I am sometimes asked which books I would recommend reading. For the blog, this is generally not difficult — it’s enough to open all posts with the tag “I-recommend.” But since it’s been almost five years now since I revived my blog and began writing about the books I’ve read, I decided to put together a selection of non-fiction books I’ve read during this time that fall into the category of “you must read them.”
I have already written detailed reviews of all these books, so this time I’ve selected only the very best, grouped them by topic. For each book I give only brief recommendations on why they are worth reading, but you can always open the link to the full review. I hope this will be useful to someone. So, let’s begin.
The word “producer” entered our everyday vocabulary in the former USSR around the 1990s. For many, it was associated both with a person who could turn any idea into a product and any person into a star, and at the same time with something shady. Apparently this was because many people back then had a lingering sense that any business was tied up with some kind of crime or vulgarity.
Later, however, the word no longer felt foreign in the language. In film it replaced the position of “film director” (in the sense of production management), and in many other industries the role finally came to mean what it should — someone who helps organize production as a whole, and who enables the team to create the product.
In the game industry, to which I have already devoted many years, this role exists as well. Yet to this day, few could really explain to you what exactly a producer does on a team. People still do not understand the meaning of a producer’s work, and some consider producers to be arrogant, overpaid idlers and budget-burners.
Dan Irish is an experienced game producer (the legendary Myst series was created with his participation, starting from the third installment). In 2005 he wrote the book The Game Producer’s Handbook, which is still often recommended to novice (and not only novice) producers.
The discovery of the past few months for me is the book This Button Needs Text by Kiril Egerev. It likely would have gone unnoticed if Alexey Arefyev hadn’t recommended it in his Telegram channel about product management.
Kiril Egerev is a seasoned copywriter who has worked in many online publications, both as an author and as an editor. Recently, he has been working as a UX writer at Russia’s Sberbank. For those unfamiliar with professional terminology, let me clarify: a “copywriter” is someone who professionally writes various types of non-fictional texts. These can include advertising copy, descriptions, official letters, and so on. UX stands for “User eXperience,” which essentially refers to how users interact with your product and what emotions they experience during this interaction. A UX writer (or UX copywriter) is a specialist focused on creating product texts. Here’s a direct quote from the book:
“UX writers are typically the ones who write clear and non-annoying texts for error messages, buttons, switches, and all other interface elements. They help develop the product’s voice, compile style guides, ensure consistency and adherence to typography requirements, and often handle user emails as well.”
In his book, Kiril aims to explain “briefly and clearly” what his work entails and why it is essential for any product, countering the common misconception of “who cares what we call the buttons; everyone will understand anyway.” In IT, there is also a role known as UX specialist (often called a “UXer”). In practice, the line between a UX specialist and a UX writer is very blurred. It’s generally accepted that the former focuses more on the overall interface and interaction (proper arrangement of elements, creating an intuitive design), while the latter specifically handles interface texts. However, in reality, one doesn’t exist without the other. As a result, the tasks often fall to either a team of two specialists with narrower roles or a single person who does it all.