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SoBrief
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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 90%
Know if anyone wants it before you build. Lean experiments for testing product ideas, fast.
by Tomer Sharon 2016
4.10
289 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 89%
The methods and documents that carry a UX project from first requirement to final design.
by Russ Unger 2009
3.87
2k+ ratings
The User Experience Team of One
by Leah Buley • 2013
Win allies, test fast, and ship better products as the solo UX designer: the lightweight methods.
4.19
2k+
The User Experience Team of One Summary
The User Experience Team of One 89%
Win allies, test fast, and ship better products as the solo UX designer: the lightweight methods.
by Leah Buley 2013
4.19
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 89%
Stop writing, start designing: a research-first way to make content that users actually need.
by Sarah Richards 2017
4.31
734 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 89%
Usability testing sounds expensive and complex. A three-person, one-morning method proves it isn't.
by Steve Krug 2009
4.14
4k+ 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 89%
Turn user research chaos into a single diagram that exposes exactly what your product is missing.
by Indi Young 2008
3.86
1k+ ratings
UX Research
by Brad Nunnally • 2016
What to ask, who to ask, and how to turn their answers into better products.
3.68
263
UX Research Summary
UX Research 89%
What to ask, who to ask, and how to turn their answers into better products.
by Brad Nunnally 2016
3.68
263 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 89%
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
101 UX Principles
by Will Grant • 2018
A UX field manual: 101 rules to turn a frustrating interface into one users love.
4.10
158
101 UX Principles Summary
101 UX Principles 89%
A UX field manual: 101 rules to turn a frustrating interface into one users love.
by Will Grant 2018
4.10
158 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 89%
The one-question test for product success, and the seven factors that answer it.
by Mads Soegaard 2018
3.65
193 ratings
Information Architecture for the World Wide Web
by Peter Morville • 1998
Why most large websites feel like a maze, and the craft of making them findable.
3.93
4k+
Information Architecture for the World Wide Web Summary
Information Architecture for the World Wide Web 89%
Why most large websites feel like a maze, and the craft of making them findable.
by Peter Morville 1998
3.93
4k+ ratings
Undercover User Experience Design
by Cennydd Bowles • 2010
No budget, no mandate? A tactical guide for smuggling user experience into resistant organizations.
4.02
504
Undercover User Experience Design Summary
Undercover User Experience Design 89%
No budget, no mandate? A tactical guide for smuggling user experience into resistant organizations.
by Cennydd Bowles 2010
4.02
504 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 89%
The best products win on emotion, not features. How to design with empathy instead of assumptions.
by Jon Kolko 2014
3.89
512 ratings
Introduction to Design Thinking for UX Beginners
by Uijun Park • 2023
UX is problem discovery, not decoration. A beginner's method from research to testing to hired.
4.09
114
Introduction to Design Thinking for UX Beginners Summary
Introduction to Design Thinking for UX Beginners 89%
UX is problem discovery, not decoration. A beginner's method from research to testing to hired.
by Uijun Park 2023
4.09
114 ratings
Paper Prototyping
by Carolyn Snyder • 2003
Paper screens, a colleague at the controls: find the fatal flaws while fixing them is free.
3.78
207
Paper Prototyping Summary
Paper Prototyping 89%
Paper screens, a colleague at the controls: find the fatal flaws while fixing them is free.
by Carolyn Snyder 2003
3.78
207 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 89%
Services often fail because no one designed them. This book fixes that.
by Marc Stickdorn 2010
3.98
2k+ ratings
Writer's Guide to Character Traits
by Linda N. Edelstein • 1999
Why your characters feel flat: the psychological patterns that make them real.
3.91
1k+
Writer's Guide to Character Traits Summary
Writer's Guide to Character Traits 89%
Why your characters feel flat: the psychological patterns that make them real.
by Linda N. Edelstein 1999
3.91
1k+ ratings
Measuring the User Experience
by Thomas Tullis • 2008
Three metrics that show exactly where users get stuck: task success, time, and errors.
