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The Top UX Design Books You Need to Read in 2025: Beginner to Expert

by Mads Soegaard | | 82 min read
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The digital world may be where it’s at for user experience (UX) design, but of course it’s grounded in the real-world needs of human users. Books—those physical-based stalwarts of information transmission (although, yes, you can get electronic versions of them)—are maybe the most traditional way for someone to get and brush up on knowledge. That’s why we’ve carefully curated a list of the most influential UX design books for this year—all for you—from beginner-level titles to more advanced ones, so find out which might be best to help you stay up to date with industry practices, get fresh ideas, learn all about UX research- and strategy-related matters, and much, much more.

That’s right—books remain vast repositories of vital information, and that’s even in a fast-moving world where more and more people—or “users,” in UX terms—tend to pick up learnings from video, sound bites, and the like. Yet, this is the same dynamic—“fast-movingness”—which designers need to adapt to if they’re to stay current so they can fine-tune design solutions like websites and apps so every pixel, every interaction, and every little piece of visual communication speaks best to the users in their target audience at the particular moments they encounter designs.

Because of that need to learn constantly, because design is constantly evolving and therefore both seasoned professionals and newbies can find themselves in the same boat sometimes, and because the success of businesses depends on exceptional UX design in this ultra-connected era, you as a designer have a wonderful resource to consult in the form of books. Books—much like they pretty much always have—are a brilliant medium for learners to get a solid foundation in UX and UI (user interface) design, equip themselves with new ideas, feel challenged to think in new ways, and get a unique kind of inspiration from the experts in the field who write them.

Table of contents
  1. The Best UX Design Books for Beginners
    1. UX for Beginners: A Crash Course in 100 Short Lessons by Joel Marsh
      1. Key Take Away 
    2. The Design of Everyday Things by Don Norman
      1. Key Take Away 
    3. User Friendly: How the Hidden Rules of Design are Changing the Way We Live, Work and Play by Cliff Kuang and Robert Fabricant
      1. Key Take Away
    4. Don’t Make Me Think (Revisited) by Steve Krug
      1. Key Take Away
    5. Rocket Surgery Made Easy by Steve Krug
      1. Key Take Away
  2. Top UX Books for Professionals 
    1. Lean UX: Applying Lean Principles to Improve User Experience by Jeff Gothelf with Josh Seiden
      1. Key Take Away
    2. The Paradox of Choice: Why More Is Less by Barry Schwartz
      1. Key Take Away
    3. UX Magic by Daniel Rosenberg
      1. Key Take Away
    4. Build Better Products: A Modern Approach to Building Successful User-Centered Products by Laura Klein 
      1. Key Take Away
    5. Creative Confidence by Tom and David Kelley
      1. Key Take Away
    6. 100 Things Every Designer Needs To Know About People by Susan M. Weinschenk, Ph.D
      1. Key Take Away
  3. Essential UI Design Books
    1. UI is Communication by Everett N. McKay
      1. Key Take Away
    2. Designing with the Mind in Mind by Jeff Johnson
      1. Key Take Away
    3. Simple and Usable Web, Mobile, and Interaction Design by Giles Colborne
      1. Key Take Away
    4. Designing Interfaces by Jenifer Tidwell, Charles Brewer and Aynne Valencia
      1. Key Take Away
  4. UX Research and Strategy Books
    1. The User Experience Team of One: A Research and Design Survival Guide by Leah Buley
      1. Key Take Away
    2. Just Enough Research by Erika Hall
      1. Key Take Away
    3. Think Like a UX Researcher: How to Observe Users, Influence Design, and Shape Business Strategy by David Travis and Philip Hodgson
      1. Key Take Away
    4. Bottlenecks: Aligning UX Design with User Psychology by David C. Evans
      1. Key Take Away
    5. User Research: Improve Product and Service Design and Enhance Your UX Research by Stephanie Marsh
      1. Key Take Away
  5. UX Design Ebooks and Online Resources
    1. The Basics of User Experience Design
    2. Bright Ideas for User Experience Designers
  6. Honorable Mention: Another Noteworthy UX Design Book
    1. About Face: The Essentials of Interaction Design
      1. Key Take Away
  7. The Take Away

The Best UX Design Books for Beginners

UX for Beginners: A Crash Course in 100 Short Lessons by Joel Marsh

Book cover of UX for Beginners: A Crash Course in 100 Short Lessons by Joel Marsh

© Joel Marsh, Fair Use

UX for Beginners is a comprehensive—yet entertaining—guide for anyone who’s interested in user experience design, and a neat point about this book is how it covers the fundamentals of UX and takes you across 100 self-contained, engaging lessons.

Key Take Away 

A key thing to come away from this book with is for you to recognize the diversity in user behavior and know why it’s so important for you to design for these variations—a bit like knowing how to address different types of behavior in real life—and Marsh’s approach makes this a quick, enjoyable read for you to develop an important understanding in.

“Everything has a user experience. Your job is not to create the user experience. Your job is to make it good.”

― Joel Marsh

The Design of Everyday Things by Don Norman

Book cover of The Design of Everyday Things by Don Norman

© Don Norman, Fair Use

For those who don’t know, Don Norman is a household name in the user experience world, and it’s not for nothing that he came to be known by the epithet “Grand Old Man of UX Design.” Read this seminal work of his and it will fundamentally change your perspective on the world around you, and that’s because—from how Norman examines everything from doors (yes, things as basic as doors, and you’ll soon learn why) to software—he reveals the range of what designers need to understand, from the power of good design to the frustration of poor design, in sharp relief.

A timeline showcasing the evolution of UX design through the years.

While the term “UX design” may have been recently coined, the underlying principles date back thousands of years.

