



What Makes a Good Design Document? 461
dnnrly asks: "I've been writing software professionaly for a couple of years now for more than 1 company and I've noticed a recurring pattern: I get put on a new project that already has a bit of history and I get told to read the design documents and then implement XYZ. What happens is I read the document, find that it gives me a lot of information about certain aspects of the system we are building, but leaves huge gaps in others. We're going to be rewriting some of the procedures very soon and I'll be able to influence the software side so I wanted to ask Slashdot readers what sort of things have they seen in design documents that they've liked/thought are a good idea? What have they found works and what doesn't? If all else fails, where's a good place to find all this stuff out?"
"There's usually a very defined and rigid format for every design document and the writers have obviously tried very hard to make sure that procedure has been followed, generally leading to an almost unreadable doc or a design for the sake of it. Part of the issue is that these guys have written the design after 2 or more years exposure to the problem so they tend to forget just how much they know."
Existence (Score:2, Insightful)
"What is software design?" (Score:5, Informative)
Testing the design -- traceability (Score:3)
The software design is not complete until it has been coded and tested.
100% true. The problem is, designers in traditional or semi-traditional development teams usually get only the most rudimentary feedback from test, usually just along the lines of "This doesn't work very well". In some places I've worked in (I'm freeelance), designers pretty much sat in their ivory towers almo
Re:Testing the design -- traceability (Score:5, Informative)
I have to agree with the statement about traceability though. One of the worst things I've had to deal with is getting a specification document that does some stuff and then have to write the requirements "that would result in this design if we started with those requirements." This is endemic to all industries: ill-formed or ill-stated requirements. I'm always amazed at how many "requirements" are either designs or implementations or are not testable or aren't requirements at all. Even more entertaining are tests that don't test in a way that proves requirements are met...
If I had to enumerate what makes good design the list would have to include:
Re:Testing the design -- traceability (Score:5, Interesting)
They're all important points. If I had to rank them in order, I'd sort them as follows:
Items 1, 2, and 4 are the most critical, followed by 5 and then 3.
I'd add subitem 4a: During design, don't add features that aren't in the requirements, unless you can show a derived requirement (usually from one what I call the "X-ability" requirments -- scalability, maintainablilty, testability, and reliability). But don't add it because it would be "a cool feature to have".
5 steps - untenable (Score:5, Insightful)
Skipping to point four for a moment: I would argue that the requirements should be expressed in the form of tests - functional, unit, or otherwise, and that these tests be executable. The design MUST therefore meet the requirements. This then means that point number three may or may not apply.
I agree that code is not design. Design is abstract, and code is not. And pure-code-no-design folks go overboard in my view, but if you can't have complete requirements (and you can't) then you certainly should document that which is not obvious from a structural breakdown of the code itself. Particularly, documenting risky or unusual features of the code, such as tortured relationships and their semanitcs. To me that is the limit. Document what is not obvious, do not document what is structurally implicit, or otherwise explicit. Documentation covers risk, and risk mitigation points (ie. person hours) are best spent making better software, except when documenting something that, if left unsaid, might lead other developers to an incorrect assumption or conclusion.
As to point number five, your experience may vary. In my experience, it's quite the reverse. But in the example I'm thinking about, we didn't have each individual designing - the whole team designed together, and the whole team coded and tested, and never alone. Also, design changes, or any changes to assumptions (or APIs, or etc.) were well published throughout the team, so that there was ongoing restatement of context. If anyone thought that something was an odd or interesting design feature/artifact, they mentioned it, and the author clarified it and documented it. I don't think having individuals altering design outside of a process of consultation is wise, and I think this "cowboy" flavour of agile developent is abortive and a throwback to no-process development. However, small teams that are engaged collectively produce, in my experience, excellent design. You then need to capture what is not obvious, or somewhat obfuscated, and especially capture assumptions.
Where ThosLives and I would agree, however, I think, is that you need to trace design aspects to requirements. You may not have final requirements, but you always have some, and you shoulnt' make design decisions without a requirement to trace to. In this sense, you absolutely must have tracability from requirement to design to implementation to proof (test). And if requirement can be expressed as a test (not all requirements can), then that is, in my view, the best way.
Re:5 steps - untenable (Score:3, Insightful)
But I also know that non-insistance on precise, predefined requirements got us lots of contracts; in especially the circumstances that our customer doesn't know exactly what he wants and that it is part of our job to find that out.
There are other ways than technical or functional requirement specs to bring this shared understanding in a contract and manage the risk for both s
If the product doesn't change the requirements... (Score:3, Interesting)
Think about that. If the the software you are creating isn't altering the business methods, the usage patterns, the very opportunities available, why are you bothering?
