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The Kobold Guide to Board Game Design
by Mike Selinker • 2011
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
4.06
645
The Kobold Guide to Board Game Design Summary
The Kobold Guide to Board Game Design 89%
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
by Mike Selinker 2011
4.06
645 ratings
Designing Games
by Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
517
Designing Games Summary
Designing Games 89%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 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 89%
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008
4.11
513 ratings
Design to Grow
by David Butler • 2015
Scale and agility usually fight; Coca-Cola used design to get both at once.
3.74
369
Design to Grow Summary
Design to Grow 89%
Scale and agility usually fight; Coca-Cola used design to get both at once.
by David Butler 2015
3.74
369 ratings
Creative Strategy and the Business of Design
by Douglas Davis • 2016
The business and strategy skills that move designers from order-takers to trusted partners.
4.00
392
Creative Strategy and the Business of Design Summary
Creative Strategy and the Business of Design 89%
The business and strategy skills that move designers from order-takers to trusted partners.
by Douglas Davis 2016
4.00
392 ratings
Strategy without Design
by Robert C.H. Chia • 2009
Planned strategy destroys itself. Wins that last emerge from everyday coping, not grand designs.
4.50
12
Strategy without Design Summary
Strategy without Design 89%
Planned strategy destroys itself. Wins that last emerge from everyday coping, not grand designs.
by Robert C.H. Chia 2009
4.50
12 ratings
The Board Game Designer's Guide
by Joe Slack • 2017
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
3.71
82
The Board Game Designer's Guide Summary
The Board Game Designer's Guide 89%
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
by Joe Slack 2017
3.71
82 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 89%
User research cannot reveal the next breakthrough. Radical innovation is a proposal, not a response.
by Roberto Verganti 2009
4.00
498 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 88%
Apple's secret: a hatred of complexity that governs teams, products, marketing. An insider explains.
by Ken Segall 2012
3.91
6k+ ratings
Zag
by Marty Neumeier • 2006
Why different beats better, and the method for making your brand the one they remember.
3.99
4k+
Zag Summary
Zag 88%
Why different beats better, and the method for making your brand the one they remember.
by Marty Neumeier 2006
3.99
4k+ ratings
A Theory Of Fun For Game Design
by Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3k+
A Theory Of Fun For Game Design Summary
A Theory Of Fun For Game Design 88%
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
by Ralph Koster 2004
3.90
3k+ 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 88%
A guide to embedding design thinking that turns customer empathy into brand loyalty and profit.
by Thomas Lockwood 2009
3.85
451 ratings
A Game Design Vocabulary
by Anna Anthropy • 2013
The grammar of game design: how to script a back-and-forth that players lose themselves in.
3.94
134
A Game Design Vocabulary Summary
A Game Design Vocabulary 88%
The grammar of game design: how to script a back-and-forth that players lose themselves in.
by Anna Anthropy 2013
3.94
134 ratings
Unboxed
by Gordon Calleja • 2022
Board games succeed or fail on six forms of involvement. Most designers only account for one.
3.46
13
Unboxed Summary
Unboxed 88%
Board games succeed or fail on six forms of involvement. Most designers only account for one.
by Gordon Calleja 2022
3.46
13 ratings
Game Mechanics
by Ernest Adams • 2012
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
4.12
185
Game Mechanics Summary
Game Mechanics 88%
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
by Ernest Adams 2012
4.12
185 ratings
Walden and Other Writings
by Henry David Thoreau • 1854
How to design tabletop games that feel intuitive, balance hope, and keep every player at the table.
3.95
5k+
Walden and Other Writings Summary
Walden and Other Writings 88%
How to design tabletop games that feel intuitive, balance hope, and keep every player at the table.
by Henry David Thoreau 1854
3.95
5k+ ratings
Brand Gap, The
by Marty Neumeier • 2003
Brands stumble not on bad strategy or poor design, but on the gap no one manages.
