42 Best 「ui ux」 Books of 2024| Books Explorer

In this article, we will rank the recommended books for ui ux. The list is compiled and ranked by our own score based on reviews and reputation on the Internet.
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Table of Contents
  1. Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability (Voices That Matter)
  2. The Design of Everyday Things: Revised and Expanded Edition
  3. UX for Beginners: A Crash Course in 100 Short Lessons
  4. About Face: The Essentials of Interaction Design
  5. The User Experience Team of One: A Research and Design Survival Guide
  6. Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems (Voices That Matter)
  7. Lean UX: Applying Lean Principles to Improve User Experience
  8. Interviewing Users: How to Uncover Compelling Insights
  9. Lean UX: Designing Great Products with Agile Teams
  10. The Visual History of Type: A visual survey of 320 typefaces
Other 32 books
No.1
100

Since Don’t Make Me Think was first published in 2000, hundreds of thousands of Web designers and developers have relied on usability guru Steve Krug’s guide to help them understand the principles of intuitive navigation and information design. Witty, commonsensical, and eminently practical, it’s one of the best-loved and most recommended books on the subject.Now Steve returns with fresh perspective to reexamine the principles that made Don’t Make Me Think a classic–with updated examples and a new chapter on mobile usability. And it’s still short, profusely illustrated…and best of all–fun to read.If you’ve read it before, you’ll rediscover what made Don’t Make Me Think so essential to Web designers and developers around the world. If you’ve never read it, you’ll see why so many people have said it should be required reading for anyone working on Web sites.“After reading it over a couple of hours and putting its ideas to work for the past five years, I can say it has done more to improve my abilities as a Web designer than any other book.”–Jeffrey Zeldman, author of Designing with Web Standards .

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No.2
91

One of the world's great designers shares his vision of "the fundamental principles of great and meaningful design", that's "even more relevant today than it was when first published" (Tim Brown, CEO, IDEO).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.The Design of Everyday Things is a powerful primer on how -- and why -- some products satisfy customers while others only frustrate them.

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No.3
89

Apps! Websites! Rubber Ducks! Naked Ninjas! This book has everything. If you want to get started in user experience design (UX), you've come to the right place: 100 self-contained lessons that cover the whole spectrum of fundamentals.Forget dry, technical material. This book―based on the wildly popular UX Crash Course from Joel Marsh's blog The Hipper Element―is laced with the author's snarky brand of humor, and teaches UX in a simple, practical way. Becoming a professional doesn't have to be boring.Follow the real-life UX process from start-to-finish and apply the skills as you learn, or refresh your memory before the next meeting. UX for Beginners is perfect for non-designers who want to become designers, managers who teach UX, and programmers, salespeople, or marketers who want to learn more. Start from scratch: the fundamentals of UX Research the weird and wonderful things users do The process and science of making anything user-friendly Use size, color, and layout to help and influence users Plan and create wireframes Make your designs feel engaging and persuasive Measure how your design works in the real world Find out what a UX designer does all day

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No.4
80

The essential interaction design guide, fully revised and updated for the mobile ageAbout Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. This comprehensive guide takes the worldwide shift to smartphones and tablets into account. New information includes discussions on mobile apps, touch interfaces, screen size considerations, and more. The new full-color interior and unique layout better illustrate modern design concepts.The interaction design profession is blooming with the success of design-intensive companies, priming customers to expect "design" as a critical ingredient of marketplace success. Consumers have little tolerance for websites, apps, and devices that don't live up to their expectations, and the responding shift in business philosophy has become widespread. About Face is the book that brought interaction design out of the research labs and into the everyday lexicon, and the updated Fourth Edition continues to lead the way with ideas and methods relevant to today's design practitioners and developers.Updated information includes: Contemporary interface, interaction, and product design methods Design for mobile platforms and consumer electronics State-of-the-art interface recommendations and up-to-date examples Updated Goal-Directed Design methodologyDesigners and developers looking to remain relevant through the current shift in consumer technology habits will find About Face to be a comprehensive, essential resource.

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No.5
74

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.