New software should be disruptive. It should enable things that were never present before. It should create opportunities that simply weren't even on the horizon before.
If it doesn't, then why bother? Make do with the old version. Patch it, kludge it. Software is incredibly expensive to write, so unless it is
Re:Testing the design -- traceability (Score:3, Interesting)
I've been on projects where the RTM became God and we ended up spending more time documenting how X -> Y -> Z throughout the document tree than we did coding it. There is some sort of happy medium.
OTOH, I'm working on a project now with:
No design docs.
No requirements in written form unless my company writes them for the client, and even then they are abbreviated severly.
The great habit of getting a bug report from QC, wanting to say "Show me the requirement" then realizing there isn't o
Re:Testing the design -- traceability (Score:5, Interesting)
This meets your requirement; the program didn't "dump". *grin* Hopefully that illustrates the dangers of most "not" requirements.
The best way to write the requirement you're looking for in this instance is something like:
"Ignore alpha values where a numeric is expected."
Or, "If an alpha is given where a numeric was expected, ignore all following input up to [some delimeter].
Or, perhaps, "If an alpha value is given when a numeric is expected, display an error and get the input again." The general idea is you want to define the requirement and the bounds of operation; "not" requirements are unbounded.
I will grant, however, that sometimes you want a "not" requirement; this discussion [slashdot.org] has more details on 'not requirements' and rjh [slashdot.org] points out that sometimes folks use not requirements to prohibit things but purposefully allow anything else; in my opinion this is very dangerous and should only be used very rarely.
Re:Testing the design -- traceability (Score:3, Insightful)
Okay, but they aren't functionally equivalent. In the first spec, are users with such-and-such authorization allowed to change property yada? Although it implies it, the specification doesn't actually say that they can. The permission is actually undefined; the "unboundness" that the parent is talki
Re:Testing the design -- traceability (Score:5, Insightful)
When I use the blueprints for an automobile to build the automobile, I get something different than the blueprints. I cannot use the blueprints to emulate the functionality of the vehicle. The blueprints are instructions to build the vehicle.
In software, the design is the thing which tells me how to write the code (have you ever tried to read code and find out what the function is supposed to do? generally you can only know what it does, not what it's supposed to do. Sometimes you get lucky and the design is written in the comments, but that's rare; generally comments just say "we watch out for overflow here" or something like "use pointer rather than array lookup to avoud some tricky thing" - comments are usually descriptive of what is going on, not why). If I have a good design I can write it in any language and meet the same requirements. That's a good litmus test for software: if it depends on a language, it's not a pure design. If you have to figure out what's going on to translate into another language, you're in implementation rather than design.
I will grant, however, that there are some difficult situations when you have a requirement "you shall use language X for this project", or "we decided to use language X to meet these requirements" - what happens if that requirement changes halfway through and your "design" was language specific? You're hosed. Good designs are language transparent.
Remember, the goal isn't to produce an application, the goal is to meet the requirements. The design tells you how you are going to meet the requirements ("have a text grid input box" and, at the next level, "have a function that draws a text grid input box") and the code fulfills the design ("textgrid.draw()"). (Note that some design decisions become requirements for a lower level, such as function calls, interfaces, etc.). Code should only be implementation.
Re:Testing the design -- traceability (Score:3, Interesting)
This viewpoint seems to be largely tautological - two forms of an algorithm are equivalent because their input/outpu
Re:"What is software design?" (Score:3, Informative)
Design Document (Score:5, Funny)
Dee..zin...dok...u...ment...?
Duh (Score:5, Insightful)
Writing a good design doc is mostly tedious work interspersed with lots and lots of communication with your programmers and customer.
-Erwos
Re:Duh (Score:2, Interesting)
I dare say that I haven't seen much in the way of design documents in anything I do. A "design" to me, typically means a braindump committed to email. It's not too surprising either, I doubt many software engineers got into the business to write documents.
Re:Duh (Score:5, Insightful)
No, that's just it. People often ask the difference between a Software Engineer and a Computer Scientist. This pretty well covers it. Ideally, a Software Engineer is an Engineer like any other. A major portion of their work is designing and documenting. Like how a Structural Engineer would create blueprints. Also ideally, a Computer Scientist is a scientist like any other. He investigates the world of computer software - experimenting and recordign the results.
In the real world, the roles of both blurr into "the customer wants this, code it." But to live up to the title of Software Engineer, you need to be much more proactive and be very involved in the non-programming aspects such as requirements gathering, documenting, designing, documenting, prototyping, documenting, and documenting.
Re:Duh (Score:5, Interesting)
Computing is a creative technical discipline that has little to do with engineering and even less to do with science. It is an art, a craft and sometimes a trade.
Just because they're older buzzwords doesn't mean they're accurate.