4.08
567
Measuring the User Experience Summary
Measuring the User Experience 89%
Three metrics that show exactly where users get stuck: task success, time, and errors.
by Thomas Tullis 2008
4.08
567 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 89%
Data alone doesn't persuade. Turn user research into stories that align teams and drive design.
by Whitney Quesenbery 2010
3.75
505 ratings
Strategic Writing for UX
by Torrey Podmajersky • 2019
Every button, error message, and empty state is a growth lever. The UX writer's playbook.
4.22
578
Strategic Writing for UX Summary
Strategic Writing for UX 88%
Every button, error message, and empty state is a growth lever. The UX writer's playbook.
by Torrey Podmajersky 2019
4.22
578 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 88%
A UX crash course in 100 lessons: psychology, research, structure. Effective beats happy.
by Joel Marsh 2016
4.04
521 ratings
Just Enough Research
by Erika Hall • 2013
The research you need fits in a sprint, not a dissertation. How to investigate, decide, and ship.
4.19
2k+
Just Enough Research Summary
Just Enough Research 88%
The research you need fits in a sprint, not a dissertation. How to investigate, decide, and ship.
by Erika Hall 2013
4.19
2k+ ratings
Mapping Experiences
by James Kalbach • 2015
One diagram that puts customer actions and business processes on one page: the gaps become obvious.
4.11
694
Mapping Experiences Summary
Mapping Experiences 88%
One diagram that puts customer actions and business processes on one page: the gaps become obvious.
by James Kalbach 2015
4.11
694 ratings
Think Like a UX Researcher
by David Travis • 2019
Observation beats opinion. How to run UX research that actually drives business decisions.
4.57
329
Think Like a UX Researcher Summary
Think Like a UX Researcher 88%
Observation beats opinion. How to run UX research that actually drives business decisions.
by David Travis 2019
4.57
329 ratings
Don't Make Me Think
by Steve Krug • 2000
Users scan, guess, never read. The compact guide to websites that work first try.
4.24
31k+
Don't Make Me Think Summary
Don't Make Me Think 88%
Users scan, guess, never read. The compact guide to websites that work first try.
by Steve Krug 2000
4.24
31k+ ratings
Usability Engineering
by Jakob Nielsen • 1993
Usability is engineering, not art. Five dimensions, ten heuristics, one rule: test with real users.
3.97
277
Usability Engineering Summary
Usability Engineering 88%
Usability is engineering, not art. Five dimensions, ten heuristics, one rule: test with real users.
by Jakob Nielsen 1993
3.97
277 ratings
Search Patterns
by Peter Morville • 2010
Algorithms do not fix search; design does. How the patterns users follow reveal what engineers miss.
3.86
291
Search Patterns Summary
Search Patterns 88%
Algorithms do not fix search; design does. How the patterns users follow reveal what engineers miss.
by Peter Morville 2010
3.86
291 ratings
UX for Lean Startups
by Laura Klein • 2013
Prove anyone wants your product before you build it: lightweight UX methods for lean startups.
4.10
2k+
UX for Lean Startups Summary
UX for Lean Startups 88%
Prove anyone wants your product before you build it: lightweight UX methods for lean startups.
by Laura Klein 2013
4.10
2k+ ratings
Interviewing Users
by Steve Portigal • 2013
Your assumptions about users are wrong. A systematic way to find out what they actually need.
4.13
1k+
Interviewing Users Summary
Interviewing Users 88%
Your assumptions about users are wrong. A systematic way to find out what they actually need.
by Steve Portigal 2013
4.13
1k+ 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 88%
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
About Face 3
by Alan Cooper • 1995
Design software around user goals, not code: a classic manual for interfaces that feel obvious.
