Book mentions in this thread

  • Votes: 60

    Articulating Design Decisions

    by Tom Greever

    Annotation Every designer has had to justify designs to non-designers, yet most lack the ability to explain themselves in a way that is compelling and fosters agreement. The ability to effectively articulate design decisions is critical to the success of a project, because the most articulate person often wins. This practical book provides principles, tactics and actionable methods for talking about designs with executives, managers, developers, marketers and other stakeholders who have influence over the project with the goal of winning them over and creating the best user experience.
  • Votes: 49

    Thinking in Systems

    by Donella H. Meadows

    In the years following her role as the lead author of the international bestseller, Limits to Growth—the first book to show the consequences of unchecked growth on a finite planet— Donella Meadows remained a pioneer of environmental and social analysis until her untimely death in 2001. Meadows' newly released manuscript, Thinking in Systems, is a concise and crucial book offering insight for problem solving on scales ranging from the personal to the global. Edited by the Sustainability Institute's Diana Wright, this essential primer brings systems thinking out of the realm of computers and equations and into the tangible world, showing readers how to develop the systems-thinking skills that thought leaders across the globe consider critical for 21st-century life. Some of the biggest problems facing the world—war, hunger, poverty, and environmental degradation—are essentially system failures. They cannot be solved by fixing one piece in isolation from the others, because even seemingly minor details have enormous power to undermine the best efforts of too-narrow thinking. While readers will learn the conceptual tools and methods of systems thinking, the heart of the book is grander than methodology. Donella Meadows was known as much for nurturing positive outcomes as she was for delving into the science behind global dilemmas. She reminds readers to pay attention to what is important, not just what is quantifiable, to stay humble, and to stay a learner. In a world growing ever more complicated, crowded, and interdependent, Thinking in Systems helps readers avoid confusion and helplessness, the first step toward finding proactive and effective solutions.
  • Votes: 42

    Mismatch

    by Kat Holmes

    How inclusive methods can build elegant design solutions that work for all. Sometimes designed objects reject their users: a computer mouse that doesn't work for left-handed people, for example, or a touchscreen payment system that only works for people who read English phrases, have 20/20 vision, and use a credit card. Something as simple as color choices can render a product unusable for millions. These mismatches are the building blocks of exclusion. In Mismatch, Kat Holmes describes how design can lead to exclusion, and how design can also remedy exclusion. Inclusive design methods--designing objects with rather than for excluded users--can create elegant solutions that work well and benefit all. Holmes tells stories of pioneers of inclusive design, many of whom were drawn to work on inclusion because of their own experiences of exclusion. A gamer and designer who depends on voice recognition shows Holmes his "Wall of Exclusion," which displays dozens of game controllers that require two hands to operate; an architect shares her firsthand knowledge of how design can fail communities, gleaned from growing up in Detroit's housing projects; an astronomer who began to lose her eyesight adapts a technique called "sonification" so she can "listen" to the stars. Designing for inclusion is not a feel-good sideline. Holmes shows how inclusion can be a source of innovation and growth, especially for digital technologies. It can be a catalyst for creativity and a boost for the bottom line as a customer base expands. And each time we remedy a mismatched interaction, we create an opportunity for more people to contribute to society in meaningful ways.
  • Votes: 42

    Think Like a UX Researcher

    by David Travis

  • Votes: 36

    The User Experience Team of One

    by Leah Buley

    The User Experience Team of One prescribes a range of approaches that have big impact and take less time and fewer resources than the standard lineup of UX deliverables. Whether you want to cross over into user experience or you're a seasoned practitioner trying to drag your organization forward, this book gives you tools and insight for doing more with less.
  • Votes: 33

    The Elements of User Experience

    by Jesse James Garrett

    Provides an overview of the complexities of interactive Web design for non-designers, explaining the processes, methods, and vocabulary of user experience design.
  • Votes: 26

    Just Enough Research

    by Erika Hall

  • Votes: 25

    Hooked

    by Nir Eyal

    Outlines a model for innovating engaging products that encourage profitable customer behavior without costly advertising or aggressive messaging, drawing on the author's experiences as a startup founder to identify specific actionable steps.
  • Votes: 18

