Start free trial
EnglishEnglish
EspañolSpanish
简体中文Chinese
繁體中文Chinese (Traditional)
FrançaisFrench
DeutschGerman
日本語Japanese
PortuguêsPortuguese
ItalianoItalian
한국어Korean
РусскийRussian
NederlandsDutch
العربيةArabic
PolskiPolish
हिन्दीHindi
Tiếng ViệtVietnamese
SvenskaSwedish
ΕλληνικάGreek
TürkçeTurkish
ไทยThai
ČeštinaCzech
RomânăRomanian
MagyarHungarian
УкраїнськаUkrainian
IndonesiaIndonesian
DanskDanish
SuomiFinnish
БългарскиBulgarian
עבריתHebrew
NorskNorwegian
HrvatskiCroatian
CatalàCatalan
SlovenčinaSlovak
LietuviųLithuanian
SlovenščinaSlovenian
СрпскиSerbian
EestiEstonian
LatviešuLatvian
فارسیPersian
മലയാളംMalayalam
தமிழ்Tamil
اردوUrdu
SoBrief
Searching...
Neuro Web Design
by Susan M. Weinschenk • 2008
The conscious mind is your site's last reader. Design for the ones that decide first.
3.85
989
Neuro Web Design Summary
Neuro Web Design 92%
The conscious mind is your site's last reader. Design for the ones that decide first.
by Susan M. Weinschenk 2008
3.85
989 ratings
Seducing the Subconscious
by Robert Heath • 2012
Looking away from an ad may make it work better: low attention bypasses your mental defenses.
3.98
181
Seducing the Subconscious Summary
Seducing the Subconscious 91%
Looking away from an ad may make it work better: low attention bypasses your mental defenses.
by Robert Heath 2012
3.98
181 ratings
Webs of Influence
by Nathalie Nahai • 2012
The brain's shortcuts decide every online purchase. Design for those rules, not for logic.
3.74
307
Webs of Influence Summary
Webs of Influence 91%
The brain's shortcuts decide every online purchase. Design for those rules, not for logic.
by Nathalie Nahai 2012
3.74
307 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 91%
A UX crash course in 100 lessons: psychology, research, structure. Effective beats happy.
by Joel Marsh 2016
4.04
521 ratings
100 Things Every Designer Needs to Know About People
by Susan M. Weinschenk • 2011
Drawn to faces, blind to detail, ruled by emotion: the human mind your design actually meets.
4.09
6k+
100 Things Every Designer Needs to Know About People Summary
100 Things Every Designer Needs to Know About People 91%
Drawn to faces, blind to detail, ruled by emotion: the human mind your design actually meets.
by Susan M. Weinschenk 2011
4.09
6k+ ratings
Yes!
by Noah J. Goldstein • 2008
Why people say yes is predictable. Fifty research-backed levers you can pull.
3.97
12k+
Yes! Summary
Yes! 90%
Why people say yes is predictable. Fifty research-backed levers you can pull.
by Noah J. Goldstein 2008
3.97
12k+ ratings
Bottlenecks
by David C. Evans • 2017
Why users ignore you: invisible psychological filters that every digital product must survive.
4.14
175
Bottlenecks Summary
Bottlenecks 90%
Why users ignore you: invisible psychological filters that every digital product must survive.
by David C. Evans 2017
4.14
175 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 90%
Effortless design was forged by war, marketing, and psychology, and its ease hides a cost.
by Cliff Kuang 2019
4.13
3k+ ratings
The small BIG
by Robert B. Cialdini • 2014
Persuasion runs on tiny levers: one sentence, a number, a name. Big arguments rarely move anyone.
3.78
1k+
The small BIG Summary
The small BIG 90%
Persuasion runs on tiny levers: one sentence, a number, a name. Big arguments rarely move anyone.
by Robert B. Cialdini 2014
3.78
1k+ ratings
Win Bigly
by Scott Adams • 2017
We think we reason. We really just rationalize. The people who know this win.
3.73
5k+
Win Bigly Summary
Win Bigly 90%
We think we reason. We really just rationalize. The people who know this win.
by Scott Adams 2017
3.73
5k+ ratings
The Smarter Screen
by Shlomo Benartzi • 2015
Screens nudge you in 50 milliseconds. The rules for making that moment work for you.
3.96
365
The Smarter Screen Summary
The Smarter Screen 90%
Screens nudge you in 50 milliseconds. The rules for making that moment work for you.
by Shlomo Benartzi 2015
3.96
365 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 90%
Designing is easy. Explaining your choices to skeptical stakeholders is the real job.
by Tom Greever 2015
4.14
2k+ 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 90%
The best products win on emotion, not features. How to design with empathy instead of assumptions.
by Jon Kolko 2014
3.89
512 ratings
El libro negro de la persuasión
by Alejandro Llantada • 2013
The ten psychological levers that decide 'yes' before logic shows up, and how to pull them.
