.98
305
Innovation Games Summary
Innovation Games 89%
Turn customer discovery into a game: the play-based way to uncover what buyers really need.
by Luke Hohmann 2006
3.98
305 ratings
Craft, Inc.
by Meg Mateo Ilasco • 2007
The business playbook for makers: permits, pricing, branding, and getting into stores.
3.86
1k+
Craft, Inc. Summary
Craft, Inc. 89%
The business playbook for makers: permits, pricing, branding, and getting into stores.
by Meg Mateo Ilasco 2007
3.86
1k+ 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 89%
From cylinders to microchips: the hidden pursuit of perfect smoothness that built the modern world.
by Simon Winchester 2018
4.15
7k+ 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
Small Giants
by Bo Burlingham • 2005
Growth is not the summit. Inside the companies that chose to be excellent instead of enormous.
3.85
6k+
Small Giants Summary
Small Giants 89%
Growth is not the summit. Inside the companies that chose to be excellent instead of enormous.
by Bo Burlingham 2005
3.85
6k+ ratings
Radical Product Thinking
by R. Dutt • 2021
Iteration refines; vision creates. Why product teams need a north star before they start building.
3.93
192
Radical Product Thinking Summary
Radical Product Thinking 89%
Iteration refines; vision creates. Why product teams need a north star before they start building.
by R. Dutt 2021
3.93
192 ratings
My Product Management Toolkit
by Marc Abraham • 2018
How to say no to good ideas, test assumptions cheaply, and influence teams without authority.
4.05
184
My Product Management Toolkit Summary
My Product Management Toolkit 89%
How to say no to good ideas, test assumptions cheaply, and influence teams without authority.
by Marc Abraham 2018
4.05
184 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 89%
The best products win on emotion, not features. How to design with empathy instead of assumptions.
by Jon Kolko 2014
3.89
512 ratings
Lessons from the Titans
by Scott Davis • 2020
Silicon Valley bets on moonshots. Factory-floor systems quietly compound wealth for decades.
4.26
622
Lessons from the Titans Summary
Lessons from the Titans 89%
Silicon Valley bets on moonshots. Factory-floor systems quietly compound wealth for decades.
by Scott Davis 2020
4.26
622 ratings
Toyota Production System
by Taiichi Ohno • 1978
Ford mass-produced cars. Toyota built them one at a time, on demand, and won.
4.11
2k+
Toyota Production System Summary
Toyota Production System 89%
Ford mass-produced cars. Toyota built them one at a time, on demand, and won.
by Taiichi Ohno 1978
4.11
2k+ ratings
Handcrafted
by Clint Harp • 2018
A gas station meeting, a derelict crack house, and a dumpster of wood launched a TV carpenter.
3.98
808
Handcrafted Summary
Handcrafted 89%
A gas station meeting, a derelict crack house, and a dumpster of wood launched a TV carpenter.
by Clint Harp 2018
3.98
808 ratings
One Simple Idea for Startups and Entrepreneurs
by Stephen Key • 2012
Before the patent, before the loan: sell. One product, one shelf, real money. The rest follows.
3.78
129
One Simple Idea for Startups and Entrepreneurs Summary
One Simple Idea for Startups and Entrepreneurs 89%
Before the patent, before the loan: sell. One product, one shelf, real money. The rest follows.
by Stephen Key 2012
3.78
129 ratings
I, Steve
by Steve Jobs • 2011
The philosophy behind Apple's most revolutionary products, in Steve Jobs' own uncompromising words.
3.45
2k+
I, Steve Summary
I, Steve 89%
The philosophy behind Apple's most revolutionary products, in Steve Jobs' own uncompromising words.
by Steve Jobs 2011
3.45
2k+ ratings
When Coffee and Kale Compete
by Alan Klement • 2018
Stop asking what features to add. Ask what progress your customer is trying to make.
4.01
696
When Coffee and Kale Compete Summary
When Coffee and Kale Compete 89%
Stop asking what features to add. Ask what progress your customer is trying to make.
by Alan Klement 2018
4.01
696 ratings
Invent It, Sell It, Bank It!
by Lori Greiner • 2014
From idea to retail: how to prototype, patent, pitch, and sell your product on live TV.
