WEBVTT

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A really hard part about agile design&nbsp;
for a lot of designers is this idea that

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we're going to put something out&nbsp;
into the world that isn't perfect.

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It's tempting to spend a lot of time tinkering&nbsp;with things, adding those little elements that we think will delight users.

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A lot of those things&nbsp;tend to get skipped on agile teams, and that can be really disheartening, frankly.

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The thing is, they're&nbsp;*not supposed to be skipped* on agile teams.

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It's kind of sad that they often are, but on good agile&nbsp;
teams that are constantly iterating and improving,

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there's plenty of time to add those touches&nbsp;
and to perfect the design.

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The key is *not to do it too soon*, and again this can be tough.

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A lot of designers seem to have some sort of belief in the idea of good design as its own&nbsp;thing,

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like there's a cosmic governing panel that decides whether something is well designed that's&nbsp;totally independent of whether

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the product makes users happy or makes money for the company or&nbsp;makes the world a better place.

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And it's a tricky balance. I'm the first one to point out that if you&nbsp;release an incredibly crappy product,

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you're not going to learn anything other than whether or not&nbsp;
people like to use crappy products.

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We're already pretty clear on that – they don't.

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On the other&nbsp;hand, if you spend months tweaking the fonts and obsessing over every single word or loading the&nbsp;product up with

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unnecessary features, you're very likely to waste a huge amount of time and money&nbsp;building things that nobody cares about but you.

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I really wish I had a simple system that would&nbsp;allow you to decide when you've hit *good enough* every single time.

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You know – a "Can I ship it&nbsp;yet? [] Yes  [] No"; 
maybe someday we'll get that working.

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Until then, I want to talk about cooking for a&nbsp;
minute. Stay with me; I promise it'll all come&nbsp;together.

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It might make you a little hungry,&nbsp;though. 
Let's say you're cooking dinner,

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and the first step in this brand-new recipe&nbsp;
you're trying out is to cut up some potatoes.

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Now, if you do a terrible job of it and hack them up&nbsp;
into uneven pieces,

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it's probably going to ruin the dish and make it inedible because half&nbsp;of the potatoes will be raw and half will be

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overcooked and mushy and the whole thing will be&nbsp;awful.

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If you're not much of a cook, the important thing to understand here is that things of wildly&nbsp;different sizes tend to cook at different rates.

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And that ends up with some things being overdone&nbsp;and some things being underdone.

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So, instead of doing that, you take a little time, you use good&nbsp;knife skills and you cut the potatoes better.

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But now you have to decide how much&nbsp;
time you're going to spend on the potatoes.&nbsp;

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Obviously, you could make them perfect, where&nbsp;
"perfect" means all exactly the same size and

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shape and weight, or cut into animal shapes or&nbsp;
trapezoids or whatever.

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Molecular gastronomists have almost certainly discovered the golden ratio&nbsp;of surface area to interior of potato,

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and I am sure that they would love to tell you all about it.&nbsp;
But the more time you spend carving your potatoes

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into identically sized polygons or whatever, the&nbsp;
less time you have for cooking the rest of the&nbsp;meal.

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And, frankly, having the potatoes perfect&nbsp;
doesn't contribute that much to the overall meal.

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The end result of perfect potatoes might not&nbsp;
be *noticeable* to the person eating the meal,

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and even if they did notice, it wouldn't increase their&nbsp;enjoyment of the meal enough to justify the time it took you to do it.

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Nobody wants perfect potatoes&nbsp;
at midnight. They want good potatoes at 7pm.

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Remember, your goal isn't to make a perfect potato,&nbsp;
whatever that means; your goal is to *make dinner*

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– preferably a dinner that people enjoy eating. 
And&nbsp;what even is a perfect potato, anyway?

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Maybe you get them all the exact same size but they're still&nbsp;
too big, so they take too long to cook, and what you

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should have done was make them 20% smaller so that&nbsp;
they came out at the same time as the rest of the meal.

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Or maybe what makes a potato perfect depends&nbsp;
on who's eating it. I mean, if you're ever cooking

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it for me, just make mine sweet potatoes and just&nbsp;
go ahead and fry them, OK?

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So, what's the solution?

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*Satisficing and iteration*. What is satisficing?&nbsp;
That doesn't sound like a word.

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Satisficing is a decision-making process that aims for *adequate or&nbsp;good enough*.

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What makes the potatoes good enough to eat and enjoy but doesn't take so much time that&nbsp;you never get them on the table

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and you don't have to take a bunch of expensive cooking lessons just&nbsp;to get them right?

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By the way, before you get mad at me and say, "We shouldn't just be going for good&nbsp;enough!" – *yes*, we should!

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That's what *good enough* means! 
As long as we're not defining good enough&nbsp;as "barely edible"

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– we're just defining it as something we can make that people will enjoy&nbsp;eating.

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In agile design, we're also often saying that good enough is

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something that people&nbsp;will be able to use to *solve a problem* and that we can *learn something from*.

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What we want to&nbsp;learn is:
 *What would make the thing even better?*

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Because on agile teams and, honestly,&nbsp;
when cooking potatoes, we get to *iterate*.

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I mean, no, you're hopefully not going to just keep&nbsp;
throwing out the potatoes and doing them over and

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over and over again before ever serving them, but&nbsp;
the neat thing about dinner is that a lot of us

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eat it every night. We can try these potatoes&nbsp;
tomorrow or next week or whenever we feel like it.

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Maybe we wouldn't try out a brand-new recipe&nbsp;
if our boss was coming over for dinner, but

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you could practice making&nbsp;
potatoes as often as you want.

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Same with a lot of the kinds of products&nbsp;
that we build using agile technologies.

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We get to make things and share them with subsets&nbsp;
of users in safe environments and get feedback&nbsp;&nbsp;

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and then make them better. And the cool thing is&nbsp;
when we iterate like this

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we actually start to develop an idea of what *better* means.

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Let's say the&nbsp;first time that we make the potatoes we cut them roughly the same size,

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but we try not to stress too&nbsp;
much about them being a little off.

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This lets you get the potatoes on the table so that you or your&nbsp;
family or whoever you are cooking them for can try&nbsp;them.

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Maybe the potatoes would be better if you&nbsp;cut them a little smaller. Maybe the dish needs twice as many potatoes.

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Maybe you decide to substitute&nbsp;
cauliflower potatoes like a terrible person who hates food.

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Maybe the problem isn't the potatoes at&nbsp;all – it's the spices; they're all wrong; you didn't see that coming, did you?

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You'll have a much better&nbsp;
idea of what *better* means once you've shipped the

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meal and gotten feedback about what people liked&nbsp;
and hated and what they left on the plate and why.

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This is why I say there's nothing wrong with&nbsp;aiming for good enough, especially on the first few versions of something.

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Good enough doesn't&nbsp;mean gross and inedible, and it doesn't mean too broken or bad to learn from.

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It definitely doesn't&nbsp;mean we're never improving on it.
It means we're getting something out that is *good enough

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to get&nbsp;feedback on and then we can improve it over time*.

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Besides, spending less time obsessing&nbsp;
about the potatoes lets you spend time&nbsp;&nbsp;

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on more important things like the fact that you&nbsp;
should have just made dessert and ordered a pizza!