© Interaction Design Foundation, CC BY-SA 4.0

Key Take Away 

A central thing to “get” from The Design of Everyday Things is why user-centered design—a concept that Norman helped to popularize before he went on to advance his scope and focus to humanity-centered design—is such a vital goal, with an emphasis on how design needs to concentrate first on user needs (instead of secondary factors like aesthetics), and Norman shows what he means about this—and why the approach is so valuable—through detailed examples.

“Good design is actually a lot harder to notice than poor design, in part because good designs fit our needs so well that the design is invisible.”

— Don Norman

In this video, Don Norman explains why design is “hot”!

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  1. 00:00:00 --> 00:00:30

    Design is hot. I think good designers are  going to be in demand. Now, a lot of the people who do UX design – they're designing websites; they're designing simple things. And – yeah – they're going to be in demand, but that's where almost everybody is  going because if you don't get much, if you don't get a deep training, that's all you're good at. So, that's not going to be the best place to get a new job, or at least a well-paying job. To get a  well-paying job, you have to have superior skills

  2. 00:00:30 --> 00:01:03

    and you have to go to a better design school or – it doesn't have to be a university, by the way; there's a lot of non-degree programs that are quite good. The IxDF – Interaction Design Foundation – has some really excellent courses  and excellent materials – one of the best locations I know of to get really good material. I've been with this foundation and helping the foundation since it was started in the early days. So, I really am a big believer in it. But it's not enough,

  3. 00:01:03 --> 00:01:30

    because reading is not the way you  become an expert; you become an expert by *doing*. But I think at the higher levels of design, we're going to need more and more of them. And as I answered earlier, because of the new tools that are starting to develop, it's called generative design tools – generative artificial intelligence, designers can use those to be even better. Not yet, but they're getting there.

  4. 00:01:30 --> 00:01:39

    Actually, Autodesk has tools in generative AI, generative design that already are very effective and that can make you into a better designer.

User Friendly: How the Hidden Rules of Design are Changing the Way We Live, Work and Play by Cliff Kuang and Robert Fabricant

Book cover of How the Hidden Rules of Design are Changing the Way We Live, Work and Play by Cliff Kuang and Robert Fabricant

© Cliff Kuang and Robert Fabricant, Fair Use

In User Friendly, authors Cliff Kuang and Robert Fabricant explore how design principles subtly shape both our daily lives and the world around us, and a neat thing about their book is how they weave a historical narrative and chart the evolution of user-experience design from a niche concept to a universal reality in our digital age. What’s more, they show the hidden impact that design has had on societal shifts—and that runs from major historical events to the dawn of the digital era—and it’s a nifty factor that makes this all the more of an exciting read.

Key Take Away

Human behaviors, habits, and—ultimately—lifestyles get molded by design, and the authors underline why, as people rely more and more on technology, designers have got to understand these hidden design rules as things that aren’t just fascinating, but crucial to know, too.

“You have to know why people behave as they do—and design around their foibles and limitations, rather than some ideal.”

― Cliff Kuang,

Don’t Make Me Think (Revisited) by Steve Krug

Book cover of Don’t Make Me Think (Revisited) by Steve Krug

© Steve Krug, Fair Use

In case you’re after a good, solid, common-sense approach to mobile and web usability and would like concrete examples so you can get how to improve usability and the UX of what you design, then Steve Krug’s Don’t Make Me Think (Revisited) makes a great pick. Thanks to Krug’s engaging writing style and how he focuses on functional aspects of design (rather than form), you’ve got a marvelous go-to in this—and the title speaks volumes, itself, in that you don’t want your users to have to think about what to do; they just want to know already and get on and do it right away.

Key Take Away

From Krug’s work here, you’ll get that all-important sense of what the sheer power of simplicity and consistency is in design, understand why he’s all for intuitive, skim-friendly interfaces, appreciate why user testing is so crucial for design solutions that will resonate with users, and come away too with knowing how creativity—while important—shouldn’t compromise the expected consistency unless it enhances the user experience.

“Usability is about people and how they understand and use things, not about technology.”

— Steve Krug

Rocket Surgery Made Easy by Steve Krug

Book cover of Rocket Surgery Made Easy by Steve Krug

© Steve Krug, Fair Use

Another entry from Krug here, this one’s seen as the companion piece to Don’t Make Me Think, and it’s got a neat, practical guide to usability testing in which Krug emphasizes why it’s so vital to do early and frequent testing—making problem identification, as well as the resolution of a problem, a seamless part of your design process.

Key Take Away

You’ve got a great guide to take through the practical aspects of user testing—such a vital part of your whole design process—and you can take in superb nuggets of wisdom such as why you’ve got to pick the right participants for testing, make effective tasks for them, and keep good and neutral during the process.

You’re not interested in what it takes to uncover most of the problems; you only care about what it takes to uncover as many problems as you can fix.”

― Steve Krug, Rocket Surgery Made Easy

Author and Human-Computer Interaction (HCI) Expert, Professor Alan Dix talks about the three guidelines of usability:

Show Hide video transcript
  1. 00:00:00 --> 00:00:32

    One of the early standards that  mentioned usability was ISO 9241. And it talked about three crucial  issues for user interfaces. One of them was *effectiveness* – does it do the right thing? Does it get things done that are important? The second was *efficiency* – does it do that with the minimum effort? The minimum mental effort?

  2. 00:00:32 --> 00:01:03

    The minimum physical effort?  Or is it taking extraneous effort that's unnecessary? And very often, people only quote those two because there was a third one as well, which is *satisfaction*: Does it make you feel good? Do you feel happy having used this system or used this piece of software? And so, that last one is often missed entirely. And that's all about the *emotion*, the way you feel.

