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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 97%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 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 97%
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
The Art of Game Design
by Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3k+
The Art of Game Design Summary
The Art of Game Design 96%
Players feel your work, they don't read it. A hundred ways to design what they feel.
by Jesse Schell 2008
4.39
3k+ ratings
Level Up!
by Scott Rogers • 2010
A designer's toolbox: how to build games that players love, one rule at a time.
4.09
1k+
Level Up! Summary
Level Up! 95%
A designer's toolbox: how to build games that players love, one rule at a time.
by Scott Rogers 2010
4.09
1k+ 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 95%
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011
3.65
490 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 95%
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
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 95%
The step-by-step playbook for designing learning games that slash training time and boost retention.
by Sharon Boller 2017
3.95
42 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 94%
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
by Justin Gary 2018
4.01
184 ratings
Reality Is Broken
by Jane McGonigal • 2010
Games satisfy us more than reality does. That gap is a blueprint for a better world.
3.79
8k+
Reality Is Broken Summary
Reality Is Broken 94%
Games satisfy us more than reality does. That gap is a blueprint for a better world.
by Jane McGonigal 2010
3.79
8k+ ratings
The Gamification of Learning and Instruction
by Karl M. Kapp • 2012
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
3.83
305
The Gamification of Learning and Instruction Summary
The Gamification of Learning and Instruction 94%
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
by Karl M. Kapp 2012
3.83
305 ratings
For the Win
by Kevin Werbach • 2012
Why leaderboards backfire and points stop working: designing motivation that comes from within.
3.75
1k+
For the Win Summary
For the Win 94%
Why leaderboards backfire and points stop working: designing motivation that comes from within.
by Kevin Werbach 2012
3.75
1k+ ratings
Game Development Patterns and Best Practices
by John P. Doran • 2017
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
3.90
20
Game Development Patterns and Best Practices Summary
Game Development Patterns and Best Practices 94%
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
by John P. Doran 2017
3.90
20 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 94%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 ratings
Glued to Games
by Scott Rigby • 2011
Games grip you longer than movies because they feed deep needs that daily life starves.
4.00
111
Glued to Games Summary
Glued to Games 94%
Games grip you longer than movies because they feed deep needs that daily life starves.
by Scott Rigby 2011
4.00
111 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 94%
A videogame's rules are arguments. Learning to read them changes how you see every screen.
by Ian Bogost 2007
3.84
360 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 93%
Your pattern library is not a design system. Shared language and team practices close the gap.
by Alla Kholmatova 2017
4.13
608 ratings
A Composer's Guide to Game Music
by Winifred Phillips • 2014
Game music bends to the player. The craft, technology, and business behind interactive scores.
4.21
175
A Composer's Guide to Game Music Summary
A Composer's Guide to Game Music 93%
Game music bends to the player. The craft, technology, and business behind interactive scores.
by Winifred Phillips 2014
4.21
175 ratings
What Video Games Have to Teach Us About Learning and Literacy
by James Paul Gee • 2003
Video games teach because they have to. The 36 learning principles schools can steal from them.
3.90
1k+
What Video Games Have to Teach Us About Learning and Literacy Summary
What Video Games Have to Teach Us About Learning and Literacy 93%
Video games teach because they have to. The 36 learning principles schools can steal from them.
by James Paul Gee 2003
3.90
1k+ ratings
Explore Like a Pirate
by Michael Matera • 2015
Turn your classroom into a game where students chase knowledge, not grades.
4.22
307
Explore Like a Pirate Summary
Explore Like a Pirate 93%
Turn your classroom into a game where students chase knowledge, not grades.
by Michael Matera 2015
4.22
307 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 93%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 ratings
Video Game Storytelling
by Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
503
Video Game Storytelling Summary
Video Game Storytelling 93%
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014
3.99
503 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 92%
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
Blood, Sweat, and Pixels
by Jason Schreier • 2017
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
4.20
25k+
Blood, Sweat, and Pixels Summary
Blood, Sweat, and Pixels 92%
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
by Jason Schreier 2017
4.20
25k+ ratings
Press Start
by Daniel Griffin • 2019
Forget points and badges. The marketing power of games is in solving problems people actually have.
