(Part 2) Best industrial & product design books according to redditors

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We found 487 Reddit comments discussing the best industrial & product design books. We ranked the 83 resulting products by number of redditors who mentioned them. Here are the products ranked 21-40. You can also go back to the previous section.

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Top Reddit comments about Industrial & Product Design:

u/cutestain · 27 pointsr/Entrepreneur

My advice is to follow 3 tracks.

  • Build relationships. Find local meetings where people building products/companies or other designers go. Such as: 1 Million Cups, Open coffee club, Creative Mornings, CoFounders Lab, StartUp Grind, local UX meetups. Pick 1 weekly and go every week. Pick 1-2 others, go when you can. Talk to the people who run the group. See if they need any help checking people. Volunteer to do that. If you get to, be friendly and chat with people on the way in. This is your tribe. Don't feel like you don't belong b/c you are young or are checking them in (or whatever other excuse your mind might come up with). This is your opportunity to find out about what people are working on. Some people will be working on something that interests you, that you have the skills to help with (eventually if not now), and have a personality you could enjoy working with. Give 100% of these people your card. Tell them you do UI/UX on contract. Ask for their card. Talk to them more at the end of the meeting if you can. Not in a sales way. But in a get to know more about them way. Then follow up with an email shortly afterward, a few days to a week. And in 6 months again if you haven't connected since. Do this every week for 2-3 years and you will have your client base and reputation in town. If you need practice to feel confident doing the networking part, then practice. Your career counseling dept at college could probably help you practice. Friends can be good practice too. Comfort with networking is critical to running your own business. Your goal should be to eventually lead a recurring meeting.

  • Build your skills. First college is great for learning some things. I believe it is terrible for learning UI/UX. Studying behavioral economics would probably be the most applicable, some psychology or data science as well. UI/UX moves too fast. But here are my recommendations for becoming good at UI/UX quickly:

  1. Start using Sketch app by Bohemian coding. It is the current industry standard.

  2. Sign up for Subform app wait list. It will probably be the next industry standard. But is not available yet.

  3. Study design systems Practice using these elements to create screens. Download the Sketch file. Then grab the elements you need and create screens to build an app (preferably to solve a simple problem you care about). Start small. Practice designing quickly. Then go back and make details precise. Eventually you should be able to build your own design system like this.

  4. Study material design and iOS design.

  5. For inspiration in practice, look at examples on Dribbble, Behance, and at the apps you use everyday.

  6. Get feedback from friends and family on the things you have designed.

  7. Read books like Inspired, Seductive Interaction Design, Sprint, Product Leadership. There are many more.

  8. Understand you need to know more than design to do contract work for small businesses. Your clients may often ask for one thing but really need something different. Study business in general. Read books and magazines about business models, industry shifts, etc. Good UX designers are always balancing user needs and business model needs. There is no formula for this. It takes practice. Lots of practice. Youth and inexperience here will be a challenge. Talk to as many people in their 30s/40+s about business lessons they have learned as you can. This knowledge will help your design.

  9. Don't wait for the perfect idea to practice. Practice everyday.

  • Build your savings. So you can go full-time at a co-working space. This is less direct advice. But you will need to have a few months of living expenses saved so one day you can dive in. A co-working space costs a few hundred per month but this is where your client base likely lives or goes to meetings occasionally. Being part of one shows you have a professional presence. And the serendipity at these places can be off the charts. And I highly recommend not working form home only for many reasons, sanity being an important one. Also, contract work can be feast or famine. I have had a handful of weeks in the past 4 years where I have needed to complete 60 billable hours work. This is more stressful than the weeks where I only have 20 billable hours b/c I save knowing work will be up and down.