  3. 00:01:03 --> 00:01:32

    And it was often ignored, often missed in the  past. What's now happened is that's become perhaps in some ways more important than the other two. Emotion is important because it's good to feel emotion. But also, *emotion affects the bottom line in business*. If your employees are happy, they tend  to be more productive. So, if you're designing a production line or  an office or wherever the environment,  

  4. 00:01:32 --> 00:02:09

    if you can have software and systems that  make people feel good, they'll tend to work better. And certainly you want your customers to feel happy because they're the people who  are usually going to buy your goods. So, if you've not made your  customers happy, they don't buy anything. So, emotion is important to us as humans, but  it's also important from a business point of view.

Top UX Books for Professionals 

Lean UX: Applying Lean Principles to Improve User Experience by Jeff Gothelf with Josh Seiden

Book cover of Lean UX: Applying Lean Principles to Improve User Experience by Jeff Gothelf with Josh Seiden

© Jeff Gothelf with Josh Seiden, Fair Use

Lean UX is the next valuable addition on our list here—which isn’t in any order as such, by the way—and in it, you’ve got great coverage of principles, tactics, and techniques on how to incorporate design into Agile teams; all pretty vital, not least because Agile and Lean are such big things as development approaches and more. What makes this book particularly valuable is how you can get from it why it’s so important for collaborative projects to focus on solving user problems—instead of merely adding new features—and you’ll find yourself encouraged to think hard about your role within the organization and the overall UX strategy, too: great food for thought.

Key Take Away

Get a good and deep dive into lean and agile principles in UX design here—they’re pretty much vital areas of interest for designers and their teams—and this book has a great deal to offer in how it promotes teamwork in product development and urges frequent feedback and short design cycles, too. There’s a superb focus in Lean UX and it’s on how to make an exceptional user experience and shift the focus away from just coming up with deliverables—just the right tonic to put such a beneficial shift in the design process into the perspective it deserves.

Show Hide video transcript
  1. 00:00:00 --> 00:00:34

    In order to really understand Agile,  it's important to know what Agile *isn't*. Agile didn't just appear from a vacuum; it was a  reaction to the way software was being written in the '80s and '90s. Back then, most of us did  something called Waterfall. I mean, Waterfall was really the best-case scenario because sometimes  there was absolutely no process at all. But when there *was* a process, it was often Waterfall. And even Waterfall had a lot of different versions, but we're going to look at the most optimistic  one that actually... included some design.

  2. 00:00:34 --> 00:01:03

    When you look at Waterfall, it makes some  sense. Somebody, probably a product manager, comes up with an idea for what  needs to be built and presents some requirements. These could take a lot of different  forms, but frequently they were in something called a product requirements document, or a PRD, or  sometimes a marketing requirements document (MRD). These were frequently *extremely long* documents  with a *lot of detail* about what a product should do. In the best-case scenario, that detail was drawn  from research and an understanding of the needs of 

  3. 00:01:03 --> 00:01:34

    both the user and the business ... and in reality, maybe not quite so much. Once the product managers were done, then we entered the design phase. Now, design was often its own little sort of mini Waterfall, but again, in the best cases, it was a good, solid user-centered design process – one that you're hopefully familiar with. It involved lots of user research to understand users in their context and lots of ideating and iterating and  prototype testing and all of that good stuff. In the worst cases, well, we drew a lot of pictures  of things that would never get built, to be honest.

  4. 00:01:34 --> 00:02:01

    The thing is that with these long cycles, the  requirements gathering and design process could last *a while* – almost always months, sometimes a  year; it depended on how big the product was. And a lot of times this was all before a single  line of code got written. That's because when you look at Waterfall, each little drop-off  is really what's called a *staged gate*. What that means is that after the process happened, the  requirements document or the design or whatever,

  5. 00:02:01 --> 00:02:32

    there would be a review process of the output  before it moved through the gate to the next step. Development couldn't happen before design ended, because the design had to be fully vetted before resources were committed to building. After all, you wouldn't want to spend a lot of money writing code if everything was just going to change, right? Again, this all sounds really reasonable – everybody agrees what we're building before we start building it. Who could be against this? Well, we're not done yet! Since requirements gathering was done *before* the design process, often things would show up in the design phase that invalidated  something from the requirements doc.

  6. 00:02:32 --> 00:03:02

    Maybe something changed in the six months that  product management took to write up 300 pages. Maybe we learned new information in  user research... who can say? Things change – which meant going back to redo the requirement ... and then back again once the requirements were fixed. Also, since design worked *independently* of  engineering most of the time, even after the design phase was "over", it was not  unusual for engineers to send the "finished" designs back with a nasty note saying, "This is a  pipe dream and will take us 400 years to build." or

  7. 00:03:02 --> 00:03:33

    something like that. That's always what it sounded  like to me, anyway. The same thing happened with quality assurance team at the testing step, except they would just file bugs for the engineers to fix. Anyway, what all of this means is that the  diagram often looked more like this. And it took a really, *really* long time. In a lot of cases, there wasn't any way to get around this process since at the end of the waterfall, we'd be printing a  bunch of CD-ROMs or even putting things directly into hardware, so there was really no going back and fixing stuff later like you can with internet-connected software.