    Continuous Discovery Habits

    by Teresa Torres

  • Votes: 18

    Good Services

    by Louise Downe

  • Votes: 18

    Inspired

    by Marty Cagan

  • Votes: 17

    Design Justice

    by Sasha Costanza-Chock

  • Votes: 15

    A Web for Everyone

    by Sarah Horton

    If you are in charge of the user experience, development, or strategy for a web site, A Web for Everyone will help you make your site accessible without sacrificing design or innovation. Rooted in universal design principles, this book provides solutions: practical advice and examples of how to create sites that everyone can use.
  • Votes: 14

    Designing for the Digital Age

    by Kim Goodwin

    Whether you’re designing consumer electronics, medical devices, enterprise Web apps, or new ways to check out at the supermarket, today’s digitally-enabled products and services provide both great opportunities to deliver compelling user experiences and great risks of driving your customers crazy with complicated, confusing technology. Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.
  • Votes: 13

    Design for the Real World

    Design for the Real World has, since its first appearance twenty-five years ago, become a classic. Translated into twenty-three languages, it is one of the world's most widely read books on design. In this edition, Victor Papanek examines the attempts by designers to combat the tawdry, the unsafe, the frivolous, the useless product, once again providing a blueprint for sensible, responsible design in this world which is deficient in resources and energy.
  • Votes: 12

    Lean UX

    by Jeff Gothelf

  • Votes: 11

    User Friendly

    by Cliff Kuang

  • Votes: 9

    Demystifying Disability

    by Emily Ladau

  • Votes: 8

    Interviewing Users

    by Steve Portigal

  • Votes: 8

    Laws of UX

    by Jon Yablonski

  • Votes: 7

    100 Things Every Designer Needs to Know About People (Voices That Matter)

    by Susan Weinschenk

    In 100 Things Every Designer Needs to Know About People, 2nd Edition , Dr. Susan Weinschenk shows design and web professionals how to apply the latest research in cognitive, perceptual, and social psychology to create more effective web sites and apps. Dr. Weinschenk offers concise, plain-English insights and practical examples for designing sites and apps that are more intuitive and engaging, because they match the way humans think, work, and play. Updated to reflect the latest scientific findings, this full-color, relentlessly practical guide will help you whether your background is in visual design, interaction design, programming, or anything else. Weinschenk will help you improve the many design choices you make every single day -- from choosing fonts and chunking information to motivating people and guiding them towards purchase. Not just another "web design guidelines" book, 100 Things Every Designer Needs to Know About People, 2nd Edition explains the why behind the guidelines, and exposes the many web design myths and "urban legends" that stand in your way. Dr. Weinschenk shows you what makes humans tick, and helps you translate that knowledge into exceptionally successful designs.
  • Votes: 7

    Before You Code

    by Heather O'Neill

  • Votes: 7

    Design for Real Life

    by Sara Wachter-Boettcher

  • Votes: 6

    How to Make Sense of Any Mess

    by Abby Covert

    Everything is getting more complex. It is easy to be overwhelmed by the amount of information we encounter each day. Whether at work, at school, or in our personal endeavors, there's a deepening (and inescapable) need for people to work with and understand information.Information architecture is the way that we arrange the parts of something to make it understandable as a whole. When we make things for others to use, the architecture of information that we choose greatly affects our ability to deliver our intended message to our users.We all face messes made of information and people. I define the word “mess” the same way that most dictionaries do: “A situation where the interactions between people and information are confusing or full of difficulties.” — Who doesn't bump up against messes made of information and people every day?This book provides a seven step process for making sense of any mess. Each chapter contains a set of lessons as well as workbook exercises architected to help you to work through your own mess.
  • Votes: 6