    ----

    These are things that led me to where I am today. Others may have completely different or contradictory advice. But these are my go to methods. And most of my clients in the past 2 years have come to me. I didn't call them, or post an ad. Generally they found me through a recommendation from a friend, LinkedIn, Twitter, slack group, Dribbble, or at a meeting.
u/almaghest · 19 pointsr/ProductManagement

The book I read it in was https://www.amazon.com/Product-Management-Practice-Real-World-Connective/dp/1491982276 and I'm 99% sure they go into more details in that book about specifically what they meant by it. (In general it's a pretty good book that I'd recommend)

​

For me it means things like:

  • When a someone (usually for me a developer or a stakeholder) says something you don't understand, don't be afraid to admit you don't understand and to ask for more details.
  • When you catch wind of something that conflicts with one of the assumptions you've made, don't just ignore it. Talk to whoever you need to talk to in order to get clarity as soon as you can, even though it would probably be mentally/emotionally easier to ignore it.
  • When a senior/exec stakeholder insists they need a "thing" and you don't understand why, don't let their status at the company stop you from asking about why they want "thing"

    That sort of stuff.
u/XMR2020 · 8 pointsr/Monero

Absolutely. Casa's multisig wallet has a stunning UI. Their designer Scott Hurff wrote a book on design called Designing Products People Love. You can read a very interesting excerpt from his book here.

u/ShiftedClock · 8 pointsr/Games

It's a way of monetizing variable rewards. Hooked is a great book to read if you're curious about how to use variable rewards to create addictive user behaviours. Reading that book was like reading a tome of dark magic. Evil, powerful stuff.

If Overwatch was really evil, they'd give random bonus lootboxes between levels, instead of always after you level up.

u/sylocheed · 6 pointsr/ProductManagement

A former manager I really respect swears by "Product Leadership" https://www.amazon.com/Product-Leadership-Managers-Products-Successful/dp/1491960604

u/nickyd410 · 6 pointsr/IndustrialDesign

H-Point 2nd Edition: The Fundamentals of Car Design & Packaging

This is a good one for proportions and how to draw a car in some basic views.

u/kentzler · 5 pointsr/learndesign

You could start checking the UI Guidelines from the system you want to design for.

Read Sketching User Experiences.

Work on side projects. Get inspiration from Dribbble. Don't just copy, Steal Like an Artist.

After that, check design+code

If you want to know more, feel free to PM me, I'd be glad to help! :D

u/s1e · 4 pointsr/userexperience

Here are a few:

Elements of User Experience, Jesse James Garret: What a typical experience design process is made up of.

Designing Interactions, Bill Moggridge: Seminal thoughts on Interaction Design, holds up to this day

Don't Make Me Think, Steve Krug: One of the first books to gave the issues of IA and UX design a human, customer point of view.

About Face, Alan Cooper: Another take on the whole process, dives a bit deeper into every stage than Garret's book.

Designing For The Digital Age, Kim Goodwin: Human-centered digital products

Sprint, Jake Knapp: A condensed prototyping methodology

100 Things To Know About People, Susan Weinschenk: How people think

There are a few more Product Design related books I recommended in another thread.

IDEO's design thinking methodologies are also a great resource:

Design Kit, A book and toolkit about human centered design

Circular Design, A guide for holistic design, organization friendly.

Cheers

u/iamktothed · 4 pointsr/Design

Interaction Design

u/jazybp · 4 pointsr/ProductManagement

Product Management in Practice... Have recommended this to a few people who are early on in their PM career (was helpful to me as well!)

u/Germany_Guy · 4 pointsr/IndustrialDesign

I would recommend trying to get this book as a starting point on how to prototype ideas https://www.amazon.co.uk/Prototyping-Modelmaking-Product-Design-Portfolio/dp/1856698769/

u/ClockworkSyphilis · 3 pointsr/Design

Bill Buxton's Sketching User Experience.

Fundamentally, design is finding the best solution to a problem, and this is a fantastic primer on how to approach that process.

Color, typography, layout, UX flows, etc. are all just tools to help people complete a task.

u/vinnathan · 3 pointsr/CarDesign

Scott Robertson's "How to draw" and "How to render" are pretty much the Gospel for automotive design students. He has a whole bunch of tutorials on youtube as well. As awesome as Sangwon Seok is, you really have to understand basics of automotive design like perspective and packaging before his stuff will start making sense.
Spencer Nugent the "sketch-a-day" guy is another person you can look up. He also dose a lot of product design, which is easier to understand and has the same principles as automotive design.
If you are super serious about pursuing automotive design, id also recommend investing in "H-point". That will help you figure out car packaging and the reasons why cars look the way they do.
And finally you can post you work on car design forums and get people to critique them for you, that is one of the best ways to learn! I'm sure you could even post things here and people (myself included) will be more than happy to give you pointers on how you are doing and what you could do to improve!