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No.6
71

It's been known for years that usability testing can dramatically improve products. But with a typical price tag of $5,000 to $10,000 for a usability consultant to conduct each round of tests, it rarely happens.In this how-to companion to Don't Make Me Think: A Common Sense Approach to Web Usability, Steve Krug spells out a streamlined approach to usability testing that anyone can easily apply to their own Web site, application, or other product. (As he said in Don't Make Me Think, "It's not rocket surgery".)Using practical advice, plenty of illustrations, and his trademark humor, Steve explains how to:Test any design, from a sketch on a napkin to a fully-functioning Web site or application Keep your focus on finding the most important problems (because no one has the time or resources to fix them all) Fix the problems that you find, using his "The least you can do" approach By paring the process of testing and fixing products down to its essentials ("A morning a month, that's all we ask"), Rocket Surgery makes it realistic for teams to test early and often, catching problems while it's still easy to fix them. Rocket Surgery Made Easy adds demonstration videos to the proven mix of clear writing, before-and-after examples, witty illustrations, and practical advice that made Don't Make Me Think so popular.

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No.7
70

The Lean UX approach to interaction design is tailor-made for today’s web-driven reality. In this insightful book, leading advocate Jeff Gothelf teaches you valuable Lean UX principles, tactics, and techniques from the ground up―how to rapidly experiment with design ideas, validate them with real users, and continually adjust your design based on what you learn.Inspired by Lean and Agile development theories, Lean UX lets you focus on the actual experience being designed, rather than deliverables. This book shows you how to collaborate closely with other members of the product team, and gather feedback early and often. You’ll learn how to drive the design in short, iterative cycles to assess what works best for the business and the user. Lean UX shows you how to make this change―for the better. Frame a vision of the problem you’re solving and focus your team on the right outcomes Bring the designers’ toolkit to the rest of your product team Share your insights with your team much earlier in the process Create Minimum Viable Products to determine which ideas are valid Incorporate the voice of the customer throughout the project cycle Make your team more productive: combine Lean UX with Agile’s Scrum framework Understand the organizational shifts necessary to integrate Lean UXLean UX received the 2013 Jolt Award from Dr. Dobb's Journal as the best book of the year. The publication's panel of judges chose five notable books, published during a 12-month period ending June 30, that every serious programmer should read.

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No.8
65

Interviewing is a foundational user research tool that people assume they already possess. Everyone can ask questions, right? Unfortunately, that's not the case. Interviewing Users provides invaluable interviewing techniques and tools that enable you to conduct informative interviews with anyone. You'll move from simply gathering data to uncovering powerful insights about people.

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No.9
64

Lean UX is synonymous with modern product design and development. By combining human-centric design, agile ways of working, and a strong business sense, designers, product managers, developers, and scrum masters around the world are making Lean UX the leading approach for digital product teams today.In the third edition of this award-winning book, authors Jeff Gothelf and Josh Seiden help you focus on the product experience rather than deliverables. You'll learn tactics for integrating user experience design, product discovery, agile methods, and product management. And you'll discover how to drive your design in short, iterative cycles to assess what works best for businesses and users. Lean UX guides you through this change--for the better. Facilitate the Lean UX process with your team with the Lean UX Canvas Ensure every project starts with clear customer-centric success criteria Understand the role of designer on an agile team Write and contribute design and experiment stories to the backlog Ensure that design work takes place in every sprint Build product discovery into your team's "velocity"

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No.10
63

The Visual History of Type is a comprehensive, detailed survey of the major typefaces produced since the advent of printing with movable type in the mid–fifteenth century to the present day. Arranged chronologically to provide context, more than 320 typefaces are displayed in the form of their original type specimens or earliest printing. Each entry is supported by a brief history and description of key characteristics of the typeface.This book will be the definitive publication in its field, appealing to graphic designers, educators, historians and design students. It will also be a significant resource for professional type designers and students of type.Reviews"A mind–blowing catalogue of typefaces and type history… a fantastic, heavyweight compendium of letterforms that's a firm WIRED art department favourite." – WIRED magazine"The Visual History of Type is a comprehensive, detailed survey of the major typefaces produced since the advent of printing…This book will be the definitive publication in its field, appealing to graphic designers, educators, historians and design students." – Against The Grain"Accessible, highly readable and, moreover, a type book to pore over and simply enjoy as the history of the medium evolves chronologically from page to page." – Creative Review"This exquisitely produced, extensively researched and extraordinarily comprehensive work is a definitive study of the history of type." – New Design"The Visual History of Type is a beautiful book. Its arranged into hundreds of short chapters invites one to peruse it haphazardly for pleasure. Beneath its coffee–table appearance lies a genuine reference work." – The Times Literary Supplement

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No.11
63

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.

