Enough product story
Personal product·11 February 2026

Enough

I built Enough because I felt full, not in a good way. Full of tabs, tasks, half-finished thoughts, and the quiet sense that I should still be working.

Why this exists

The tools I used to stay organised kept asking me to add more. More lists. More goals. More tracking. They treated stopping as something that happened when you ran out of energy, not something you chose.

I wanted a product that helped me stop on purpose.

The tension

Most task tools compete on momentum. They reward streaks, progress, and staying active. They assume more effort is always better.

But stopping is not failure. It is a decision and it is a hard one. Enough is built around a different belief: stopping is a skill. And skills need structure, not motivation.

The belief

Most tools add thinking at the exact moment you need less of it. They present choices, options, and future plans when what you really need is a clear line.

A good tool should lower the load. It should help you make one clear decision, then get out of the way.

What Enough is

Enough is a small, opinionated product that helps you decide when today is done.

It gives you:

  • Three tasks only
  • A clear end
  • A deliberate close

Enough does not try to help you do more. It competes with the feeling that you should still be working.

Three tasks. One close ritual. The feeling that today was enough.

Enough: three things today, everything else can wait
Three things today. Everything else can wait.

The core opinion: a hard limit

The most important decision in Enough is the three-item rule. There is no way to add a fourth task. No overflow. No “just this once.” When the three slots are filled, the add action disappears.

This is not a constraint for simplicity’s sake. It forces a choice: what actually matters today? The product does not trust willpower. It trusts boundaries.

Enough app with three empty task slots
Three slots. What matters today?

Screen call-out: the main surface

A warm, parchment-toned surface with three task cards. Each card has soft edges and a gentle shadow. When all three are filled, the add button suggests the new task should be deferred till tomorrow or someday.

The screen is not calm because it is empty. It is calm because it refuses to grow.

Enough app with three tasks filled, today is set
Today is set.

Parking, not deleting

Enough assumes unfinished work is normal. Instead of deleting tasks, you park them. Parking acknowledges the work without carrying it forward. Nothing is lost, but nothing lingers.

Parked items move out of today and into quieter places — Next or Someday — where they can wait without asking for attention.

Enough Next list with parked tasks
Things that can wait until tomorrow.

The close ritual

The close is the centre of the product. At the end of the day, you close Enough. Not archive. Not reset. Close.

The interface shifts to an evening palette. The tone slows. You are shown a simple confirmation:

Nothing was forgotten.

This moment matters. It marks the day as complete, not perfect, just finished.

Enough close state: Nothing was forgotten
Nothing was forgotten. Enough for today.

Screen call-out: the close state

The colour temperature drops. Text becomes softer. The interface stops inviting action. There are no next steps.

The product is saying: you can rest now.

Design goals

These rules guided every decision:

  • Reduce thinking, especially at the end of the day
  • Prefer removal over configuration
  • Never reward busyness

If a feature made the product feel clever, it did not stay.

What I chose not to build

I did not add:

  • Streaks
  • Scores
  • Progress charts
  • Weekly reviews
  • Reminders

These features turn attention towards performance and away from presence. Enough is not about improvement. It is about closure.

Craft as trust

Enough needed to feel warm, not sharp. The type is soft and readable. The colours shift with the day. Spacing is generous. Nothing is urgent.

The visual care is not decoration. It is how the product earns trust. A tool this opinionated has to feel safe to rely on.

What I learned

Limits are kinder than motivation. Removing features takes more confidence than adding them. Personal products need strong views, not broad appeal.

Enough reminded me that design is not always about helping people go faster. Sometimes it is about helping them stop without guilt.

Who this is for

Enough is for people who carry more than they need to and want a system that helps them set it down.

Not forever. Just enough for today.

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© 2026 Richard Simms. All rights reserved.