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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 92%
Stop building courses that just present slides. The activity-first system for e-learning that works.
by William Horton 2006
3.89
219 ratings
Teach Your Gift
by Danny Iny • 2020
Build a course business that actually works: pilot small, co-create with students, then scale.
3.94
160
Teach Your Gift Summary
Teach Your Gift 91%
Build a course business that actually works: pilot small, co-create with students, then scale.
by Danny Iny 2020
3.94
160 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 90%
A modular design method for online instruction: build once, remix, and scale across every context.
by Amanda Nichols Hess 2020
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 90%
Never meant to be an instructional designer? A framework for digital learning that works.
by Cammy Bean 2014
4.00
239 ratings
Adobe Photoshop CS6 Classroom in a Book
by Adobe Creative Team • 2012
Slideshows, zoomable images, and navigation menus: all built inside Photoshop, no code required.
4.16
316
Adobe Photoshop CS6 Classroom in a Book Summary
Adobe Photoshop CS6 Classroom in a Book 89%
Slideshows, zoomable images, and navigation menus: all built inside Photoshop, no code required.
by Adobe Creative Team 2012
4.16
316 ratings
Leveraged Learning
by Danny Iny • 2018
Degrees are losing their edge. On-demand bursts taught by practitioners are the new classroom.
4.07
123
Leveraged Learning Summary
Leveraged Learning 89%
Degrees are losing their edge. On-demand bursts taught by practitioners are the new classroom.
by Danny Iny 2018
4.07
123 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 89%
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
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
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 88%
The step-by-step playbook for designing learning games that slash training time and boost retention.
by Sharon Boller 2017
3.95
42 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
Course Creation Simplified
by Jimmy Naraine • 2023
Your story is worth more than your resume. A step-by-step method for creating courses that sell.
4.32
74
Course Creation Simplified Summary
Course Creation Simplified 88%
Your story is worth more than your resume. A step-by-step method for creating courses that sell.
by Jimmy Naraine 2023
4.32
74 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
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
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
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
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 88%
The real crisis is too little meaning. A designer's rules for finding it.
by Richard Saul Wurman 2000
3.98
176 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
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
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
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 88%
Design's missing curriculum: land clients, frame your worth, and keep your ethics intact.
by Adrian Shaughnessy 2005
3.98
5k+ ratings
Wordpress in a week
by Zak Cagaros • 2014
Launch a custom WordPress site in a week: the step-by-step blueprint for non-coders.
3.46
63
Wordpress in a week Summary
Wordpress in a week 88%
Launch a custom WordPress site in a week: the step-by-step blueprint for non-coders.
by Zak Cagaros 2014
3.46
63 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 88%
Most educational games fail because they forget the play. The design framework that fixes that.
by George Kalmpourtzis 2018
4.31
45 ratings
Badass
by Kathy Sierra • 2015
Better users beat better features. A method for designing skill into the first 30 minutes.
4.17
1k+
Badass Summary
Badass 88%
Better users beat better features. A method for designing skill into the first 30 minutes.
by Kathy Sierra 2015
4.17
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 88%
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 88%
Forget inspiration: how dots, grids, and iteration build the language of professional design.
by Ellen Lupton 2008
3.95
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 88%
Stop writing, start designing: a research-first way to make content that users actually need.
by Sarah Richards 2017
4.31
734 ratings
Designing for Modern Learning
by Lisa Owens • 2020
ADDIE and SAM built courses. The modern workplace needs learning clusters, not single programs.
4.30
40
Designing for Modern Learning Summary
Designing for Modern Learning 88%
ADDIE and SAM built courses. The modern workplace needs learning clusters, not single programs.
by Lisa Owens 2020
4.30
40 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 88%
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
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
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 88%
The methods and documents that carry a UX project from first requirement to final design.
by Russ Unger 2009
3.87
2k+ ratings
Content Strategy for Mobile
by Karen Mcgrane • 2012
One content source, every device, no separate mobile site. Here is how to build it.
4.01
468
Content Strategy for Mobile Summary
Content Strategy for Mobile 88%
One content source, every device, no separate mobile site. Here is how to build it.
by Karen Mcgrane 2012
4.01
468 ratings
Design for How People Learn
by Julie Dirksen • 2011
Most training fights the brain. Here's how to design experiences that work with it instead.
4.27
2k+
Design for How People Learn Summary
Design for How People Learn 88%
Most training fights the brain. Here's how to design experiences that work with it instead.
by Julie Dirksen 2011
4.27
2k+ ratings
Blended Workbook
by Michael B. Horn • 2017
Blended learning done right: goals first, devices second, and a budget that outlives the grant.
3.50
6
Blended Workbook Summary
Blended Workbook 88%
Blended learning done right: goals first, devices second, and a budget that outlives the grant.
by Michael B. Horn 2017
3.50
6 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 88%
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
Designing the Future
by Ann Kaiser • 2019
Run your classroom like an engineering lab: failure becomes data, limits force invention.
Designing the Future Summary
Designing the Future 88%
Run your classroom like an engineering lab: failure becomes data, limits force invention.
by Ann Kaiser 2019
Launch
by John Spencer • 2016
A design thinking framework that turns any classroom into a launchpad for student creativity.
4.09
732
Launch Summary
Launch 87%
A design thinking framework that turns any classroom into a launchpad for student creativity.
by John Spencer 2016
4.09
732 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
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
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 87%
Data alone doesn't persuade. Turn user research into stories that align teams and drive design.
by Whitney Quesenbery 2010
3.75
505 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
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
High-Impact Instruction
by Jim Knight • 2012
Turn chaotic standards into clear daily targets, and fragile coaching into lasting classroom change.
4.16
334
High-Impact Instruction Summary
High-Impact Instruction 87%
Turn chaotic standards into clear daily targets, and fragile coaching into lasting classroom change.
by Jim Knight 2012
4.16
334 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
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 87%
For new designers: master typography, branding, process, and production from brief to finish.
by Gavin Ambrose 2008
3.53
109 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 87%
Your brain processes beauty before conscious thought, and good looks make things easier to use.
by Donald A. Norman 2003
3.95
6k+ ratings
Invent To Learn
by Sylvia Libow Martinez • 2013
How to trade direct instruction for iterative design, physical making, and real student ownership.
4.17
803
Invent To Learn Summary
Invent To Learn 87%
How to trade direct instruction for iterative design, physical making, and real student ownership.
by Sylvia Libow Martinez 2013
4.17
803 ratings
Workshops
by Jeff E. Brooks-Harris • 1999
Match every activity to a phase of learning, so participants leave changed, not merely informed.
3.94
16
Workshops Summary
Workshops 87%
Match every activity to a phase of learning, so participants leave changed, not merely informed.
by Jeff E. Brooks-Harris 1999
3.94
16 ratings
The Gamification of Learning and Instruction
by Karl M. Kapp • 2012
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
3.83
305
The Gamification of Learning and Instruction Summary
The Gamification of Learning and Instruction 87%
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
by Karl M. Kapp 2012
3.83
305 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 87%
Usability testing sounds expensive and complex. A three-person, one-morning method proves it isn't.
by Steve Krug 2009
4.14
4k+ 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
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