Scott Robertson

https://www.youtube.com/user/scottrobertsondesign

https://www.amazon.com/Scott-Robertson/e/B0034O5O32

Spencer Nugent

https://www.youtube.com/user/sketchadaydotcom

H-point

https://www.amazon.com/gp/product/1624650198/ref=pd_sbs_14_img_0?ie=UTF8&psc=1&refRID=7CV8GTQBXFMMMTJWZNWE

u/mrpoopsalot · 3 pointsr/LearnConceptArt

I think Scott Robertson book, How to render, goes into detail on this. I have not read it though...

u/anomalya · 3 pointsr/webdesign

Designing Interfaces is great, and I find myself coming back to it when I'm stuck on something. I should note, however, that the examples focus primarily on desktop applications. It's not a stretch to apply most of the concepts to web apps, but some of the patterns aren't really applicable. However, I primarily do web work and I still think it's worth getting.

A classic Web usability book that's really easy to get through is Don't Make Me Think. Much of what makes for good web design is common sense, but it's nice to have it reinforced/verified.

If you're interested in site architecture (you should be) or some theory behind decisions behind visual design (particularly regarding heavy information), I'd also recommend The Information Design Workbook. Half of it is theory and the other half is examples and case studies. It also has some really nice guidelines for working with clients, such as "What is a design brief? Why do I need it? What should be included in it?"

Designing for Interaction is alright... The interviews in it are interesting, but the subject matter is pretty basic. That being said, it is a good primer. I'd definitely pick Designing Interfaces over this, though, if you're choosing between them.

I've heard good things about Designing Web Interfaces, but I haven't read it myself, so... I can't personally recommend it. (O'Reilly generally has pretty high standards, though, so it's probably a safe bet.)

I'd second useit.com and smashing, but sometimes, nothing beats books.

(If you're interested in getting more into the psychology of it, or are interested in a specific topic regarding UI/UX, let me know, as I have more recommendations... I just don't know what you're interested in.)

u/meowris · 3 pointsr/learnprogramming

Junior UX person here. Not much of a programmer myself, but it's sufficient for my needs, as I am only doing front-end design when I dabble with code. There is a multitude of ways to learn how to code, but generally speaking, I find that practicing in small repetition helps the best to retain and absorb information. When you are doing a small code example, try to rewrite differently and see how it works in each of those ways. I also recommend coming up with a small project that you can work on (design and putting a personal site live, for example), as opposed just doing the practices, that way you are presented with a real world environment that contains restrictions and possibilities.

Do you draw? It might help to learn how to draw well, which will help you illustrate designs and potentially become a fun hobby.

Some beginner level books I recommend:

u/EntropyArchiver · 2 pointsr/SketchDaily

Only 5~ months ago did I decide to get serious about improving my art in my free time. For most of my life I only doodled occasionally. So I thought I would describe my plan of action with books and resources that I will likely be using. Any advice would be greatly appreciated.

My process will be basics of construction-> perspective -> figure drawing -> digital art and rendering. Approximately 45% will be improving, 45% will be doing what I want for fun and 10% will be a daily sketch(this subreddit) that takes anywhere from 10 minutes to an hour to complete. for fun I will be doing anything from digital to water color.

Construction and perspective: First I am starting my art journey by completing draw a box . Next I will go through Marshall Vandruff's Linear Perspective Videos and Perspective Made Easy simultaneously while referencing with how to draw by Scott Robertson. Briefly I will gloss at Drawing on the Right Side of the Brain or keys to drawing pulling ideas of where I might find weakness.

Figure drawing: Once those are finished, I will begin my figure drawing phase. I will move onto free proko subsided with loomis books such as this, other photo references sites like http://reference.sketchdaily.net/en and Figure Drawing: Design and Invention. I will also reference Atlas of Human Anatomy for the Artist and maybe more depending on my budget.

digital art and rendering: For the final stage of my journey, I will venture into ctrlpaint. Simultaneously I will be reading How to Render, Imaginative Realism: How to Paint What Doesn't Exist and Color and Light: A Guide for the Realist Painter

After that.... I don't know. We will see were I am in a year.

u/zstone · 2 pointsr/Magic

Absolutely! Here's a short list of non-magic books that I commonly see recommended to magicians.

