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 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's Good Enough"(Gizmodo ''Gizmodo'' () is a design, technology, science, and science fiction website. It was originally launched as part of the Gawker Media network run by Nick Denton. ''Gizmodo'' also includes the sub-blogs ''io9'' and ''Earther' ...
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Software
Software consists of computer programs that instruct the Execution (computing), execution of a computer. Software also includes design documents and specifications. The history of software is closely tied to the development of digital computers in the mid-20th century. Early programs were written in the machine language specific to the hardware. The introduction of high-level programming languages in 1958 allowed for more human-readable instructions, making software development easier and more portable across different computer architectures. Software in a programming language is run through a compiler or Interpreter (computing), interpreter to execution (computing), execute on the architecture's hardware. Over time, software has become complex, owing to developments in Computer network, networking, operating systems, and databases. Software can generally be categorized into two main types: # operating systems, which manage hardware resources and provide services for applicat ...
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Systems Design
The basic study of system design is the understanding of component parts and their subsequent interaction with one another. Systems design has appeared in a variety of fields, including sustainability, computer/software architecture, and sociology. Product Development 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. Thus in product development, systems design involves the process of defining and developing systems, such as interfaces and data, for an electronic control system to satisfy specified requirements. Systems design could be seen as the application of systems theory to product development. There is some overlap with the disciplines of systems analysis, systems architecture and systems engineering. Physical design The physical design relates to t ...
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Wired (magazine)
''Wired'' is a bi-monthly American magazine that focuses on how emerging technologies affect culture, the economy, and politics. It is published in both print and Online magazine, online editions by Condé Nast. The magazine has been in publication since its launch in January 1993. Its editorial office is based in San Francisco, California, with its business headquarters located in New York City. ''Wired'' quickly became recognized as the voice of the emerging digital economy and culture and a pace setter in print design and web design. From 1998 until 2006, the magazine and its website, ''Wired.com'', experienced separate ownership before being fully consolidated under Condé Nast in 2006. It has won multiple National Magazine Awards and has been credited with shaping discourse around the digital revolution. The magazine also coined the term Crowdsourcing, ''crowdsourcing'', as well as its annual tradition of handing out Vaporware Awards. ''Wired'' has launched several in ...
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Heuristic
A heuristic or heuristic technique (''problem solving'', '' mental shortcut'', ''rule of thumb'') is any approach to problem solving that employs a pragmatic method that is not fully optimized, perfected, or rationalized, but is nevertheless "good enough" as an approximation or attribute substitution. 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. Context Gigerenzer & Gaissmaier (2011) state that sub-sets of ''strategy'' include heuristics, regression analysis, and Bayesian inference. Heuristics are strategies based on rules to generate optimal decisions, like the anchoring effect and utility maximization problem. These strategies depend on using readily accessible, though loosely applicable, information to control problem solving in human beings, machines and abstract i ...
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KISS Principle
KISS, an acronym for "Keep it simple, stupid!", is a design principle first noted by the U.S. Navy in 1960. First seen partly in American English by at least 1938, KISS implies that simplicity should be a design goal. The phrase has been associated with aircraft engineer Kelly Johnson (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", "keep it stupidly simple", or "keep it sweet and simple". Origin The acronym was reportedly coined by Kelly Johnson (engineer), Kelly Johnson, lead engineer at the Lockheed Martin, Lockheed Skunk Works (creators of the Lockheed U-2 and SR-71 Blackbird spy planes, among many others). How ...
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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 capabili ...
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Perfect Is The Enemy Of Good
Perfect is the enemy of good is an aphorism that means insistence on perfection often prevents implementation of good improvements. Achieving absolute perfection may be impossible; one should not let the struggle for perfection stand in the way of appreciating or executing on something that is imperfect but still of value. Origin In the English-speaking world the aphorism is commonly attributed to Voltaire, who quoted an Italian proverb in his ' in 1770: "". It subsequently appeared in his moral poem, , which starts: Previously, around 1726, in his , Montesquieu wrote "" ('The best 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 sense in English literature can be traced back to Shakespeare. In his tragedy ''King Lear'' (1606), the Duke of Albany warns of "striving to better, oft we mar what's well" and in Sonnet 103: Variations The 1 ...
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Proof Of Concept
A proof of concept (POC or PoC), also known as proof of principle, is an inchoate realization of a certain idea or method in order to demonstrate its feasibility or viability. A proof of concept is usually small and may or may not be complete, but aims to demonstrate in principle that the concept has practical potential without needing to fully develop it. A proof of value (PoV) is sometimes used along proof of concept, and differs by focusing more on demonstrating the potential customer 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 of a "proof-of-concept prototype" in his magazine column "Carsten's Corner" (1989): The column also provided definitions fo ...
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Rule Of Thumb
In English language, 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 Trade (occupation), trades where quantities were measured by comparison to the width or length of a thumb. An erroneous folk etymology began circulating in the 1970s falsely connecting the origins of the phrase "rule of thumb" to legal doctrine on Domestic violence, domestic abuse. The error appeared in a number of law journals, and the United States Commission on Civil Rights published a report on domestic abuse titled "Under the Rule of Thumb" in 1982. Some efforts were made to discourage the phrase, which was seen as taboo owing to this false origin. During the 1990s, several authors correctly identified the spurious folk etymology; however, the connection to domestic violence was still being cited in some legal sources ...
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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, without necessarily maximizing any specific objective. 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, dominat ...
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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 a 1989 essay 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 coast ...
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