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SoBrief
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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 97%
The best products win on emotion, not features. How to design with empathy instead of assumptions.
by Jon Kolko 2014
3.89
512 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 96%
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
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 96%
Know if anyone wants it before you build. Lean experiments for testing product ideas, fast.
by Tomer Sharon 2016
4.10
289 ratings
Mental Models
by Indi Young • 2008
Turn user research chaos into a single diagram that exposes exactly what your product is missing.
3.86
1k+
Mental Models Summary
Mental Models 96%
Turn user research chaos into a single diagram that exposes exactly what your product is missing.
by Indi Young 2008
3.86
1k+ ratings
The Basics of User Experience Design
by Mads Soegaard • 2018
The one-question test for product success, and the seven factors that answer it.
3.65
193
The Basics of User Experience Design Summary
The Basics of User Experience Design 96%
The one-question test for product success, and the seven factors that answer it.
by Mads Soegaard 2018
3.65
193 ratings
Laws of UX
by Jon Yablonski • 2024
Stop designing for blank slates. Users arrive shaped by every other interface they've used.
4.33
2k+
Laws of UX Summary
Laws of UX 96%
Stop designing for blank slates. Users arrive shaped by every other interface they've used.
by Jon Yablonski 2024
4.33
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 96%
Stop asking what features to add. Ask what progress your customer is trying to make.
by Alan Klement 2018
4.01
696 ratings
Introduction to Design Thinking for UX Beginners
by Uijun Park • 2023
UX is problem discovery, not decoration. A beginner's method from research to testing to hired.
4.09
114
Introduction to Design Thinking for UX Beginners Summary
Introduction to Design Thinking for UX Beginners 96%
UX is problem discovery, not decoration. A beginner's method from research to testing to hired.
by Uijun Park 2023
4.09
114 ratings
The Inmates Are Running the Asylum
by Alan Cooper • 1999
Software frustrates because programmers design it, optimizing for the machine, not the mind.
3.94
3k+
The Inmates Are Running the Asylum Summary
The Inmates Are Running the Asylum 96%
Software frustrates because programmers design it, optimizing for the machine, not the mind.
by Alan Cooper 1999
3.94
3k+ ratings
UX for Beginners
by Joel Marsh • 2016
A UX crash course in 100 lessons: psychology, research, structure. Effective beats happy.
4.04
521
UX for Beginners Summary
UX for Beginners 96%
A UX crash course in 100 lessons: psychology, research, structure. Effective beats happy.
by Joel Marsh 2016
4.04
521 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 96%
Most products fail in their empty and error states: a playbook for designing all five.
by Scott Hurff 2015
4.11
271 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 96%
How the firm behind Apple's first mouse systematized innovation into a repeatable process.
by Tom Kelley 2001
3.95
8k+ ratings
Storytelling for User Experience
by Whitney Quesenbery • 2010
Data alone doesn't persuade. Turn user research into stories that align teams and drive design.
3.75
505
Storytelling for User Experience Summary
Storytelling for User Experience 96%
Data alone doesn't persuade. Turn user research into stories that align teams and drive design.
by Whitney Quesenbery 2010
3.75
505 ratings
Learning That CLICS
by Mary Slaughter • 2022
Most training ignores how the brain learns. CLICS fixes it with five principles.
4.50
4
Learning That CLICS Summary
Learning That CLICS 95%
Most training ignores how the brain learns. CLICS fixes it with five principles.
by Mary Slaughter 2022
4.50
4 ratings
Designing with the Mind in Mind
by Jeff Johnson • 2010
The gap between how screens work and how minds work is where every usability failure hides.
4.10
2k+
Designing with the Mind in Mind Summary
Designing with the Mind in Mind 95%
The gap between how screens work and how minds work is where every usability failure hides.
by Jeff Johnson 2010
4.10
2k+ ratings
Think Like a UX Researcher
by David Travis • 2019
Observation beats opinion. How to run UX research that actually drives business decisions.
4.57
329
Think Like a UX Researcher Summary
Think Like a UX Researcher 95%
Observation beats opinion. How to run UX research that actually drives business decisions.
by David Travis 2019
4.57
329 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 95%
Why shipping early and designing the invisible parts matters more than getting the pixels right.
by Randy J. Hunt 2013
3.76
278 ratings
Articulating Design Decisions
by Tom Greever • 2015
Designing is easy. Explaining your choices to skeptical stakeholders is the real job.