Understanding Comics - Scott McCloud

Purple Cow - Seth Godin

Delft Design Guide - multiple authors

An Acrobat of the Heart - Stephen Wangh (shouts out to u/mustardandpancakes for the recommendation)

In Pursuit of Elegance - Guy Kawasaki

The Backstage Handbook - Paul Carter, illustrated by George Chiang

Verbal Judo - George Thompson and Jerry Jenkins

Be Our Guest - Ted Kinni and The Disney Institute

Start With Why - Simon Sinek

Lots of common themes even on such a short list. What would you add to the list? What would you take away?

u/Fuzz25 · 2 pointsr/IndustrialDesign

If you like the course, maybe the Delft design guide is for you! Definitely recommend it myself.

u/-t-o-n-y- · 2 pointsr/userexperience

If she's interacting with a lot of users I would suggest reading Practical Empathy. Observing the User Experience is another great resource for learning about user research. User experience is all about people so it's always a good idea to read up on human behavior, psychology, cognition, perception, learning and memory etc. e.g. books like Hooked, Bottlenecks, Design for the mind, Designing with the mind in mind, 100 things every designer needs to know about people, 100 more things every designer needs to know about people, Thinking fast and slow, Predictably Irrational and I would also recommend Articulating design decisions and Friction.

u/CleverSexualInnuendo · 2 pointsr/rant

I blame Apple. I blame Apple for a lot of things.

This book may interest you.

u/losthoneyb · 2 pointsr/usability

Thanks man! Will check it out. I am an avid fan of DPPL btw...

u/chromarush · 2 pointsr/userexperience

I am self taught and design applications for human and system workflows at a Internet security company. I am biased but I don't think a degree will necessarily give you more hands on skills than just finding projects and building a portfolio to show your skills. There are many many different niche categories, every UX professional I have met have different skill sets. For example I tend in a version of lean UX which includes need finding, requirements validation, user testing, workflow analysis, system design, prototyping, analytics, and accessibility design (not in that order). I am interlocked with the engineering team so my job is FAR different than many UX professionals I know who work with marketing teams. They tend to specialize very deeply in research, prototyping, user testing, and analytics. Some UX types code and some use prototyping tools like Balsamiq, UXpin, Adobe etc. There is heavy debate on which path is more useful/safe/ relevant. Where I work I do not get time to code because my team and I feel I provide the best value to our engineering team and internal/external customers by doing the items listed above. The other UX person I will work with me on similar activities but then may be given projects to look at the best options for reusable components and code them up for testing.

TLDR:

u/jaymeekae · 2 pointsr/userexperience

Usability is within UX. Everything that is usability is also ux. Just like everything that is dermatology is also health. Do you want me to draw you a venn diagram?

I appreciate that it is more specific and helpful to refer to the button issue as a usability failure. But you cannot tell someone they are straight up wrong for calling it UX. It. is. UX.

edit: Also Steve Krug talks about UX all the time:
https://twitter.com/skrug
"I'm dying to hear what @jjg and 5 others (including me) have to say about the future of UX."
"Wow. @staples has gotten so NOT easy for me that I'm taking my business elsewhere. Sad. #ux #fail"
"Shoot myself in the foot department: Laura Klein's UX for Lean Startups is a really good book. http://amzn.com/1449334911 #UX #usability"
"Great summary of my UX future talk yesterday in @karenbachmann's tweets. Retweets follow."

u/NYC-ART · 2 pointsr/Entrepreneur

> Do you know where I can go for an IDEO

IDEO is a company:

u/signofthenine · 1 pointr/transformers

Oh, I was thinking of this one, published by IDW: https://www.amazon.com/dp/B07THCTXZ8/?coliid=I1DV30ZN713AM

u/hanibalhaywire · 1 pointr/Entrepreneur

You can create a mock-up using flinto.com or some other mock-up tool. If you want to do one on paper you might look at this book:
http://www.amazon.com/Sketching-User-Experiences-The-Workbook/dp/0123819598

u/owlpellet · 1 pointr/userexperience

> if it comes anywhere close to creating graphics/icons/illustrations from scratch... I'm lost.

You know these are each discrete skillsets that you can learn with practice, right? You don't have to be particularly good at any of this to have a career in UX, but if your head is saying "I'm lost" that's not a nice way to feel. Have you, you know, tried reading some books?

