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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 96%
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
by Justin Gary 2018
4.01
184 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 95%
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 95%
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
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 95%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 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 94%
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
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! 94%
A designer's toolbox: how to build games that players love, one rule at a time.
by Scott Rogers 2010
4.09
1k+ 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 94%
The step-by-step playbook for designing learning games that slash training time and boost retention.
by Sharon Boller 2017
3.95
42 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 93%
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011
3.65
490 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 93%
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
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
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 93%
Why leaderboards backfire and points stop working: designing motivation that comes from within.
by Kevin Werbach 2012
3.75
1k+ ratings
Designing Experiences
by J Robert Rossman • 2019
Turn any interaction into a journey: a design system from first anticipation to final memory.
3.97
159
Designing Experiences Summary
Designing Experiences 92%
Turn any interaction into a journey: a design system from first anticipation to final memory.
by J Robert Rossman 2019
3.97
159 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 92%
Games satisfy us more than reality does. That gap is a blueprint for a better world.
by Jane McGonigal 2010
3.79
8k+ ratings
CAD Monkeys, Dinosaur Babies, and T-Shaped People
by Warren Berger • 2009
How a single shift in problem solving, from solutions to questions, ignites innovation in any field.
4.06
469
CAD Monkeys, Dinosaur Babies, and T-Shaped People Summary
CAD Monkeys, Dinosaur Babies, and T-Shaped People 92%
How a single shift in problem solving, from solutions to questions, ignites innovation in any field.
by Warren Berger 2009
4.06
469 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 92%
Design has its own logic: designers don't analyze what exists but propose what might be.
by Nigel Cross 2011
3.55
315 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
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 92%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 ratings
How To Be a Graphic Designer Without Losing Your Soul
by Adrian Shaughnessy • 2005
Design's missing curriculum: land clients, frame your worth, and keep your ethics intact.
3.98
5k+
How To Be a Graphic Designer Without Losing Your Soul Summary
How To Be a Graphic Designer Without Losing Your Soul 92%
Design's missing curriculum: land clients, frame your worth, and keep your ethics intact.
by Adrian Shaughnessy 2005
3.98
5k+ 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 92%
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014
3.99
503 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 92%
Most innovation chases technology or markets. This method chases human meaning instead.
by Mauricio Vianna 2012
3.55
100 ratings
Creative Confidence
by Tom Kelley • 2013
Creativity is a muscle anyone can build: start with empathy, prototype fast, and learn from failure.
3.97
14k+
Creative Confidence Summary
Creative Confidence 92%
Creativity is a muscle anyone can build: start with empathy, prototype fast, and learn from failure.
by Tom Kelley 2013
3.97
14k+ ratings
Hello, My Name Is Awesome
by Alexandra Watkins • 2014
A veteran namer's simple filter for brand names that charm strangers instead of confusing them.
4.13
983
Hello, My Name Is Awesome Summary
Hello, My Name Is Awesome 92%
A veteran namer's simple filter for brand names that charm strangers instead of confusing them.
by Alexandra Watkins 2014
4.13
983 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 92%
Five days, one room, a tested prototype: the workshop that tells you what to build next.
by Richard Banfield 2015
3.79
219 ratings
Creative Strategy and the Business of Design
by Douglas Davis • 2016
The business and strategy skills that move designers from order-takers to trusted partners.
4.00
392
Creative Strategy and the Business of Design Summary
Creative Strategy and the Business of Design 92%
The business and strategy skills that move designers from order-takers to trusted partners.
by Douglas Davis 2016
4.00
392 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 92%
Games grip you longer than movies because they feed deep needs that daily life starves.
by Scott Rigby 2011
4.00
111 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
The Ten Faces of Innovation
by Tom Kelley • 2005
When every new idea gets shot down, ten specific roles can rescue innovation.
