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> Software actually is unique in this respect, because it doesn't work if it's not complete.

This is a point that really ought to be more broadly recognized. It's a pervasive issue throughout software development, and while the situation is improving I'm not convinced that's about any kind of improved design. It mostly seems to be a function of delivery mechanisms which can circumvent the problem - internet delivery of patches, automatic updating, and remote hosting of apps have all lowered the bar on "good enough to ship". The most obvious example is almost certainly video game development: planning and labor conditions haven't substantially improved, but the prevalence death-march development has been made much better by the ability to gracefully patch games after release.

"You can't ship a partial product" isn't universally true, of course, but building projects which can be shipped while incomplete requires planning for that option from the beginning, and has real tradeoffs. In general, software planning seems to either ignore this issue entirely and go vastly over schedule, or propose some agile/lean/extreme 'iterative' process without paying any attention to the requirements and costs of that approach.

Imagine telling a construction firm that you want a two-story 'minimum viable building' that you can work in while they add the remaining stories if things run over schedule. If they didn't refuse outright, they'd charge you double and design the entire process around that condition.

Actually, that metaphor seems like a pretty useful one. Both fields involve developing something which can't be delivered at intermediate stages, where iterative never-broken development is slower and more difficult, and where both unforseen (e.g. unmarked water main) and unforseeable (e.g. storm damage) problems can arise throughout development. And, consequently, both have a well-earned reputation for late, overbudget deliveries.




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