[HN Gopher] Tech takes the Pareto principle too far
       ___________________________________________________________________
        
       Tech takes the Pareto principle too far
        
       Author : bobbylox
       Score  : 235 points
       Date   : 2025-01-23 03:53 UTC (19 hours ago)
        
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 (TXT) w3m dump (bobbylox.com)
        
       | shswkna wrote:
       | In terms of economics and utility, the last 80% of effort
       | produces 20% of the result. But the last 80% give us something
       | much more that isn't quantified: The feeling of having completed
       | something of value, and having done it properly, carries an
       | inherent value that surpasses the last 20% output. It is
       | unquantifiable and priceless. This is when work or products
       | become timeless and truly valuable. Not to mention that feeling
       | of satisfaction and completeness of taking an accomplishment to
       | that level.
        
         | ffitch wrote:
         | this satisfaction sells. there are companies built on the
         | premise that after the last 1% of effort the sales skyrocket.
         | the marketing narrative of having a complete, high quality
         | product helps to stand out.
        
         | latency-guy2 wrote:
         | For yourself, sure. But likely not for your users. In fact, I
         | would bet Pareto is not extreme enough in this scenario.
         | 
         | E.g. Excel or git, or their potential eventual successors.
         | Former and latter has largely being the same commands and
         | feature set used by 99% of users since V1. They are now old,
         | storied projects with enhancements and features/improvements
         | that go decades long, and even inspired or spun out new
         | products/projects out of the ideas built within.
         | 
         | For the article itself, Pareto exists as a reminder that work
         | expended is rarely if ever equal to results produced. There are
         | instances where it pays off. But you always pay a price. Make
         | sure you're willing to pay that price.
         | 
         | Sometimes a chair with 3 legs is all you need or care for. That
         | 4th leg might give you more balance in an uneven plane, but I
         | work in a decently flat garage and I'm not paying the premium
         | for that 4th leg.
        
         | jwrallie wrote:
         | Exactly, the extra effort to complete it is worth it, but it is
         | costly. I think this can be explored in a positive way by
         | selling incomplete things cheaper to the end user while using
         | this money to sustain the development of the last 20%. I think
         | Minecraft is a well known example of applying this model that
         | was fair for both the developers and end users.
        
           | fmbb wrote:
           | Minecraft has been rebuilt multiple times (Java, PS3,
           | Bedrock) and is still not done.
           | 
           | I have not seen the code bases from the inside but I would be
           | very surprised if not a lot of it has been touched in recent
           | years.
           | 
           | I firmly believe any sense of accomplishment comes from what
           | you give players, not how "complete" your implementation is.
        
           | Cthulhu_ wrote:
           | While I don't believe Minecraft was the first, it did set the
           | stage for the early access model of development, which fits
           | in great with agile development practices and sustainable
           | practices as the developers can release their vertical slice
           | or MVP, then continue development and correct it based on
           | customer feedback. One example of that is Factorio that has
           | been in development for over a decade now, providing value
           | (enjoyable gameplay) the whole time while also getting
           | continuous development and new features as well as a huge and
           | lively modding community, which in itself translated into
           | their major DLC (based on one of the bigger and more popular
           | mods, they hired the developer and probably a few more people
           | from the modding community).
           | 
           | They're "finished" with it now though, after years of weekly
           | updates they've gone quiet in November. But, they're also
           | working on a new game.
        
         | euroderf wrote:
         | > the last 80% give us something much more that isn't
         | quantified: The feeling of having completed something of value,
         | and having done it properly, carries an inherent value that
         | surpasses the last 20% output. It is unquantifiable and
         | priceless. This is when work or products become timeless and
         | truly valuable. Not to mention that feeling of satisfaction and
         | completeness of taking an accomplishment to that level.
         | 
         | This is why software development _as a job_ sucks, and sucks
         | deeply: how often do you get to put the icing on the cake, and
         | put a ribbon on it, and get a final effort that matches what
         | you were able to envision ?
         | 
         | "Job" satisfaction is for _hobbyist_ software development.
         | Capitalism generates crap software.
        
           | _heimdall wrote:
           | I've always looked at this a bit differently. For me the last
           | 20% is fulfilling, but it's also a grind.
           | 
           | In a software job I rarely have to do that to get paid, I can
           | spend most of my days on the easy stuff that gets far enough.
           | The pay is good enough that I can spend my time outside of
           | work doing what I want _and_ put in the effort to grind
           | through the last 20% and really feel proud if the end result.
           | 
           | This may be why so many software developers gravitate to wood
           | working. If you have the time to put in the effort for that
           | last 20% its _very_ noticeable and satisfying.
        
           | LawrenceKerr wrote:
           | > Capitalism generates crap software.
           | 
           | As opposed to state-funded software development, which is
           | renowed for its high quality and innovation.
        
