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SoBrief
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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
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 91%
A UX field manual: 101 rules to turn a frustrating interface into one users love.
by Will Grant 2018
4.10
158 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
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 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 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
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 91%
Every button, error message, and empty state is a growth lever. The UX writer's playbook.
by Torrey Podmajersky 2019
4.22
578 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 91%
The one-question test for product success, and the seven factors that answer it.
by Mads Soegaard 2018
3.65
193 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 91%
Three metrics that show exactly where users get stuck: task success, time, and errors.
by Thomas Tullis 2008
4.08
567 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 91%
UX is problem discovery, not decoration. A beginner's method from research to testing to hired.
by Uijun Park 2023
4.09
114 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
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 90%
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
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 90%
Why most large websites feel like a maze, and the craft of making them findable.
by Peter Morville 1998
3.93
4k+ 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 90%
Data alone doesn't persuade. Turn user research into stories that align teams and drive design.
by Whitney Quesenbery 2010
3.75
505 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 90%
Interface words are design elements, not just content. Research and strategy to get them right.
by Michael J. Metts 2020
4.29
504 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 90%
Eighty percent less screen space forces decisions that make your product better on every device.
by Luke Wroblewski 2011
3.90
2k+ 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 90%
Usability testing sounds expensive and complex. A three-person, one-morning method proves it isn't.
by Steve Krug 2009
4.14
4k+ 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 90%
Apple's secret: a hatred of complexity that governs teams, products, marketing. An insider explains.
by Ken Segall 2012
3.91
6k+ 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 90%
The best products win on emotion, not features. How to design with empathy instead of assumptions.
by Jon Kolko 2014
3.89
512 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 90%
Paper screens, a colleague at the controls: find the fatal flaws while fixing them is free.
by Carolyn Snyder 2003
3.78
207 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 90%
Prove anyone wants your product before you build it: lightweight UX methods for lean startups.
by Laura Klein 2013
4.10
2k+ 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 90%
Observation beats opinion. How to run UX research that actually drives business decisions.
by David Travis 2019
4.57
329 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 90%
Designing is easy. Explaining your choices to skeptical stakeholders is the real job.
by Tom Greever 2015
4.14
2k+ 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 90%
Modes cause most software errors. Remove modes, and error messages and filenames become unnecessary.
by Jef Raskin 2000
4.03
1k+ 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 89%
A UX crash course in 100 lessons: psychology, research, structure. Effective beats happy.
by Joel Marsh 2016
4.04
521 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 89%
Great web content does not just happen. The discipline, workflow, and standards for planning it.
by Erin Kissane 2011
3.73
2k+ ratings
How to Make Sense of Any Mess
by Abby Covert • 2014
Your information problem is a language problem. Seven steps to make sense of any mess.
3.85
2k+
How to Make Sense of Any Mess Summary
How to Make Sense of Any Mess 89%
Your information problem is a language problem. Seven steps to make sense of any mess.
by Abby Covert 2014
3.85
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 89%
What to ask, who to ask, and how to turn their answers into better products.
by Brad Nunnally 2016
3.68
263 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 89%
Kill the wireframes: a system for testing UX assumptions one sprint at a time.
by Jeff Gothelf 2012
3.99
7k+ 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 89%
Algorithms do not fix search; design does. How the patterns users follow reveal what engineers miss.
by Peter Morville 2010
3.86
291 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 89%
Why shipping early and designing the invisible parts matters more than getting the pixels right.
by Randy J. Hunt 2013
3.76
278 ratings
Content Strategy for the Web
by Kristina Halvorson • 2012
Everyone demands new web content. Nobody plans for its upkeep. The system that changes that.
4.00
3k+
Content Strategy for the Web Summary
Content Strategy for the Web 89%
Everyone demands new web content. Nobody plans for its upkeep. The system that changes that.
by Kristina Halvorson 2012
4.00
3k+ ratings
UX Strategy
by Jaime Levy • 2014
Stop building what nobody asked for: a research-to-launch playbook for digital product teams.
3.94
1k+
UX Strategy Summary
UX Strategy 89%
Stop building what nobody asked for: a research-to-launch playbook for digital product teams.
by Jaime Levy 2014
3.94
1k+ 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 89%
Software frustrates because programmers design it, optimizing for the machine, not the mind.
by Alan Cooper 1999
3.94
3k+ ratings
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 89%
Content audit to governance: the tools, roles, and processes for making your content earn its keep.
by Meghan Casey 2015
4.14
209 ratings
Content Strategy for Mobile
by Karen Mcgrane • 2012
One content source, every device, no separate mobile site. Here is how to build it.
4.01
468
Content Strategy for Mobile Summary
Content Strategy for Mobile 89%
One content source, every device, no separate mobile site. Here is how to build it.
by Karen Mcgrane 2012
4.01
468 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 89%
Most products fail in their empty and error states: a playbook for designing all five.
by Scott Hurff 2015
4.11
271 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
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 89%
Five days, one room, a tested prototype: the workshop that tells you what to build next.
by Richard Banfield 2015
3.79
219 ratings
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 89%
Stop designing for blank slates. Users arrive shaped by every other interface they've used.
by Jon Yablonski 2024
4.33
2k+ 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 89%
Why developers build ugly interfaces, and the constraint system that fixes them.
by Adam Wathan 2018
4.65
2k+ 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 89%
Know if anyone wants it before you build. Lean experiments for testing product ideas, fast.
by Tomer Sharon 2016
4.10
289 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 89%
Users scan, guess, never read. The compact guide to websites that work first try.
by Steve Krug 2000
4.24
31k+ 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 89%
Design software around user goals, not code: a classic manual for interfaces that feel obvious.
by Alan Cooper 1995
4.07
4k+ 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 89%
The gap between how screens work and how minds work is where every usability failure hides.
by Jeff Johnson 2010
4.10
2k+ 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 89%
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
by Ken Kocienda 2018
4.05
5k+ ratings
Nicely Said
by Nicole Fenton • 2014
Your website has a voice. The rules for making it helpful, clear, and worth reading.
4.11
554
Nicely Said Summary
Nicely Said 89%
Your website has a voice. The rules for making it helpful, clear, and worth reading.
by Nicole Fenton 2014
4.11
554 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 89%
A $125M crash taught us written specs fail. This visual technique catches the misunderstanding.
by Jeff Patton 2012
4.19
4k+ 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 89%
Why different beats better, and the method for making your brand the one they remember.
by Marty Neumeier 2006
3.99
4k+ 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? 89%
The design and business rules Apple uses to dominate industries, and how to steal them.
by Dirk Beckmann 2013
3.21
43 ratings
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