    The Gamer's Brain

    by Celia Hodent

  • Votes: 6

    The User's Journey

    by Donna Lichaw

  • Votes: 5

    Getting to Yes

    by Roger Fisher

  • Votes: 5

    Мистецтво виховання та дресирування. Не поспішайте стріляти в собаку! / Don't Shoot the Dog! The New Art of Teaching and Training

    by Karen Pryor

  • Votes: 5

    Neuro Web Design

    by Susan Weinschenk

  • Votes: 5

    Tiny Habits

    by BJ Fogg Ph.D

  • Votes: 5

    USERPALOOZA - A Field Researcher's Guide

    by Nick Bowmast

  • Votes: 4

    Creative Selection

    by Ken Kocienda

    * WALL STREET JOURNAL BESTSELLER * An insider's account of Apple's creative process during the golden years of Steve Jobs. Hundreds of millions of people use Apple products every day; several thousand work on Apple's campus in Cupertino, California; but only a handful sit at the drawing board. Creative Selection recounts the life of one of the few who worked behind the scenes, a highly-respected software engineer who worked in the final years of the Steve Jobs era—the Golden Age of Apple. Ken Kocienda offers an inside look at Apple’s creative process. For fifteen years, he was on the ground floor of the company as a specialist, directly responsible for experimenting with novel user interface concepts and writing powerful, easy-to-use software for products including the iPhone, the iPad, and the Safari web browser. His stories explain the symbiotic relationship between software and product development for those who have never dreamed of programming a computer, and reveal what it was like to work on the cutting edge of technology at one of the world's most admired companies. Kocienda shares moments of struggle and success, crisis and collaboration, illuminating each with lessons learned over his Apple career. He introduces the essential elements of innovation—inspiration, collaboration, craft, diligence, decisiveness, taste, and empathy—and uses these as a lens through which to understand productive work culture. An insider's tale of creativity and innovation at Apple, Creative Selection shows readers how a small group of people developed an evolutionary design model, and how they used this methodology to make groundbreaking and intuitive software which countless millions use every day.
  • Votes: 4

    Following

    by Jeffry W. Johnston

  • Votes: 4

    Games User Research

    by Anders Drachen

  • Votes: 4

    Rocket Surgery Made Easy

    by Steve Krug

    Spells out an approach to usability testing that anyone can easily apply to his or her own website, application or other product, in a book that explains how to test any design, keep one's focus on finding the most important problems and fix the problems one finds using the author's "the least you can do" approach. Original.
  • Votes: 4

    Ruined by Design

    by Mike Monteiro

    The world is working exactly as designed. The combustion engine which is destroying our planet's atmosphere and rapidly making it inhospitable is working exactly as we designed it. Guns, which lead to so much death, work exactly as they're designed to work. And every time we "improve" their design, they get better at killing. Facebook's privacy settings, which have outed gay teens to their conservative parents, are working exactly as designed. Their "real names" initiative, which makes it easier for stalkers to re-find their victims, is working exactly as designed. Twitter's toxicity and lack of civil discourse is working exactly as it's designed to work.The world is working exactly as designed. And it's not working very well. Which means we need to do a better job of designing it. Design is a craft with an amazing amount of power. The power to choose. The power to influence. As designers, we need to see ourselves as gatekeepers of what we are bringing into the world, and what we choose not to bring into the world. Design is a craft with responsibility. The responsibility to help create a better world for all. Design is also a craft with a lot of blood on its hands. Every cigarette ad is on us. Every gun is on us. Every ballot that a voter cannot understand is on us. Every time social network's interface allows a stalker to find their victim, that's on us. The monsters we unleash into the world will carry your name. This book will make you see that design is a political act. What we choose to design is a political act. Who we choose to work for is a political act. Who we choose to work with is a political act. And, most importantly, the people we've excluded from these decisions is the biggest (and stupidest) political act we've made as a society.If you're a designer, this book might make you angry. It should make you angry. But it will also give you the tools you need to make better decisions. You will learn how to evaluate the potential benefits and harm of what you're working on. You'll learn how to present your concerns. You'll learn the importance of building and working with diverse teams who can approach problems from multiple points-of-view. You'll learn how to make a case using data and good storytelling. You'll learn to say NO in a way that'll make people listen. But mostly, this book will fill you with the confidence to do the job the way you always wanted to be able to do it. This book will help you understand your responsibilities.
  • Votes: 4

    Start with why

    by Simon Sinek

    Suggesting that successful businesspeople and companies share a common inspiration that motivates them to perform beyond standard levels, an anecdotal reference explains how to apply the author's principles of "why" to everything from working culture to product development. A first book.
  • Votes: 4