             | hnthrow90348765 wrote:
             | You'd see a lot more from both sides if the motivations
             | were there. The motivation in safety critical stuff is not
             | killing people. It won't matter if I get a boring CRUD app
             | feature to near perfection, I make the same regardless, and
             | that's true in private companies and government.
             | 
             | I think the safety critical developers maybe have some deep
             | itch to scratch and compensation is way less important to
             | them (otherwise they should be making millions in salary
             | given the stakes), but we don't need to use that bar for
             | every developer or product.
             | 
             | But maybe AI will commoditize all of the old boring CRUD
             | apps and those kinds developers are only worth $20-30/hr.
        
               | palata wrote:
               | > and compensation is way less important to them
               | (otherwise they should be making millions in salary given
               | the stakes)
               | 
               | I think I disagree. Doing safety critical does not mean
               | you work 1000x more. Just that you put more care into
               | what you do (you focus on safety vs productivity), have
               | audits and actual processes to ensure quality.
        
             | palata wrote:
             | Because it is funded by a capitalist government does not
             | mean it's not living in a capitalist world... didn't you
             | mix it up with the difference between private and public
             | projects?
        
             | isleyaardvark wrote:
             | NASA is a counterpoint.
             | 
             | If they actually have resources, the government is capable
             | of good work. But when it is done on the cheap you don't
             | get the best work. Whether it's from underfunding the
             | particular agency, or when they have to outsource to
             | private contractors (often by law the lowest bidder). Don't
             | know how that fits into the capitalist/state-funded matrix.
        
         | DrScientist wrote:
         | I'd actually flip it around - in a crowded market the last 80%
         | of work on those 20% features is what makes you stand out.
         | 
         | It's the detail, the little touches, that result in the
         | comparative advantage in the market - not the shared 80% ( most
         | chairs have 4 legs, seat and back - that 80% isn't what you
         | compete on ).
        
       | emsal wrote:
       | Doesn't this fundamentally misunderstand the Pareto principle?
       | The 80% and 20% of causes in standard examples don't refer to
       | portions of a sequential effort, but rather slices of competing
       | agents/producers/customers in an economic system. Like, 20% of
       | clients account for 80% of sales, that kind of thing.
        
         | minitoar wrote:
         | Seems analogous to me. "20% of the functionality (in a product)
         | is 80% of the work (to implement it)"
        
       | blululu wrote:
       | While I appreciate that the author put in the time and effort to
       | write this, I have to say that I disagree with pretty much all of
       | this.
       | 
       | Beyond quibbling about specific points, the MVP and the Vertical
       | Slice are functionally similar they totally different in their
       | purpose. Video Games are generally competing for a slice of a
       | large preexisting market. The test is whether it can compete
       | against existing products. A new to the world software start up
       | is trying to serve a need that is currently unserved. The test is
       | whether there is any market at all for this product (PMF). The
       | 80/20 rule is about getting some validation that the thing you
       | are building is worth building in the first place - not that it
       | can be done, but that it should be done.
       | 
       | There aren't a ton of specific examples listed, but the images
       | might insinuate some products that the author has in mind. I
       | would just point out that Magic Leap, Humane were both hardware
       | products that spent >5 years in development. They cam out as
       | completed fully finished products that were complete by any
       | standard. The problem wasn't that these products shipped with
       | missing features, it was that nobody wanted what they were
       | selling (see also the Apple Vision Pro, which is technically
       | phenomenal in terms of design/engineering/manufacturing, but not
       | really very useful). These products did the opposite of the Lean
       | Methodology and show the risk of trying something brand new and
       | not validating the assumptions as quickly as possible.
        
         | pflenker wrote:
         | I think it's also worth mentioning that the author
         | fundamentally misunderstands a MVP. A vertical slice video game
         | presentation _is_ a kind of MVP, and there are tons of
         | anecdotes e.g. from the E3 that tell us just how minimal these
         | can be. MVPs take different shapes and forms, a polished but
         | limited video game level is no different than a polished
         | landing page with functionality limited to e.g. sign up.
        
           | the_mitsuhiko wrote:
           | To deliver a vertical slice you also create hacks left and
           | right and they quite often then later stand in the way of
           | actually delivering a proper product. I remember the blog
           | post by Ron Gilbert where he presented Da Vinci's Vertical
           | Slice [1] and it still sits with me as one of the best way to
           | present the issues.
           | 
           | A vertical slice is not an MVP because people would never
           | consider it minimally viable. It's a tiny product but it's
           | completely polished and it's for a consumer of one: the
           | publisher.
           | 
           | [1]: https://grumpygamer.com/vertical_slice/
        
             | TimK65 wrote:
             | The complete polish is the author's very point, alongside
             | the fact that most software products never get that
             | complete polish.
        
