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The Fundamentals of Continuous Software Design

Here's my talk from CouchCon on the fundamental ideas and thinking behind doing software design in an Agile Software project

See the whole talk at https://www.youtube.com/watch?v=v9icxKMJ9PA

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The Fundamentals of Continuous Software Design

  1. 1. The Fundamentals of Continuous Software Design May 9th, 2020
  2. 2. About Me • Senior Architect at Calavista Software • (Mostly) Agile since 2003 • http://jeremydmiller.com • shadetreedeveloper@gmail.com • @jeremydmiller
  3. 3. Extreme Programming
  4. 4. Scrum
  5. 5. DeliveringValue WORKING SOFTWARE BUILDING FEATURES BY BUSINESS PRIORITY CONTINUOUS DELIVERY
  6. 6. Between Scylla and Charybdis Big Design Upfront (BDUF) No Upfront Design
  7. 7. What is Continuous Design? • Roots in Extreme Programming • “Evolutionary” or “Emergent” Design • Requires a High Degree of Discipline • Reacting to Feedback
  8. 8. Design Goals • Don’t Repeat Yourself • Explicit • Simple • Cohesive • Decoupled • Isolated • In the present
  9. 9. Pull vs Push • Build it and they will come • “You aren’t going to need it” – YAGNI • Do the Simplest Thing That Could Possibly Work
  10. 10. The Last Responsible Moment Make decisions as late as you can responsibly wait because that is the point at which you have the most information on which to base the decision.
  11. 11. Reversibility “If you can easily change your decisions, this means it’s less important to get them right – which makes your life much simpler. ” Martin Fowler
  12. 12. Low Reversibility Plumbing through a slab foundation of a house under construction
  13. 13. Examples of Low Reversibility • Dependencies on External Organizations • Choosing Client Technologies • Basic Code Organization Strategies • Programming Languages • Architectural Patterns
  14. 14. Examples of High Reversibility • ASP.Net Core Middleware (The Russian Doll Model) • Document Databases • Effective Automated Test Coverage • Modular Code
  15. 15. Testability andTDD/BDD • Enables Refactoring • Feedback • Improves Reversibility • Heuristic to improve the low-level design of your code
  16. 16. “Jeremy’s Laws ofTDD Design” • Isolate the Ugly Stuff • Push, Don’t Pull • Test Small Before Testing Big • Avoid a Long Tail
  17. 17. Refactoring A disciplined technique for restructuring an existing body of code, altering its internal structure without changing its external behavior Lies, damn lies, and “it’s just going to be some refactoring”
  18. 18. Bottom Up vsTop Down Design Avoid being frozen by the fear of what you don’t yet know Bottom Up  start with individual tasks and assemble the coded elements later as a structure presents itself Top Down  start with the basic workflow, leave placeholders for individual steps later
  19. 19. Spike • “A very simple program to explore potential solutions” • Quick and dirty prototyping • Throwaway the code
  20. 20. Process Stuff • Constantly challenge the design • Always be thinking • Socialize the design • Every developer contributes
  21. 21. Questions?

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