3.88
1k+
El libro negro de la persuasión Summary
El libro negro de la persuasión 90%
The ten psychological levers that decide 'yes' before logic shows up, and how to pull them.
by Alejandro Llantada 2013
3.88
1k+ 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 90%
Great design is storytelling: shaping choices, mapping emotions, and turning users into heroes.
by Ellen Lupton 2017
3.96
2k+ ratings
Hooked
by Nir Eyal • 2013
The psychology behind every habit-forming app, distilled into a four-step product design cycle.
4.12
50k+
Hooked Summary
Hooked 90%
The psychology behind every habit-forming app, distilled into a four-step product design cycle.
by Nir Eyal 2013
4.12
50k+ 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 90%
Your brain processes beauty before conscious thought, and good looks make things easier to use.
by Donald A. Norman 2003
3.95
6k+ ratings
Covert Persuasion
by Kevin Hogan • 2006
Body language, loaded questions, and well-timed stories: the hidden playbook for getting to yes.
3.59
553
Covert Persuasion Summary
Covert Persuasion 90%
Body language, loaded questions, and well-timed stories: the hidden playbook for getting to yes.
by Kevin Hogan 2006
3.59
553 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 90%
Most products try to motivate. The ones that stick remove what's in the way.
by Matt Wallaert 2019
3.81
433 ratings
The Humane Interface
by Jef Raskin • 2000
Modes cause most software errors. Remove modes, and error messages and filenames become unnecessary.
4.03
1k+
The Humane Interface Summary
The Humane Interface 90%
Modes cause most software errors. Remove modes, and error messages and filenames become unnecessary.
by Jef Raskin 2000
4.03
1k+ ratings
Advertising and Psychology
by Leslie Ernest Gill • 2013
Why readers remember your ad, buy your product, or scroll past: psychology every copywriter needs.
3.50
2
Advertising and Psychology Summary
Advertising and Psychology 90%
Why readers remember your ad, buy your product, or scroll past: psychology every copywriter needs.
by Leslie Ernest Gill 2013
3.50
2 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 90%
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 Advertising Effect
by Adam Ferrier • 2014
Most ads try to change minds. The ones that work change what people do first.
4.24
352
The Advertising Effect Summary
The Advertising Effect 90%
Most ads try to change minds. The ones that work change what people do first.
by Adam Ferrier 2014
4.24
352 ratings
How to Get People to Do Stuff
by Susan M. Weinschenk • 2013
Seven motivations that override logic, and how to ethically build them into everything you design.
3.82
712
How to Get People to Do Stuff Summary
How to Get People to Do Stuff 90%
Seven motivations that override logic, and how to ethically build them into everything you design.
by Susan M. Weinschenk 2013
3.82
712 ratings
Gamification by Design
by Gabe Zichermann • 2011
Why most badges fail: the motivation design that turns app users into players.
3.65
490
Gamification by Design Summary
Gamification by Design 90%
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011
3.65
490 ratings
The Illusion of Choice
by Richard Shotton • 2023
The cognitive shortcuts that steer purchases, each backed by experiment and ready to ship by Friday.
3.96
435
The Illusion of Choice Summary
The Illusion of Choice 90%
The cognitive shortcuts that steer purchases, each backed by experiment and ready to ship by Friday.
by Richard Shotton 2023
3.96
435 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 90%
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
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 90%
Eighty percent less screen space forces decisions that make your product better on every device.
by Luke Wroblewski 2011
3.90
2k+ ratings
Methods of Persuasion
by Nick Kolenda • 2013
Every decision rides on invisible psychological rails. Here is how to lay the track.
4.14
2k+
Methods of Persuasion Summary
Methods of Persuasion 90%
Every decision rides on invisible psychological rails. Here is how to lay the track.
by Nick Kolenda 2013
4.14
2k+ ratings
Actionable Gamification
by Yu-kai Chou • 2015
Eight human drives power every action. A blueprint for designing products people can't put down.
4.14
2k+
Actionable Gamification Summary
Actionable Gamification 90%
Eight human drives power every action. A blueprint for designing products people can't put down.
by Yu-kai Chou 2015
4.14
2k+ 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 90%
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
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 90%
The one-question test for product success, and the seven factors that answer it.
by Mads Soegaard 2018
3.65
193 ratings
7 Secrets of Persuasion
by James C. Crimmins • 2016
The nonconscious brain decides before you do. The persuasion techniques that reach it first.
4.07
166
7 Secrets of Persuasion Summary
7 Secrets of Persuasion 90%
The nonconscious brain decides before you do. The persuasion techniques that reach it first.
by James C. Crimmins 2016
4.07
166 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 90%
Data alone doesn't persuade. Turn user research into stories that align teams and drive design.
by Whitney Quesenbery 2010
3.75
505 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 90%
Design fills the world with disposables. A manifesto for building what people actually need.
by Victor Papanek 1972
4.24
2k+ 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 90%
Electronic objects are behavioral scripts and portals to a hidden electromagnetic world.
by Anthony Dunne 1999
4.26
125 ratings
Design for a Better World
by Donald A. Norman • 2023
Everything around you was designed: economy, waste, climate. Design can repair what it broke.
