Worse Is Better, for Better or for Worse • Kevlin Henney • GOTO 2013

GOTO Conferences

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

Introduction to 'Worse is Better'

0:01 - 1 min, 6 sec

Introduction to the talk and the concept of 'Worse is Better'.

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.

Chapter 2

Understanding 'Worse is Better'

1:09 - 51 sec

Exploring the misleading nature of 'Worse is Better' and its fit with modern development.

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.

Chapter 3

Speaker's Background and Relevance

2:01 - 1 min, 28 sec

The speaker shares his background and how it relates to 'Worse is Better'.

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.

Chapter 4

Illustrations of 'Worse is Better'

3:30 - 2 min, 52 sec

Real-world examples illustrating the 'Worse is Better' approach.

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'.

Chapter 5

Comparing 'Worse is Better' to 'The Right Thing'

6:23 - 2 min, 24 sec

Comparison between 'Worse is Better' and 'The Right Thing' design philosophies.

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.

Chapter 6

Perceived Beauty in Simplicity

8:47 - 1 min, 54 sec

The relationship between perceived beauty and simplicity in design.

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.

Chapter 7

Simplicity in the Development Process

10:40 - 4 min, 12 sec

The role of simplicity in the software development process.

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.

Chapter 8

Design, Usability, and Performance

14:52 - 2 min, 49 sec

The connection between design, usability, and performance in software products.

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.

Chapter 9

Scope Management and User Experience

17:41 - 4 min, 18 sec

Managing scope and its impact on the user experience.

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.

Chapter 10

Product Strategy and Development Processes

21:59 - 30 min, 13 sec

Incorporating 'Worse is Better' into product strategy and development processes.

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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