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SoBrief
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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? 93%
The design and business rules Apple uses to dominate industries, and how to steal them.
by Dirk Beckmann 2013
3.21
43 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 93%
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
by Ken Kocienda 2018
4.05
5k+ 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 93%
Why nothing works perfectly: the constraints hiding inside every object you use.
by Henry Petroski 2003
3.40
334 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 92%
Simplicity is subtraction with meaning: ten design laws for making complex things feel effortless.
by John Maeda 2006
3.89
7k+ 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 92%
Apple's secret: a hatred of complexity that governs teams, products, marketing. An insider explains.
by Ken Segall 2012
3.91
6k+ ratings
The Shape of Design
by Frank Chimero • 2012
Great design isn't about pixels or grids. It's about why we make things and for whom.
3.90
1k+
The Shape of Design Summary
The Shape of Design 92%
Great design isn't about pixels or grids. It's about why we make things and for whom.
by Frank Chimero 2012
3.90
1k+ 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 92%
The best products win on emotion, not features. How to design with empathy instead of assumptions.
by Jon Kolko 2014
3.89
512 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 92%
Most products fail in their empty and error states: a playbook for designing all five.
by Scott Hurff 2015
4.11
271 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 92%
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
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 92%
Why shipping early and designing the invisible parts matters more than getting the pixels right.
by Randy J. Hunt 2013
3.76
278 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 92%
Design fills the world with disposables. A manifesto for building what people actually need.
by Victor Papanek 1972
4.24
2k+ 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 92%
What if your toaster had an opinion? A field guide to design that argues.
by Bruce M. Tharp 2019
4.36
25 ratings
Jony Ive
by Leander Kahney • 2013
Before the iPhone, a soft-spoken British designer saved Apple with a translucent computer.
3.99
7k+
Jony Ive Summary
Jony Ive 92%
Before the iPhone, a soft-spoken British designer saved Apple with a translucent computer.
by Leander Kahney 2013
3.99
7k+ 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 92%
Electronic objects are behavioral scripts and portals to a hidden electromagnetic world.
by Anthony Dunne 1999
4.26
125 ratings
I, Steve
by Steve Jobs • 2011
The philosophy behind Apple's most revolutionary products, in Steve Jobs' own uncompromising words.
3.45
2k+
I, Steve Summary
I, Steve 91%
The philosophy behind Apple's most revolutionary products, in Steve Jobs' own uncompromising words.
by Steve Jobs 2011
3.45
2k+ ratings
Value Proposition Design
by Alexander Osterwalder • 2013
Map customer needs to product features with a single canvas, and kill the offerings nobody wants.
4.21
7k+
Value Proposition Design Summary
Value Proposition Design 91%
Map customer needs to product features with a single canvas, and kill the offerings nobody wants.
by Alexander Osterwalder 2013
4.21
7k+ 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
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 91%
Problem solving oscillates. Creating resolves. Your underlying structure decides which you live.
by Robert Fritz 1989
4.06
2k+ 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 91%
Turn customer discovery into a game: the play-based way to uncover what buyers really need.
by Luke Hohmann 2006
3.98
305 ratings
The Substance of Style
by Virginia Postrel • 2003
The sensory qualities of things now rival price and performance as economic forces.
3.49
527
The Substance of Style Summary
The Substance of Style 91%
The sensory qualities of things now rival price and performance as economic forces.
by Virginia Postrel 2003
3.49
527 ratings
The Business Wisdom of Steve Jobs
by Alan Ken Thomas • 2011
Products over profits, simplicity as strategy, staying curious: 250 quotes from Steve Jobs.
3.28
360
The Business Wisdom of Steve Jobs Summary
The Business Wisdom of Steve Jobs 91%
Products over profits, simplicity as strategy, staying curious: 250 quotes from Steve Jobs.
by Alan Ken Thomas 2011
3.28
360 ratings
Steve Jobs and Philosophy
by Shawn E. Klein • 2015
What made Steve Jobs a tyrant also made him a visionary. Philosophers weigh the evidence.
3.81
21
Steve Jobs and Philosophy Summary
Steve Jobs and Philosophy 91%
What made Steve Jobs a tyrant also made him a visionary. Philosophers weigh the evidence.
by Shawn E. Klein 2015
3.81
21 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 91%
How the firm behind Apple's first mouse systematized innovation into a repeatable process.
by Tom Kelley 2001
3.95
8k+ ratings
In Pursuit of Elegance
by Matthew E. May • 2009
The best products, paintings, and traffic systems owe their power to what is missing.
3.79
576
In Pursuit of Elegance Summary
In Pursuit of Elegance 91%
The best products, paintings, and traffic systems owe their power to what is missing.
by Matthew E. May 2009
3.79
576 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 91%
Know if anyone wants it before you build. Lean experiments for testing product ideas, fast.
by Tomer Sharon 2016
4.10
289 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 91%
Five days, one room, a tested prototype: the workshop that tells you what to build next.
by Richard Banfield 2015
3.79
219 ratings
Solving Product Design Exercises
by Artiom Dashinsky • 2018
The interview exercise that screens designers out. The structured process that gets them through.