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No.12
60

Lean UX, 2e

Gothelf, Jeff
O'Reilly Media, Inc, USA

Lean UX has become the preferred approach to interaction design, tailor-made for todayâ??s agile teams. In the second edition of this award winning book, leading advocates Jeff Gothelf and Josh Seiden expand on the valuable Lean UX principles, tactics, and techniques covered in the first edition to share how product teams can easily incorporate design, experimentation, iteration, and continuous learning from real users into their Agile process.Inspired by Lean and Agile development theories, Lean UX lets you focus on the actual experience being designed, rather than deliverables. This book shows you how to collaborate closely with other members of your Agile product team, and gather feedback early and often. Youâ??ll learn how to drive the design in short, iterative cycles to assess what works best for the business and the user. Lean UX shows you how to make this changeâ??for the better. Frame a vision of the problem youâ??re solving and focus your team on the right outcomes Bring the designersâ?? toolkit to the rest of your product team Share your insights with your team much earlier in the process Create Minimum Viable Products to determine which ideas are valid Incorporate the voice of the customer throughout the project cycle Make your team more productive: combine Lean UX with Agileâ??s Scrum framework Understand the organizational shifts necessary to integrate Lean UX

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No.13
58

**New York Times, Wall Street Journal, and USAToday Bestseller for May 2022**Tony Fadell led the teams that created the iPod, iPhone and Nest Learning Thermostat and learned enough in 30+ years in Silicon Valley about leadership, design, startups, Apple, Google, decision-making, mentorship, devastating failure and unbelievable success to fill an encyclopedia.So that’s what this book is. An advice encyclopedia. A mentor in a box.Written for anyone who wants to grow at work—from young grads navigating their first jobs to CEOs deciding whether to sell their company—Build is full of personal stories, practical advice and fascinating insights into some of the most impactful products and people of the 20th century.Each quick 5-20 page entry builds on the previous one, charting Tony’s personal journey from a product designer to a leader, from a startup founder to an executive to a mentor. Tony uses examples that are instantly captivating, like the process of building the very first iPod and iPhone. Every chapter is designed to help readers with a problem they’re facing right now—how to get funding for their startup, whether to quit their job or not, or just how to deal with the jerk in the next cubicle.Tony forged his path to success alongside mentors like Steve Jobs and Bill Campbell, icons of Silicon Valley who succeeded time and time again. But Tony doesn’t follow the Silicon Valley credo that you have to reinvent everything from scratch to make something great. His advice is unorthodox because it’s old school. Because Tony’s learned that human nature doesn’t change. You don’t have to reinvent how you lead and manage—just what you make.And Tony’s ready to help everyone make things worth making.

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No.14
58

Learn to design, build, and scale products consumers can’t get enough ofHow do today’s most successful tech companies―Amazon, Google, Facebook, Netflix, Tesla―design, develop, and deploy the products that have earned the love of literally billions of people around the world? Perhaps surprisingly, they do it very differently than most tech companies. In INSPIRED, technology product management thought leader Marty Cagan provides readers with a master class in how to structure and staff a vibrant and successful product organization, and how to discover and deliver technology products that your customers will love―and that will work for your business.With sections on assembling the right people and skillsets, discovering the right product, embracing an effective yet lightweight process, and creating a strong product culture, readers can take the information they learn and immediately leverage it within their own organizations―dramatically improving their own product efforts.Whether you’re an early-stage startup working to get to product/market fit, or a growth-stage company working to scale your product organization, or a large, long-established company trying to regain your ability to consistently deliver new value for your customers, INSPIRED will take you and your product organization to a new level of customer engagement, consistent innovation, and business success.Filled with the author’s own personal stories―and profiles of some of today’s most-successful product managers and technology-powered product companies, including Adobe, Apple, BBC, Google, Microsoft, and Netflix―INSPIRED will show you how to turn up the dial of your own product efforts, creating technology products your customers love.The first edition of INSPIRED, published ten years ago, established itself as the primary reference for technology product managers, and can be found on the shelves of nearly every successful technology product company worldwide. This thoroughly updated second edition shares the same objective of being the most valuable resource for technology product managers, yet it is completely new―sharing the latest practices and techniques of today’s most-successful tech product companies, and the men and women behind every great product.

