- The ultimate goal of software is to solve the immediate problem at hand. The secondary goal of software is to solve likely future problems with as little work as possible. Any bad design which is better on those goals than a good design is actually a good design.
- Make your interfaces easy to use correctly and hard to misuse. Think of how people unfamiliar to the project will interact with them, make the obvious way be the correct way.
- Correct code should be easy to write; suspicious code should stand out.
- Shift bugs left.
- Fixing a bug class is better than fixing a bug.
- Interfaces are harder to change than implementations. An ugly implementation is ok if it has the correct interface.
- Use comments and documentation to explain why the code is the way it is. If it feels like there's a simpler way to do it, but that simpler way wouldn't actually work due to a constraint some people may be unaware of, document that.
- Don't repeat yourself; when it comes to data. If you store a single fact in multiple places; those places will inevitably get out of sync, and that causes bugs.
- There's a cost to straying off the well-trodden path. Don't be afraid to do so when it's truly worth it, but don't underestimate that cost. Worse (boring) technology is often better technology.
- Think in terms of expected value. Think not "Is this thing worth doing?", but "Is this thing worth doing, compared to the other things we could be doing instead?"
- Even if you think you're smarter than everybody else, intelligence isn't always enough, some problems can't be discovered until they happen. Other people have worked longer on this problem than you have. Learn from their mistakes.
- Friction is the silent killer.