Principle Of Good Enough
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Principle Of Good Enough
The principle of good enough or "good enough" principle is a rule in software and systems design. It indicates that consumers will use products that are good enough for their requirements, despite the availability of more advanced technology. See also * 80:20 rule *Heuristic *KISS principle *Minimalism (computing) *Perfect is the enemy of good *Proof of concept * Rule of thumb *Satisficing *Worse is Better *You aren't gonna need it "You aren't gonna need it" (YAGNI) is a principle which arose from extreme programming (XP) that states a programmer should not add functionality until deemed necessary. Other forms of the phrase include "You aren't going to need it" (YAGTNI) and ... References ''Software Craftsmanship: The New Imperative'''Creating a Software Engineering Culture''''Fundamental Concepts for the Software Quality Engineer, Volume 2''''Software Creativity 2.0''''Software War Stories: Case Studies in Software Management'' External links "The New Mantra of Tech: It ...
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Software
Software is a set of computer programs and associated documentation and data. This is in contrast to hardware, from which the system is built and which actually performs the work. At the lowest programming level, executable code consists of machine language instructions supported by an individual processor—typically a central processing unit (CPU) or a graphics processing unit (GPU). Machine language consists of groups of binary values signifying processor instructions that change the state of the computer from its preceding state. For example, an instruction may change the value stored in a particular storage location in the computer—an effect that is not directly observable to the user. An instruction may also invoke one of many input or output operations, for example displaying some text on a computer screen; causing state changes which should be visible to the user. The processor executes the instructions in the order they are provided, unless it is instructed ...
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Systems Design
Systems design interfaces, and data for an electronic control system to satisfy specified requirements. System design could be seen as the application of system theory to product development. There is some overlap with the disciplines of system analysis, system architecture and system engineering. Overview If the broader topic of product development "blends the perspective of marketing, design, and manufacturing into a single approach to product development," then design is the act of taking the marketing information and creating the design of the product to be manufactured. Systems design is therefore the process of defining and developing systems to satisfy specified requirements of the user. The basic study of system design is the understanding of component parts and their subsequent interaction with one another. Physical design The physical design relates to the actual input and output processes of the system. This is explained in terms of how data is input into a system, ...
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Wired (magazine)
''Wired'' (stylized as ''WIRED'') is a monthly American magazine, published in print and online editions, that focuses on how emerging technologies affect culture, the economy, and politics. Owned by Condé Nast, it is headquartered in San Francisco, California, and has been in publication since March/April 1993. Several spin-offs have been launched, including '' Wired UK'', ''Wired Italia'', ''Wired Japan'', and ''Wired Germany''. From its beginning, the strongest influence on the magazine's editorial outlook came from founding editor and publisher Louis Rossetto. With founding creative director John Plunkett, Rossetto in 1991 assembled a 12-page prototype, nearly all of whose ideas were realized in the magazine's first several issues. In its earliest colophons, ''Wired'' credited Canadian media theorist Marshall McLuhan as its "patron saint". ''Wired'' went on to chronicle the evolution of digital technology and its impact on society. ''Wired'' quickly became recognized ...
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Heuristic
A heuristic (; ), or heuristic technique, is any approach to problem solving or self-discovery that employs a practical method that is not guaranteed to be optimal, perfect, or rational, but is nevertheless sufficient for reaching an immediate, short-term goal or approximation. Where finding an optimal solution is impossible or impractical, heuristic methods can be used to speed up the process of finding a satisfactory solution. Heuristics can be mental shortcuts that ease the cognitive load of making a decision. Examples that employ heuristics include using trial and error, a rule of thumb or an educated guess. Heuristics are the strategies derived from previous experiences with similar problems. These strategies depend on using readily accessible, though loosely applicable, information to control problem solving in human beings, machines and abstract issues. When an individual applies a heuristic in practice, it generally performs as expected. However it can alternatively cre ...
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KISS Principle
KISS, an acronym for "Keep it simple, stupid!", is a design principle noted by the U.S. Navy in 1960. First seen partly in American English by at least 1938, the KISS principle states that most systems work best if they are kept simple rather than made complicated; therefore, simplicity should be a key goal in design, and unnecessary complexity should be avoided. The phrase has been associated with aircraft engineer Kelly Johnson. The term "KISS principle" was in popular use by 1970. Variations on the phrase (usually as some euphemism for the more churlish "stupid") include "keep it super simple", "keep it simple, silly", "keep it short and simple", "keep it short and sweet", "keep it simple and straightforward", "keep it small and simple", "keep it simple, soldier", "keep it simple, sailor", "keep it simple, sweetie", or "keep it sweet and simple". Origin The acronym was reportedly coined by Kelly Johnson, lead engineer at the Lockheed Skunk Works (creators of the Lockheed U-2 ...