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No.16
58

Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability (3rd Edition) [textbook] Steve Krug [Jan 01, 2015] … 9332542864

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No.17
58

The subject of “design thinking” is the rage at business schools, throughout corporations, and increasingly in the popular press—due in large part to the work of IDEO, a leading design firm, and its celebrated CEO, Tim Brown, who uses this book to show how the techniques and strategies of design belong at every level of business.The myth of innovation is that brilliant ideas leap fully formed from the minds of geniuses. The reality is that most innovations come from a process of rigorous examination through which great ideas are identified and developed before being realized as new offerings and capabilities.Change by Design explains design thinking, the collaborative process by which the designer’s sensibilities and methods are employed to match people’s needs, not only with what is technically feasible, but what is viable to the bottom line. Design thinking converts need into demand. It’s a human-centered approach to problem solving that helps people and organizations become more innovative and more creative.Introduced a decade ago, the concept of design thinking remains popular at business schools, throughout corporations, and increasingly in the popular press—due in large part to work of IDEO, the undisputed world leading strategy, innovation, and design firm headed by Tim Brown. As he makes clear in this visionary guide—now updated with addition material, including new case studies, and a new introduction—design thinking is not just applicable to so-called creative industries or people who work in the design field. It’s a methodology that has been used by organizations such as Kaiser Permanente, to increase the quality of patient care by re-examining the ways that their nurses manage shift change, or Kraft, to rethink supply chain management.Change by Design is not a book by designers for designers; it is a book for creative leaders seeking to infuse design thinking into every level of an organization, product, or service to drive new alternatives for business and society.

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No.18
58

Designing good application interfaces isnâ??t easy now that companies need to create compelling, seamless user experiences across an exploding number of channels, screens, and contexts. In this updated third edition, youâ??ll learn how to navigate through the maze of design options. By capturing UI best practices as design patterns, this best-selling book provides solutions to common design problems.Youâ??ll learn patterns for mobile apps, web applications, and desktop software. Each pattern contains full-color examples and practical design advice you can apply immediately. Experienced designers can use this guide as an idea sourcebook, and novices will find a road map to the world of interface and interaction design. Understand your users before you start designing Build your softwareâ??s structure so it makes sense to users Design components to help users complete tasks on any device Learn how to promote wayfinding in your software Place elements to guide users to information and functions Learn how visual design can make or break product usability Display complex data with artful visualizations

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No.19
57

In this book, the world's foremost color theorist examines two different approaches to understanding the art of color. Subjective feelings and objective color principles are described in detail and clarified by color reproductions.

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No.20
57

User interface (UI) design rules and guidelines, developed by early HCI gurus and recognized throughout the field, were based on cognitive psychology (study of mental processes such as problem solving, memory, and language), and early practitioners were well informed of its tenets. But today practitioners with backgrounds in cognitive psychology are a minority, as user interface designers and developers enter the field from a wide array of disciplines. HCI practitioners today have enough experience in UI design that they have been exposed to UI design rules, but it is essential that they understand the psychological basis behind the rules in order to effectively apply them. In Designing with the Mind in Mind, best-selling author Jeff Johnson 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. Provides an essential source for user interface design rules and how, when, and why to apply them Arms designers with the science behind each design rule, allowing them to make informed decisions in projects, and to explain those decisions to others Equips readers with the knowledge to make educated tradeoffs between competing rules, project deadlines, and budget pressures Completely updated and revised, including additional coverage in such areas as persuasion, cognitive economics and decision making, emotions, trust, habit formation, and speech UIs