           | Cthulhu_ wrote:
           | I'd argue that an MVP is a minimal game with limited features
           | - say, a platform game where you can walk and jump and finish
           | the game, whereas a vertical slice is the complete
           | experience, walk, jump, collect items, fight, achievements,
           | etc, but the story is just a concept and there's only one
           | level.
           | 
           | In other software, MVP is what you can go live with to all of
           | your customers (often replacing something existing and
           | omitting half the existing features to much chagrin).
        
             | scott_w wrote:
             | I think this is a better comparison than what the article
             | gives. I do think it's not quite necessary to go live to
             | _all_ customers to be an MVP, however. Functionality that
             | requires manual input from the company to make it work
             | might be a reasonable MVP but not viable to go to everyone.
             | It lets you validate what you 're doing works, the customer
             | is none the wiser that there's smoke and mirrors, but
             | nonetheless that smoke and mirrors is there.
        
           | caseyy wrote:
           | The most equivalent milestone to MVP in games is first
           | playable (FP) or prototype. This is done at first
           | pass/L1/greybox quality.
           | 
           | Vertical slice (VS) is a type of beautiful corner -- this is
           | done at production quality.
           | 
           | The purpose of FP is to prove the game loop and that a game
           | is worth producing -- that it is viable, or you could say
           | that it has reached the minimum viable state. The purpose of
           | VS is to try out the entire production process and test
           | burndowns, etc.
           | 
           | I can confirm, as someone who has worked in games for
           | decades, that the author understands it correctly.
           | 
           | FP in automotive would be a prototype car, VS in automotive
           | would be the first factory produced car. VS in games often
           | marks the end of pre-production and a shift of priorities
           | from iterating and experimenting to producing bulk content.
           | MVP would be much earlier.
           | 
           | Then in another sense, MVP is already marketable and
           | commercially viable. But a game is that neither at VS nor FP.
           | So if you look at MVP from that perspective, it is not even
           | close to either VS or FP. It would be like somewhere beyond
           | around alpha. In any case, MVP != VS :)
           | 
           | The MVP concept doesn't work with game production that well
           | because it's a hit driven industry where most of the costs go
           | into producing the hit. Like in movies, music, TV and book
           | publishing -- there are many stages of green-lighting before
           | a product is first made available to the market as going from
           | zero to market is where the bulk of the costs are. Going zero
           | to market MVP as the first green-light check would be quite
           | expensive ($50M for market leading VR/handheld, $100M for
           | market leading console and Windows games minimum spent by the
           | time a game is shown to the players) and risky. So instead,
           | we start green-lighting and reviewing the prototype when <$2M
           | is spent in most cases.
        
             | pflenker wrote:
             | Thanks for these insights. I was not aware of this.
        
             | teamonkey wrote:
             | Though I totally agree with this, the MVP model _can_ be
             | used for titles released as Early Access
        
         | bruce511 wrote:
         | >> A new to the world software start up is trying to serve a
         | need that is currently unserved.
         | 
         | Well, yes in some cases. In lots of others it's just another
         | implementation of existing software. Oh, you're building
         | _another_ food delivery app, because the current one is missing
         | feature xxx?
         | 
         | This doesn't make them bad, the world is full of different
         | contexts, and providing a solution tailored to a specific
         | context is valuable.
         | 
         | But most startups are not "novel". Even in a novel space (like
         | self driving cars) there are a bunch of companies in that space
         | (basically competing for VC money. )
         | 
         | I'm very much in the MVP camp - if anything I'm more extreme-
         | I'm in the "show me a market and how to reach them before
         | coding anything" camp.
        
           | cjblomqvist wrote:
           | There are other parts than the product that can the
           | innovation for a startup. Very few things are novel product
           | wise when they hit it big. Innovation can be bringing
           | existing business model to a new market for example. Then you
           | should most likely 80/20 that new thing.
        
         | globular-toast wrote:
         | > Video Games are generally competing for a slice of a large
         | preexisting market. The test is whether it can compete against
         | existing products. A new to the world software start up is
         | trying to serve a need that is currently unserved.
         | 
         | I feel like it's completely the opposite. A new game doesn't
         | need to "replace" old games. People have played those games. It
         | only needs to be new and good enough to get people's attention.
         | 
         | But tools usually are replacing something existing. Tech that
         | actually creates new possibilities is few and far between. The
         | internet is one example of that. Can you think of another? I
         | think most new tech is aiming to replace older tech that is
         | currently used for those problems.
        
           | evv555 wrote:
           | I don't really disagree but if you look at the most played
           | games on steam many of them are now old. There's a growing
           | inventory of games that are turning into classics.
        
