Principle of good enough
|This article needs additional citations for verification. (February 2014)|
|This article is being considered for deletion in accordance with Wikipedia's deletion policy.
Please share your thoughts on the matter at this article's entry on the Articles for deletion page.
Feel free to edit the article, but the article must not be blanked, and this notice must not be removed, until the discussion is closed. For more information, particularly on merging or moving the article during the discussion, read the Guide to deletion.
The principle of good enough (sometimes abbreviated to POGE)[where?] or 'good enough' principle is a rule for software and systems design. It favours quick-and-simple (but potentially extensible) designs over elaborate systems designed by committees. Once the quick-and-simple design is deployed, it can then evolve as needed, driven by user requirements. Ethernet, the Internet protocol and the World Wide Web are good examples of this kind of design.
This kind of design is not appropriate in systems where it is not possible to evolve the system over time, or where the full functionality is required from the start.
Quantitatively, some measure of "good enough" may be assessed by establishing both a metric and a metric cutoff (or tolerance) of one previous iteration of a design and the current one; when the metrics converge to or below the cutoff, then the specification has been satisfied.
- Proof of concept
- 80:20 rule
- KISS principle
- Minimalism (computing)
- Rule of thumb
- Worse is Better
- You aren't gonna need it
- The Good Enough Revolution: When Cheap and Simple Is Just Fine (Wired magazine by Robert Capps August 24, 2009)
- 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
|This software engineering-related article is a stub. You can help Wikipedia by expanding it.|