Yeah, that's pretty much the distinction I learned (Score:5, Informative)
Getting back to the original question, a design document should be divided into three primary sections. The first section should always say what the problem is that the design document is trying to address. Any given design document should address only a limited set of problems, or it will become too complex. Ideally, any given document should be small, compact and address one or (at most) two issues.
The second section should describe how to use the solution presented to solve the problem described. In programming terms, this is your API. That is all it should describe.
The third section should then cover how the solution goes about solving the problem. Again, that is all it should cover.
When projects or modules within those projects are updated, it should be possible to update/replace any one section in any one document without touching any other section or any other document.
Documentation should also always stick to the level for which it is intended. Ideally, references should be to ever-more specific information, never the other way round. So, a project overview might point to the components of that project. Each component might then point to documentation on the low-level mechanics. On the other hand, a discussion on low-level mechanics is not the right place to talk about a specific project that uses those mechanics. That gets in the way of understanding and obstructs code reuse.
That, I think, is the key to writing good documentation. Does it positively assist those who would need it? If the answer is "no", or is even a "not sure", then it doesn't matter what standards it follows, it is useless.
The ideal length for a document is going to vary, project to project, but by building documents in a modular fashion it should be rarely necessary to have a document longer than about 20 sides of A4. Most should be around 10 sides. Anything longer likely covers unrelated topics and can be split up. (Remember, it is easier to open 20 books to one page each, than to open one book to 20 different pages.)
This limit gives you about 3-7 sides per section per report. If you need more than 7 sides, the design is too complex and unmaintainable over the long-haul. On the other hand, any less than 3 sides likely means that the project has been over-designed with lots of redundancy, plenty of overhead and no possibility of meeting the requirements.
Going by this description, virtually all documentation in existance is ghastly beyond all imagining. Which, by and large, is exactly how most people see it.
Re:Yeah, that's pretty much the distinction I lear (Score:3, Funny)
Yes. Tetris and MS Office have the same target complexity, to within fifty percent. Also, generalization
Re:Yeah, that's pretty much the distinction I lear (Score:3, Informative)
In the case of MS Office, for example, the requirements for loading and saving documents has nothing to do with the requirements for handling macros, and none of the above has anything to do with the way that the GUI is structured.
All of these, t
Re:Duh (Score:3, Interesting)
You make an excellent point. It's the difference between being a developer vs being a "programmer", something that Eric Sink (founder of a small ISV called SourceGear) wrote a very nice article [ericsink.com] about.
Re:Duh (Score:5, Interesting)
Then burn it. The methods are all nice in theory, but in practice it's often a crapshoot. Then again, I have a bit of history on this one, as my software engineering class was more of a class on how to deal with the PHB (clueless professor).
We learned how to make all the pretty diagrams, while we discovered that such pretty diagrams could never have relevance to our particular project. It ended up a game of "make the diagrams the customer wants, then make much simpler and more sensible ones for yourself that don't follow proper software engineering protocol but actually tell us how the darn thing works."
Re:Duh (Score:3, Insightful)
School is about learning the terminology and trying to get the most egregious errors out of the way, so that, after graduation, real work can commence.
Re:Duh (Score:5, Insightful)
A lot of the time, we just put diagrams that made sense to us, and that worked a lot better than trying to make proper UML documents.
Re:Duh (Score:3, Funny)
Re:Duh (Score:3, Insightful)
Re: Duh (Score:5, Insightful)
The most important thing for a document is to communicate. UML is a very good way to communicate that sort of information (when everyone understands it). But it's not the only way. Use whatever's best. If a few lines of text on a scrap of paper, or an ad-hoc diagram you've just invented, will communicate better (with your memory, with your immediate colleagues, and with anyone who might be maintaining the system in future), then by all means use it! Anyone who insists on UML or whatever for the sake of it is missing the point.
The main problem with these methodologies is that there's no way to force people to think clearly. You can encourage it, certainly; you can make it easier to do, easier to communicate, and easier to spot its absence; but you can't force it. Following the procedure is no guarantee of clear thinking -- and it's that clear thinking which gets projects designed and built.
Re:Duh (Score:3, Interesting)
Amen.
It ended up a game of "make the diagrams the customer wants, then make much simpler and more sensible ones for yourself that don't follow proper software engineering protocol but actually tell us how the darn thing works."
Actually sounds like you learned your lesson well.
About Resources (Score:2)
The problem. (Score:3, Funny)
why? is the problem radioactive? Some sort of alien compound that causes forgetfulness? Sounds potentially preferable to some of the projects I've worked on.