3.98
6k+
Brand Gap, The Summary
Brand Gap, The 88%
Brands stumble not on bad strategy or poor design, but on the gap no one manages.
by Marty Neumeier 2003
3.98
6k+ ratings
Designing Brand Identity
by Alina Wheeler • 2003
The complete playbook for turning abstract company values into a brand people trust on sight.
4.12
3k+
Designing Brand Identity Summary
Designing Brand Identity 88%
The complete playbook for turning abstract company values into a brand people trust on sight.
by Alina Wheeler 2003
4.12
3k+ ratings
Mental Models
by Indi Young • 2008
Turn user research chaos into a single diagram that exposes exactly what your product is missing.
3.86
1k+
Mental Models Summary
Mental Models 88%
Turn user research chaos into a single diagram that exposes exactly what your product is missing.
by Indi Young 2008
3.86
1k+ ratings
Different
by Youngme Moon • 2010
Why the world's most competitive markets deliver sameness, and the three ways to break free.
3.98
2k+
Different Summary
Different 88%
Why the world's most competitive markets deliver sameness, and the three ways to break free.
by Youngme Moon 2010
3.98
2k+ ratings
Think Like a Game Designer
by Justin Gary • 2018
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
4.01
184
Think Like a Game Designer Summary
Think Like a Game Designer 88%
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
by Justin Gary 2018
4.01
184 ratings
Clausewitz on Strategy
by Tiha von Ghyczy • 2001
Your real competition is the fog, friction, and chaos Clausewitz mapped two centuries ago.
4.05
109
Clausewitz on Strategy Summary
Clausewitz on Strategy 88%
Your real competition is the fog, friction, and chaos Clausewitz mapped two centuries ago.
by Tiha von Ghyczy 2001
4.05
109 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 88%
Services often fail because no one designed them. This book fixes that.
by Marc Stickdorn 2010
3.98
2k+ ratings
Level Up!
by Scott Rogers • 2010
The game design manual that puts controls, camera, and characters first, then shows you the rest.
4.09
1k+
Level Up! Summary
Level Up! 88%
The game design manual that puts controls, camera, and characters first, then shows you the rest.
by Scott Rogers 2010
4.09
1k+ ratings
The Business Model Canvas
by Magali Marbaise • 2015
Nine boxes on one page. A workshop. Your business model, stress-tested and rebuilt before Monday.
3.63
124
The Business Model Canvas Summary
The Business Model Canvas 88%
Nine boxes on one page. A workshop. Your business model, stress-tested and rebuilt before Monday.
by Magali Marbaise 2015
3.63
124 ratings
Jack Trout on Strategy
by Jack Trout • 2004
Competition is killing you. The cure: a simple strategy to occupy the customer's mind.
3.87
236
Jack Trout on Strategy Summary
Jack Trout on Strategy 88%
Competition is killing you. The cure: a simple strategy to occupy the customer's mind.
by Jack Trout 2004
3.87
236 ratings
Blue Ocean Strategy
by W. Chan Kim • 2005
Stop fighting over existing markets. Create a new one where the competition simply does not matter.
4.01
89k+
Blue Ocean Strategy Summary
Blue Ocean Strategy 88%
Stop fighting over existing markets. Create a new one where the competition simply does not matter.
by W. Chan Kim 2005
4.01
89k+ 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
Elevate
by Rich Horwath • 2013
Daily noise buries strategy. Three disciplines for staying above it and seeing what others miss.
3.71
106
Elevate Summary
Elevate 88%
Daily noise buries strategy. Three disciplines for staying above it and seeing what others miss.
by Rich Horwath 2013
3.71
106 ratings
Branding
by Michael Johnson • 2016
Why most brands look the same and the disciplined process that makes yours the exception.
4.32
294
Branding Summary
Branding 88%
Why most brands look the same and the disciplined process that makes yours the exception.
by Michael Johnson 2016
4.32
294 ratings
Strategic Foresight
by Sarah Lai Cheah • 2020
An end-to-end system for turning market foresight into products your customers actually want.