4.14
2k+
Articulating Design Decisions Summary
Articulating Design Decisions 95%
Designing is easy. Explaining your choices to skeptical stakeholders is the real job.
by Tom Greever 2015
4.14
2k+ 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? 95%
The design and business rules Apple uses to dominate industries, and how to steal them.
by Dirk Beckmann 2013
3.21
43 ratings
UX Research
by Brad Nunnally • 2016
What to ask, who to ask, and how to turn their answers into better products.
3.68
263
UX Research Summary
UX Research 95%
What to ask, who to ask, and how to turn their answers into better products.
by Brad Nunnally 2016
3.68
263 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 95%
Usability testing sounds expensive and complex. A three-person, one-morning method proves it isn't.
by Steve Krug 2009
4.14
4k+ ratings
Learning Experience Design Essentials
by Cara North • 2023
A ten-step design process that starts with real work and builds backward; no more content dumps.
4.16
25
Learning Experience Design Essentials Summary
Learning Experience Design Essentials 95%
A ten-step design process that starts with real work and builds backward; no more content dumps.
by Cara North 2023
4.16
25 ratings
Emotional Design
by Donald A. Norman • 2003
Your brain processes beauty before conscious thought, and good looks make things easier to use.
3.95
6k+
Emotional Design Summary
Emotional Design 95%
Your brain processes beauty before conscious thought, and good looks make things easier to use.
by Donald A. Norman 2003
3.95
6k+ ratings
Designing for Behavior Change
by Stephen Wendel • 2013
Build products that change real-world behavior: a system grounded in how the mind actually decides.
4.09
414
Designing for Behavior Change Summary
Designing for Behavior Change 95%
Build products that change real-world behavior: a system grounded in how the mind actually decides.
by Stephen Wendel 2013
4.09
414 ratings
The Accidental Instructional Designer
by Cammy Bean • 2014
Never meant to be an instructional designer? A framework for digital learning that works.
4.00
239
The Accidental Instructional Designer Summary
The Accidental Instructional Designer 95%
Never meant to be an instructional designer? A framework for digital learning that works.
by Cammy Bean 2014
4.00
239 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 95%
Turn customer discovery into a game: the play-based way to uncover what buyers really need.
by Luke Hohmann 2006
3.98
305 ratings
Cracking the PM Career
by Jackie Bavaro • 2021
A PM career is built on skills no job description covers. A manual for the gaps.
4.37
252
Cracking the PM Career Summary
Cracking the PM Career 95%
A PM career is built on skills no job description covers. A manual for the gaps.
by Jackie Bavaro 2021
4.37
252 ratings
Start at the End
by Matt Wallaert • 2019
Most products try to motivate. The ones that stick remove what's in the way.
3.81
433
Start at the End Summary
Start at the End 95%
Most products try to motivate. The ones that stick remove what's in the way.
by Matt Wallaert 2019
3.81
433 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 95%
Creativity is a muscle anyone can build: start with empathy, prototype fast, and learn from failure.
by Tom Kelley 2013
3.97
14k+ ratings
The Elements of User Experience
by Jesse James Garrett • 2002
User experience has five layers. Most teams start at the top and wonder why it cracks.
4.01
4k+
The Elements of User Experience Summary
The Elements of User Experience 95%
User experience has five layers. Most teams start at the top and wonder why it cracks.
by Jesse James Garrett 2002
4.01
4k+ ratings
What's Your Problem?
by Thomas Wedell-Wedellsborg • 2020
Your problem-solving instinct is your biggest obstacle. A method for seeing the real problem first.
4.23
669
What's Your Problem? Summary
What's Your Problem? 95%
Your problem-solving instinct is your biggest obstacle. A method for seeing the real problem first.
by Thomas Wedell-Wedellsborg 2020
4.23
669 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 95%
Ditch plugins and browser hacks: native audio, video, and responsive images arrive with HTML5.
by Jeremy Keith 2010
3.98
3k+ ratings
User Friendly
by Cliff Kuang • 2019
Effortless design was forged by war, marketing, and psychology, and its ease hides a cost.