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Minimalism (computing)
In computing, minimalism refers to the application of minimalist philosophies and principles in the design and use of hardware and software. Minimalism, in this sense, means designing systems that use the least hardware and software resources possible. History In the late 1970s and early 1980s, programmers worked within the confines of relatively expensive and limited resources of common platforms. Eight or sixteen kilobytes of RAM was common; 64 kilobytes was considered a vast amount and was the entire address space accessible to the 8-bit CPUs predominant during the earliest generations of personal computers. The most common storage medium was the 5.25 inch floppy disk holding from 88 to 170 kilobytes. Hard drives with capacities from five to ten megabytes cost thousands of dollars. Over time, personal-computer memory capacities expanded by orders of magnitude and mainstream programmers took advantage of the added storage to increase their software's capabilities an ...
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Perfect Is The Enemy Of Good
Perfect is the enemy of good is an aphorism which means insistence on perfection often prevents implementation of good improvements. The Pareto principle or 80–20 rule explains this numerically. For example, it commonly takes 20% of the full time to complete 80% of a task while to complete the last 20% of a task takes 80% of the effort. Achieving absolute perfection may be impossible and so, as increasing effort results in diminishing returns, further activity becomes increasingly inefficient. Origin In the English-speaking world the aphorism is commonly attributed to Voltaire, who quoted an Italian proverb in his ''Questions sur l'Encyclopédie'' in 1770: "". It subsequently appeared in his moral poem, , which starts Previously, around 1726, in his , Montesquieu wrote "" (The better is the mortal enemy of the good). Antecedents Aristotle and other classical philosophers propounded the principle of the golden mean which counsels against extremism in general. Its sens ...
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Proof Of Concept
Proof of concept (POC or PoC), also known as proof of principle, is a realization of a certain method or idea in order to demonstrate its feasibility, or a demonstration in principle with the aim of verifying that some concept or theory has practical potential. A proof of concept is usually small and may or may not be complete. These collaborative trials aim to test feasibility of business concepts and proposals to solve business problems and accelerate business innovation goals. A proof of value (PoV) is sometimes used along proof of concept, and differs by focusing more on demonstrating the potential customers use case and value, and is usually less in-depth than a proof of concept. Usage history The term has been in use since 1967. In a 1969 hearing of the Committee on Science and Astronautics, Subcommittee on Advanced Research and Technology, ''proof of concept'' was defined as following: One definition of the term "proof of concept" was by Bruce Carsten in the context o ...
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Rule Of Thumb
In English, the phrase ''rule of thumb'' refers to an approximate method for doing something, based on practical experience rather than theory. This usage of the phrase can be traced back to the 17th century and has been associated with various trades where quantities were measured by comparison to the width or length of a thumb. A modern folk etymology holds that the phrase is derived from the maximum width of a stick allowed for wife-beating under English common law, but no such law ever existed. This belief may have originated in a rumored statement by 18th-century judge Sir Francis Buller that a man may beat his wife with a stick no wider than his thumb. The rumor produced numerous jokes and satirical cartoons at Buller's expense, but there is no record that he made such a statement. English jurist Sir William Blackstone wrote in his ''Commentaries on the Laws of England'' of an "old law" that once allowed "moderate" beatings by husbands, but he did not mention thumbs or any ...
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Satisficing
Satisficing is a decision-making strategy or cognitive heuristic that entails searching through the available alternatives until an acceptability threshold is met. The term ''satisficing'', a portmanteau of ''satisfy'' and ''suffice'', was introduced by Herbert A. Simon in 1956, although the concept was first posited in his 1947 book ''Administrative Behavior''. Simon used satisficing to explain the behavior of decision makers under circumstances in which an optimal solution cannot be determined. He maintained that many natural problems are characterized by computational intractability or a lack of information, both of which preclude the use of mathematical optimization procedures. He observed in his Nobel Prize in Economics speech that "decision makers can satisfice either by finding optimum solutions for a simplified world, or by finding satisfactory solutions for a more realistic world. Neither approach, in general, dominates the other, and both have continued to co-exist in the w ...
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Worse Is Better
Worse is better (also called the New Jersey style) is a term conceived by Richard P. Gabriel in an essay of the same name to describe the dynamics of software acceptance. It refers to the argument that software quality does not necessarily increase with functionality: that there is a point where less functionality ("worse") is a preferable option ("better") in terms of practicality and usability. Software that is limited, but simple to use, may be more appealing to the user and market than the reverse. As to the oxymoronic title, Gabriel calls it a caricature, declaring the style bad in comparison with "The Right Thing". However he also states that "it has better survival characteristics than the-right-thing" development style and is superior to the "MIT Approach" with which he contrasted it. The essay was included into the 1994 book '' The UNIX-HATERS Handbook'', and has been referred to as the origin of the notion of a conceptual split between developers on the east and west coa ...
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