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No.21
57

Information architecture (IA) is far more challenging―and necessary―than ever. With the glut of information available today, anything your organization wants to share should be easy to find, navigate, and understand. But the experience you provide has to be familiar and coherent across multiple interaction channels, from the Web to smartphones, smartwatches, and beyond.To guide you through this broad ecosystem, this popular guide―now in its fourth edition―provides essential concepts, methods, and techniques for digital design that have withstood the test of time. UX designers, product managers, developers, and anyone involved in digital design will learn how to create semantic structures that will help people engage with your message.This book includes: An overview of IA and the problems it solves for creating effective digital products and services A deep dive into IA components, including organization, labeling, navigation, search, and metadata Processes and methods that take you from research to strategy, design, and IA implementation

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No.22
57

User experience design is the discipline of creating a useful and usable Web site or application that’s easily navigated and meets the needs of the site owner and its users. There’s a lot more to successful UX design than knowing the latest Web technologies or design trends: It takes diplomacy, management skills, and business savvy. That’s where the updated edition of this important book comes in. With new information on design principles, mobile and gestural interactions, content strategy, remote research tools and more, you’ll learn to:Recognize the various roles in UX design, identify stakeholders, and enlist their support Obtain consensus from your team on project objectives Understand approaches such as Waterfall, Agile, and Lean UX Define the scope of your project and avoid mission creep Conduct user research in person or remotely, and document your findings Understand and communicate user behavior with personas Design and prototype your application or site Plan for development, product rollout, and ongoing quality assurance

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No.25
57

The myth of innovation is that brilliant ideas leap fully formed from the minds of geniuses. The reality is that most innovations come from a process of rigorous examination through which great ideas are identified and developed before being realized as new offerings and capabilities.This book introduces the idea of design thinking‚ the collaborative process by which the designer′s sensibilities and methods are employed to match people′s needs not only with what is technically feasible and a viable business strategy. In short‚ design thinking converts need into demand. It′s a human−centered approach to problem solving that helps people and organizations become more innovative and more creative.Design thinking is not just applicable to so−called creative industries or people who work in the design field. It′s a methodology that has been used by organizations such as Kaiser Permanente to increase the quality of patient care by re−examining the ways that their nurses manage shift change‚ or Kraft to rethink supply chain management. This is not a book by designers for designers; this is a book for creative leaders seeking to infuse design thinking into every level of an organization‚ product‚ or service to drive new alternatives for business and society.

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No.26
57

For nearly 20 years, designers and non-designers alike have been introduced to the fundamental principles of great design by author Robin Williams. Through her straightforward and light-hearted style, Robin has taught hundreds of thousands of people how to make their designs look professional using four surprisingly simple principles. Now in its fourth edition, The Non-Designer’s Design Book offers even more practical design advice, including a new chapter on the fundamentals of typography, more quizzes and exercises to train your Designer Eye, updated projects for you to try, and new visual and typographic examples to inspire your creativity.Whether you’re a Mac user or a Windows user, a type novice, or an aspiring graphic designer, you will find the instruction and inspiration to approach any design project with confidence.This essential guide to design will teach youThe four principles of design that underlie every design project How to design with color How to design with type How to combine typefaces for maximum effect How to see and think like a professional designer Specific tips on designing newsletters, brochures, flyers, and other projects.

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No.27
57

Learn how companies make us feel good about doing what they want. Approaching persuasive design from the dark side, this book melds psychology, marketing, and design concepts to show why we're susceptible to certain persuasive techniques. Packed with examples from every nook and cranny of the web, it provides easily digestible and applicable patterns for putting these design techniques to work. Organized by the seven deadly sins, it includes:Pride -- use social proof to position your product in line with your visitors' values Sloth -- build a path of least resistance that leads users where you want them to go Gluttony -- escalate customers' commitment and use loss aversion to keep them there Anger -- understand the power of metaphysical arguments and anonymity Envy -- create a culture of status around your product and feed aspirational desires Lust -- turn desire into commitment by using emotion to defeat rational behavior Greed -- keep customers engaged by reinforcing the behaviors you desire Now you too can leverage human fallibility to create powerful persuasive interfaces that people will love to use -- but will you use your new knowledge for good or evil? Learn more on the companion website, evilbydesign.info.

