"The competent programmer is fully aware of the strictly limited size of his own skull; therefore he approaches the programming task in full humility, and among other things he avoids clever tricks like the plague." (Edsger W Dijkstra, "The Humble Programmer", 1972)
"Test input for validity and plausibility. [...] Make sure input cannot violate the limits of the program. [...] Identify bad input; recover if possible. [...] Test programs at their boundary values." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)
"Throughout the software life cycle, there are many decision situations involving limited resources in which software engineering economics techniques provide useful assistance.(Barry Boehm, "Software Engineering Economics", 1984)
"Second law: The complexity barrier. Software complexity" (and therefore that of bugs) grows to the limits of our ability to manage that complexity." (Boris Beizer, "Software Testing Techniques", 1990)
"The complexity barrier. Software complexity" (and therefore that of bugs) grows to the limits of our ability to manage that complexity." (Boris Beizer, "Software Testing Techniques", 1990)
"Scenarios are an especially cheap kind of prototype. [...] Scenarios are the ultimate reduction of both the level of functionality and of the number of features: They can only simulate the user interface as long as a test user follows a previously planned path. [...] Scenarios are the ultimate minimalist prototype in that they describe a single interaction session without any flexibility for the user. As such, they combine the limitations of both horizontal prototypes" (users cannot interact with real data) and vertical prototypes" (users cannot move freely through the system)." (Jakob Nielsen, "Usability Engineering", 1993)
"But code as a design document does have its limits. It can overwhelm the reader with detail. Although its behavior is unambiguous, that doesn't mean it is obvious. And the meaning behind a behavior can be hard to convey. [...] A document shouldn't try to do what the code already does well. The code already supplies the detail. It is an exact specification of program behavior. Other documents need to illuminate meaning, to give insight into large-scale structures, and to focus attention on core elements. Documents can clarify design intent when the programming language does not support a straightforward implementation of a concept. Written documents should complement the code and the talking." (Eric Evans, "Domain-Driven Design: Tackling complexity in the heart of software", 2003)
"We are also limited by the fact that verbalization works best when mental model manipulation is an inherent element of the task of interest. Troubleshooting, computer programming, and mathematics are good examples of tasks where mental model manipulation is central and explicit. In contrast, the vast majority of tasks do not involve explicit manipulation of task representations. Thus, our access of mental models - and the access of people doing these tasks - is limited." (William B Rouse, "People and Organizations: Explorations of Human-Centered Design", 2007)
"Prototypes should command only as much time, effort, and investment as is necessary to generate useful feedback and drive an idea forward. The greater the complexity and expense, the more 'finished' it is likely to seem and the less likely its creators will be to profit from constructive feedback - or even to listen to it. The goal of prototyping is not to create a working model. It is to give form to an idea to learn about its strengths and weaknesses and to identify new directions for the next generation of more detailed, more refined prototypes. A prototype's scope should be limited. The purpose of early prototypes might be to understand whether an idea has functional value." (Tim Brown, "Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation", 2009)
"Programming is a science dressed up as art, because most of us don t understand the physics of software and it s rarely, if ever, taught. The physics of software is not algorithms, data structures, languages, and abstractions. These are just tools we make, use, and throw away. The real physics of software is the physics of people. Specifically, it s about our limitations when it comes to complexity and our desire to work together to solve large problems in pieces. This is the science of programming: make building blocks that people can understand and use easily, and people will work together to solve the very largest problems." (Pieter Hintjens, "ZeroMQ: Messaging for Many Applications", 2012)
"One of the limitations of data management solutions today is how we have attempted to manage its unwieldy complexity, how we have decomposed an ever-growing monolithic data platform and team to smaller partitions. We have chosen the path of least resistance, a technical partitioning." (Zhamak Dehghani, "Data Mesh: Delivering Data-Driven Value at Scale", 2021)

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