The most important developer soft skill is the ability to understand the product. The why drives the what and the how. Understanding why we need to do something make the building process easier and more effective. Shifting into a problem solving mentality instead of being an output oriented person/team/organization is on of the keys to the success.

Launch: An Internet Millionaire’s Secret Formula to Sell Almost Anything Online, Build a Business You Love, and Live the Life

Jeff Walker

launch_jeffwalker
A simply, handy manual to bootstrap a business model. Maybe the tone is too much hyperbolic but the ideas are valids and simply to test. The basic concept is simple: find you customers before building any product; create hype around it and sell it for a big bunch of bucks.

75
Readability
50
Applicability
75
Usefulness

The 4-Hour Workweek

Timothy Ferris

Have you ever asked yourself why do you work? Are you sure your working has the meaning you think it has for you? Are you just working to accomplish some need, desire or goal, or are you working for working? Are you busy or productive? Those and more impactful questions will put upside down our concept of work, our goals and in last instance our meaning of life

100
Readability
20
Applicability
40
Usefulness
The 4-Hour Workweek

Escaping the build trap

Melissa Perry

escaping the build trap
Are you building what your customers want, or are you just building? How to avoid to be driven by output instead of outcomes? Buy or Build? When an MVP is still Minimum? The most important concept presented in this book, it’s the concept of the “Product Kata”, which outlines an approach to identifying your biggest obstacles, developing a hypothesis and testing your assumptions.

90
Readability
40
Applicability
80
Usefulness

Gamification By Design

Christopher Cunningham, Gabe Zichermann

What is gamification? How it works? Can it be applied to sales or to work? Which techniques there are, how and where can they be applied? How to generate engagement? Does it have a dark side that can be used to do evil? This books aims to respond to these question through real life examples which show the real utility and the power of gamification.

75
Readability
60
Applicability
60
Usefulness
GamificationByDesign