3.97
603
Invent It, Sell It, Bank It! Summary
Invent It, Sell It, Bank It! 89%
From idea to retail: how to prototype, patent, pitch, and sell your product on live TV.
by Lori Greiner 2014
3.97
603 ratings
The Principles of Product Development Flow
by Donald G. Reinertsen • 2009
Product development waste hides in its invisible queues. The fix is not process, it is economics.
4.19
3k+
The Principles of Product Development Flow Summary
The Principles of Product Development Flow 89%
Product development waste hides in its invisible queues. The fix is not process, it is economics.
by Donald G. Reinertsen 2009
4.19
3k+ 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 89%
Annoyance, not function, gave us forks, zippers, paper clips. The real driver of everyday design.
by Henry Petroski 1994
3.52
1k+ ratings
Product Leadership
by Richard Banfield • 2017
Building products and leading product teams are two different skills. Most PMs only learn the first.
3.65
1k+
Product Leadership Summary
Product Leadership 89%
Building products and leading product teams are two different skills. Most PMs only learn the first.
by Richard Banfield 2017
3.65
1k+ ratings
Outcomes Over Output
by Josh Seiden • 2019
Stop asking what to build and start asking what your customers should do differently.
4.33
2k+
Outcomes Over Output Summary
Outcomes Over Output 89%
Stop asking what to build and start asking what your customers should do differently.
by Josh Seiden 2019
4.33
2k+ ratings
What Customers Want
by Anthony W. Ulwick • 2005
Customers can't design your product. Their unmet success metrics, scored by a single algorithm, can.
4.03
617
What Customers Want Summary
What Customers Want 89%
Customers can't design your product. Their unmet success metrics, scored by a single algorithm, can.
by Anthony W. Ulwick 2005
4.03
617 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 89%
Why shipping early and designing the invisible parts matters more than getting the pixels right.
by Randy J. Hunt 2013
3.76
278 ratings
Start Small, Stay Small
by Rob Walling • 2010
Stop building products for everyone. Pick a niche, build an audience, and market before you code.
3.95
2k+
Start Small, Stay Small Summary
Start Small, Stay Small 89%
Stop building products for everyone. Pick a niche, build an audience, and market before you code.
by Rob Walling 2010
3.95
2k+ 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 89%
Turn impossible trade-offs into breakthroughs. A patent-proven method for systematic innovation.
by Lilly Haines-Gadd 2016
4.07
54 ratings
Product Roadmaps Relaunched
by C. Todd Lombardo • 2017
Stop promising features: build a roadmap that communicates strategy and embraces change.
4.10
1k+
Product Roadmaps Relaunched Summary
Product Roadmaps Relaunched 89%
Stop promising features: build a roadmap that communicates strategy and embraces change.
by C. Todd Lombardo 2017
4.10
1k+ 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
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
The Handmade Entrepreneur—How to Sell on Etsy, or Anywhere Else
by Dani Marie • 2015
Profit from your crafts: the photography, search, and social media system that sells what you make.
4.11
108
The Handmade Entrepreneur—How to Sell on Etsy, or Anywhere Else Summary
The Handmade Entrepreneur—How to Sell on Etsy, or Anywhere Else 89%
Profit from your crafts: the photography, search, and social media system that sells what you make.
by Dani Marie 2015
4.11
108 ratings
Winning At New Products
by Robert G. Cooper • 2011
One in seven product ideas succeeds. A disciplined, gated system for flipping those odds.
3.75
154
Winning At New Products Summary
Winning At New Products 89%
One in seven product ideas succeeds. A disciplined, gated system for flipping those odds.
by Robert G. Cooper 2011
3.75
154 ratings
Click
by Jake Knapp • 2025
Find what customers actually want in five days, with five people, before you build anything.
4.10
372
Click Summary
Click 88%
Find what customers actually want in five days, with five people, before you build anything.
by Jake Knapp 2025
4.10
372 ratings
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