  8. 00:03:33 --> 00:04:03

    The real problem, though, lay  in the *complete separation of the departments*. Engineering often didn't get much input into  the process until requirements were already set, despite the fact that requirements could be  drastically affected by engineering decisions and requirements sometimes changed, even from  the time that the 300-page document was written and approved to when the engineers  finished working on it. In other words, market forces could change or we could learn  things from the users or the engineers would find some really hard problem that couldn't be solved,  and then *everything* had to be changed

  9. 00:04:03 --> 00:04:31

    because it was incredibly hard to change one thing in that  300-page document without everything cascading ... because of *the waterfall* – get it? If something on page 28 changed, it meant that everything from page 29 to 300 *also* needed to change, and that was what we liked to call an enormous nightmare. Let's not even talk about feature creep, which happened  when people from step one realized that they'd forgotten a whole bunch of stuff and tried to  squeeze it in around step three or four, causing

  10. 00:04:31 --> 00:05:03

    the requirements to balloon out of control, and  all of the deadlines – which were ridiculous in the first place – would just get missed. Anyway, is there really any wonder why the engineers of the time might be interested in something a little bit more flexible – something where maybe every single decision didn't get made up front and then changed later; something where we *admit that we don't know everything*, so we're not going to bother trying to specify everything out to the last bit and byte, and we're going to build  some stuff and get *feedback and adjust as we go*. Throw in the fact that around this time websites  and web applications were really starting to take off;

  11. 00:05:03 --> 00:05:36

    and it was getting a lot easier to  get feedback directly from customers and make *continuous changes* rather than having  to chisel everything into stone before packaging it all up and sending it to the store  to sit on shelves – which is how people used to buy software; I mean, not the stone part, but the store part. Obviously, this wasn't everybody's experience of Waterfall. Between you and me, a lot of really good stuff has been built Waterfall-fashion – it's not a horrible system. In fact, most physical products and large civic projects like bridges and skyscrapers are built in a *mostly* Waterfall fashion.

  12. 00:05:36 --> 00:05:48

    But it's also not surprising that a lot of high-level engineers were not huge fans of it and they'd come up with something that was significantly less frustrating for them. And it's *really* not surprising that it would catch on.

“Our goal is not to create a delivery, it's to change something in the world – to create an outcome.”

— Jeff Gothelf with Josh Seiden

The Paradox of Choice: Why More Is Less by Barry Schwartz

Book cover of The Paradox of Choice: Why More Is Less by Barry Schwartz

© Barry Schwartz, Fair Use

In The Paradox of Choice, Schwartz brings up and examines in depth one of the most fundamental points to remember in design—that while it may seem to make sense or like a good thing to give users a lot of choice or choices, it often ends up backfiring and working against what users want, since they can get dissatisfied or frustrated from being spoilt for choice. Far better, then, for designers to limit options for their users—and once you understand how people think, you’ll be all the better equipped to make your designs better—and focus on what users need and not just what they want.

Key Take Away

A core thing that you get to come away with from this book is how it challenges the conventional wisdom of “more is better” and gets behind the reality of what users need in a design—and so you, enlightened designer, can keep decision paralysis at bay from not flooding them with an abundance of choices. Then there’s the suggestion of how “good enough” often wins over the “absolute best”—a credo to design by.

“People choose not on the basis of what’s most important, but on what’s easiest to evaluate.”

— Barry Schwartz

UX Magic by Daniel Rosenberg

© Interaction Design Foundation, CC BY-SA 4.0

UX Magic by Daniel Rosenberg introduces the Semantic IxD method, which is laser-focused on transforming product requirements into experiences guaranteed to result in the minimum cognitive load with the smallest number of screens and the fewest flow steps possible. It provides an antidote to the expensive and endless A/B trials resulting in suboptimal products propagated by the proponents of design Darwinism and explains how to mitigate the excessive hours wasted in opinion and personality-oriented UX debates during product development meetings.

Key Take Away

This breakthrough book builds upon an HCI conceptual model foundation leveraging human natural language understanding and extends it into the GUI layers of design pattern visualization, UX flow and applied game theory to create optimal user experiences that also align well with business objectives.

Build Better Products: A Modern Approach to Building Successful User-Centered Products by Laura Klein 

Book cover of Build Better Products: A Modern Approach to Building Successful User-Centered Products by Laura Klein

© Laura Klein, Fair Use

Build Better Products serves up a nifty comprehensive guide for all aspects of product development—and that helps make it so very valuable for product managers—and, in fact, anyone who’s involved in creating a new product. Particularly helpful here is Klein's step-by-step approach, which considers every potential scenario in the product development journey—and it even includes advice on team building—and her approach is a nifty and considerate one that makes sure that readers understand both user experience design and product engineering nice and in-depth.

Key Take Away

Product managers will feel drawn, no doubt, to this book for how it provides such a holistic framework for product management, and one that’s not just practical but extensive to boot. And those insights into various aspects of product development that they mightn’t have explored before help encourage readers to step up and out of their comfort zone.  Last—but for sure not least—Klein’s advice on team building is a particular point of value, and that’s because it recognizes the vital role a well-coordinated team does play in the successful development and launch of a product.

“Trying new things constantly and then abandoning them without further study or work is not iterating. That’s flailing.”

― Laura Klein

Show Hide video transcript
  1. 00:00:00 --> 00:00:31

    Let's talk about the difference between big,  innovative changes to our product and small, incremental improvements, and the kinds of research  that you might need in order to make these changes. We'll start with the incremental  improvements because that's really the most frequent kinds of changes  that we make as designers and researchers. While we all like to talk about designing things  from scratch or making huge, sweeping changes,

  2. 00:00:31 --> 00:01:00

    the vast majority of people spend a lot of their  time working on existing products and making them a little bit better every day. So, imagine you're building your new job marketplace to connect job seekers with potential employers. The product works. It's out in the real world being used by folks to find jobs every day. It's great! You made a thing that people are using, for money. Now, your product manager is looking at the metrics and they notice that a bunch of people are signing up and looking at jobs but they're not applying for anything.

  3. 00:01:00 --> 00:01:33

    Your job is to figure out why. So, what do you do? You can go ahead and pause the video and think  about it for a minute if you want. There are a lot of different options you could go with here, but at the very least you're going to want to figure out the following things: Where are people stopping  in the process and why are they stopping there? You'll probably want to dig into metrics a bit and  figure out if folks do anything besides just look at jobs. Do they fill out their profile? Do they  look at job details? Do they click the Apply button? And then do they give up at that point? Or do they never actually even get to that point?