Mythical Creatures (Score:4, Funny)
Re:Mythical Creatures? NOT (Score:2, Insightful)
RFCs are requirements documents, not design (Score:5, Interesting)
An RFC specifies what behavior MUST, MUST NOT, SHOULD, SHOULD NOT, MAY, MAY NOT exist. It doesn't say jack about how that behavior is supposed to come into being. I could write an OpenPGP application that did all of its work by hiring Bruce Schneier to manually do the RSA computations, and it'd pass the RFC.
RFCs aren't design documents. RFCs specify behavior; design documents specify how that behavior is achieved.
Re:RFCs are requirements documents, not design (Score:3, Insightful)
Go take a software engineering course. There's a lot of wisdom that's been accumulated about how to write reliable software, and while (IMO) about two-thirds of it is utter rubbish, one-third is really good advice. Learning software engineering is like eating pufferfish: really cool, but be careful what you swallow. You'll learn about requirements analysis, drafting a coherent requirements document, architectural analysis
Be agile (Score:2, Insightful)
Re:Be agile (Score:2)
Oh wait, that was Angus Scrimm, not Angus Scrum.
I hate it when that happens (Score:3, Insightful)
All I can suggest is: keep a strict separation between features and implementation.
do some use cases that describe how the most important part (the user) will handle the program.
And think ahead, your designs will change while building/deploying. How are you going to accomodate that?
And tests, do not forget to write the tests! (Score:3, Insightful)
This will save you eons when you are actually coding. Way too many testers are still wasting their time with manually going through the ssame maotion again and again to make sure it all works as expected.
This is how you accomodate it. (Score:5, Interesting)
Design Document requirements: (Score:5, Insightful)
- Sitemap (web) or screen map (desktop app)
- Feature matrix with columns for features, rows for pages/screens and indicators where a page/screen has a feature.
- Detailed feature specs need to be written kinda like function documentation - "preconditions" that state what is expected as in the user is authenticated or the DB has products and "post conditions" that say what gets set or hwat the user can do.
- Style documents greated by graphics designers who understand the medium (web/Windows API/etc) are invaluable for refering back to when someone doesn't like a font size.
All this documenting is no fun, but it is more fun then dealing with the lake of the document.
Re:Design Document requirements: (Score:3, Insightful)
- add a button to screen A that does function X
- change the layout of screen B so that it shows ALL of the widgets in chronological order
etc.
To do that, you want to start off with a nice diagram of the screens showing which UI elements come from which classes/controls/include files/etc. so that you know where to go and start looking at code.
90% of software design is about putting code in the right place. That means architecture consists, most
Diagrams, for one thing (Score:5, Insightful)
If I have to choose between a 50-page design document and three pages of clear diagrams, I'd pick the pictures.
Pictures are good! (Score:5, Interesting)
Amen. I do Quality Assurance (and for those who don't know, that isn't just testing). I use design docs to figure out how something is supposed to work before I get it. Pictures are good. You can (intentionally) bury information in a 50 page document. It is hard to bury information in pictures. I say "intentionally" above because in the past I worked with a guy who was the director of a development group. He didn't like to design things, or tell people about how things were going to work. So his requirements and design documents were vast containers of information. His standard answer to questions was: It's in the document.
Me: What is the flow of events from beginning to end?
Him: It is in the document.
Me: I couldn't find it. Where is it?
Him: It's in there, you just have to find it. See, here on page 3, and on page 10, and...ummm... You just have to piece the information together, but it is all in there.
Talk about information hiding. In meetings, people would ask questions, and he would say "It's all in the document, should I go get it?" Nobody wanted to spend meeting time sifting through it for answers. And sometimes, the answers weren't there, and we would always get the "I'll add it". Of course, nobody ever checked to make sure he added it.
I fought for months to get him to add a flow diagram in a doc. He kept insisting that all the information was there and that a diagram was useless. After months and months, he finally added it. The FIRST thing that someone said at the next meeting was how useful that diagram was, and they pointed out some improvements to it. It turned out those comments sparked conversations that led to the discovery of flaws that went unnoticed for months. I'll leave it up to the reader to guess who got credit for the diagram in the document. (hint: Senior QA person or director of development)
Let me re-iterate: pictures are good.
Audience == People (Score:4, Insightful)
Design documents should be easilly written and easilly updated. I prefer a text editor to something where I can have 'really nice' formatting. Its just easier and quicker, and that leads to the documents being more likely to be kept up to date.
If the docs aren't up to date, no matter how well written or well designed they are, they are misleading and unhelpful.
Re:Audience == People (Score:3, Insightful)
What's the purpose of the design doc? (Score:5, Interesting)
a good place to find all this stuff (Score:3, Insightful)
A good design document often duplicates the actual programming process. It starts at a high level (What are we trying to do? How do we do it?) and drills down to the level of what each function (or class method) should do. It should define acceptable inputs and outputs, both overall and for each method. It should also define the unacceptable ones. You should be able to generate the unit tests from it as well as the actual program.