4.07
4k+
About Face 3 Summary
About Face 3 88%
Design software around user goals, not code: a classic manual for interfaces that feel obvious.
by Alan Cooper 1995
4.07
4k+ ratings
User Story Mapping
by Jeff Patton • 2012
A $125M crash taught us written specs fail. This visual technique catches the misunderstanding.
4.19
4k+
User Story Mapping Summary
User Story Mapping 88%
A $125M crash taught us written specs fail. This visual technique catches the misunderstanding.
by Jeff Patton 2012
4.19
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
Deploy Empathy
by Michele Hansen • 2021
The questions that make customers reveal the problems they'll actually pay to solve.
4.37
131
Deploy Empathy Summary
Deploy Empathy 88%
The questions that make customers reveal the problems they'll actually pay to solve.
by Michele Hansen 2021
4.37
131 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 88%
Modes cause most software errors. Remove modes, and error messages and filenames become unnecessary.
by Jef Raskin 2000
4.03
1k+ 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 88%
Most products fail in their empty and error states: a playbook for designing all five.
by Scott Hurff 2015
4.11
271 ratings
The Elements of Content Strategy
by Erin Kissane • 2011
Great web content does not just happen. The discipline, workflow, and standards for planning it.
3.73
2k+
The Elements of Content Strategy Summary
The Elements of Content Strategy 88%
Great web content does not just happen. The discipline, workflow, and standards for planning it.
by Erin Kissane 2011
3.73
2k+ ratings
Designing with the Mind in Mind
by Jeff Johnson • 2010
The gap between how screens work and how minds work is where every usability failure hides.
4.10
2k+
Designing with the Mind in Mind Summary
Designing with the Mind in Mind 88%
The gap between how screens work and how minds work is where every usability failure hides.
by Jeff Johnson 2010
4.10
2k+ 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 88%
Software frustrates because programmers design it, optimizing for the machine, not the mind.
by Alan Cooper 1999
3.94
3k+ ratings
Designing the User Experience of Game Development Tools
by David Lightbown • 2015
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
4.13
16
Designing the User Experience of Game Development Tools Summary
Designing the User Experience of Game Development Tools 88%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 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 88%
Why shipping early and designing the invisible parts matters more than getting the pixels right.
by Randy J. Hunt 2013
3.76
278 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 88%
Turn customer discovery into a game: the play-based way to uncover what buyers really need.
by Luke Hohmann 2006
3.98
305 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
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 88%
Designing is easy. Explaining your choices to skeptical stakeholders is the real job.
by Tom Greever 2015
4.14
2k+ ratings
Surrounded by Idiots
by Thomas Erikson • 2014
Why people bulldoze, chatter, stall, or overanalyze: a four-type system for reaching each one.
3.51
78k+
Surrounded by Idiots Summary
Surrounded by Idiots 88%
Why people bulldoze, chatter, stall, or overanalyze: a four-type system for reaching each one.
by Thomas Erikson 2014
3.51
78k+ ratings
The Brand Flip
by Marty Neumeier • 2015
The internet handed customers the controls. Most companies still haven't noticed who's driving.
4.30
673
The Brand Flip Summary
The Brand Flip 88%
The internet handed customers the controls. Most companies still haven't noticed who's driving.
by Marty Neumeier 2015
4.30
673 ratings
Writing Is Designing
by Michael J. Metts • 2020
Interface words are design elements, not just content. Research and strategy to get them right.
4.29
504
Writing Is Designing Summary
Writing Is Designing 88%
Interface words are design elements, not just content. Research and strategy to get them right.
by Michael J. Metts 2020
4.29
504 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
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 88%
Why users ignore you: invisible psychological filters that every digital product must survive.
by David C. Evans 2017
4.14
175 ratings
Community Building on the Web
by Amy Jo Kim • 1999
Nine design rules for online communities that earn trust and grow more intimate, not less.
3.68
101
Community Building on the Web Summary
Community Building on the Web 88%
Nine design rules for online communities that earn trust and grow more intimate, not less.
by Amy Jo Kim 1999
3.68
101 ratings
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