Innovation and Disruption

Why competent incumbents lose to worse products, and how new technologies actually diffuse.

24 books · 8 people behind it · 1 reading lists

Start here

  1. The Innovator's DilemmaClayton M. Christensen, 1997
  2. The Innovator's SolutionClayton M. Christensen, Michael E. Raynor, 2003
  3. Diffusion of InnovationsEverett M. Rogers, 1962

The people behind it 8

Each person holds a book in this entry or names it in their own tags.

Founders 1

Peter Thiel1 book here

Strategists 3

GA
Geoffrey A. Moore1 book here
Peter F. Druckernamed in their tags
TP
Tom Petersnamed in their tags

Journalists 4

MR
Matt Ridley1 book here
WI
Walter Isaacson1 book here
SM
Sebastian Mallabynamed in their tags
TP
Tom Petersnamed in their tags

Reading list — Essential Product & UX design reading list · Superbook

12 books, in the order the list argues for

This list is organized as a working shelf rather than a canon. It starts with the foundational perceptual and cognitive science that underlies all interface decisions — why things feel intuitive, why errors happen, how attention works — then moves into the craft layer: interaction patterns, information architecture, and visual design principles. The final third covers the design process itself: communicating decision

Sources: Don Norman – Interaction Design Foundation interview · Steve Krug – Don't Make Me Think homepage · Jon Yablonski – Laws of UX website · Jake Knapp – Sprint book site

Books 24

Everett M. Rogers · 1962 · The adoption curve everyone else borrows from.
Tracy Kidder · 1981 · Pulitzer-winning account of building a minicomputer against the clock
Daniel J. Boorstin · 1983 · How humans discovered time, geography and nature; a history of knowing
Clayton M. Christensen, Michael E. Raynor · 2003 · The prescriptive follow-on: how to be the disruptor.
Walter Isaacson · 2014 · Collaboration, not lone genius, as the engine of the digital era.
David McCullough · 2015 · Two bicycle makers solving flight through iteration and self-funding
Lynn White · 1962 · How the stirrup and the plough reorganised medieval society and economy
Geoffrey A. Moore · 2000 · Managing shareholder value through technology discontinuities
Matt Ridley · 2020 · Innovation as gradual recombination rather than invention.
Susan Weinschenk · Organized as short research-backed chapters on how people see, remember, decide, and feel, this is the most accessible bridge between cognitive science and design practice. The sections on peripheral vision, progressive disclosure, and intrinsic motivation are particularly applicable to interface work.
Alan Cooper · The most rigorous treatment of goal-directed design, personas, and the gap between implementation models and mental models. Cooper's argument that software should behave like 'a brilliant friend' rather than a bureaucratic system shapes how interaction designers justify their decisions.
Tom Greever · The practical guide to the part of design no portfolio covers: persuading engineers, product managers, and executives that a decision is right. Greever's framework for framing critique, handling objections, and connecting design to business goals is essential for anyone moving from individual contributor to design leader.
Ellen Lupton · Lupton frames every design artifact as a narrative problem: arc, empathy, surprise, sequencing. The book's visual density is deliberate — form and content mirror each other throughout. Most useful for UX writers and content designers, but the chapters on journey and emotion translate directly to interaction design.
Steve Krug · Krug's web usability primer has stayed relevant for over two decades because its core argument — that good interfaces require no instruction — is timeless. The chapters on navigation conventions and usability testing with five users are still the most practical introduction to the discipline.
Nir Eyal · Eyal's four-step model — trigger, action, variable reward, investment — explains the behavioral mechanics behind products people return to without being asked. Reading it alongside Norman's book creates productive tension: habit-forming design and humane design are not the same thing, and knowing both is necessary.
Jon Yablonski · A compact reference that maps psychology research — Fitts's Law, Hick's Law, the Peak-End Rule, Miller's Law — directly to interface decisions. Useful as a vocabulary for justifying design choices in reviews and as a checklist when diagnosing why an interaction feels slow or overwhelming.
Adam Wathan, Steve Schoger · Where most design books stay in the abstract, this one opens with specific visual decisions: spacing scales, type hierarchies, color palette construction, shadow systems. Written by developers who taught themselves visual design, it's unusually practical and works equally well for product designers who want stronger visual intuition.
Jake Knapp, John Zeratsky, Braden Kowitz · The Google Ventures five-day workshop format distilled into a repeatable method for answering critical design questions through rapid prototyping and targeted user testing. Less a design book than a process book — most valuable for teams that struggle to move from ideas to validated decisions quickly.
Donald Norman · The book that introduced affordances, signifiers, and feedback loops to a generation of designers. Norman's analysis of why doors, phones, and stoves confuse people is the clearest argument that bad design is a systems failure, not user error. Everything else on this list builds on this vocabulary.
Jesse James Garrett · Garrett's five-plane model (strategy, scope, structure, skeleton, surface) gave the field a shared framework for decomposing design problems. Thin and diagrammatic, it's most valuable as a map of where to locate a disagreement — are we arguing about strategy or skeleton?
William Lidwell, Kritina Holden, Jill Butler · A visual encyclopedia of 125 design principles from multiple disciplines — architecture, industrial design, psychology, communication. Not a cover-to-cover read but an essential reference for finding the principle name for something you already know intuitively, which matters when presenting to non-designers.