Informatics 223 Applied Software Design Techniques

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Informatics 223 Applied Software Design Techniques
Informatics 121 Software Design I
Informatics 223 Applied Software Design Techniques
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 223 Applied Software Design Techniques
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Applied Software Project Management
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Informatics 121 Software Design I
Presentation transcript:

Informatics 223 Applied Software Design Techniques Lecture 3 Duplication of course material for any commercial purpose without the explicit written permission of the professor is prohibited.

Today The UML diagrams Expert practices Defining design Onward

The UML diagrams Tell us about the diagram itself what do we see? Tell us about the process of creating the diagram Tell us about the value of the diagram

Experts keep it simple Experts prefer simple solutions Experts solve simpler problems first Experts divide and conquer Experts do not overgeneralize Experts design elegant abstractions Experts use metaphor

Experts collaborate Experts prefer working with others Experts reach out Experts check with others continually Experts socially embed and reinforce good practice Experts agree to disagree

Our definition To decide upon a plan for a novel change in the world that, when realized, satisfies stakeholders But as we did so opportunistically, we quickly figured out we needed something to frame the discussion, what are they doing when they are doing this? So we arrived at design behaviors – things they do, things that recur, and things that have a definite purpose in the design meeting with respect to advancing the design at hand.

Design designer plan maker change in the world other stakeholders audience experiences

Software design software designer source code compiler* runnable program other stakeholders users experiences [* or, at times, the person who installs and configures the software instead of the compiler]

Feasibility and desirability designer plan maker change in the world other stakeholders audience experiences

Feasibility and desirability designer plan maker change in the world other stakeholders audience experiences desirability

Four types of design desirability feasibility what is it to accomplish? how does one interact with it? desirability feasibility what is its conceptual core? what are its implementation details?

Four types of design what is it to accomplish? satisfactory experience how does one interact with it? satisfactory experience plan for realization change in the world what is its conceptual core? what are its implementation details?

Four types of software design what is it to accomplish? how does one interact with it? application design satisfactory experience plan for realization interaction design change in the world what is its conceptual core? what are its implementation details? architecture design implementation design

Design an instant message system what is it to accomplish? how does one interact with it? application design satisfactory experience plan for realization interaction design change in the world what is its conceptual core? what are its implementation details? architecture design implementation design

Design a word processor what is it to accomplish? how does one interact with it? application design satisfactory experience plan for realization interaction design change in the world what is its conceptual core? what are its implementation details? architecture design implementation design

Design cycle synthesize analyze evaluate

Design cycle goals constraints assumptions decisions ideas synthesize analyze evaluate

Goals A goal represents an explicit acknowledgment of a desired result that the eventual design solution must achieve Goals may be suggested by any of the stakeholders client other stakeholders audience designer Goals change over time, and may or may not be (partially) addressed by the current state of the design solution

Example goals The luxury airplane must be 10% more fuel-efficient than its predecessor The library must be able to hold 250,000 books The award must be representative of the professional society that is commissioning it

Constraints A constraint represents an explicit acknowledgment of a condition that restricts the design project Constraints may be suggested by any of the stakeholders client other stakeholders audience designer Constraints change over time, and may or may not be (partially) met by the current state of the design project

Example constraints The luxury airplane must weigh less than 50,000 pounds The library must not violate federal disability laws The award must cost less than $1000 to produce

Assumptions An assumption represents a fact that is taken for granted, may or may not be true, and influences the design project Assumptions may be made by any of the stakeholders client other stakeholders audience designer Assumptions change over time, and may or may not be (partially) fulfilled by the current state of the design project

Example assumptions The average person weighs 85 kilograms The library needs to serve the community with an area stocked with personal computers The professional society’s logo is red and white, which therefore must be its preferred colors for the award

Decisions A decision represents a specific choice of how to further the design solution, typically after some amount of consideration Decisions are the sole responsibility of the designer, though they can be (heavily) influenced by other stakeholders Decisions change over time, and new decisions may or may not (partially) align with the current state of the design project

Example decisions The fuselage and wings of the luxury airplane shall be made out of carbon composites The library shall have bookshelves that are not movable The award shall be made out of colored glass

Idea An idea represents a thought or opinion, ranging from highly unformed to fully formed, that potentially shapes the design solution Ideas typically are the sole responsibility of the designer, though they may be inspired by many different sources Ideas change over time, and new ideas may or may not (partially) align with the current state of the design project

Example ideas What if the luxury airplane had a shower on board? Perhaps the library membership cards should have RFID tags, so a visitor can simply grab the books they want, walk by an automated scanner, and have their books be on loan I am thinking that the award should be a variant of last year’s award

Design an instant message system synthesize goals constraints assumptions decisions ideas analyze evaluate

Design a word processor synthesize goals constraints assumptions decisions ideas analyze evaluate

Design the software to fly a drone synthesize goals constraints assumptions decisions ideas analyze evaluate

Routine, adaptive, and original design projects high original complexity adaptive routine low high low familiarity

Design an instant message system high original complexity adaptive routine low high low familiarity

Design a word processor high original complexity adaptive routine low high low familiarity

Design the software to fly a drone high original complexity adaptive routine low high low familiarity

Design is difficult!

In this class… …we introduce the practices of expert software designers that help ameliorate these difficulties …we study core ways in which software designers structure their solutions …we practice!

Our focus application design interaction design architecture design what is it to accomplish? how does one interact with it? application design satisfactory experience plan for realization interaction design change in the world what is its conceptual core? what are its implementation details? architecture design implementation design

Onward Read all of the papers listed on the web site for April 13 Prepare four questions, observations, or assertions about the papers and their overall content (printed, with name and student id)