It should leave room for changes if you find out that using methodology Bar to implement Foo doesn't work.
The Final Document should be based on a reading of the code, and any differences between that and the pre-code spec should be documented as to their cause.
Design documents become stale (Score:3, Insightful)
When first written, they are good and complete.
As the project moves along and the design changes, the design documents aren't updated. If you are lucky, new features will be covered in errata documents, but old features that were found to be not feasable remain in the document, without any indication of why they were removed from the project.
Steps to writing a good design document (Score:5, Funny)
1. Write a design document containing information about the design document you're trying to create.
2. Read the design document you wrote in (1) describing the design document that you are trying to write.
3. Write actual design document as described in design document written in (2).
A Good Design Document (Score:5, Informative)
The best design documents are ones that aren't trying as much to fit the cookie cutter as much as they clearly convey the idea of the design.
I'm not saying to throw design standards to the wind. I'm saying that your standard as a design document generator is to create something that is readable, decent to look at, and clearly conveys what is going on.
Try to use vernacular vocabulary and language style when explaining what things do, and try to make your pictures look as pleasing and simple as possible.
Hope that helps.
Re:A Good Design Document (Score:5, Funny)
Interfaces (Score:4, Insightful)
You Already Know (Score:3, Interesting)
What happens is I read the document, find that it gives me a lot of information about certain aspects of the system we are building, but leaves huge gaps in others.
If you can already identify gaps in previous design documents, then you are already qualified to write the next design document.
Apart from that, talk to some other experienced people in your organization and get their take on previous projects failures and delays. Then, see if there is any way to preemptively incorporate measures into the design document to improve your projects chances for success.
[Although, a lot of project success really boils down to getting the right people on the team.]
Keep it current (Score:4, Insightful)
If you're really serious about having useful design docs, the only way to do it is to have a dedicated staff whose job it is to keep it current, accurate and useful. Coders are rarely good writers, and even if they are, it's almost impossible to get them to keep docs in sync.
My favorite design document . . . (Score:5, Insightful)
To be honest, I find that customers have a hard time visualizing how something will work unless they can interact with it. I'll take some internal design notes for myself, then whip up something and reiterate.
This approach doesn't work well with some projects, but for the small web applications I make it works great.
Re:My favorite design document . . . (Score:3, Informative)
Exactly!
But most 'old-school' outfits using heavy waterfall processes think that prototyping is evil if you do any of it prior to writing your 50 to 100 page 'design document' (I worked at a place like this a few years back).
Of course the company that uses Agile processes and encourages prototyping will probably get to market way before the dinosaur company.
Re:My favorite design document . . . (Score:3, Insightful)
I know!!! (Score:2)
If your product has a UI (Score:3, Insightful)
If you don't have a UI, then start from the configuration file or command line switches, and do the same thing.
Then you're done. If you can't configure a feature, or can't trigger it from the UI, then it shouldn't exist...unless there are other interaction points.
If you have a network app, document the wire protocol, range of input values, and expected behaviors (of your app and its clients) and outputs.
If it's a distributed system, figure out the different states and document them.
It's actually a pretty simple, though tedious, process. Starting from the UI is a great place, because it shows you instantly how complicated your app is. If it's too complicated, this type of document will show that pretty quickly.
What Makes a Good Design Document? (Score:4, Insightful)
At least for most of the projects I've worked on.
Document the choices (Score:3, Insightful)
Instead, document why you chose PostgreSQL over [foo]. Why you chose to roll your own templating system. Why you fork off jobs in a separate process rather than doing them in one process. Why you wrote this particular thingy as a C extension.
Documenting that stuff will be helpful to folks down the road when requirements/environments/whatever changes and they wonder why things were done this way in the first place.
Simple (Score:2)
Test Driven Development, User Stories (Score:2)
Tests tell you what to do, and when to stop.
I also put a rough estimate on the various user stories, and then let my client prioritize the stories so the work I do first is what they want most.
In many cases, clients don't know what they want until you don't give it to them. The best approach I've found for those cases is to whip up a tiny prototype to show to the client
Wiki? (Score:2, Interesting)
Find the Guru (Score:3, Informative)
The primary problem is that there's too much information to document. I could create a document which included every design decision and every little facet of the project, but the document would wind up so huge, it'd be impossible to work with. The best resource I know of is the project guru. Every project has one -- the one guy who seems to know everything or at least can tell you where to find the details. Find this guy and pick his brain as much as you can. That'll carry you a lot farther than the documentation itself. However, if the guru is no longer around, you're up a creek without a paddle.
!Who! Makes A Good Design Document (Score:2)
This person should follow the development of a product from beginning to end, and document as well as be responsible for the production of the Design Requirements.