3.80
10
Press Start Summary
Press Start 92%
Forget points and badges. The marketing power of games is in solving problems people actually have.
by Daniel Griffin 2019
3.80
10 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 92%
Chemistry meets web design: a method for building reusable component systems from the ground up.
by Brad Frost 2016
4.00
1k+ ratings
Gamify
by Brian Burke • 2014
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
3.44
521
Gamify Summary
Gamify 92%
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
by Brian Burke 2014
3.44
521 ratings
Thinking In Systems
by Donella H. Meadows • 2008
One hidden delay makes your thermostat swing wildly and drives business cycles too.
4.18
23k+
Thinking In Systems Summary
Thinking In Systems 92%
One hidden delay makes your thermostat swing wildly and drives business cycles too.
by Donella H. Meadows 2008
4.18
23k+ 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 92%
A UX crash course in 100 lessons: psychology, research, structure. Effective beats happy.
by Joel Marsh 2016
4.04
521 ratings
One Up
by Joost van Dreunen • 2020
Three transformations in four decades, and each one rewarded strategy over creative genius.
4.13
213
One Up Summary
One Up 92%
Three transformations in four decades, and each one rewarded strategy over creative genius.
by Joost van Dreunen 2020
4.13
213 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
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
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 91%
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
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 91%
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
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 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
HTML5 for Web Designers
by Jeremy Keith • 2010
Ditch plugins and browser hacks: native audio, video, and responsive images arrive with HTML5.
3.98
3k+
HTML5 for Web Designers Summary
HTML5 for Web Designers 91%
Ditch plugins and browser hacks: native audio, video, and responsive images arrive with HTML5.
by Jeremy Keith 2010
3.98
3k+ ratings
Designing Interface Animation
by Val Head • 2016
Make your UI feel fast, smart, and alive. The motion rules for cognitive ease and 60fps performance.
4.16
82
Designing Interface Animation Summary
Designing Interface Animation 91%
Make your UI feel fast, smart, and alive. The motion rules for cognitive ease and 60fps performance.
by Val Head 2016
4.16
82 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 91%
Simplicity is subtraction with meaning: ten design laws for making complex things feel effortless.
by John Maeda 2006
3.89
7k+ 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 91%
Data alone doesn't persuade. Turn user research into stories that align teams and drive design.
by Whitney Quesenbery 2010
3.75
505 ratings
Exposing the Magic of Design
by Jon Kolko • 2010
Research reveals what is; synthesis reveals what could be. The methods for crossing that gap.
4.09
210
Exposing the Magic of Design Summary
Exposing the Magic of Design 91%
Research reveals what is; synthesis reveals what could be. The methods for crossing that gap.
by Jon Kolko 2010
4.09
210 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
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 91%
Design has its own logic: designers don't analyze what exists but propose what might be.
by Nigel Cross 2011
3.55
315 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 91%
What if your toaster had an opinion? A field guide to design that argues.
by Bruce M. Tharp 2019
4.36
25 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
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 91%
The gap between how screens work and how minds work is where every usability failure hides.
by Jeff Johnson 2010
4.10
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 91%
Why developers build ugly interfaces, and the constraint system that fixes them.
by Adam Wathan 2018
4.65
2k+ ratings
The Gamification Revolution
by Gabe Zichermann • 2013
What makes games sticky, and how to steal their playbook for business.
3.71
194
The Gamification Revolution Summary
The Gamification Revolution 91%
What makes games sticky, and how to steal their playbook for business.
by Gabe Zichermann 2013
3.71
194 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
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 Design Thinking Playbook
by Michael Lewrick • 2018
A playbook for applying design thinking beyond products: ecosystems, digital transformation, and AI.
3.89
482
The Design Thinking Playbook Summary
The Design Thinking Playbook 91%
A playbook for applying design thinking beyond products: ecosystems, digital transformation, and AI.
by Michael Lewrick 2018
3.89
482 ratings
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