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Responsive Design One Day

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Responsive Design One Day

  1. 1. Responsive Design Kent Beck Three Rivers Institute
  2. 2. Responsive Design Project <ul><li>Study design </li></ul><ul><ul><li>Introspectively </li></ul></ul><ul><ul><li>Empirically </li></ul></ul><ul><ul><li>Quantitatively </li></ul></ul>
  3. 3. Why now? <ul><li>Design has leverage at times of change </li></ul><ul><ul><li>End of free Moore’s Law </li></ul></ul><ul><ul><li>Scale </li></ul></ul><ul><ul><li>Cloud </li></ul></ul><ul><ul><li>Re-client </li></ul></ul>
  4. 4. Leverage <ul><li>It is not a: </li></ul><ul><ul><li>Configuration </li></ul></ul><ul><ul><li>Testing </li></ul></ul><ul><ul><li>Reliability </li></ul></ul><ul><ul><li>Build time </li></ul></ul><ul><ul><li>Deployment </li></ul></ul><ul><li>problem, it is a design problem </li></ul>
  5. 5. Goal of Development Steady Flow of Features
  6. 6. Design? <ul><li>Adding features should be straightforward </li></ul>
  7. 7. Dilemma Less Later Cost More Sooner Revenue Options Time
  8. 8. Efficiency <ul><li>Initial work </li></ul><ul><li>+ </li></ul><ul><li>Cost of features </li></ul><ul><li>+ </li></ul><ul><li>Cost of changes </li></ul><ul><li>+ </li></ul><ul><li>Cost of mistakes </li></ul><ul><li>+ </li></ul><ul><li>Opportunity cost </li></ul>* risk
  9. 9. Latency, Throughput, Variance
  10. 10. Challenges <ul><li>Human </li></ul><ul><li>Social </li></ul><ul><li>Sensitivity </li></ul><ul><li>Succession </li></ul><ul><li>Uncertainty </li></ul>
  11. 11. Uncertainties <ul><li>Value </li></ul><ul><li>Means </li></ul><ul><li>Technology </li></ul><ul><li>Team </li></ul>
  12. 12. Values <ul><li>Feedback </li></ul><ul><li>Humanity </li></ul><ul><li>Courage </li></ul><ul><li>Ambiguity </li></ul>
  13. 13. Design <ul><li>Beneficially </li></ul><ul><li>Relating </li></ul><ul><li>Elements </li></ul>
  14. 14. Coupling <ul><li>The probability that a change in one element will require a change in another </li></ul>
  15. 15. Cohesion <ul><li>The probability that a change in one sub-element will require a change in all others </li></ul><ul><li>Inversely related to coupling </li></ul>
  16. 16. Safe Steps <ul><li>Balance </li></ul><ul><ul><li>Efficiency </li></ul></ul><ul><ul><li>Risk </li></ul></ul><ul><ul><li>Feedback </li></ul></ul><ul><ul><li>Teamwork </li></ul></ul>
  17. 17. Strategies <ul><li>Can see? </li></ul><ul><ul><li>Leap </li></ul></ul><ul><ul><li>Parallel </li></ul></ul><ul><li>Can’t see? </li></ul><ul><ul><li>Stepping Stone </li></ul></ul><ul><ul><li>Simplification </li></ul></ul>
  18. 18. Leap <ul><li>If </li></ul><ul><ul><li>You can imagine what you want </li></ul></ul><ul><ul><li>You can build it </li></ul></ul><ul><ul><li>You can install it </li></ul></ul><ul><li>Efficiency </li></ul><ul><li>Risk </li></ul>
  19. 19. Parallel <ul><li>If </li></ul><ul><ul><li>You can imagine what you want but </li></ul></ul><ul><ul><li>You can’t build it or install it safely </li></ul></ul><ul><li>Support two designs simultaneously </li></ul><ul><ul><li>Gradual migration </li></ul></ul><ul><ul><li>Forwarding both ways </li></ul></ul><ul><li>Safety </li></ul><ul><li>Scaffolding </li></ul>
  20. 20. Stepping Stone <ul><li>If </li></ul><ul><ul><li>You can’t imagine exactly what you want to build but </li></ul></ul><ul><ul><li>You can imagine what would make the end easier/safer to reach </li></ul></ul><ul><li>Build a platform from which your goal is easier to reach </li></ul><ul><li>Some well-known components </li></ul><ul><li>Risk of over-engineering </li></ul><ul><li>Lack of feedback </li></ul>
  21. 21. Simplification <ul><li>If </li></ul><ul><ul><li>You can’t imagine exactly what you want to build </li></ul></ul><ul><ul><li>Getting to the end is too expensive </li></ul></ul><ul><li>Eliminate requirements until you reach a safe step </li></ul><ul><li>Gradually re-introduce requirements </li></ul><ul><li>Almost always possible </li></ul><ul><li>Establishes initiative </li></ul><ul><li>Non-linearities in cost depending on requirements ordering </li></ul>
  22. 22. Four Strategies Leap Parallel Stepping Stone Simplification
  23. 23. …and One More <ul><li>If </li></ul><ul><ul><li>You can’t see how to make adding the feature straightforward </li></ul></ul><ul><li>Add it anyway </li></ul><ul><li>Expect to pay the price later </li></ul>
  24. 24. Refactoring <ul><li>Bi-directional </li></ul><ul><li>Isolate change </li></ul><ul><li>Interface or implementation </li></ul>
  25. 25. Isolate change <ul><li>Before making a change, reduce risk by isolating the area that will need to be changed </li></ul>
  26. 26. Design is an island <ul><li>No “best” design </li></ul><ul><li>Improvement </li></ul><ul><li>Deterioration </li></ul><ul><li>Sea level </li></ul><ul><li>Change in basis </li></ul>
  27. 27. Observations <ul><li>Power laws </li></ul><ul><li>Fractal </li></ul><ul><li>Symmetry </li></ul><ul><li>Punctuated equilibrium </li></ul>
  28. 28. Power Laws Source: Power Laws in Software, Spinellis, et. al.
  29. 29. Fractal
  30. 30. Symmetry
  31. 31. Punctuated Equilibrium Source: http://www.ideacenter.org/contentmgr/showdetails.php/id/1232
  32. 32. Psychology <ul><li>Confidence </li></ul><ul><li>Initiative </li></ul><ul><li>Creativity </li></ul>
  33. 33. Ask the system <ul><li>Visualization </li></ul><ul><li>Debugger </li></ul>
  34. 34. Recovery <ul><li>Broken windows </li></ul><ul><li>Site repair </li></ul>
  35. 35. Design for testability
  36. 36. Timing
  37. 37. Least commitment

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