    Thinking with type

    by Ellen Lupton

    Our all-time best selling book is now available in a revised and expanded second edition. Thinking with Type is the definitive guide to using typography in visual communication, from the printed page to the computer screen. This revised edition includes forty-eight pages of new content, including the latest information on style sheets for print and the web, the use of ornaments and captions, lining and non-lining numerals, the use of small caps and enlarged capitals, as well as information on captions, font licensing, mixing typefaces, and hand lettering. Throughout the book, visual examples show how to be inventive within systems of typographic form--what the rules are and how to break them. Thinking with Type is a type book for everyone: designers, writers, editors, students, and anyone else who works with words. The popular companion website to Thinking with Type (www.thinkingwithtype.com.) has been revised to reflect the new material in this second edition.
  • Votes: 4

    Thoughtful Interaction Design

    by Jonas Lowgren

  • Votes: 3

    Creative Confidence

    by Tom Kelley

  • Votes: 3

    Designing with the Mind in Mind

    by Jeff Johnson

    Early user interface (UI) practitioners were trained in cognitive psychology, from which UI design rules were based. But as the field evolves, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them. In Designing with the Mind in Mind, Jeff Johnson, author of the best selling GUI Bloopers, provides designers with just enough background in perceptual and cognitive psychology that UI design guidelines make intuitive sense rather than being just a list of rules to follow. * The first practical, all-in-one source for practitioners on user interface design rules and why, when and how to apply them. * Provides just enough background into the reasoning behind interface design rules that practitioners can make informed decisions in every project. * Gives practitioners the insight they need to make educated design decisions when confronted with tradeoffs, including competing design rules, time constrictions, or limited resources.
  • Votes: 3

    Technically Wrong

    by Sara Wachter-Boettcher

  • Votes: 3

    The Humane Interface

    by Jef Raskin

    Cognetics and the locus of attention - Meanings, modes, monotony, and myths - Quantification - Unification - Navigation and other aspects of humane interfaces - Interface issues outside the user interface.
  • Votes: 3

    The Paradox of Choice

    by Barry Schwartz

  • Votes: 3

    The This

    by Adam Roberts

  • Votes: 2

    A More Beautiful Question

    by Warren Berger

  • Votes: 2

    Design is Storytelling

    by Ellen Lupton

    A playbook for creative thinking, created for contemporary students and practitioners working across the fields of graphic design, product design, service design and user experience. Design is Storytelling is a guide to thinking and making created for contemporary students and practitioners working across the fields of graphic design, product design, service design, and user experience. By grounding narrative concepts in fresh, concrete examples and demonstrations, this compelling book provides designers with tools and insights for shaping behaviour and engaging users. Compact, relevant and richly illustrated, the book is written with a sense of humour and a respect for the reader's time and intelligence. Design is Storytelling unpacks the elements of narrative into a fun and useful toolkit, bringing together principles from literary criticism, narratology, cognitive science, semiotics, phenomenology and critical theory to show how visual communication mobilizes instinctive biological processes as well as social norms and conventions. The book uses 250 illustrations to actively engage readers in the process of looking and understanding. This lively book shows how designers can use the principles of storytelling and visual thinking to create beautiful, surprising and effective outcomes. Although the book is full of practical advice for designers, it will also appeal to people more broadly involved in branding, marketing, business and communication.
  • Votes: 2

    Emotional Design

    by Don Norman

  • Votes: 2

    Experiencing Design

    by Jeanne Liedtka

  • Votes: 2

    Letting Go of the Words

    by Janice Redish

    "Learn how to have great conversations through your site or app. Meet your business goals while satisfying your site visitors' needs. Learn how to create useful and usable content from the master - Ginny Redish. Ginny's easy-to-read style will teach you how to plan, organize, write, design, and test your content"--
  • Votes: 2

    Microinteractions

    by Dan Saffer

    Provides information on user interface design of small details that exist inside applications, covering such topics as triggers, rules, feedback, and loops and modes.
  • Votes: 2