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No.28
57

Design research is a hard slog that takes years to learn and time away from the real work of design, right? Wrong. Good research is about asking more and better questions, and thinking critically about the answers. It’s something every member of your team can and should do, and which everyone can learn, quickly. And done well, it will save you time and money by reducing unknowns and creating a solid foundation to build the right thing, in the most effective way. In Just Enough Research, co-founder of Mule Design Erika Hall distills her experience into a brief cookbook of research methods. Learn how to discover your competitive advantages, spot your own blind spots and biases, understand and harness your findings, and why you should never, ever hold a focus group. You’ll start doing good research faster than you can plan your next pitch. Erika Hall has been working in web design and development since the late 20th century. In 2001, she co-founded Mule Design Studio where she directs the research, interaction design, and strategy practices. Erika speaks and writes frequently about cross-disciplinary collaboration and the importance of natural language in user interfaces. In her spare time, she battles empty corporate jargon at Unsuck It. She also co-hosts Running from the Law, a weekly podcast on business law and endurance fitness, and can probably outrun you.

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No.29
57

One key responsibility of product designers and UX practitioners is to conduct formal and informal research to clarify design decisions and business needs. But there’s often mystery around product research, with the feeling that you need to be a research Zen master to gather anything useful. Fact is, anyone can conduct product research. With this quick reference guide, you’ll learn a common language and set of tools to help you carry out research in an informed and productive manner.This book contains four sections, including a brief introduction to UX research, planning and preparation, facilitating research, and analysis and reporting. Each chapter includes a short exercise so you can quickly apply what you’ve learned. Learn what it takes to ask good research questions Know when to use quantitative and qualitative research methods Explore the logistics and details of coordinating a research session Use softer skills to make research seem natural to participants Learn tools and approaches to uncover meaning in your raw data Communicate your findings with a framework and structure

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No.30
57

Whether you’re a designer or not, you make design decisions every day. Successful design projects require equal participation from both the client and the design team. Yet, for most people who buy design, the process remains a mystery. In his follow-up to Design Is a Job, Mike Monteiro demystifies the design process and helps you prepare for your role. Ensure you’re asking the right questions, giving effective feedback, and hiring designers who will challenge you to make your product the best it can be. Mike Monteiro is the co-founder and design director of Mule Design, an interactive design studio whose work has been called “delightfully hostile” by The New Yorker. In early 2011, he gave a Creative Mornings talk entitled “F— You, Pay Me” that not only uplifted the downtrodden the world over, but fueled his first book, Design Is a Job. In 2014 he won .net’s Talk of the Year award for “How Designers Destroyed the World,” a screed about designers taking responsibility for their work. He can be heard weekly as the co-host of Let’s Make Mistakes. None of the terms Mike has coined are printable on a family website. ISBN: 978-1-937557-14-0 Paperback: 127 pages Published: Sep 30, 2014

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No.31
57

Softcover.

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No.32
57

Like a good story, successful design is a series of engaging moments structured over time. The User’s Journey will show you how, when, and why to use narrative structure, technique, and principles to ideate, craft, and test a cohesive vision for an engaging outcome. See how a “story first” approach can transform your product, feature, landing page, flow, campaign, content, or product strategy.

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No.33
57

In this accessible volume, first published in 1969, Fuller offers advice on how to guide "spaceship earth" toward a sustainable futureBuckminster Fuller (1895–1983) was an architect, engineer, geometrician, cartographer, philosopher, futurist, inventor of the famous geodesic dome, and one of the most brilliant thinkers of his time. For more than five decades, he set forth his comprehensive perspective on the world’s problems in numerous essays, which offer an illuminating insight into the intellectual universe of this renaissance man. These texts remain surprisingly topical even today, decades after their initial publication. While Fuller wrote the works in the 1960’s and 1970’s, they could not be more timely: like desperately needed time-capsules of wisdom for the critical moment he foresaw, and in which we find ourselves. Long out of print, they are now being published again, together with commentary by Jaime Snyder, the grandson of Buckminster Fuller. Designed for a new generation of readers, Snyder prepared these editions with supplementary material providing background on the texts, factual updates, and interpretation of his visionary ideas.Initially published in 1969, and one of Fuller’s most popular works, Operating Manual for Spaceship Earth is a brilliant synthesis of his world view. In this very accessible volume, Fuller investigates the great challenges facing humanity, and the principles for avoiding extinction and “exercising our option to make it.” How will humanity survive? How does automation influence individualization? How can we utilize our resources more effectively to realize our potential to end poverty in this generation? He questions the concept of specialization, calls for a design revolution of innovation, and offers advice on how to guide “spaceship earth” toward a sustainable future.And it Came to Pass – Not to Stay brings together Buckminster Fuller’s lyrical and philosophical best, including seven “essays“ in a form he called his “ventilated prose”, and as always addressing the current global crisis and his predictions for the future. These essays, including “How Little I Know”, “What I am Trying to Do”, “Soft Revolution”, and “Ethics”, put the task of ushering in a new era of humanity in the context of “always starting with the universe.“ In rare form, Fuller elegantly weaves the personal, the playful, the simple, and the profound.