3.98
5k+
The Ten Faces of Innovation Summary
The Ten Faces of Innovation 92%
When every new idea gets shot down, ten specific roles can rescue innovation.
by Tom Kelley 2005
3.98
5k+ ratings
Play Anything
by Ian Bogost • 2016
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
3.17
572
Play Anything Summary
Play Anything 92%
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
by Ian Bogost 2016
3.17
572 ratings
Design a Better Business
by Patrick van der Pijl • 2016
Replace business plans with business experiments: the visual toolkit for strategy and innovation.
4.14
318
Design a Better Business Summary
Design a Better Business 92%
Replace business plans with business experiments: the visual toolkit for strategy and innovation.
by Patrick van der Pijl 2016
4.14
318 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
Designing for Growth
by JeanneLiedtka • 2011
Four questions, simple canvases, fast prototypes: the design thinking playbook for managers.
3.99
952
Designing for Growth Summary
Designing for Growth 92%
Four questions, simple canvases, fast prototypes: the design thinking playbook for managers.
by JeanneLiedtka 2011
3.99
952 ratings
Burn Your Portfolio
by Michael Janda • 2013
The business skills design school skipped, and why they matter more than the design itself.
4.14
679
Burn Your Portfolio Summary
Burn Your Portfolio 91%
The business skills design school skipped, and why they matter more than the design itself.
by Michael Janda 2013
4.14
679 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 91%
How the firm behind Apple's first mouse systematized innovation into a repeatable process.
by Tom Kelley 2001
3.95
8k+ ratings
Design Your Thinking
by Pavan Soni • 2020
A five-stage system that treats creative problem-solving as a repeatable skill, not a rare gift.
4.62
283
Design Your Thinking Summary
Design Your Thinking 91%
A five-stage system that treats creative problem-solving as a repeatable skill, not a rare gift.
by Pavan Soni 2020
4.62
283 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 91%
The best products win on emotion, not features. How to design with empathy instead of assumptions.
by Jon Kolko 2014
3.89
512 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
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 91%
Your pattern library is not a design system. Shared language and team practices close the gap.
by Alla Kholmatova 2017
4.13
608 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 91%
Turn customer discovery into a game: the play-based way to uncover what buyers really need.
by Luke Hohmann 2006
3.98
305 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
inGenius
by Tina Seelig • 2012
Why limits spark creativity, and how a single question can change everything.
3.85
1k+
inGenius Summary
inGenius 91%
Why limits spark creativity, and how a single question can change everything.
by Tina Seelig 2012
3.85
1k+ ratings
Logos that Last
by Allan Peters • 2023
Six weeks of iteration, vintage hunting, and one rule: build a logo that outlives the trends.
4.21
253
Logos that Last Summary
Logos that Last 91%
Six weeks of iteration, vintage hunting, and one rule: build a logo that outlives the trends.
by Allan Peters 2023
4.21
253 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 91%
A videogame's rules are arguments. Learning to read them changes how you see every screen.
by Ian Bogost 2007
3.84
360 ratings
Creativity Rules
by Tina Seelig • 2017
Most ideas die between imagination and launch. A four-part cycle fixes that.
3.64
421
Creativity Rules Summary
Creativity Rules 91%
Most ideas die between imagination and launch. A four-part cycle fixes that.
by Tina Seelig 2017
3.64
421 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
One Little Spark!
by Marty Sklar • 2015
Ten principles from Disney Imagineering that turn ideas into attractions millions love.
3.96
694
One Little Spark! Summary
One Little Spark! 91%
Ten principles from Disney Imagineering that turn ideas into attractions millions love.
by Marty Sklar 2015
3.96
694 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
Starting Your Career as a Graphic Designer
by Michael Fleishman • 2014
Design skill is the starting line. Pricing, selling, and client survival are the race.
4.00
3
Starting Your Career as a Graphic Designer Summary
Starting Your Career as a Graphic Designer 91%
Design skill is the starting line. Pricing, selling, and client survival are the race.
by Michael Fleishman 2014
4.00
3 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 91%
Why shipping early and designing the invisible parts matters more than getting the pixels right.
by Randy J. Hunt 2013
3.76
278 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
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
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