The Product Manager should work in the business/marketing side of the company, as ultimately the customer will determine the success of the product, however they should have a strong enough background in the technologies that they aren't some caricature from a Dilbert cartoon. It isn't necessary to define individual segme
Cohesiveness (Score:2)
[diety] save me from documentation that consists of links upon links upon links. I certainly find this disconcerting, and I imagine I'm not the only one in that execution based on these documents often seems disjointed with significant factors going lost in the process.
Whatever you put together, try to ensure it's not blown into thousands of pieces. Documentation requires some effort; updating should be more than just glomming on a paragr
Model Driven Development (Score:2, Interesting)
The basic process is : create a model that encapsulates the three bigs:
1) Analysis (i.e. requirements, actors, and use cases)
2) Components (object models, system models)
3) Interactions (interfaces and sequencing)
Once your model contains a good description of these three domains, expressing a design document from the model is straightfoward (indeed, many of good modellers will provide excellent document generators). XDE works fine, but my pa
not so much design documents... (Score:2)
You're a lot better off talking to the key people involved in either the business process or decision making. If you're working for a smaller company, this is relatively easy to do; however, if it's a larger company, I would think it's more difficult (ie less a
Most Important part of Design Document (Score:3, Insightful)
Re:Most Important part of Design Document (Score:5, Funny)
1.1.1.1.1.1.1.1.1 The system shall not make tacos on demand.
1.1.1.1.1.1.1.1.1.1 The system shall not make tacos on demand with sour cream.
1.1.1.1.1.1.1.1.1.2 The system shall not make tacos on demand with guacomole.
1.1.1.1.1.1.1.1.1.3 The system shall not make tacos on demand with cheddar cheese.
1.1.1.1.1.1.1.1.1.3.1 The system shall not make tacos on demand with sharp cheddar cheese.
1.1.1.1.1.1.1.1.1.3.2 The system shall not make tacos on demand with mild cheddar cheese.
1.1.1.1.1.1.1.2 The system shall not make CHICKEN tacos on demand.
...
this could get messy.
Reference the requirements. (Score:2)
You may also find it useful to split the design document into a hierarchy of many; one or more high-level documents for module-level descriptions, each having one or more low-level design documents for stuff like unusual algorithms or other non-obvious aspects of the design of a particular module.
Good Writing (Score:2)
Also, despite what they tell you in academic paper-writing classes, it's *all right* to write in everyday language. A statement such as "The user moves pointing device A over the activity area of the button in question, intending to act
General principles (Score:2)
peer scrutiny (Score:2)
The Test Plan *IS* The Design Document (Score:2)
No matter what the official titles may be, the real design document is the test plan.
This is because if the product should accepted if and only if it satisfies the test plan. A good test plan will thoroughly exercise the conditions that the product will encounter, and specify the expected response. Once you know those things, generating a traditional design document is trivial (plus or minus nontrivial graphic design).
Because PHBs expect something called a Design Document, I suggest you build a database o
Try Joel for a good Functional Spec description (Score:5, Informative)
Summary:
This series of articles is about functional specifications, not technical specifications. People get these mixed up. I don't know if there's any standard terminology, but here's what I mean when I use these terms.
- A functional specification describes how a product will work entirely from the user's perspective. It doesn't care how the thing is implemented. It talks about features. It specifies screens, menus, dialogs, and so on.
- A technical specification describes the internal implementation of the program. It talks about data structures, relational database models, choice of programming languages and tools, algorithms, etc.
When you design a product, inside and out, the most important thing is to nail down the user experience. What are the screens, how do they work, what do they do. Later, you worry about how to get from here to there. There's no use arguing about what programming language to use before you've decided what your product is going to do. In this series, I'm only talking about functional specifications."One of his books: Joel on software [amazon.com]
His blog: What's a Spec? [joelonsoftware.com]
Highly recommended!
After the design document comes (Score:5, Insightful)
No, I'm not kidding.
The design documents which have driven you mad probably weren't incomplete. They were probably quite complete design documents. But a complete design document isn't supposed to cover everything. If you had a design document that was fully specified in every significant detail, you could run the design document through a compiler and generate your code. (This isn't as far-fetched as it sounds; there are tools to automatically generate large amounts of code just from simple UML diagrams. That's an example of design documents being translated directly into running code.)
A design document can best be viewed as the development team's prejudices regarding the best way to solve the problem. There will be holes in the design document, mostly in those areas where the programming team doesn't really have a good grasp on what the best thing to do is.