4.13
3k+
User Friendly Summary
User Friendly 95%
Effortless design was forged by war, marketing, and psychology, and its ease hides a cost.
by Cliff Kuang 2019
4.13
3k+ ratings
The Science of Accelerated Learning
by Peter Hollins • 2017
15 minutes of real focus beats an hour of distracted study. The neuroscience of learning faster.
4.01
546
The Science of Accelerated Learning Summary
The Science of Accelerated Learning 95%
15 minutes of real focus beats an hour of distracted study. The neuroscience of learning faster.
by Peter Hollins 2017
4.01
546 ratings
Designing for Growth
by JeanneLiedtka • 2011
Four questions, simple canvases, fast prototypes: the design thinking playbook for managers.
3.99
952
Designing for Growth Summary
Designing for Growth 95%
Four questions, simple canvases, fast prototypes: the design thinking playbook for managers.
by JeanneLiedtka 2011
3.99
952 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 95%
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
by Ken Kocienda 2018
4.05
5k+ 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 95%
Apple's secret: a hatred of complexity that governs teams, products, marketing. An insider explains.
by Ken Segall 2012
3.91
6k+ ratings
Hacking for Agile Change
by Lena Ross • 2017
Agile isn't just for code: the mindset and psychology that make any organizational change stick.
3.90
21
Hacking for Agile Change Summary
Hacking for Agile Change 95%
Agile isn't just for code: the mindset and psychology that make any organizational change stick.
by Lena Ross 2017
3.90
21 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 95%
Find what customers actually want in five days, with five people, before you build anything.
by Jake Knapp 2025
4.10
372 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 95%
The five-day sprint that replaces endless debate with sketch, decide, prototype, and test.
by Jake Knapp 2016
4.18
24k+ 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 95%
Most innovation chases technology or markets. This method chases human meaning instead.
by Mauricio Vianna 2012
3.55
100 ratings
The Ten Faces of Innovation
by Tom Kelley • 2005
When every new idea gets shot down, ten specific roles can rescue innovation.
3.98
5k+
The Ten Faces of Innovation Summary
The Ten Faces of Innovation 95%
When every new idea gets shot down, ten specific roles can rescue innovation.
by Tom Kelley 2005
3.98
5k+ ratings
The Design Thinking Playbook
by Michael Lewrick • 2018
A playbook for applying design thinking beyond products: ecosystems, digital transformation, and AI.
3.89
482
The Design Thinking Playbook Summary
The Design Thinking Playbook 95%
A playbook for applying design thinking beyond products: ecosystems, digital transformation, and AI.
by Michael Lewrick 2018
3.89
482 ratings
Exposing the Magic of Design
by Jon Kolko • 2010
Research reveals what is; synthesis reveals what could be. The methods for crossing that gap.
4.09
210
Exposing the Magic of Design Summary
Exposing the Magic of Design 95%
Research reveals what is; synthesis reveals what could be. The methods for crossing that gap.
by Jon Kolko 2010
4.09
210 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 95%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 ratings
Writing Is Designing
by Michael J. Metts • 2020
Interface words are design elements, not just content. Research and strategy to get them right.
4.29
504
Writing Is Designing Summary
Writing Is Designing 95%
Interface words are design elements, not just content. Research and strategy to get them right.
by Michael J. Metts 2020
4.29
504 ratings
Good Services
by Lou Downe • 2020
Your service assumes a normal user. That user doesn't exist. The design rules that work anyway.
4.29
891
Good Services Summary
Good Services 95%
Your service assumes a normal user. That user doesn't exist. The design rules that work anyway.
by Lou Downe 2020
4.29
891 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 95%
Five days, one room, a tested prototype: the workshop that tells you what to build next.
by Richard Banfield 2015
3.79
219 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 95%
Win allies, test fast, and ship better products as the solo UX designer: the lightweight methods.
by Leah Buley 2013
4.19
2k+ ratings
Content Design
by Sarah Richards • 2017
Stop writing, start designing: a research-first way to make content that users actually need.
4.31
734
Content Design Summary
Content Design 95%
Stop writing, start designing: a research-first way to make content that users actually need.
by Sarah Richards 2017
4.31
734 ratings
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