Strategic Foresight Summary
Strategic Foresight 88%
An end-to-end system for turning market foresight into products your customers actually want.
by Sarah Lai Cheah 2020
Content Strategy Toolkit, The
by Meghan Casey • 2015
Content audit to governance: the tools, roles, and processes for making your content earn its keep.
4.14
209
Content Strategy Toolkit, The Summary
Content Strategy Toolkit, The 88%
Content audit to governance: the tools, roles, and processes for making your content earn its keep.
by Meghan Casey 2015
4.14
209 ratings
The Influence of Military Strategies to Business
by M.D. White • 2017
War strategy for business: outthink competitors, pick the right battles, and time every move.
4.07
415
The Influence of Military Strategies to Business Summary
The Influence of Military Strategies to Business 88%
War strategy for business: outthink competitors, pick the right battles, and time every move.
by M.D. White 2017
4.07
415 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 88%
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011
3.65
490 ratings
How to Launch a Brand
by Fabian Geyrhalter • 2020
Where brand names come from, how logos earn attention, and what turns a business into a brand.
3.90
191
How to Launch a Brand Summary
How to Launch a Brand 88%
Where brand names come from, how logos earn attention, and what turns a business into a brand.
by Fabian Geyrhalter 2020
3.90
191 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 88%
What if innovation started with empathy, not a spreadsheet? The design thinking playbook.
by Tim Brown 2009
3.89
11k+ ratings
The 36 Strategies of the Martial Arts
by Hiroshi Moriya • 2008
Victory without combat: how ancient Chinese deception tactics let you win before the fight starts.
3.76
124
The 36 Strategies of the Martial Arts Summary
The 36 Strategies of the Martial Arts 88%
Victory without combat: how ancient Chinese deception tactics let you win before the fight starts.
by Hiroshi Moriya 2008
3.76
124 ratings
The Entrepreneur's Guide to the Art of War
by Mark Smith • 2021
Sun Tzu's playbook for entrepreneurs: how to outmaneuver rivals without ever going to war.
3.28
65
The Entrepreneur's Guide to the Art of War Summary
The Entrepreneur's Guide to the Art of War 88%
Sun Tzu's playbook for entrepreneurs: how to outmaneuver rivals without ever going to war.
by Mark Smith 2021
3.28
65 ratings
Brick by Brick
by David C. Robertson • 2013
Innovation nearly killed LEGO. The rules it wrote to survive rewrote the playbook.
3.85
2k+
Brick by Brick Summary
Brick by Brick 88%
Innovation nearly killed LEGO. The rules it wrote to survive rewrote the playbook.
by David C. Robertson 2013
3.85
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 88%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 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 88%
Design has its own logic: designers don't analyze what exists but propose what might be.
by Nigel Cross 2011
3.55
315 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
Persuasive Games
by Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Persuasive Games Summary
Persuasive Games 88%
A videogame's rules are arguments. Learning to read them changes how you see every screen.
by Ian Bogost 2007
3.84
360 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 88%
How a single shift in problem solving, from solutions to questions, ignites innovation in any field.
by Warren Berger 2009
4.06
469 ratings
Deep Dive
by Rich Horwath • 2008
Most managers skim the surface. Three skills that turn scattered effort into strategic advantage.
3.76
195
Deep Dive Summary
Deep Dive 88%
Most managers skim the surface. Three skills that turn scattered effort into strategic advantage.
by Rich Horwath 2008
3.76
195 ratings
Sur/petition
by Edward de Bono • 1992
Competition keeps you alive. The real money is in building value no one else can offer.
4.01
81
Sur/petition Summary
Sur/petition 88%
Competition keeps you alive. The real money is in building value no one else can offer.
by Edward de Bono 1992
4.01
81 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
Business Strategy
by Brian Tracy • 2015
The strategic planning step most businesses skip, and why it makes everything else fall into place.
3.87
246
Business Strategy Summary
Business Strategy 88%
The strategic planning step most businesses skip, and why it makes everything else fall into place.
by Brian Tracy 2015
3.87
246 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
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