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SoBrief
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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 93%
Stop designing for blank slates. Users arrive shaped by every other interface they've used.
by Jon Yablonski 2024
4.33
2k+ 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 93%
A UX crash course in 100 lessons: psychology, research, structure. Effective beats happy.
by Joel Marsh 2016
4.04
521 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 93%
The gap between how screens work and how minds work is where every usability failure hides.
by Jeff Johnson 2010
4.10
2k+ 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 93%
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
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 93%
Modes cause most software errors. Remove modes, and error messages and filenames become unnecessary.
by Jef Raskin 2000
4.03
1k+ 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 93%
The one-question test for product success, and the seven factors that answer it.
by Mads Soegaard 2018
3.65
193 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 93%
Why users ignore you: invisible psychological filters that every digital product must survive.
by David C. Evans 2017
4.14
175 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 93%
Turn user research chaos into a single diagram that exposes exactly what your product is missing.
by Indi Young 2008
3.86
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 92%
Three metrics that show exactly where users get stuck: task success, time, and errors.
by Thomas Tullis 2008
4.08
567 ratings
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
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
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 92%
Screens nudge you in 50 milliseconds. The rules for making that moment work for you.
by Shlomo Benartzi 2015
3.96
365 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 92%
UX is problem discovery, not decoration. A beginner's method from research to testing to hired.
by Uijun Park 2023
4.09
114 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 92%
A UX field manual: 101 rules to turn a frustrating interface into one users love.
by Will Grant 2018
4.10
158 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 92%
Data alone doesn't persuade. Turn user research into stories that align teams and drive design.
by Whitney Quesenbery 2010
3.75
505 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
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 92%
Your brain processes beauty before conscious thought, and good looks make things easier to use.
by Donald A. Norman 2003
3.95
6k+ 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
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 91%
Algorithms do not fix search; design does. How the patterns users follow reveal what engineers miss.
by Peter Morville 2010
3.86
291 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 91%
Observation beats opinion. How to run UX research that actually drives business decisions.
by David Travis 2019
4.57
329 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 91%
Build products that change real-world behavior: a system grounded in how the mind actually decides.
by Stephen Wendel 2013
4.09
414 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
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 91%
Seven motivations that override logic, and how to ethically build them into everything you design.
by Susan M. Weinschenk 2013
3.82
712 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 91%
Effortless design was forged by war, marketing, and psychology, and its ease hides a cost.
by Cliff Kuang 2019
4.13
3k+ 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 91%
Better users beat better features. A method for designing skill into the first 30 minutes.
by Kathy Sierra 2015
4.17
1k+ 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 91%
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
The Gamer's Brain
by Celia Hodent • 2017
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
4.29
231
The Gamer's Brain Summary
The Gamer's Brain 91%
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
by Celia Hodent 2017
4.29
231 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 91%
Great design is storytelling: shaping choices, mapping emotions, and turning users into heroes.
by Ellen Lupton 2017
3.96
2k+ 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 91%
Usability is engineering, not art. Five dimensions, ten heuristics, one rule: test with real users.
by Jakob Nielsen 1993
3.97
277 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 91%
Design software around user goals, not code: a classic manual for interfaces that feel obvious.
by Alan Cooper 1995
4.07
4k+ 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 91%
Interface words are design elements, not just content. Research and strategy to get them right.
by Michael J. Metts 2020
4.29
504 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 91%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 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 91%
Win allies, test fast, and ship better products as the solo UX designer: the lightweight methods.
by Leah Buley 2013
4.19
2k+ 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 91%
What to ask, who to ask, and how to turn their answers into better products.
by Brad Nunnally 2016
3.68
263 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 91%
The methods and documents that carry a UX project from first requirement to final design.
by Russ Unger 2009
3.87
2k+ 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 91%
Why most large websites feel like a maze, and the craft of making them findable.
by Peter Morville 1998
3.93
4k+ 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
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 91%
Stop writing, start designing: a research-first way to make content that users actually need.
by Sarah Richards 2017
4.31
734 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 91%
Designing is easy. Explaining your choices to skeptical stakeholders is the real job.
by Tom Greever 2015
4.14
2k+ 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 91%
No budget, no mandate? A tactical guide for smuggling user experience into resistant organizations.
by Cennydd Bowles 2010
4.02
504 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 91%
Most ads try to change minds. The ones that work change what people do first.
by Adam Ferrier 2014
4.24
352 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 91%
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
Getting Gamers
by Jamie Madigan • 2015
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
4.01
489
Getting Gamers Summary
Getting Gamers 91%
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
by Jamie Madigan 2015
4.01
489 ratings
FRICTION―The Untapped Force That Can Be Your Most Powerful Advantage
by Roger Dooley • 2019
The hidden force that decides what you buy, what you quit, and what you never start.
4.09
119
FRICTION―The Untapped Force That Can Be Your Most Powerful Advantage Summary
FRICTION―The Untapped Force That Can Be Your Most Powerful Advantage 91%
The hidden force that decides what you buy, what you quit, and what you never start.
by Roger Dooley 2019
4.09
119 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
Click.ology
by Graham Jones • 2013
Most online carts are abandoned. The psychological fixes that keep customers clicking through.
3.70
43
Click.ology Summary
Click.ology 90%
Most online carts are abandoned. The psychological fixes that keep customers clicking through.
by Graham Jones 2013
3.70
43 ratings
Universal Principles of Design
by William Lidwell • 2003
The 125 design principles that turn a frustrating product into one that feels obvious.
4.16
6k+
Universal Principles of Design Summary
Universal Principles of Design 90%
The 125 design principles that turn a frustrating product into one that feels obvious.
by William Lidwell 2003
4.16
6k+ 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
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 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 90%
Simplicity is subtraction with meaning: ten design laws for making complex things feel effortless.
by John Maeda 2006
3.89
7k+ ratings
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