3.61
198
Design for a Better World Summary
Design for a Better World 90%
Everything around you was designed: economy, waste, climate. Design can repair what it broke.
by Donald A. Norman 2023
3.61
198 ratings
Paid Attention
by Faris Yakob • 2015
Brands used to buy attention. Now they must earn it with myth, emotion, and ideas people share.
3.86
224
Paid Attention Summary
Paid Attention 90%
Brands used to buy attention. Now they must earn it with myth, emotion, and ideas people share.
by Faris Yakob 2015
3.86
224 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
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
Press Start
by Daniel Griffin • 2019
Forget points and badges. The marketing power of games is in solving problems people actually have.
3.80
10
Press Start Summary
Press Start 90%
Forget points and badges. The marketing power of games is in solving problems people actually have.
by Daniel Griffin 2019
3.80
10 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 90%
Software frustrates because programmers design it, optimizing for the machine, not the mind.
by Alan Cooper 1999
3.94
3k+ 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 Human Element
by David Schonthal • 2021
Great ideas fail not from weak features, but from the psychological friction nobody removes.
4.14
581
The Human Element Summary
The Human Element 90%
Great ideas fail not from weak features, but from the psychological friction nobody removes.
by David Schonthal 2021
4.14
581 ratings
Pre-Suasion
by Robert B. Cialdini • 2016
The most powerful moment in persuasion is not when you speak, but the unguarded instant before.
4.00
11k+
Pre-Suasion Summary
Pre-Suasion 90%
The most powerful moment in persuasion is not when you speak, but the unguarded instant before.
by Robert B. Cialdini 2016
4.00
11k+ 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 90%
Stop designing for blank slates. Users arrive shaped by every other interface they've used.
by Jon Yablonski 2024
4.33
2k+ ratings
Maximum Influence
by Kurt W. Mortensen • 2004
A quarter of the economy is persuasion. The psychological levers that earn every yes.
3.94
400
Maximum Influence Summary
Maximum Influence 90%
A quarter of the economy is persuasion. The psychological levers that earn every yes.
by Kurt W. Mortensen 2004
3.94
400 ratings
Human Hacking
by Christopher Hadnagy • 2021
The social engineer's guide to reading anyone, building instant rapport, and ethical persuasion.
3.77
640
Human Hacking Summary
Human Hacking 90%
The social engineer's guide to reading anyone, building instant rapport, and ethical persuasion.
by Christopher Hadnagy 2021
3.77
640 ratings
One Plus One Equals Three
by Dave Trott • 2015
From an ad legend: reframe anything, use disaster as fuel, and sell ideas that stick.
4.19
2k+
One Plus One Equals Three Summary
One Plus One Equals Three 90%
From an ad legend: reframe anything, use disaster as fuel, and sell ideas that stick.
by Dave Trott 2015
4.19
2k+ 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 90%
People skim, not read: what that means for your buttons, menus, and paragraphs.
by Steve Krug 2000
4.24
31k+ ratings
Home
Swipe
Library
Get App
Try Full Access for 3 Days
Listen, bookmark, and more
Compare Features Free Pro
📖 Read Summaries
Read unlimited summaries. Free users get 3 per month
🎧 Listen to Summaries
Listen to unlimited summaries in 40 languages
❤️ Unlimited Bookmarks
Free users are limited to 4
📜 Unlimited History
Free users are limited to 4
📥 Unlimited Downloads
Free users are limited to 1
Risk-Free Timeline
Today: Get Instant Access
Listen to full summaries of 26,000+ books. That's 12,000+ hours of audio!
Day 2: Trial Reminder
We'll send you a notification that your trial is ending soon.
Day 3: Your subscription begins
You'll be charged on Jul 25,
cancel anytime before.
Consume 2.8× More Books
2.8× more books Listening Reading
Our users love us
600,000+ readers
Trustpilot Rating
TrustPilot
4.6 Excellent
This site is a total game-changer. I've been flying through book summaries like never before. Highly, highly recommend.
— Dave G
Worth my money and time, and really well made. I've never seen this quality of summaries on other websites. Very helpful!
— Em
Highly recommended!! Fantastic service. Perfect for those that want a little more than a teaser but not all the intricate details of a full audio book.
— Greg M
Save 62%
Yearly
$119.88 $44.99/year/yr
$3.75/mo
Monthly
$9.99/mo
Start a 3-Day Free Trial
3 days free, then $44.99/year. Cancel anytime.
Unlock a world of fiction & nonfiction books
26,000+ books for the price of 2 books
Read any book in 10 minutes
Discover new books like Tinder
Request any book if it's not summarized
Read more books than anyone you know
#1 app for book lovers
Lifelike & immersive summaries
30-day money-back guarantee
Download summaries in EPUBs or PDFs
Cancel anytime in a few clicks
Scanner
Find a barcode to scan

We have a special gift for you
Open
38% OFF
DISCOUNT FOR YOU
$79.99
$49.99/year
only $4.16 per month
Continue
2 taps to start, super easy to cancel
Settings
General
Widget
Loading...
We have a special gift for you
Open
38% OFF
DISCOUNT FOR YOU
$79.99
$49.99/year
only $4.16 per month
Continue
2 taps to start, super easy to cancel