Try this one: https://smile.amazon.com/gp/product/0123819598/ (you'll notice the tool they lean on most is a pencil)

Or pick you way through this list: https://medium.com/interactive-mind/the-only-ux-reading-list-ever-d420edb3f4ff

u/mintyy · 1 pointr/Design

Dan Saffer has some good ideas on Human Factors and Usability as well.

u/[deleted] · 1 pointr/entp

This book is good. It gets quite repetitive, but it is exciting and it certainly makes me want to work for Ideo.

u/leks_t · 1 pointr/Entrepreneur

There are a number of questions you need to ask yourself when building a physical product. Here a few to start with

  1. What materials do you want it to be made out of? There is a difference between the cost of injection molding (plastic) and die casting (stainless steel).

  2. Do you just want to build a frame around an OEM part or design it from the ground up? You can use sites like Alibaba to buy existing parts and build a frame around that. For example, you can use this (http://www.alibaba.com/product-detail/High-Quality-Stainless-Steel-Polished-Watch_60426012992.html?spm=a2700.7724838.0.0.7fcp9a&s=p)

  3. Can you afford it? Making the mold, manufacturing, regulations shipping, etc. Many people underestimate how much it will cost for manufacture. Making a plastic mold tool can run you $10,000 minimum and that is for a small part.

  4. Do you want to outsource it? If it's made in China, you're most likely going to have to fly there and make sure the parts are made correctly. It will be cheaper though. If you want it to make in the United States, it's going cost you more.

    3D printing can be good to in making prototypes and validate if people it in the first place.

    Here are some good books basic books to learn about product design.

  5. Manufacturing - https://www.amazon.com/Manufacturing-Processes-Design-Professionals-Thompson/dp/0500513759/ref=sr_1_8/000-3022921-3912901?s=books&ie=UTF8&qid=1468546649&sr=1-8

  6. Prototyping - https://www.amazon.com/Prototyping-Modelmaking-Product-Design-Portfolio/dp/1856698769/ref=pd_sim_14_5?ie=UTF8&dpID=41vzIIrA8mL&dpSrc=sims&preST=_AC_UL160_SR124%2C160_&psc=1&refRID=836FPVZDP54MFYMRXGD6

  7. Materials -https://www.amazon.com/Materials-Design-Chris-Lefteri/dp/1780673442/ref=zg_bs_3564966011_53

    An option is also to hire a design firm to help make the design possible for you to manufacture. However, you will still have to pay all the other costs.


u/grooveride · 1 pointr/nottheonion

I actually bought the ICONIC book bu Jonathan Zufi, it contains great pictures of the design as well some interiors electronics for a lot less money than apple is asking for.

u/mrmariomaster · 1 pointr/nottheonion

Buy Iconic instead, 4 years old but it has very good pictures. It has 650 pictures.

https://www.amazon.co.uk/gp/aw/d/098858171X/ref=dp_ob_neva_mobile

u/itsnotlupus · 1 pointr/Bitcoin

How else are you going to unlock your house? With an oddly shaped piece of metal? Talk about dark ages.

Related book, author recently showed up on the Daily Show: http://www.amazon.com/Enchanted-Objects-Design-Desire-Internet/dp/1476725632

u/aquatroutfish · 1 pointr/ProductManagement

>https://www.amazon.com/Product-Leadership-Managers-Products-Successful/dp/1491960604

The reviews are very mixed on this book. Why all the hype?

u/cookinwitdiesel · 0 pointsr/legostarwars

All of the sets from the Clone Wars series have the cartoon eyes. Sets from the movies have dot eyes. This was intentional.

A good read:
Ultimate LEGO Star Wars https://www.amazon.com/dp/1465455582/ref=cm_sw_r_cp_apa_eflJBb3ZEAAH1

u/squadus · 0 pointsr/3Dprinting

Here you go buddy:

How To Make Money With 3D Printing

The book should be available worldwide.

u/NotTellinYou · -2 pointsr/iphone

Sort of strange..there is a book, published in 2013, called "ICONIC A Photographic Tribute to Apple Innovation" by Jonathan Zufi for a more reasonable $79. I got it when it first came out. VERY nice.

https://www.amazon.com/Iconic-Photographic-Tribute-Apple-Innovation/dp/0988581701/ref=sr_1_2?ie=UTF8&qid=1479777952&sr=8-2&keywords=ICONIC+Apple