A good design document is a like a good steak; they're best when served a little bit rare. You want to give the guy who comes after you a game plan, but you don't want to commit yourself to doing things in one particular way when you don't know if that one particular way is going to work. After all, once the design document has had every stakeholder sign off on it, going back to the drawing board and saying "uh, this isn't going to work, let's try something else" means all the stakeholders get back on board again. But if the design document has some room to move--what you think are "holes"--then that gives the programmers freedom to get the job done without having to go through the entire design approval bureaucracy again.
Most serious software engineering shops worship at the altar of requirements and architecture documents. Hackers in the trenches add the "this is how it really works" document to that list. There's nothing quite as valuable as stumbling across some prior hacker's notes when you're trying to grok the system.
Stop looking at the design document for the 'missing' stuff. It might very well have been deliberately omitted. Start asking around for the "this is how it really works" documentation, instead.
explain why (Score:2)
Each of these requires a decision.
In order to intelligently maintain and extend
the project, the owners need to know why each
decision was made: what were the design goals,
what were the available alternatives,
what were the constraints, and what might be
done under different alternatives or constraints.
That is, explain why the design is the way it is.
"This algorithm has n-squared behavior, but
was easy to implement and test. N-squared
behavior is toler
Requirements are the foundation! (Score:2, Insightful)
I think that most requirements gathering activities don't involve the right people. Most importantly, they should involve the developer. I have seen requirements sessions involving only the business analyst, an IT lead, and the project manager. They leave out the developer! Usually it is done because the developer is busy with other things.
If you leave the developer/programmer ou
I like to include the "why" (Score:2)
I like to describe why I did things in a particular way. Much of what ends up in a design document describes what the system does (I can run the app to see that), or how it does it (that's what the code is there for and I guarantee that the code is more recent than the design document).
What always gets me is when I show up and ask "Why didn't you use XXXX?" No one knows. Often there is a really good reason that I find out after weeks of unsuccessfully attempting to implement XXXX.
in English (Score:3, Insightful)
Video game design documents... (Score:3, Insightful)
If the design document is underweight, it was good enough to trick the bean counters into giving up the first check. But you really can't use it to build test cases out of it since the developer can add or subtract whatever they want.
If the design document is overweight, you can build test cases with a fair degree of accuracy over the life of the project. The problem is that some developers will bristle at being held accountable for every detail promised and don't like their milestone checks being held up until they deliver the goods.
The ideal design document that lays out what to expect without too much overwhelming detail and the developer delivering to full spec on time probably doesn't exist. At least, not in the video game industry.
Software Engineering 2005 == Medicine 1805? (Score:5, Insightful)
I draw the analogy to medicine in the 19th century because at that time physicians were finally trying to investigate the causes of disease and developing insight that, more than a century later, would lead to their interventions improving rather than diminishing life expectency.
Nobody knows what "best practice" should be, yet we're codifying a process. The design document is one aspect of this process. Rarely is the purpose of a design document to convey design. Rather, it is a "deliverable" presented to a PHB or client as evidence of progress. To this end, the larger and prettier it is, the better.
Good requirements = good design (Score:3, Insightful)
A good place to look is "Software Requirements--Revision" by Alan Davis (1993). I don't agree with everything Davis has to say, but the book is full of good ideas and potential "gotchas" to watch out for. Another good reference is DO-178B, the guidelines used for the development and testing of safety-critical software in commercial aerospace applications. It is available from the RTCA [rtca.org] for about $50.
If you're doing an OO project, then you might want to look at Booch's book: "Object Oriented Analysis and Design" and the UML 2.0 specification .
But, most importantly, you MUST have some kind of design documentation (requirements, at a minimum) and that documentation needs to be flexible enough to accomodate changes without causing everything else to grind to a halt while the revisions happen. Expecting to get good software with inadequate formal documentation, minimal planning and insufficient requirements is why 70% of all commercial software projects end in failure (documented and published statistic).
Anyone who says you can do good software by shooting from the hip is nuts. And they don't work for me.
Look at IEEE standards. (Score:5, Informative)
Either way, I like to start with some templates I created based on IEEE standards, a few come to mind, Here's the list:
IEEE standards pertaining to sofware engineering [ieee.org]. In particular take a look at the Software Requirement Specifications and the software design descriptions.
Some of these are very documentation intensive, but I find that at least reading through them when starting a new project helps me direct my thoughts and make sure I don't forget anything that might be relevant to the phase in question (what? I need to think about the maintainability? the stability? the robustness?) pick and choose those things that apply to your project.
Hate to Say It (Score:3, Insightful)
Read Wieger's Software Requirements [amazon.com] from Microsoft. It is a very good book to work on. Mainly, our process is:
At least that is what we try to do. Half the time, it is 'You bought what?'