             | philipwhiuk wrote:
             | Not really. Prior classics age out at roughly the same
             | rate.
        
         | Xelbair wrote:
         | >A new to the world software start up is trying to serve a need
         | that is currently unserved.
         | 
         | man, really? 99% of software is basically glorified CRUD view
         | for some DB. it's nothing novel.
         | 
         | If we venture outside of corporate software: most startups do
         | not create anything novel - they just monetize existing
         | businesses in a different(usually more predatory) way, or do X
         | but digital. both usually go for 'virtual monopoly' by:
         | offering service(never a product!) for free -> capture the
         | market -> enshittify -> new startups repeats the cycle.
         | 
         | The actual novelty where you find a need that is unserved is
         | sub 0.1% of them.
         | 
         | In reality you aim for product that fits current buzzword meta
         | for funding.
         | 
         | I do 100% agree that product-market-fit is probably the thing
         | you should try to get ASAP though.
        
           | Gravityloss wrote:
           | That's the point. It's not supposed to be technologically
           | novel, at least at start. It's a new business. The innovation
           | is in the business part.
           | 
           | When we were in Rome and exited the Colosseum, it started
           | raining. Some random dude walked to us and sold us an
           | umbrella. Great business, both of us were better off.
        
             | Xelbair wrote:
             | It's more akin to someone giving you an umbrella
             | subscription(if it rains more than twice this year I'll
             | save money!), killing our all the competition with dumping
             | prices by running on loss for years, and then hiking up the
             | prices, while also tracking you and telling every food
             | vendor your favorite food so they can prepare a greeter for
             | you.
             | 
             | if you think that's a sustainable model, and is good for
             | society then you do you.
        
               | Gravityloss wrote:
               | I don't like those predatory businesses. I think many
               | games are like that nowadays. But not all businesses are
               | like that. I think a game like Factorio is honest and
               | respectable. It doesn't have any subscription models, you
               | buy it once and own it forever. Technologically, AFAIK,
               | it's using old fashioned technology (Allegro was started
               | in 1990). The innovation is in the gameplay part.
        
               | Xelbair wrote:
               | the issue is that Factorio sells you a product. outright.
               | 
               | and they are an outlier.
        
           | HPsquared wrote:
           | Sounds like the restaurant business.
        
           | jjk166 wrote:
           | Which is precisely why the point of an MVP is not to
           | demonstrate that something can be built but that someone
           | would pay for it once it is built. Of course it can be built,
           | it's technologically simple. It's not minimum viable tech
           | demo, it's minimum viable product.
        
         | passwordoops wrote:
         | Though I appreciate the effort you put into your response, I
         | think you're quibbling and missed the point.
         | 
         | His qualm is with companies developing what amounts to a good
         | demo (whether you call it MVP, prototype, Beta product, etc),
         | validate their hypothesis but then call it a finished product.
         | Validation is supposed to be just that, validation. Instead
         | he's arguing companies call that initial validation market
         | success, then relabel the demo a working product, warts and
         | all.
         | 
         | And, you're correct in saying the Vision Pro didn't flop
         | because it wasn't developed properly. It flopped because no one
         | wants what it has to offer, and that's a different problem from
         | what the author describes
        
           | ljm wrote:
           | I'm still not convinced on this though. These MVPs are
           | usually a lot less minimal than you would expect for a
           | prototype - far more than just wireframes and a basic POC
           | that you expect to chuck out and rewrite. Might even have a
           | handful of paying users as well.
           | 
           | Since the comparison was made to games development, I think
           | the closer equivalent is an early access release where you're
           | generally paying for a WIP game at a lower price. Money
           | changes hands, you get access to product in return, but
           | there's no guarantee that it would ever be 'finished' or even
           | what 'finished' might mean.
        
         | dartos wrote:
         | To quibble a bit, I don't think that magic leap one released as
         | complete products.
         | 
         | Magic leap had like a 30 degree FOV and no software. It was a
         | dev kit, literally. The consumer version was never released
         | IIRC
         | 
         | Also, I don't think you argued against the main thesis which is
         | something like "startup land is too good at the first 80% of a
         | product, but not the latter 20%"
         | 
         | That rings true for me. Our industry is not known for
         | robustness and quality. There is robust and high quality
         | software out there, but most of it is not.
        
           | cma wrote:
           | > Magic leap had like a 30 degree FOV
           | 
           | So they released both a vertical slice and a horizontal slice
           | then.
        