  4. 00:01:33 --> 00:02:02

    Once you know where they're giving up, you'll  probably do some simple observational testing of actual users to see what's happening when  they do drop out. You'll probably also want to talk to them about why they're not applying. Maybe you'll find out that they get frustrated because they can't find jobs in their area. Well, that'd be great because that's really easy to fix; if that's the problem, maybe you can try letting them search  for jobs near them. That's an *incremental change*. Now, what do we mean by that? It doesn't necessarily mean that it doesn't have a big impact on metrics.

  5. 00:02:02 --> 00:02:30

    Things like this can be hugely important for your metrics. If you manage to get lots more qualified candidates to apply to jobs, that's a huge win for the employers who are looking for great employees and it doesn't matter that it was just a simple button that you added. But it's not a wildly innovative change.  In fact, it's a pretty standard feature on most job boards, and it's a very small improvement in terms of engineering effort, or at least it should be. If it isn't, there may be something wrong with your engineering department... which is a totally different course.

  6. 00:02:30 --> 00:03:03

    This change is *improving an existing flow*, rather than completely changing how something is done or adding a brand-new feature. OK, now, imagine that you're doing some observational research with your job applicants and you learn that for whatever reason they really don't have very much access to computers or they're not used to typing on a keyboard. This might lead to a very different sort of change than just searching for jobs in their area. Rather than making a small, incremental improvement to a search page, you might have to come up with an entirely  different way for candidates to apply for jobs.

  7. 00:03:03 --> 00:03:31

    Maybe they need to film themselves using their  phone cameras. This is a much larger change; it's *less incremental* since you're probably going to have to change or at least add a major feature to the entire job application process. You'll probably have to change how job seekers get reviewed by potential employers as well since they'll be reviewing videos rather than text resumes – which they might not be used to. This is a big change, but it's still incremental because it's not really changing what the product does.

  8. 00:03:31 --> 00:04:06

    It's just finding a new way to do the thing that it already did. OK, now, let's say that you have the option to do some really deep ethnographic research with some of your potential job applicants. You run some contextual inquiry sessions with them or maybe you run a diary study to understand all of the different jobs that they look at and learn why they are or aren't applying. Maybe in these deeper, more open-ended research sessions, you start to learn that the reason that a lot of potential job applicants drop out is because they just don't have the skills for the necessary jobs.

  9. 00:04:06 --> 00:04:30

    But what could *you* do about that? Well... our only options are either to find different applicants, find more suitable jobs or create some way to train our users in the skills that they need for the kinds of jobs that are available. All of those are really pretty big, risky ventures, but they just might be what we need to do to get more applicants into jobs. These are very big, and a couple of them are fairly innovative changes.

  10. 00:04:30 --> 00:05:05

    If the company pivots into, say, trainings and certifications or assessments, that definitely qualifies as innovation, at least for your product, but *how* does the research change for *finding* each of these sorts of things? Couldn't you have found out that applicants aren't qualified with the same types of research that you used to learn that they wanted to search by location? Maybe. Sometimes we find all sorts of things in  very lightweight usability-type testing, but  *more often* we find bigger, more disruptive  things in deeper kinds of research – things like contextual inquiry, diary studies or longer-term relationships that we build with our customers.

  11. 00:05:05 --> 00:05:30

    Also, bigger, more disruptive changes often require  us to do more in-depth research just to make sure that we're going in the right direction  because the bigger it is the more risky it is. Let's say we ran some simple usability testing on  the application process. That would mean we'd give applicants a task to perform, like find a job and apply to it. What might we learn from that? Well, that's the place where we'd learn if there were any bugs or confusing

  12. 00:05:30 --> 00:06:04

    parts of the system – basically, *can* somebody apply for a job? It takes more of a real conversation with a real user or a potential user to learn why they're not applying for jobs. It's not that one kind of testing is better than the other; it's that you can learn very different things with the different types of testing. Some types of research tend to deliver more in-depth learnings that can lead to big breakthrough changes, while other types of  research tend to lead to smaller, more incremental but still quite useful and impactful changes. Both are extremely useful on agile teams, but you may find that the latter is more common just because many

  13. 00:06:04 --> 00:06:15

    agile teams don't really know how to schedule those big  longer-term types of research studies, while running quick usability testing on existing  software is quite easy and can even often be automated.

Creative Confidence by Tom and David Kelley

Book cover of Creative Confidence by Tom & David Kelley

© Tom Kelly and David Kelly, Fair Use

Creative Confidence is a neat and refreshing entry that debunks the "creativity myth"—that myth being that some people are born creative; as in, that you’re either born with it or not, that it’s something you can’t develop, and the like. What a wonderful thing, then, to get inspiration from, and this book will empower you—whoever you are or however uncreative you may have believed yourself to be before—to tap into your true and inherent potential to create change and go for it. These authors do a great job as they share inspiring stories from their work at IDEO and teach you how you, too, can tap into everyday annoyances and turn them around so they’re design opportunities—and that’s a great help as you blossom with creative ideas and head ahead to make palpable waves in design, and beyond.

Key Take Away

A wonderful point, and one that resonates, is that you’ve got to treat creativity as a flexible muscle—as in, something you can develop and flex—that benefits from regular exercise and teamwork, and that’s so positive and inspiring—and, yes, productive.

“That combination of thought and action defines creative confidence: the ability to come up with new ideas and the courage to try them out.”

― Tom Kelley

100 Things Every Designer Needs To Know About People by Susan M. Weinschenk, Ph.D

Book cover of 100 Things Every Designer Needs To Know About People by Susan M. Weinschenk, Ph.D

© Susan M. Weinschenk, Fair Use

This book is a marvelous resource of treasurable nuggets that provide you with valuable insights and tactics from cognitive, social, and perceptual psychology research for how you can create successful UX designs that won’t just resonate with your target users but that people can love and keep coming back to, too.

