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SoBrief
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The Anatomy of Story
by John Truby • 2007
The organic alternative to formula: how character, plot, and theme grow from a single premise's DNA.
4.25
7k+
The Anatomy of Story Summary
The Anatomy of Story 89%
The organic alternative to formula: how character, plot, and theme grow from a single premise's DNA.
by John Truby 2007
4.25
7k+ 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
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
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
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
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 88%
Great logos aren't born from blank slates but from ugly constraints and stubborn clients.
by Michael Bierut 2015
4.32
1k+ 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 88%
Most design fixes problems. This design invents fictional worlds to test-drive better ones.
by Anthony Dunne 2013
4.12
999 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 88%
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
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 88%
Great design is storytelling: shaping choices, mapping emotions, and turning users into heroes.
by Ellen Lupton 2017
3.96
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 88%
Electronic objects are behavioral scripts and portals to a hidden electromagnetic world.
by Anthony Dunne 1999
4.26
125 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
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 88%
Simplicity is subtraction with meaning: ten design laws for making complex things feel effortless.
by John Maeda 2006
3.89
7k+ 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 88%
Design fills the world with disposables. A manifesto for building what people actually need.
by Victor Papanek 1972
4.24
2k+ 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 87%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 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 87%
Concept is the secret: why a simple, clever data drawing can reveal more than a supercomputer.
by David McCandless 2001
4.12
4k+ 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
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
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 87%
Why nothing works perfectly: the constraints hiding inside every object you use.
by Henry Petroski 2003
3.40
334 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
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 87%
Slides packed with text bore audiences. Better visuals, type, and space make them pay attention.
by Garr Reynolds 2009
4.19
2k+ ratings
One Little Spark!
by Marty Sklar • 2015
Ten principles from Disney Imagineering that turn ideas into attractions millions love.
3.96
694
One Little Spark! Summary
One Little Spark! 87%
Ten principles from Disney Imagineering that turn ideas into attractions millions love.
by Marty Sklar 2015
3.96
694 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 87%
Eighty percent less screen space forces decisions that make your product better on every device.
by Luke Wroblewski 2011
3.90
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? 87%
The design and business rules Apple uses to dominate industries, and how to steal them.
by Dirk Beckmann 2013
3.21
43 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
Story Engineering
by Larry Brooks • 2011
Six storytelling skills and a four-part map that transform an idea into a novel that works.
4.10
3k+
Story Engineering Summary
Story Engineering 87%
Six storytelling skills and a four-part map that transform an idea into a novel that works.
by Larry Brooks 2011
4.10
3k+ ratings
Video Game Storytelling
by Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
503
Video Game Storytelling Summary
Video Game Storytelling 87%
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014
3.99
503 ratings
Action
by Robert McKee • 2022
Excitement on page and screen has rules. The villain’s scheme, not the spectacle, is its engine.
4.29
126
Action Summary
Action 87%
Excitement on page and screen has rules. The villain’s scheme, not the spectacle, is its engine.
by Robert McKee 2022
4.29
126 ratings
Designing Experiences
by J Robert Rossman • 2019
Turn any interaction into a journey: a design system from first anticipation to final memory.
3.97
159
Designing Experiences Summary
Designing Experiences 87%
Turn any interaction into a journey: a design system from first anticipation to final memory.
by J Robert Rossman 2019
3.97
159 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 87%
Good design is not a talent; it is four principles anyone can apply.
by Robin P. Williams 2011
4.10
5k+ ratings
Change by Design
by Tim Brown • 2009
What if innovation started with empathy, not a spreadsheet? The design thinking playbook.
3.89
11k+
Change by Design Summary
Change by Design 87%
What if innovation started with empathy, not a spreadsheet? The design thinking playbook.
by Tim Brown 2009
3.89
11k+ 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 87%
Gutenberg, Bauhaus, Mac: the sweeping chronicle of how design made the modern world legible.
by Philip B. Meggs 1983
4.14
3k+ 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
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 87%
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
by Ken Kocienda 2018
4.05
5k+ ratings
The Elements of Typographic Style
by Robert Bringhurst • 1992
Typography is an invisible art. Its rules: proportion, rhythm, and a five-century memory.
4.26
9k+
The Elements of Typographic Style Summary
The Elements of Typographic Style 87%
Typography is an invisible art. Its rules: proportion, rhythm, and a five-century memory.
by Robert Bringhurst 1992
4.26
9k+ 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
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
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 87%
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
Pixar Storytelling
by Dean Movshovitz • 2017
Pixar's narrative playbook: what makes a concept rich, a character stick, and an ending feel earned.
3.95
903
Pixar Storytelling Summary
Pixar Storytelling 87%
Pixar's narrative playbook: what makes a concept rich, a character stick, and an ending feel earned.
by Dean Movshovitz 2017
3.95
903 ratings
The Path of Least Resistance
by Robert Fritz • 1989
Problem solving oscillates. Creating resolves. Your underlying structure decides which you live.
4.06
2k+
The Path of Least Resistance Summary
The Path of Least Resistance 87%
Problem solving oscillates. Creating resolves. Your underlying structure decides which you live.
by Robert Fritz 1989
4.06
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 87%
The best products win on emotion, not features. How to design with empathy instead of assumptions.
by Jon Kolko 2014
3.89
512 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 87%
Six weeks of iteration, vintage hunting, and one rule: build a logo that outlives the trends.
by Allan Peters 2023
4.21
253 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 87%
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
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 87%
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
CAD Monkeys, Dinosaur Babies, and T-Shaped People
by Warren Berger • 2009
How a single shift in problem solving, from solutions to questions, ignites innovation in any field.
4.06
469
CAD Monkeys, Dinosaur Babies, and T-Shaped People Summary
CAD Monkeys, Dinosaur Babies, and T-Shaped People 87%
How a single shift in problem solving, from solutions to questions, ignites innovation in any field.
by Warren Berger 2009
4.06
469 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 87%
Design's missing curriculum: land clients, frame your worth, and keep your ethics intact.
by Adrian Shaughnessy 2005
3.98
5k+ ratings
Screenplay
by Syd Field • 1979
The structural template that turned screenwriting into a learnable craft, from setup to final draft.
3.99
9k+
Screenplay Summary
Screenplay 87%
The structural template that turned screenwriting into a learnable craft, from setup to final draft.
by Syd Field 1979
3.99
9k+ ratings
Writing Short Films
by Linda J. Cowgill • 1997
Minutes, not hours. The structural rules for short films that features never taught you.
3.70
303
Writing Short Films Summary
Writing Short Films 87%
Minutes, not hours. The structural rules for short films that features never taught you.
by Linda J. Cowgill 1997
3.70
303 ratings
Game Design Workshop
by Tracy Fullerton • 2008
The prototyping-first method that catches design disasters before you write a single line of code.
4.11
513
Game Design Workshop Summary
Game Design Workshop 87%
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008
4.11
513 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 87%
Why developers build ugly interfaces, and the constraint system that fixes them.
by Adam Wathan 2018
4.65
2k+ ratings
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