           | PaulHoule wrote:
           | Magic leap is an atypical example. It wasn't a "lean
           | startup", it spent billions of dollars and many years
           | developing an El Dorado [1] [2] [3] technology. They would
           | have liked to deliver the system they had promised but
           | investors were right to pressure them to deliver something --
           | even a broadly available dev kit is an important milestone
           | for a technology like that.
           | 
           | [1] For example, the liquid metal fast breeder reaxctor https
           | ://www.iaea.org/sites/default/files/publications/magazi...
           | 
           | [2] https://kguttag.com/ tells you just how hard it is
           | 
           | [3] Apple Vision Pro is a refined if overly expensive product
           | that takes a different approach to the same end and consumers
           | were indifferent
        
       | bigmattystyles wrote:
       | I feel like every concept can be taken too far or is expected to
       | perfectly encapsulate every situation.
       | 
       | The few principles I live by are vague to avoid that predicament-
       | 
       | 1. Don't let the perfect be the enemy of the good 2. Under
       | promise, over deliver 3. Graveyards are full of indispensable men
       | 
       | 1 took me a long time to really learn
       | 
       | 2 In my case, where I've sucked at estimations, it's really not
       | over deliver, but deliver my under promise.
       | 
       | 3 is a De Gaulle quote and my favorite - when I think I can't be
       | replaced because I've had an ego boost from a recent
       | accomplishment. Alternatively, it can also be interpreted as 'the
       | world goes on'.
        
         | froddd wrote:
         | That quote is Georges Clemenceau, not Charles De Gaulle. He was
         | a French politician, but long before De Gaulle.
        
           | goldfishgold wrote:
           | Not Clemenceau either.
           | https://quoteinvestigator.com/2011/11/21/graveyards-
           | full/?am...
        
             | froddd wrote:
             | That's a rabbit hole level of interesting! Thanks for
             | sharing!
        
               | bigmattystyles wrote:
               | It's why I come to HN honestly
        
       | awesome_dude wrote:
       | My thought on the article is - by and large most people don't
       | care if the product that have is perfect, they (myself included)
       | only really care that it does whatever job it's supposed to do to
       | a level that's passable.
       | 
       | I was, and still am, prepared to use a large number of things
       | that aren't perfect - housing, transport, furniture, computers,
       | clothing, FOOD, and more.
       | 
       | edit: Added Food, I don't get the best chef on the planet to
       | prepare my meals every day, or any chef for the most part, not
       | only because I don't have the money, but also because I don't
       | value that sort of thing enough - I'm more than happy with my own
       | cooking for the most part.
        
       | scarab92 wrote:
       | If the MVP finds product market fit and the market is large
       | enough, then the economic incentive to finish the remaining 20%
       | will exist.
       | 
       | If the market isn't large enough, then the customer still got 80%
       | of the value whereas in the authors idealised world, they likely
       | wouldn't have gotten anything at all, since the minimum cost to
       | develop it was 5x higher (assuming 80/20 holds).
       | 
       | Overall it seems we're better off with startups following the
       | Pareto principal than not following it, and the authors real
       | issue is just with bad product management decisions afterwards.
        
       | Justta wrote:
       | First 20% of effort will finish 80% of the work. Second 20%
       | effort will finish 16% of the 20% left.Totally 96% will be
       | finished.
        
         | abhorrence wrote:
         | I once had a PM who loved the Pareto principle a little too
         | much, and would constantly push us to "apply it" even after we
         | already had. I got frustrated by this and drew the graph that
         | goes along with your sentence, showing that miraculously about
         | 99% of the work can be done with 60% of the effort!
         | 
         | My PM did not take the correct lesson away from the encounter.
        
       | niemandhier wrote:
       | Software that is critical is not build like that.
       | 
       | Medical device control software is not build like that, drone
       | flight control is not build like that, power plant safety is not
       | build like that.
       | 
       | The problem that I noticed in the recent years is: People see the
       | fast dev cycles for non critical software and think they can
       | replicate it in areas where it really does not fit.
       | 
       | I guess that's how we ended up with Teslas self driving.
       | 
       | I am a bit worried that ai seems to be build like that, using
       | development cycles fit for a convenience appliance for what could
       | be used as a weapon.
        
         | mrkeen wrote:
         | I always wonder where the devs come from who end up doing
         | important work.
         | 
         | Seniority doesn't mean anything if a dev's 20 years has been
         | spent flinging crap over the wall and then wondering how to
         | keep up with all the support tickets being filed.
         | 
         | How does one get onto the "software is suppose to work" career
         | track.
        
           | Animats wrote:
           | Go into database internals, or flight control, or hard real
           | time operating systems. Those are areas where it has to work.
        
           | Cthulhu_ wrote:
           | > How does one get onto the "software is suppose to work"
           | career track.
           | 
           | Boring companies that have had IT for a long time; industries
           | like government, taxes, energy, administration, CRM,
           | insurance, pensions, banking, etc. You won't get recruiters
           | knocking on your doorstep to come and work for those though,
           | and you'll possibly be working with 10+ year old tech and
           | development practices.
        