5 psychological principles that influence UX Design—Cognitive Load, Mental Models, Social Proof, Color Psychology and Visual Hierarchy.

© Interaction Design Foundation, CC BY-SA 4.0

Key Take Away

A central teaching of this book is that effective design stems from understanding human behavior and motivations, and it applies psychology and neuroscience research to user-centric design. So, from that, you’ve got offered to you sound, practical advice on how to create intuitive, accessible digital and physical products for a variety of audiences. Another neat plus is how you’ll find techniques on how to create compelling user experiences and get higher conversion rates, too.

“To design a product or Web site that persuades people to take a certain action, you need to know the unconscious motivations of your target audience.”

― Susan M. Weinschenk

Essential UI Design Books

And now, let’s step over a little distance into the user interface (UI) side of things. UI design—the actual user interface side and, we might say, more directly visual part, or even “face” of design for users—is an integral part of product development, to be sure, and it calls for both artistic creativity and technical understanding—and some prominent books will serve as handy resources for UI design journey:

UI is Communication by Everett N. McKay

Book cover of UI is Communication by Everett N. McKay

© Everett McKay, Fair Use

UI is Communication is a neat, practical guide, one that focuses on UI design as an objective communication tool rather than put a spotlight on aesthetics, and in this book you’ll find a nifty parallel between user interfaces and conversations—a nice touch that equips you, dear designer, with useful methods to take on real-world design challenges and get somewhere.

Key Take Away

What makes this book stand out a great deal is its rich, varied examples, easily digestible layout with bolded keywords, and—a cool touch—how it includes humor through comics. Other standout points of interest include how it goes beyond UI, to discuss user-centered design and UX techniques, and—another neat thing for which it’s quite a find—it is suitable for diverse roles, remains current, and explores mobile conventions.

“If your product solves real problems, has a simple, intuitive interaction and an appealing, easy-to-read visual design, yet people aren’t using it, chances are your product is failing to communicate at a human level.”

― Everett N. McKay

Designing with the Mind in Mind by Jeff Johnson

Book cover of Designing with the Mind in Mind by Jeff Johnson

© Jeff Johnson, Fair Use

Designing with the Mind in Mind—from author Jeff Johnson, Assistant Professor, Computer Science Department, University of San Francisco—both explores perceptual and cognitive psychology and looks deep into how it can inform effective UI design. What makes it such a winner of a pick here is how it provides insights into human decision-making, hand-eye coordination, color perception, and memory—and they’re all vital parts to go into a strong foundation for user-centric design.

Watch this masterclass by Jeff Johnson on conceptual models to learn how to design more intuitive experiences

Key Take Away

Perhaps the most valuable thing here is how the book gets essential perceptual and cognitive psychology insights across to UI designers, and if you’re into UI design, it’ll give you what you need to understand and intuitively apply design rules—rather than blindly follow them, not that we’re saying you would—and so help you to make informed decisions, even if you’re in challenging situations like trade-offs, time limits, or resource constraints.

“Engineering does not replace art in a design, it makes it possible.”

― Jeff Johnson

Simple and Usable Web, Mobile, and Interaction Design by Giles Colborne

Book cover of Simple and Usable Web, Mobile, and Interaction Design by Giles Colborne

© Giles Colborne, Fair Use

As the title suggests, Simple and Usable Web, Mobile, and Interaction Design is a practical guide on how to achieve simplicity in UI design—and that’s a precious thing for sure. It focuses on how to remove, organize, conceal, and displace features and UI elements so you can do that all-important thing of boosting the user experience.

Key Take Away

Simplicity and usability are crucial to a product's success, to be sure, and Giles Colborne presents four strategies (remove, hide, organize, and displace) for you to achieve this simplicity—his book emphasizing that products that are the simplest to use are ones that often win customers.

“The better and longer way is to describe the experience I want the users to have. That means describing the users’ world and how my design fits in.”

― Giles Colborne

Designing Interfaces by Jenifer Tidwell, Charles Brewer and Aynne Valencia

Book Cover of Designing Interfaces by Jenifer Tidwell, Charles Brewer and Aynne Valencia

© Jenifer Tidwell, Charles Brewer and Aynne Valencia, Fair Use

Designing Interfaces is pretty much a comprehensive catalog of various UI patterns, and a neat thing about it is how it documents the best practices for how to use each pattern—and the book's a practical resource, and of particular benefit to you if you’re starting out on your UI design journey.

Key Take Away

This book is a neat find in how it compiles common interaction design patterns that get used across web and desktop environments, and it’s adept at how it navigates between generic and specific advice—and so it becomes quite a valuable reference for designers who are keen to create nice and effective user-facing software.

“Good design can’t be reduced to a recipe.”

– Jenifer Tidwell

Here’s UX designer and co-founder of HYPE 4, Michal Malewicz with more on the importance of UI design.

Show Hide video transcript
  1. 00:00:00 --> 00:00:33

    I want to tell you why those visual skills are  important and why they're not really art-related. So, you don't need to be great at illustration,  drawing and anything like that to have better visual skills. And the reason for visual skills and  their importance is that right now the attention span of most humans is shorter than a goldfish,  and the study done on that was done in the year 2000 or around the year 2000; so, it's been 20 years after that, so it's probably even lower right now. We might be on ... the attention span of an ant.

  2. 00:00:33 --> 00:01:00

    So, it dropped from 12 seconds to just 8 seconds because we are *bombarded constantly*  by stimuli from every direction, and also there is something called *aesthetic usability effect*, which means that if something looks good, it's naturally perceived by people as being more usable – even if it's not. So, if you're doing anything visual, other people are going to look at it, other people are going to see it, and they're going to evaluate it

  3. 00:01:00 --> 00:01:06

    and pay it enough attention – or not enough attention – depending on how good the visuals are.