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No.34
57

A selected history of socially committed design strategies within the Western tradition, from the past 150 years Within the design discipline, calls for sustainability and social responsibility have become some of the most common rallying cries of the past decade, generating countless new products, materials and technologies―all designed to change the course of our future. Adjectives like “sustainable,” “green” and “eco” describe this new wave of socially committed design. But though today’s conditions are urgent and particular, the ideologies behind these new products are often not totally new, but rather a part of design history. Contemporary sustainable design is just the newest chapter of a story that stretches back throughout the previous centuries. The Responsible Object presents a selected history of socially committed design strategies within the Western design tradition of roughly the last 150 years, from William Morris to Victor Papanek, and from VKhUTEMAS to FabLab. It includes about 20 interstitial mini-posters with slogans from the text, printed on different colored papers.

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No.35
57

This unique guide to interactive system design reflects the experience and vision of Jef Raskin, the creator of the Apple Macintosh project. Other books may show how to use today's widgets and interface ideas effectively. Raskin, however, demonstrates that many current interface paradigms are dead ends, and that to make computers significantly easier to use requires new approaches. He explains how to effect desperately needed changes, offering a wealth of innovative and specific interface ideas for software designers, developers, and product managers. The Apple Macintosh helped to introduce a previous revolution in computer interface design, drawing on the best available technology to establish many of the interface techniques and methods now universal in the computer industry. With this book, Raskin proves again both his farsightedness and his practicality. He also demonstrates how design ideas must be built on a scientific basis, presenting just enough cognitive psychology to link the interface of the future to the experimental evidence and to show why that interface will work. Raskin observes that our honeymoon with digital technology is over: We are tired of having to learn huge, arcane programs to do even the simplest of tasks; we have had our fill of crashing computers; and we are fatigued by the continual pressure to upgrade. The Humane Interface delivers a way for computers, information appliances, and other technology-driven products to continue to advance in power and expand their range of applicability, while becoming free of the hassles and obscurities that plague present products.

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No.37
57

With a foreword from Steve Blank, Talking to Humans is a practical guide to the qualitative side of customer development, an indispensable skill for vetting and improving any new startup or innovation. This book will teach you how to structure and run effective customer interviews, find candidates, and turn learnings into action.

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No.38
57

Testing with Humans, the sequel to bestseller Talking to Humans, teaches entrepreneurs, innovation teams, and product teams how to run effective experiments. An experiment is a test designed to help you answer the questions “Should we do this?” or “Am I right about this?” If you are open to learning, the insights from your experiments will help you refine your creation and improve your odds of success. Like its prequel, Testing with Humans is concise, highly practical, and packed with useful tactics and tips and examples to answer key questions:+ Why run experiments?+ When to test the business versus the product?+ What makes a good experiment?+ How do you turn experiments into decisions and actions?+ How can we bring experiments into our business culture?