4.31
672
Solving Product Design Exercises Summary
Solving Product Design Exercises 91%
The interview exercise that screens designers out. The structured process that gets them through.
by Artiom Dashinsky 2018
4.31
672 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 91%
Services often fail because no one designed them. This book fixes that.
by Marc Stickdorn 2010
3.98
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 91%
Stop asking what features to add. Ask what progress your customer is trying to make.
by Alan Klement 2018
4.01
696 ratings
TRIZ For Dummies
by Lilly Haines-Gadd • 2016
Turn impossible trade-offs into breakthroughs. A patent-proven method for systematic innovation.
4.07
54
TRIZ For Dummies Summary
TRIZ For Dummies 91%
Turn impossible trade-offs into breakthroughs. A patent-proven method for systematic innovation.
by Lilly Haines-Gadd 2016
4.07
54 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 91%
How a single shift in problem solving, from solutions to questions, ignites innovation in any field.
by Warren Berger 2009
4.06
469 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 91%
Most innovation chases technology or markets. This method chases human meaning instead.
by Mauricio Vianna 2012
3.55
100 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 91%
Most design fixes problems. This design invents fictional worlds to test-drive better ones.
by Anthony Dunne 2013
4.12
999 ratings
Lean UX
by Jeff Gothelf • 2012
Kill the wireframes: a system for testing UX assumptions one sprint at a time.
3.99
7k+
Lean UX Summary
Lean UX 91%
Kill the wireframes: a system for testing UX assumptions one sprint at a time.
by Jeff Gothelf 2012
3.99
7k+ ratings
Design Thinking
by Thomas Lockwood • 2009
A guide to embedding design thinking that turns customer empathy into brand loyalty and profit.
3.85
451
Design Thinking Summary
Design Thinking 91%
A guide to embedding design thinking that turns customer empathy into brand loyalty and profit.
by Thomas Lockwood 2009
3.85
451 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 91%
Software frustrates because programmers design it, optimizing for the machine, not the mind.
by Alan Cooper 1999
3.94
3k+ ratings
Everything I Know
by Paul Jarvis • 2013
Your creative work isn't a startup. Build it small enough to support a life you love.
3.72
802
Everything I Know Summary
Everything I Know 91%
Your creative work isn't a startup. Build it small enough to support a life you love.
by Paul Jarvis 2013
3.72
802 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 91%
Usability testing sounds expensive and complex. A three-person, one-morning method proves it isn't.
by Steve Krug 2009
4.14
4k+ ratings
The Lean Product Playbook
by Dan Olsen • 2015
A process for testing your riskiest assumptions with a bare-bones product and real customer money.
4.27
4k+
The Lean Product Playbook Summary
The Lean Product Playbook 91%
A process for testing your riskiest assumptions with a bare-bones product and real customer money.
by Dan Olsen 2015
4.27
4k+ ratings
46 Rules of Genius, The
by Marty Neumeier • 2014
Break the rules, then build better ones: a designer's system for making creativity reliable.
3.85
302
46 Rules of Genius, The Summary
46 Rules of Genius, The 91%
Break the rules, then build better ones: a designer's system for making creativity reliable.
by Marty Neumeier 2014
3.85
302 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 91%
Your brain processes beauty before conscious thought, and good looks make things easier to use.
by Donald A. Norman 2003
3.95
6k+ 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 91%
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
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 91%
101 methods for driving innovation as a structured routine, not a stroke of genius.
by Vijay Kumar 2012
4.05
703 ratings
Design Driven Innovation
by Roberto Verganti • 2009
User research cannot reveal the next breakthrough. Radical innovation is a proposal, not a response.
4.00
498
Design Driven Innovation Summary
Design Driven Innovation 91%
User research cannot reveal the next breakthrough. Radical innovation is a proposal, not a response.
by Roberto Verganti 2009
4.00
498 ratings
Radical Product Thinking
by R. Dutt • 2021
Iteration refines; vision creates. Why product teams need a north star before they start building.
3.93
192
Radical Product Thinking Summary
Radical Product Thinking 91%
Iteration refines; vision creates. Why product teams need a north star before they start building.
by R. Dutt 2021
3.93
192 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 91%
Most products try to motivate. The ones that stick remove what's in the way.
by Matt Wallaert 2019
3.81
433 ratings
The Laws of Subtraction
by Matthew E. May • 2012
Clarity and breakthroughs wait on the other side of less: stop adding, start removing.
3.84
169
The Laws of Subtraction Summary
The Laws of Subtraction 91%
Clarity and breakthroughs wait on the other side of less: stop adding, start removing.
by Matthew E. May 2012
3.84
169 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 91%
The five-day sprint that replaces endless debate with sketch, decide, prototype, and test.
by Jake Knapp 2016
4.18
24k+ ratings
Ruined by Design
by Mike Monteiro • 2019
Every harmful app was a designer's decision. The principles for refusing to build the next one.
4.11
2k+
Ruined by Design Summary
Ruined by Design 91%
Every harmful app was a designer's decision. The principles for refusing to build the next one.
by Mike Monteiro 2019
4.11
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 91%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 ratings
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