Worse Is Better, for Better or for Worse • Kevlin Henney • GOTO 2013
GOTO Conferences
52 min, 18 sec
A detailed exploration of the 'Worse is Better' software development philosophy, its impact on product design, UX, and the development process.
Summary
- The 'Worse is Better' philosophy emphasizes simplicity in implementation, prioritizing it over interface aesthetics and feature completeness.
- This approach aims for robustness, small size, and rapid development, and acknowledges the importance of fast performance for user experience.
- The concept of 'Worse is Better' is often misunderstood as advocating for poor quality, when in fact it advocates for minimal invention and simplicity.
- The discussion covers the trade-offs in design, the challenge of scope management, and the importance of performance as a key aspect of usability.
- The talk concludes with the notion that embracing simplicity and small increments in development leads to a more viable and adaptable product.
Chapter 1
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Introduction to the talk and the concept of 'Worse is Better'.
- The speaker introduces the topic of 'Worse is Better', a software development philosophy.
- Richard Gabriel coined the term 'Worse is Better' 25 years ago, which the speaker revisits to compare with modern product development.
- Despite its name, 'Worse is Better' does not advocate for lower quality, but rather misleadingly suggests minimalism in design.
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Chapter 2

Exploring the misleading nature of 'Worse is Better' and its fit with modern development.
- The speaker clarifies that 'Worse is Better' is not about creating poor quality products but is about simplicity and minimalism.
- The philosophy is compared to agile and UX thinking, showing how it can sometimes align with or contradict these approaches.
- The concept encourages minimizing features and focusing on simplicity, robustness, and performance.
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Chapter 3
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The speaker shares his background and how it relates to 'Worse is Better'.
- The speaker talks about his software patents and writing contributions that advocate for simplicity and user-centric design.
- He relates his experience in short fiction writing to software development, highlighting the creative process and the importance of finishing projects.
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Chapter 4
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Real-world examples illustrating the 'Worse is Better' approach.
- The speaker uses examples from short fiction, photography, and software development to illustrate 'Worse is Better'.
- He discusses the importance of constraints and simplicity, using UNIX and the first wiki as successful examples of 'Worse is Better'.
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Chapter 5
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Comparison between 'Worse is Better' and 'The Right Thing' design philosophies.
- The speaker contrasts two design philosophies: 'Worse is Better' and 'The Right Thing', highlighting their differences in simplicity, completeness, and consistency.
- 'Worse is Better' focuses on simplicity in implementation, while 'The Right Thing' emphasizes interface simplicity and feature completeness.
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Chapter 6
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The relationship between perceived beauty and simplicity in design.
- The speaker explores how perceived beauty in design is often tied to simplicity and usability.
- He challenges the notion that aesthetic beauty is the most important aspect of a product's interface, arguing that usability has a greater impact on perceived beauty.
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Chapter 7
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The role of simplicity in the software development process.
- The speaker discusses the value of simplicity in the development process, including benefits like ease of change and faster performance.
- He emphasizes the economic value of an implementation that is simple and highlights the importance of performance and small size in design.
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Chapter 8
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The connection between design, usability, and performance in software products.
- Good design should reflect simplicity and prioritize user experience.
- The speaker asserts that fast performance can compensate for many design flaws, making it a critical aspect of usability.
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Chapter 9
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Managing scope and its impact on the user experience.
- The speaker argues that managing the scope of a project is crucial to maintain simplicity and enhance the user experience.
- He discusses the challenges of scope management and how 'Worse is Better' can help by encouraging feature restraint.
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Chapter 10
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Incorporating 'Worse is Better' into product strategy and development processes.
- The speaker suggests that 'Worse is Better' can be integrated into product strategy by embracing uncertainty and iterative development.
- He proposes a reimagined development process that prioritizes incremental improvements, performance, and the ability to adapt to change.
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