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No.39
57

A disturbing share of technological disasters are caused by incompatibilities between the way things are designed and the way people actually perceive, think, and act. Structurally sound aircraft plummet to the earth, supertankers run aground in calm weather, and the machines of medical science maim unsuspecting patients - - all because designers sometimes fail to reflect the characteristics of the user in their designs.Designers and the public alike are realizing that many human' errors are more aptly named designed-induced' errors. Most consumers experience the frustration of using many new products; amusing stories about programming a VCR, operating a personal computer, or finding the headlight switch on a rental car are heard in everyday conversation. The problems consumers experience with modern everyday things are shared by the users of large-scale technologies where the consequences of design can go well beyond simple matters of inconvenience or amusement.In the new second edition of Set Phasers on Stun' and Other True Tales of Design, Technology, and Human Error, noted designer and author Steven Casey has assembled 20 factual and arresting stories about people and their attempts to use modern technological creations. Although the operator or pilot usually gets blamed for a big disaster, the root cause can frequently be found in subtle characteristics of the device's human interface.' Technological disasters can often be traced directly to the interplay between people and the design of a device - - be it an airliner cockpit, the controls in an industrial plant, a spacecraft's instruments, a medical system, a nuclear reactor, or even a commercial dishwashing machine.The most effective way to convey the consequences of design-induced human error is with a good story and just the right level of technical detail, and this is what Casey has done in his new book. As stated by Alphonse Chapanis, one of the founders of the human factors engineering discipline, Set Phasers on Stun is A tour de force. A collection of gripping and often alarming true stories meticulously documented and skillfully told about design-induced human errors. It should be required reading for all engineers and designers, and everyone else concerned about the ways our modern technological creations can affect our everyday lives. Skylab-4 astronaut Gerald Carr agrees: The book is ...an engrossing tour through the world of human susceptibility to subtle variations in environment and in design.

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No.40
57

Written by the author of the best-selling HyperText & HyperMedia, this book is an excellent guide to the methods of usability engineering. The book provides the tools needed to avoid usability surprises and improve product quality. Step-by-step information on which method to use at various stages during the development lifecycle are included, along with detailed information on how to run a usability test and the unique issues relating to international usability.* Emphasizes cost-effective methods that developers can implement immediately* Instructs readers about which methods to use when, throughout the development lifecycle, which ultimately helps in cost-benefit analysis.* Shows readers how to avoid the four most frequently listed reasons for delay in software projects.* Includes detailed information on how to run a usability test.* Covers unique issues of international usability.* Features an extensive bibliography allowing readers to find additional information.* Written by an internationally renowned expert in the field and the author of the best-selling HyperText & HyperMedia.

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No.41
57

Practice your product design and UX skills. Prepare for your next job interview.Redesign the NYC metrocard system. Design a dashboard for a general practitioner. Redesign an ATM.Learn how to solve and present exercises like these, that top startups use to interview designers for product design and UI/UX roles.Today top companies are looking for business-minded designers who are not just focused on visuals. With this book, you can practice this kind of mindset, prepare for job interviews, learn how to interview other designers and find concepts for projects for your portfolio. What will you learn from this book: Prepare for the design interview — prepare for the design exercise and learn more about how tech companies hire product designers. Improve your portfolio — use product challenges to showcase in your portfolio instead of unsolicited visual redesigns. Step up your design career — practice your product design skills to become a better designer and prepare for your next career move. Interview designers — learn how to interview designers to evaluate their skills in the most efficient and scalable way. What’s inside? A 7-step framework for solving product design exercises 30+ examples of exercises similar to exercises used by Google, Facebook, Amazon etc. 5 full solutions for product design exercises 5 short interviews with design leaders that worked at Apple, Google, Pinterest, IDEO etc.

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No.42
57

It’s the little things that turn a good digital product into a great one. With this full color practical book, you’ll learn how to design effective microinteractions: the small details that exist inside and around features. How can users change a setting? How do they turn on mute, or know they have a new email message?Through vivid, real-world examples from today’s devices and applications, author Dan Saffer walks you through a microinteraction’s essential parts, then shows you how to use them in a mobile app, a web widget, and an appliance. You’ll quickly discover how microinteractions can change a product from one that’s tolerated into one that’s treasured. Explore a microinteraction’s structure: triggers, rules, feedback, modes, and loops Learn the types of triggers that initiate a microinteraction Create simple rules that define how your microinteraction can be used Help users understand the rules with feedback, using graphics, sounds, and vibrations Use modes to let users set preferences or modify a microinteraction Extend a microinteraction’s life with loops, such as “Get data every 30 seconds”

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