Principle of good enough

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Principle of good enough (often referred to as the "good enough" principle) is a heuristic and product philosophy in software engineering, systems design, and product management. It posits that a system or product that fulfills minimal core requirements, and is therefore "good enough" for the immediate needs of the user, is often preferable to delaying release in favor of a theoretically perfect or feature-complete alternative. [1]

Contents

The principle advocates for pragmatism, speed, and resource efficiency. It relies on the assumption that users prefer early access to a functional solution over a delayed, perfect one. However, the concept is a subject of debate within the software industry. Critics, such as Pete McBreen, warn that the approach can serve as a justification for lower quality standards. This can potentially lead to technical debt and long-term maintenance issues. [2]

In the context of the good enough principle, this theory provides the justification for halting development once core requirements are met. Continuing to search for a "perfect" solution (optimization) yields diminishing returns and incurs opportunity costs that outweigh the marginal benefits of further improvement.

Origins and history

The rationale behind the principle of good enough, favoring solutions that deliver minimal sufficient functionality rather than full completeness, emerged gradually within engineering and design communities as a pragmatic heuristic.

Theoretical foundations

While explicitly named in the context of software engineering in the 1990s, the intellectual roots of the principle lie in the economic theory of bounded rationality. In 1956, Nobel laureate Herbert A. Simon introduced the concept of Satisficing, a portmanteau of "satisfy" and "suffice". Simon argued that human decision-makers do not possess the cognitive capacity to optimize every decision. Instead, they search through alternatives only until they find one that meets a certain acceptability threshold. [3]

Emergence in agile software development

With the rise of lightweight, iterative development methodologies in the late 1990s and early 2000s, many software teams moved away from heavy upfront specifications toward incremental delivery, minimal documentation, and adaptive design. Research into the assumptions underlying agile methodologies identifies a shift in emphasis toward "working software" and iterative refinement rather than comprehensive upfront engineering. [4]

Empirical data confirms that within agile teams, documentation often follows a "just enough" pattern. Rather than creating exhaustive artefacts, teams rely on minimal, sufficient documentation to support activity planning and effort estimation. [5]

Extension beyond code

Outside of traditional software engineering, the ethos of minimal sufficient design has parallels in other disciplines. In knowledge representation and ontology engineering, for example, proponents have argued for lean, stakeholder-aware approaches rather than heavily formal, resource-intensive ones. The "Just Enough Ontology Engineering" methodology advocates for lightweight conceptual models that are easier to adopt and maintain. [6]

Criticism and "Software Craftsmanship"

The shift toward "good enough" software was not universally accepted. In his 2002 book Software Craftsmanship: The New Imperative, Pete McBreen explicitly critiqued the methodology in a chapter titled "The Hazards of the Good Enough Software Approach". McBreen noted that while the principle was originally intended to manage scope, in practice it often reduced the professional standard of software delivery. He argued that it created a harmful distinction between "engineering" a robust solution and merely patching together something that works. [2]

Rationale and motivations

Proponents of the principle argue that in fast-moving markets, the cost of delay often exceeds the value of perfection.

By 2009, technology commentators noted that "good enough" had become a "new mantra" for the tech industry, observing that consumers were increasingly choosing accessible, lower-fidelity technologies (such as Flip cameras or MP3s) over higher-quality but more complex alternatives. [7]

The Principle of good enough is closely related to several established design philosophies. However, it is distinct from concepts that may appear similar on the surface.

Distinction from "Worse is Better"

The principle is frequently confused with the Worse is better philosophy popularized by Richard P. Gabriel. While both prioritize simplicity, they differ in focus.

References

  1. Bach, James (1995). "The Challenge of Good Enough Software". American Programmer. 10 (10): 2–11. Retrieved 2025-12-02.
  2. 1 2 McBreen, Pete (2002). Software Craftsmanship: The New Imperative. Boston: Addison-Wesley. pp. 56–58, 175. ISBN   0-201-73386-2.
  3. Simon, Herbert A. (1956). "Rational Choice and the Structure of the Environment". Psychological Review. 63 (2): 129–138. doi:10.1037/h0042769.
  4. Turk, Dan; France, Robert; Rumpe, Bernhard (2014). "Assumptions Underlying Agile Software Development Processes". arXiv preprint. Retrieved 2025-12-02.
  5. Pasuksmit, Jirat; Thongtanunam, Patanamon; Karunasekera, Shanika (2021). "Towards Just-Enough Documentation for Agile Effort Estimation: What Information Should Be Documented?". 2021 IEEE International Conference on Software Maintenance and Evolution (ICSME). Retrieved 2025-12-02.
  6. Di Maio, Paola (2011). 'Just Enough' Ontology Engineering. Proceedings of the International Conference on Web Intelligence, Mining and Semantics. Retrieved 2025-12-02.
  7. Wilson, Mark (2009-04-27). "The New Mantra of Tech: It's Good Enough". Gizmodo. Retrieved 2025-12-02.
  8. Lortie, Jason (2024). "The Minimum Viable Product (MVP): Theory and Practice". Researcher Life. Retrieved 2025-12-02.
  9. Gabriel, Richard P. "The Rise of "Worse is Better"" . Retrieved 2025-12-02.