             | WJW wrote:
             | 10+ year old development means practices like scrum and
             | agile? Or do you mean 10+ year old tech like Golang and
             | Rust? /s of course but I think you need to calibrate your
             | level of "old" :)
        
               | meiraleal wrote:
               | React included
        
           | potatoman22 wrote:
           | In my experience: all over. It's the company that teaches
           | them not to screw up the important work.
        
         | palata wrote:
         | > Medical device control software is not build like that >
         | power plant safety is not build like that.
         | 
         | Agreed.
         | 
         | > drone flight control is not build like that
         | 
         | You obviously haven't been working in the drone industry, have
         | you? Just a guess :-).
        
       | knowhy wrote:
       | > I think that the Pareto Principle is technically true in a lot
       | of fields, but I also feel our society would be a lot better off
       | if we didn't know about it.
       | 
       | I doubt that. From what I understand Vilfredo Pareto introduced
       | it to describe the existing allocation of wealth in Italy on the
       | brink of fascism. He claimed that the crops in his garden
       | followed this principle. I highly doubt that that can be
       | replicated. Ever since people refer to the Pareto principle when
       | they observe a 80/20 distribution. Like it is some kind of
       | natural law. But it is not. At least I have yet to see a
       | scientific explanation why a 80/20 distribution would have any
       | kind of special meaning. Just because some distributions are
       | 80/20 doesn't mean there is anything special about it, a lot of
       | distributions are not 80/20.
       | 
       | So I think society would be better off if people would stop
       | acting like it is a natural law and there is nothing to change
       | about it.
       | 
       | Paereto distribution is dangerous since it is applied to justify
       | hierarchies in society. And it is just not a good justification.
        
         | marcosdumay wrote:
         | Hum?
         | 
         | There's pretty much a mathematical rule that states that
         | variables free to have any values tend to distribute themselves
         | like that, just like the one that states that variables that
         | are bounded tend to distribute themselves normally.
         | 
         | Or are you talking about the specific numbers? Because yes, the
         | specific numbers are almost never correct.
        
           | knowhy wrote:
           | Pareto distribution can be expressed in mathematical terms.
           | So what? That does not explain why a specific distribution
           | should follow this rule.
        
         | prmph wrote:
         | https://en.wikipedia.org/wiki/Pareto_principle#Mathematical_...
        
       | lsy wrote:
       | There's a conflation going on here. Pareto _can_ be good
       | engineering--a product that solves 80% of use cases at 20% of the
       | cost is a great efficiency: tax prep software for simple tax
       | returns only; a minimalist photo sharing site with few social
       | features; a phone with a great UI and no user-installable apps.
       | 
       | This gets conflated with products that are 80% reliable across
       | all their tasks (LLMs, brittle software). That makes it difficult
       | for users to rely on the product, because occasionally a failure
       | will happen, and the user can't build a mental model of what
       | works and doesn't.
        
         | MisterKent wrote:
         | That's not pareto. That's just finding a niche of people who
         | would prefer more focused products.
         | 
         | Tax prep software for simple returns only is an entire product.
         | Adding support for the other 20% would lose your initial base's
         | interest.
         | 
         | Tax software that aims to solve all problems whose MVP is it
         | handles 80% of people's tax returns is the pareto the author is
         | talking about. But the real complexity is the other 20%.
         | 
         | Pareto as a minimalism process for focused product development
         | is not engineering (good or bad).
         | 
         | Forgetting pareto and believing (or lying) that you are truly
         | 80% of the way there is a big problem in engineering and
         | funding. The author is correct in that.
        
       | openrisk wrote:
       | Good post even if only for making the term "vertical slice" more
       | broadly known.
       | 
       | Clearly the applicability of this alternative in other domains
       | might not be as direct as in gaming software but its an
       | interesting way to think about how to structure deliverables on
       | the way to the "1.0" release.
       | 
       | In other words thinking of horizontal and vertical slice chunks
       | of work, where horizontal means perfecting one functionality that
       | applies across all product components (may not be visible to end-
       | user), while vertical is perfecting all functionalities of one
       | component that is visible to the end user.
        