UX Research and Strategy Books

If there’s one thing that’s got to be certain in design, it’s research, and UX research does play a crucial role in how you can understand users’ needs, behaviors, and motivations.  No surprise, then, that there are more than a few books on the subject; so, if you’re an experienced professional and are after a deeper dive into UX research, you’ve got several noteworthy books here that are well worth thinking about:

The User Experience Team of One: A Research and Design Survival Guide by Leah Buley

Book cover of The User Experience Team of One: A Research and Design Survival Guide by Leah Buley

© Leah Buley, Fair Use

The User Experience Team of One is perfect if you’re up for doing effective UX research but don’t have so many UX design resources to plow into it, and it’s great that Buley drew from her experiences at notable firms—such as Publicis Sapient and InVision—to write this book. In it, she has got quite a number of practical tips and techniques to guide readers through the entire design process and—perhaps better still—help quantify the user experience.

Key Take Away

Buley offers a valuable breakdown of different design phases—and they’re phases that include planning, researching, designing, testing, and evangelism—and what is particularly insightful to find here is the emphasis on outputs, inviting review, and fostering collaboration. What’s more, this book does a neat thing in how it provides clear direction and suggests a focus point at the end of each chapter—If you can only do one of these, do X—so you’re left on a great note every time.

“Design is the act of creating new solutions under constrained circumstances, whether those constraints are aesthetic, technological, or resource-driven. That may sound like a restriction, but actually it’s a gift. Constraints, in the end, are a designer’s friend.”

— Leah Buley

Just Enough Research by Erika Hall

Book cover of Just Enough Research by Erika Hall

© Erika Hall, Fair Use

Co-founder of Mule Design Studios, Erika Hall, shares her wealth of knowledge in Just Enough Research, a book with an aim to improve questioning and critical thinking in research—just what designers and researchers need—and Hall both covers a wide range of topics and offers useful methods for you to do your research better and faster: neat.

Key Take Away

This book is an exhaustive introduction—yet an approachable one—to the multifaceted world of design research, and that’s an area where designers often need every extra bit of edge they can get to get behind their users and reveal truths about them and their needs, and the like. This one’s a neat and practical guide—peppered with humor and valuable tips—and it covers a nice and wide range of topics beyond traditional user interviews and usability testing, and prompts thoughtful reflections and questions about design research methodologies.

“You can optimize everything and still fail, because you have to optimize for the right things. That's where reflection and qualitative approaches come in. By asking why, we can see the opportunity for something better beyond the bounds of the current best. Even math has its limits.”

― Erika Hall

Think Like a UX Researcher: How to Observe Users, Influence Design, and Shape Business Strategy by David Travis and Philip Hodgson

Book cover of Think Like a UX Researcher: How to Observe Users, Influence Design, and Shape Business Strategy by David Travis and Philip Hodgson

© David Travis and Philip Hodgson, Fair Use

Think Like a UX Researcher certainly lives up to its title—not least since, with a combined 50 years of UX research experience, Travis and Hodgson load this with invaluable insights into UX research planning, data analysis, and team persuasion—and you can use its thought-provoking exercises to test your knowledge of UX research and get serious value from stories from experienced researchers.

Key Take Away

With his book, you’ve got a neat, solid overview of UX principles, and a superb strength of it is how it doesn’t just reinforce best practices but introduces new tools which you can apply to your future projects as well and encourages questioning and flexibility in UX design. Its unique feature is the summary of each topic with brief questions and exercises—such as the SCAMPER example—and these exercises prompt critical thinking and do a great job in that they remind readers that UX approaches should be adaptable and things to tailor to individual projects.

“Companies say they value great design. But they assume that to do great design they need a rock star designer. But great design doesn’t live inside designers. It lives inside your users’ heads. You get inside your users heads by doing good UX research: research that provides actionable and testable insights into users’ needs.”

― David Travis

In this video, CEO of Experience Dynamics, Frank Spillers urges designers to “get out of the building” before designing anything.

Show Hide video transcript
  1. 00:00:00 --> 00:00:31

    When you have a question or you're making a design decision, a question about your users: Will our users do this? Will our users need this feature? Will our users like this? Is this something that our users want? When you have those kind of questions,  the first thing you should do is GOOB or what we call GOOB: Get Out Of the Building.

  2. 00:00:31 --> 00:01:07

    And you can get out of the building in your mind to begin with by impersonating – you know – doing a little improv, doing a little role-playing with your device – you know – one hand, one eyeball, kind of simulating the interaction, maybe holding the baby and holding the device and trying to  do the thing with one hand; turning the lights off in your office, getting it dark or going outside in the bright sunlight – you know; kind of simulate like that, just to get yourself out a little bit. But GOOB is really about having a culture of decision making that's outside-in facing.

  3. 00:01:07 --> 00:01:30

    So, you want outside in as opposed to internal assumptions projected outward onto the users. So, make sure that your first point of call is to GOOB and if your stakeholders who are not watching this, who are not here don't understand that, try and encourage  that need to align with *user behavior*

  4. 00:01:30 --> 00:01:44

    – actual user behavior and actual user context since that's critical to UX; it's not just about the visuals – it's about the behavior, and  the behavior lives out there, not in here.

Bottlenecks: Aligning UX Design with User Psychology by David C. Evans

Book cover of Bottlenecks: Aligning UX Design with User Psychology by David C. Evans

© David C. Evans, Fair Use

In this book—and you’re possibly wondering about the title, “Bottlenecks” —Evans does a great job of linking cognitive psychology with UX design principles. He explores the psychological processes that influence design success and shares hypotheses for research so you can meet user needs more effectively.

