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SoBrief
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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 92%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 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 91%
Your pattern library is not a design system. Shared language and team practices close the gap.
by Alla Kholmatova 2017
4.13
608 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 91%
Chemistry meets web design: a method for building reusable component systems from the ground up.
by Brad Frost 2016
4.00
1k+ 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 90%
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
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 90%
What if your toaster had an opinion? A field guide to design that argues.
by Bruce M. Tharp 2019
4.36
25 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 90%
The methods and documents that carry a UX project from first requirement to final design.
by Russ Unger 2009
3.87
2k+ 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 90%
For new designers: master typography, branding, process, and production from brief to finish.
by Gavin Ambrose 2008
3.53
109 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 90%
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
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 90%
Why most large websites feel like a maze, and the craft of making them findable.
by Peter Morville 1998
3.93
4k+ 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 90%
Forget page-building. Build a design system with modular markup and CSS that scales.
by Micah Godbolt 2015
3.33
123 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 90%
Services often fail because no one designed them. This book fixes that.
by Marc Stickdorn 2010
3.98
2k+ 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 90%
Design has its own logic: designers don't analyze what exists but propose what might be.
by Nigel Cross 2011
3.55
315 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 90%
Why nothing works perfectly: the constraints hiding inside every object you use.
by Henry Petroski 2003
3.40
334 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 90%
Forget inspiration: how dots, grids, and iteration build the language of professional design.
by Ellen Lupton 2008
3.95
2k+ 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 90%
Stop saying 'make the logo bigger' and learn what to ask for instead.
by Mike Monteiro 2014
4.26
446 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 90%
Why developers build ugly interfaces, and the constraint system that fixes them.
by Adam Wathan 2018
4.65
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 90%
Stop writing, start designing: a research-first way to make content that users actually need.
by Sarah Richards 2017
4.31
734 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 90%
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
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 90%
Good design is not a talent; it is four principles anyone can apply.
by Robin P. Williams 2011
4.10
5k+ 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 90%
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
How to Make Sense of Any Mess
by Abby Covert • 2014
Your information problem is a language problem. Seven steps to make sense of any mess.
3.85
2k+
How to Make Sense of Any Mess Summary
How to Make Sense of Any Mess 90%
Your information problem is a language problem. Seven steps to make sense of any mess.
by Abby Covert 2014
3.85
2k+ 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 90%
Most design fixes problems. This design invents fictional worlds to test-drive better ones.
by Anthony Dunne 2013
4.12
999 ratings
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 90%
Great logos aren't born from blank slates but from ugly constraints and stubborn clients.
by Michael Bierut 2015
4.32
1k+ 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 89%
Eighty percent less screen space forces decisions that make your product better on every device.
by Luke Wroblewski 2011
3.90
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 89%
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
Search Patterns
by Peter Morville • 2010
Algorithms do not fix search; design does. How the patterns users follow reveal what engineers miss.
3.86
291
Search Patterns Summary
Search Patterns 89%
Algorithms do not fix search; design does. How the patterns users follow reveal what engineers miss.
by Peter Morville 2010
3.86
291 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
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 89%
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
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 89%
Design fills the world with disposables. A manifesto for building what people actually need.
by Victor Papanek 1972
4.24
2k+ ratings
Logos that Last
by Allan Peters • 2023
Six weeks of iteration, vintage hunting, and one rule: build a logo that outlives the trends.
4.21
253
Logos that Last Summary
Logos that Last 89%
Six weeks of iteration, vintage hunting, and one rule: build a logo that outlives the trends.
by Allan Peters 2023
4.21
253 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 89%
People skim, not read: what that means for your buttons, menus, and paragraphs.
by Steve Krug 2000
4.24
31k+ 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
The Interior Design Handbook
by Frida Ramstedt • 2019
The spatial geometry, layered lighting, and color theory pros use to build a room that works.
4.14
2k+
The Interior Design Handbook Summary
The Interior Design Handbook 89%
The spatial geometry, layered lighting, and color theory pros use to build a room that works.
by Frida Ramstedt 2019
4.14
2k+ 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 89%
Win allies, test fast, and ship better products as the solo UX designer: the lightweight methods.
by Leah Buley 2013
4.19
2k+ 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 89%
Usability testing sounds expensive and complex. A three-person, one-morning method proves it isn't.
by Steve Krug 2009
4.14
4k+ 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 89%
Slides packed with text bore audiences. Better visuals, type, and space make them pay attention.
by Garr Reynolds 2009
4.19
2k+ 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 89%
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
by Ken Kocienda 2018
4.05
5k+ 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 89%
Data alone doesn't persuade. Turn user research into stories that align teams and drive design.
by Whitney Quesenbery 2010
3.75
505 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 89%
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
Beautiful Architecture
by Diomidis Spinellis • 2008
Software guards its internals. Emacs shipped a Lisp interpreter and let users rewrite everything.
3.42
171
Beautiful Architecture Summary
Beautiful Architecture 89%
Software guards its internals. Emacs shipped a Lisp interpreter and let users rewrite everything.
by Diomidis Spinellis 2008
3.42
171 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 89%
365 design rules: master typography, color, grids, and client work, one day at a time.
by Sean Adams 2012
3.92
364 ratings
About Face 3
by Alan Cooper • 1995
Design software around user goals, not code: a classic manual for interfaces that feel obvious.
4.07
4k+
About Face 3 Summary
About Face 3 89%
Design software around user goals, not code: a classic manual for interfaces that feel obvious.
by Alan Cooper 1995
4.07
4k+ 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 89%
Design's missing curriculum: land clients, frame your worth, and keep your ethics intact.
by Adrian Shaughnessy 2005
3.98
5k+ 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 89%
Interface words are design elements, not just content. Research and strategy to get them right.
by Michael J. Metts 2020
4.29
504 ratings
101 UX Principles
by Will Grant • 2018
A UX field manual: 101 rules to turn a frustrating interface into one users love.
4.10
158
101 UX Principles Summary
101 UX Principles 89%
A UX field manual: 101 rules to turn a frustrating interface into one users love.
by Will Grant 2018
4.10
158 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 89%
Typography is a craft, not a font menu: the rules of spacing, history, and form.
by Ellen Lupton 2004
4.12
13k+ ratings
Information Is Beautiful
by David McCandless • 2001
Concept is the secret: why a simple, clever data drawing can reveal more than a supercomputer.
4.12
4k+
Information Is Beautiful Summary
Information Is Beautiful 89%
Concept is the secret: why a simple, clever data drawing can reveal more than a supercomputer.
by David McCandless 2001
4.12
4k+ ratings
Historia del diseño gráfico
by Philip B. Meggs • 1983
Gutenberg, Bauhaus, Mac: the sweeping chronicle of how design made the modern world legible.
4.14
3k+
Historia del diseño gráfico Summary
Historia del diseño gráfico 89%
Gutenberg, Bauhaus, Mac: the sweeping chronicle of how design made the modern world legible.
by Philip B. Meggs 1983
4.14
3k+ 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 89%
Simplicity is subtraction with meaning: ten design laws for making complex things feel effortless.
by John Maeda 2006
3.89
7k+ ratings
101 Design Methods
by Vijay Kumar • 2012
101 methods for driving innovation as a structured routine, not a stroke of genius.
4.05
703
101 Design Methods Summary
101 Design Methods 89%
101 methods for driving innovation as a structured routine, not a stroke of genius.
by Vijay Kumar 2012
4.05
703 ratings
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