       | wickedsight wrote:
       | About Pareto applied to AI, I find this interesting:
       | 
       | > Even people who advocate for these technologies rarely assert
       | that the results are useable as-is, especially in a world where
       | people are accustomed to a much higher, human-level quality. At
       | best they are useful as a starting point for a human to then
       | finish the image, or the cover letter...
       | 
       | I think this might be a bit of a thought trap. Because the people
       | working on and advocating for these technologies are definitely
       | in the top 20% of intelligence/capabilities/whatever you want to
       | call it. For that 20%, the (arguably achieved) 80% might not be
       | good enough. But there are a lot of people who are already vastly
       | outperformed by many of the currently available AI tools in many
       | tasks.
       | 
       | There are many people who are just awful at writing and can
       | already benefit greatly from these tools, for example to write
       | readable cover letters. Or for explaining things in basic
       | language, something I often use it for when trying to understand
       | complicated texts from another field.
       | 
       | The other side of Pareto is that perfect is the enemy of good.
       | Sometimes 80% adds so much value for the majority, that the other
       | 20% isn't necessary to label something good enough. The article
       | contains an image of a Cyber Truck, which is fitting, but I truly
       | loved my early Model 3 which was arguably also only 80% done.
        
       | renewiltord wrote:
       | I actually like this stuff. I get to use a lot of software. One
       | of my favorites is half baked open source. Pretty good to read
       | and get ideas from.
        
       | gunian wrote:
       | If I had around 8-12 weeks to live and have a project that is 5%
       | complete what would the right allocation of resources be?
        
         | spencerflem wrote:
         | Genuinely, if I had 8-12 weeks to live, the project would not
         | be my priority, unless it was a welcome distraction. Prioritize
         | whichever parts bring you joy, and do something about the 8-12
         | weeks if you can.
        
         | drawkward wrote:
         | Allocate 0% of resources of the project, and spend your
         | remaining time with loved ones, see some wonders, give them
         | experiences to remember you by, make things right, etc.
        
       | unsigner wrote:
       | video games are guilty of this too, and the proliferation of
       | Unity and Unreal is partly due to an overoptimization for
       | prototypes
        
         | Cumpiler69 wrote:
         | A lot of Unity and Unreal games seem to have one thing in
         | common: unoptimized slop with garbage performance with smeary
         | TAA and needing a 4090 GPU to get decent performance.
         | 
         | Game studios don't care about optimizations anymore, they care
         | about shoveling something out the door as quickly and as
         | cheaply as possible.
        
       | eecc wrote:
       | Yeah, let me drop one example: JIRA.
        
       | Puts wrote:
       | What if we come to a point where even the investors don't care if
       | you can finish a product at all? If the pitch is good enough and
       | they think you can bring in more investors down the road, they
       | will get back their money at a higher evaluation anyway. This
       | would actually explain why so many startups fail - nobody cared
       | for them to succeed anyway, because the initial investors got
       | rich even without there being a product.
        
         | LeFantome wrote:
         | That just means the investors are your real customer.
        
       | Finnucane wrote:
       | Video games are not tech?
        
       | matt_s wrote:
       | For building software that is your basic web application/SaaS an
       | important part of agile processes, including an MVP, is you build
       | the minimum to get the product out there with lower priority
       | features in a backlog. The idea behind vertical slices in
       | traditional software development (not games) is you have a
       | testable slice of software that can be shipped.
       | 
       | A major benefit of iterative development is you may have features
       | sitting in a backlog that keep getting pushed aside for higher
       | priority features that you aren't expending software development
       | and testing resources on those features. Contrast that with a
       | waterfall approach where an entire product is designed up front,
       | requirements documented and then built. The product likely ends
       | up with features that are not important and rarely used.
       | 
       | Iterative development, or agile, processes are not the best
       | process for every project. You definitely want high risk projects
       | like nuclear power plant control software to use a waterfall
       | approach to ensure safety.
        
         | Clubber wrote:
         | >Contrast that with a waterfall approach where an entire
         | product is designed up front, requirements documented and then
         | built. The product likely ends up with features that are not
         | important and rarely used.
         | 
         | In software development, waterfall projects were often
         | iterative, though in longer cycles. I'm sure there were some
         | that weren't but each version is essentially a waterfall
         | iteration. For example, way back when, we would do 2 major
         | releases and 2 patch releases every year, so our iterations
         | were 3 months. Keep in mind this was software that we cut onto
         | CD's and shipped out.
         | 
         | The benefit of waterfall is that biz is required to think about
         | the project as a whole instead of a wishlist. Sometimes with
         | agile, you end up with a Homermobile because the biz isn't
         | forced to think of everything at once. Both have plusses and
         | minuses.
        
       | jpease wrote:
       | Scanning the comments, it looks like 80% of you agree with 20% of
       | what the author is saying.
        