    The Design of Everyday Things

    by Don Norman

    Even the smartest among us can feel inept as we fail to figure out which light switch or oven burner to turn on, or whether to push, pull, or slide a door. The fault, argues this ingenious—even liberating—book, lies not in ourselves, but in product design that ignores the needs of users and the principles of cognitive psychology. The problems range from ambiguous and hidden controls to arbitrary relationships between controls and functions, coupled with a lack of feedback or other assistance and unreasonable demands on memorization. The Design of Everyday Things shows that good, usable design is possible. The rules are simple: make things visible, exploit natural relationships that couple function and control, and make intelligent use of constraints. The goal: guide the user effortlessly to the right action on the right control at the right time. In this entertaining and insightful analysis, cognitive scientist Don Norman hails excellence of design as the most important key to regaining the competitive edge in influencing consumer behavior. Now fully expanded and updated, with a new introduction by the author, The Design of Everyday Things is a powerful primer on how—and why—some products satisfy customers while others only frustrate them.
  • Votes: 2

    Presenting Design Work

    by Donna Spencer

  • Votes: 2

    The Best Interface Is No Interface

    by Golden Krishna

  • Votes: 2

    What Customers Want

    by Anthony Ulwick

  • Votes: 1

    Design Is a Job by Mike Monteiro (2012-05-04)

    by Mike Monteiro

  • Votes: 1

    Atomic Design

    by Brad Frost

  • Votes: 1

    Business Dynamics

    by John D. Sterman

  • Votes: 1

    Content Design

    by Sarah Winters

  • Votes: 1

    The Death and Life of Great American Cities

    by Jane Jacobs

    Penetrating analysis of the functions and organization of city neighborhoods, the forces of deterioration and regeneration, and the necessary planning innovations
  • Votes: 1

    Design for How People Think

    by PhD John Whalen

  • Votes: 1

    Dieter Rams

    by Klaus Klemp

  • Votes: 1

    Elements of User Experience,The

    by Jesse James Garrett

    From the moment it was published almost ten years ago, Elements of User Experience became a vital reference for web and interaction designers the world over, and has come to define the core principles of the practice. Now, in this updated, expanded, and full-color new edition, Jesse James Garrett has refined his thinking about the Web, going beyond the desktop to include information that also applies to the sudden proliferation of mobile devices and applications. Successful interaction design requires more than just creating clean code and sharp graphics. You must also fulfill your strategic objectives while meeting the needs of your users. Even the best content and the most sophisticated technology won't help you balance those goals without a cohesive, consistent user experience to support it. With so many issues involved—usability, brand identity, information architecture, interaction design— creating the user experience can be overwhelmingly complex. This new edition of The Elements of User Experience cuts through that complexity with clear explanations and vivid illustrations that focus on ideas rather than tools or techniques. Garrett gives readers the big picture of user experience development, from strategy and requirements to information architecture and visual design.
  • Votes: 1

    Fixing Bad UX Designs

    by Lisandra Maioli

  • Votes: 1

    Interaction Design

    by Helen Sharp

  • Votes: 1

    Kitchen Confidential

    by Anthony Bourdain

    A New York City chef who is also a novelist recounts his experiences in the restaurant business, and exposes abuses of power, sexual promiscuity, drug use, and other secrets of life behind kitchen doors.
  • Votes: 1

    Nudge

    by Richard H. Thaler

    Offering a groundbreaking study of the application of the science of choice, a guide that uses colorful examples from all aspects of life demonstrates how it is possible to design environments that make it more likely for us to act in our own interests. Reprint.
  • Votes: 1

    Practical UX Design

    by Scott Faranello

  • Votes: 1

    Same Here!

    by Susan Hughes

  • Votes: 1

    The Elements of Typographic Style

    by Robert Bringhurst

  • Votes: 1

    The Field Guide to Human-Centered Design

    by IDEO.org

  • Votes: 1

    Thinking, Fast and Slow

    by Daniel Kahneman

  • Votes: 1

    (Tribal Leadership

    by Dave Logan

  • Votes: 1

    User Research

    by Stephanie Marsh

  • Votes: 1

    Why We Buy

    by Paco Underhill