Key Take Away

The key take away from this book, and aptly associated with the one-word title, is that understanding human psychological constraints is crucial for you as a designer to practice effective UX design.  And, sure enough, this book does explain how to align digital designs with inherent bottlenecks in human nature, and gives you case studies and strategies for marketing and product development in the social media age—plus, you’ve got highlights here about the vital role of behaviorism, software development, personality, and social psychology in UX design—highly valuable for working towards effective design solutions in the 21st century.

“Bottlenecks brings together two very important aspects of user experience design: understanding users and translating this into business impact. A must-read for anyone who wants to learn both.” 

– Josh Lamar, Sr. UX Lead, Microsoft Outlook

User Research: Improve Product and Service Design and Enhance Your UX Research by Stephanie Marsh

Book cover of User Research: Improve Product and Service Design and Enhance Your UX Research by Stephanie Marsh

© Stephanie Marsh, Fair Use

Marsh—a seasoned UX researcher—serves up a great deal of helpful insights into how to implement UX research effectively within an organization, and a neat thing about the book is how it provides such practical advice on not just the most up-to-date user research methods but data interpretation techniques, too.

Key Take Away

This book provides a detailed, hands-on approach to user research, and Marsh doesn’t just discuss the optimal timing for research implementation but showcases how a deep understanding of users can improve product and service design and so make products and services so much more effective.

This book offers a comprehensive overview of how to be a great user researcher and explains exactly how to plan, run and debrief impactful user research. This new edition is right up to date with modern research needs for ethical data handling, and operationalising research. An essential handbook for new and experienced researchers to keep by their side!”

— Steve Bromley, Principal User Researcher at Reach PLC

UX Design Ebooks and Online Resources

We understand that your time is precious, and flipping through lengthy books may not always be feasible. So, here are a couple of ebooks and online resources that provide excellent UX advice and insights:

The Basics of User Experience Design

The Basics of User Experience Design by IxDF

© Interaction Design Foundation, CC BY-SA 4.0

The Interaction Design Foundation (IxDF)—as in, our organization—has got a comprehensive guide that covers the fundamental aspects of UX design, and—over the course of nine chapters—you get to learn about conducting user interviews, design thinking, interaction design, mobile UX design, usability, UX research, and much more: Get this free ebook here.

Bright Ideas for User Experience Designers

Book cover for Bright Ideas for User Experience Designers by Userfocus

© Userfocus, Fair Use

Userfocus’s e-book will give you a friendly—and a memorable—approach to UX design concepts, and—from improving usability to mastering prototypes—you’ve got something in this title that doesn’t just illuminate key aspects of UX design with real-world examples but that shares essential tips for how you can write support material, communicate errors, and even create a compelling UX vision, too—a real boon to have close to hand.

Honorable Mention: Another Noteworthy UX Design Book

About Face: The Essentials of Interaction Design

Book cover for About Face: The Essentials of Interaction Design by Alan Cooper, Robert Reimann, David Cronin and Christopher Noessel.

© Alan Cooper, Robert Reimann, David Cronin, and Christopher Noessel, Fair Use

About Face: The Essentials of Interaction Design comes to us thanks to Alan Cooper (known with the epithet the "Father of Visual Basic"), Robert Reimann, David Cronin, and Christopher Noessel, and it’s a heavyweight and respected text in interaction design. In fact, it’s revered as a UX bible, and the book extensively explores what goes into creating intuitive and user-friendly designs, Cooper introduces his goal-directed design method, and it emphasizes why it’s so important for you as a designer to understand user needs and behaviors if you’re going to construct a design that genuinely serves those needs.

Key Take Away

In this one, you get not just a deeper understanding of the three Ps (“principles,” “patterns,” and “processes”) but an invaluable addition here, the fourth P—and that’s “practice”—too, along with Cooper's insights into team dynamics and the unique roles of “generators” and “synthesizers” in design teams, and they offer great guidance on how to create—and manage—successful UX design teams.

The Take Away

UX design may be a pretty fast-paced world—and it can be daunting to consider sometimes—but you’ve got a solid key to the enterprise of keeping up with it when you stay on top of the latest UX and UI design tools and add that to a good strong grasp of the fundamentals of stellar web design. Read the titles on show here and it should go a long way to helping you improve—and see how to find room for improvement in your own work—and we know the insights we’ve shared in this piece can enhance your skills, as well.

Something to keep in mind, dear designer—our piece here is an evergreen resource that we’ve designed to help you enjoy continuous growth in UX and UI design, so, as trends evolve and the best books to learn UI UX design from change, rest assured we’ll be back to update the content here so it’s nice and relevant—and valuable—for you for your learning journey.

A brief description of various UX design books across three levels, beginner, intermediate and advanced.

© Interaction Design Foundation, CC BY-SA 4.0

If you’re just starting on your journey—or if you’re a seasoned professional who’s after refining your skills—you’ll find that our range of courses caters to all levels. For instance, you can embark on your leaning adventure, today, with our beginner UX courses today.

And if you're ready to excel in your current role—or you’re preparing for the next—why not think about enrolling in our intermediate courses—sure, it's time to upskill, stay competitive, and propel your career to soaring new heights, so start today and shape the digital experiences of tomorrow.

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Soegaard, M. (2025, January 27). The Top UX Design Books You Need to Read in 2025: Beginner to Expert. Interaction Design Foundation - IxDF.

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The Basics of User Experience Design

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New to UX Design? We're Giving You a Free eBook!

The Basics of User Experience Design

Download our free ebook “The Basics of User Experience Design” to learn about core concepts of UX design.

In 9 chapters, we'll cover: conducting user interviews, design thinking, interaction design, mobile UX design, usability, UX research, and many more!

A valid email address is required.
315,451 designers enjoy our newsletter—sure you don't want to receive it?