       | Archelaos wrote:
       | Following the discussions here, I found that it could benefit
       | from a better understanding what the Pareto principle is
       | generally good for and what it is not. So here are my thoughts.
       | 
       | The Pareto principle is useless if considering just a specific
       | predetermined goal in isolation. If I want to climb to the top of
       | a mountain, I have to climb 100 % of the height. Then it makes no
       | practical difference, when I know that I can reach 80% of the
       | height in 20% of the time, for example. However, the Pareto
       | principle encourages us to (re)evaluate a goal in the light of
       | limited resources. Is it better to be satisfied with only
       | climbing 80% of the height of the mountain and use the time saved
       | for other activities that I would otherwise miss out on? The
       | answer to this question depends on other more general goals that
       | I am pursuing.
       | 
       | Applied to software development, this tells us that we should
       | consider for example implementing certain features or striving
       | for a certain level of quality not as goals in themselves, but as
       | framed by more fundamental goals. It is therefore no wonder that
       | given the same code base, the immediate goals what to do next can
       | differ greatly depending on what the fundamental goals are, such
       | as earning money vs. having fun vs. taking pride in, etc. (they
       | may align by coincidence, though). The Pareto principle helps us
       | to (re)evaluate and compare immediate goals in the light of such
       | fundamental goals: Is it better to implement feature A completely
       | and dispense with feature B, or is it better to implement a
       | simplified feature A' and have room for a simplified feature B'
       | in the same timeframe (in this example the limiting resource)?
       | Here, the fundamental goal is implicit in the utility function
       | indicated by the word "better", in our example better according
       | to earning money vs. better according to having fun vs. better
       | according to taking pride in, etc.
       | 
       | Of course, considering the Pareto principle when (re)evaluating
       | immediate goals does not gurantee to arrive at the best
       | conclusion. And there are additional considerations outside the
       | Pareto principle, such as short-term goals competing with long-
       | term goals under the same fundamental goals, or legal obligations
       | that are non-negotiable. Here, we enter the sphere of policies,
       | where the policy makers decide upon regulations beyond the
       | individual fundamental goals. In practice we have a hierarchy of
       | multiple goals. On each hierarchy level the Pareto principle is
       | still worth considering as long as there are conflicting goals
       | and limited resources.
       | 
       | To recapitulate: The Pareto principle can only be applied
       | meaningfully when evaluating certain alternative goals according
       | to a given utility function for one or more specific limited
       | resources.
        
       | ryandvm wrote:
       | At first I thought this was about the "Peter Principle" and I
       | couldn't agree more.
        
       | LeFantome wrote:
       | You may or may not have to finish the last 20%. Since the whole
       | article is based on the premise that you have to, it fails for
       | me.
       | 
       | There are attributes of your project that are table stakes
       | (absolutely required to compete) and there are regulatory or
       | safety requirements. You need all those to ship.
       | 
       | However, everything else is "value" or even just "perceived
       | value" and it is up to your customer which ones "you have to
       | do"".
       | 
       | Let's put the 80/20 rule another way. If I can get 8 out of 10
       | features in 20% of the time, it makes sense to do those 8 (
       | assuming they all have at least some value ).
       | 
       | But what do I do with the 80% of the effort that it would take to
       | get the last two features?
       | 
       | The answer is opportunity cost. What could I do with that time
       | instead? Put another way, what am I NOT going to be able to
       | accomplish because I chose to add those last two features?
       | 
       | If the answer is that I have other features that customers value
       | more, I should do those instead. If I have a backlog of features
       | that all take the same effort as the first 8. I can do 32 of them
       | in the time it would take to deliver the original 2!!
       | 
       | The statement was made that "customers do not like to use 80% of
       | a website".
       | 
       | If I read this article, maybe I implement the full 10 original
       | features. If I embrace 80/20, maybe I implement 40 instead. Hey
       | look, the "just do 100%" approach resulted in a website with 25%
       | as many features as 80/20. If "customers do not like 80 percent
       | of a website", they are probably even less happy with 25%. Right?
       | 
       | Now, not all features have the same value. So, the math is not as
       | simple as above. But, in my view, this is the right way to think
       | about 80/20. The perfect is the enemy of the good.
       | 
       | So that tue perfectionists can hate me even more, the same is
       | true "within" features (or whatever other axis you are
       | evaluating). Sometimes customers "expect" or even "demand"
       | features they do not really use. Compliance is a an example. Or
       | stuff that used to matter in a product category (and is still
       | used as a filter) not really does not anymore. You can get a lot
       | of value in your product by adding this stuff, but it is a waste
       | of resources to "do it right" or match every competitor like for
       | like. You may find again that you get essentially all the market
       | success "value" from doing some fraction of the work. Note, I am
       | not saying to ship stuff that is buggy or stuff that does not
       | really work. If that is what you think I am saying, you
       | misunderstand. A shorter version may to say "build what your
       | customers will actually use and not much more".
       | 
       | What you really want to spend your time on is the stuff that
       | excites people, that differentiates your offering, and takes
       | "relatively" little effort to execute. That is probably not "the
       | last 20%", most of the time.
        
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