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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 98%
Modes cause most software errors. Remove modes, and error messages and filenames become unnecessary.
by Jef Raskin 2000
4.03
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 97%
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
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 97%
The gap between how screens work and how minds work is where every usability failure hides.
by Jeff Johnson 2010
4.10
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 97%
A UX crash course in 100 lessons: psychology, research, structure. Effective beats happy.
by Joel Marsh 2016
4.04
521 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 97%
The one-question test for product success, and the seven factors that answer it.
by Mads Soegaard 2018
3.65
193 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 97%
Stop designing for blank slates. Users arrive shaped by every other interface they've used.
by Jon Yablonski 2024
4.33
2k+ 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 97%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 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 97%
The best products win on emotion, not features. How to design with empathy instead of assumptions.
by Jon Kolko 2014
3.89
512 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 97%
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
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 96%
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
by Ken Kocienda 2018
4.05
5k+ 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 96%
Observation beats opinion. How to run UX research that actually drives business decisions.
by David Travis 2019
4.57
329 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 96%
What to ask, who to ask, and how to turn their answers into better products.
by Brad Nunnally 2016
3.68
263 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 96%
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 96%
Algorithms do not fix search; design does. How the patterns users follow reveal what engineers miss.
by Peter Morville 2010
3.86
291 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 96%
Effortless design was forged by war, marketing, and psychology, and its ease hides a cost.
by Cliff Kuang 2019
4.13
3k+ 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 96%
UX is problem discovery, not decoration. A beginner's method from research to testing to hired.
by Uijun Park 2023
4.09
114 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 96%
Your pattern library is not a design system. Shared language and team practices close the gap.
by Alla Kholmatova 2017
4.13
608 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 96%
Your brain processes beauty before conscious thought, and good looks make things easier to use.
by Donald A. Norman 2003
3.95
6k+ 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 96%
The methods and documents that carry a UX project from first requirement to final design.
by Russ Unger 2009
3.87
2k+ ratings
How to Speak Machine
by John Maeda • 2019
Loops, scale, and unfinished products: what computers know that designers must learn.
3.69
521
How to Speak Machine Summary
How to Speak Machine 96%
Loops, scale, and unfinished products: what computers know that designers must learn.
by John Maeda 2019
3.69
521 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 96%
Why shipping early and designing the invisible parts matters more than getting the pixels right.
by Randy J. Hunt 2013
3.76
278 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 96%
A UX field manual: 101 rules to turn a frustrating interface into one users love.
by Will Grant 2018
4.10
158 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 96%
Turn user research chaos into a single diagram that exposes exactly what your product is missing.
by Indi Young 2008
3.86
1k+ 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 96%
Data alone doesn't persuade. Turn user research into stories that align teams and drive design.
by Whitney Quesenbery 2010
3.75
505 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 96%
Better users beat better features. A method for designing skill into the first 30 minutes.
by Kathy Sierra 2015
4.17
1k+ 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 96%
Ditch plugins and browser hacks: native audio, video, and responsive images arrive with HTML5.
by Jeremy Keith 2010
3.98
3k+ 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 95%
Usability testing sounds expensive and complex. A three-person, one-morning method proves it isn't.
by Steve Krug 2009
4.14
4k+ 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 95%
Why most large websites feel like a maze, and the craft of making them findable.
by Peter Morville 1998
3.93
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 95%
Why developers build ugly interfaces, and the constraint system that fixes them.
by Adam Wathan 2018
4.65
2k+ 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 95%
Designing is easy. Explaining your choices to skeptical stakeholders is the real job.
by Tom Greever 2015
4.14
2k+ 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 95%
Most products fail in their empty and error states: a playbook for designing all five.
by Scott Hurff 2015
4.11
271 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 95%
Simplicity is subtraction with meaning: ten design laws for making complex things feel effortless.
by John Maeda 2006
3.89
7k+ 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 95%
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 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 95%
A playbook for applying design thinking beyond products: ecosystems, digital transformation, and AI.
by Michael Lewrick 2018
3.89
482 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 95%
Three metrics that show exactly where users get stuck: task success, time, and errors.
by Thomas Tullis 2008
4.08
567 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 95%
Interface words are design elements, not just content. Research and strategy to get them right.
by Michael J. Metts 2020
4.29
504 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 95%
Stop writing, start designing: a research-first way to make content that users actually need.
by Sarah Richards 2017
4.31
734 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 95%
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 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 95%
Win allies, test fast, and ship better products as the solo UX designer: the lightweight methods.
by Leah Buley 2013
4.19
2k+ 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? 95%
The design and business rules Apple uses to dominate industries, and how to steal them.
by Dirk Beckmann 2013
3.21
43 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 95%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 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 94%
Know if anyone wants it before you build. Lean experiments for testing product ideas, fast.
by Tomer Sharon 2016
4.10
289 ratings
The Art of Innovation
by Tom Kelley • 2001
How the firm behind Apple's first mouse systematized innovation into a repeatable process.
3.95
8k+
The Art of Innovation Summary
The Art of Innovation 94%
How the firm behind Apple's first mouse systematized innovation into a repeatable process.
by Tom Kelley 2001
3.95
8k+ 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 94%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 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 94%
Chemistry meets web design: a method for building reusable component systems from the ground up.
by Brad Frost 2016
4.00
1k+ ratings
Design thinking
by Mauricio Vianna • 2012
Most innovation chases technology or markets. This method chases human meaning instead.
3.55
100
Design thinking Summary
Design thinking 94%
Most innovation chases technology or markets. This method chases human meaning instead.
by Mauricio Vianna 2012
3.55
100 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 94%
No budget, no mandate? A tactical guide for smuggling user experience into resistant organizations.
by Cennydd Bowles 2010
4.02
504 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 94%
Build products that change real-world behavior: a system grounded in how the mind actually decides.
by Stephen Wendel 2013
4.09
414 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 94%
Apple's secret: a hatred of complexity that governs teams, products, marketing. An insider explains.
by Ken Segall 2012
3.91
6k+ 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 94%
Kill the wireframes: a system for testing UX assumptions one sprint at a time.
by Jeff Gothelf 2012
3.99
7k+ ratings
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