It should be flexible: Use Wikis (Score:3, Insightful)
Exactly. I used to work at a company that had a 50+ page document that was supposed to be used as a template for design documents - a sort of meta-design document, I suppose. Problem was that things rarely fit into their preconceived ideas. It definately led to unreadable documents. The other problem was that the procedure to change the design document was so draconian that everyone was hesitant to change anything even though it would become clear that things needed to be changed when the real world crept in. (BTW: this company allowed absolutely no prototyping prior to finishing the almighty design document - for those of us who like to prototype, it was frustrating)
I'm thinking that wikis are the best way to both communicate and develop a 'design document'. The design document should be flexible and wikis fit the bill. The design document should show the history of thinking about the design and again, Wiki's fit the bill quite nicely as you can look back and see the discussions that took place that led up to various decisions.
What you need is a Maintenance Doc. (Score:5, Insightful)
Design Docs tell the reader how you intend to build something. In many shops (depending on the SDLC version, if any, that they use), it has little value after the design review.
As a roving consultant, I've seen a lot of crappy documents and SDLC (et.al.) procedures, and what has the greatest value for the programmers who come later is a Maintenance document that specifies:
1. The overall philosophy of the design: Why specific design choices were made.
2. What things did you want to implement (and why) but were postponed to a later version.
3. What design decisions were specifically rejected (and the reason).
4. Where are the system's weaknesses?
5. What are the coding standards specific to this particular project?
The Maintenance Doc provides guidance to the people who have to work on this stuff after you're gone (and to you, unless your memory is perfect). More than anything else, they will need to know the why of the design, not the what.
In my perfect world, the maintenance doc would be the main appendix to the design doc.
However, in most shops, the SDLC & its policies & procedures will prohibit that, and usually acknowledge neither the existance nor desirability of a Software Maintenance Document.
Good Luck.
Joel Spolsky Says... (Score:3, Informative)
You should read the entire series, but I'll give some of the highlights:
tS
Don't just document the design (Score:5, Interesting)
The single biggest mistake most design documents make is that they document the design.
That's nice, to a small extent, but generally of relatively little use.
It falls down completely when
- the designer made bad assumptions that subsequently don't hold
- the users change the requirements
- someone actually writes the system
- the system goes through years of maintenance
So what is of use in these circumstances? The ideas, concepts, approaches and general thrust of the design.
Where did this design come from? Why has this approach been taken. What are the concepts embodied here?
Don't tell me that the Widget is round and talks to the Doodah.
Tell me _why_ the Widget is round (and why square wans't good enough), explain what the Doodah does and why the Widget needs to talk to it, what the contract (informal or formal) between the two is.
If the Doodah works with hexagonal Thingamies then explain that. If there aren't any Thingamies yet but it's possible they may be added give the guidance on where they'll be added.
A good piece of software design is a vision, a pure and beautiful concept in the mind of its creator. What gets written on paper has to share that vision with others, so that they can understand it, and share it going forwards.
Then you have design documentation that makes sense, that outlives the initial implementation, that's useful to people in years to come.
~Cederic
Testable Requirements (Score:3, Interesting)
It's simple, make sure that each requirement that is stated in your design document meets the testablility test. If you can't think of a simple way to test the requirement, than it isn't properly defined.
Along with this simple idea, the person who is specifying the system has to be willing to put in the time to make sure all requirements are testable. You also have to have a good programming manager, one who will make sure each new requirement is checked for testability and that all changes are checked to make sure they don't mess things up.
With this combination of factors, I was able to reduce the number of errors discovered after release in one system from over 400 (taking 4 months to fix) to 4, which took three days to fix.
Make note of the tests you envisage for each requirement. Ideally, this should be done by a very sharp-eyed QA Analyst.
Finally, build code reviews into your schedule. That way you have a good chance of meeting your deadlines. The code reviews not only find many bugs, they are also good places for mentoring members of the programming team who have less expertise.
Hopefully, some of this is useful to you.
One Simple Rule for a Good Design Document (Score:3, Funny)
It must compile and run correctly.
Very simple approach. (Score:3, Interesting)
Second trick: Brevity. Put NOTHING in there unless it communicates the design and is required by the target audience. Get rid of Cut & Paste boilerplate just as you would in your code.
I guess finally I'd have to say --be complete. If you find yourself saying "We'll work out the details of that later", it's going to be one of the more difficult parts of your project.
The problem is that these standards are difficult to quantify, so the most important point would be Hire a good architect. Look at design docs they have written and see how many questions you might have if you were implementing that project. Let them train the rest of your staff.
The difference between a typical programmer and a good architect is about the same difference as that between a house painter and a classic artist. Even if a group of house painters could paint the Sistine Chapel, they would have to have some pretty good instructions to follow--and they would be completely incapable of making those instructions themselves.
Functional Specs vs. Design Docs... (Score:3, Informative)
The software design documentation is in the code in the form of a detailed comment at the begining of the main code module explaining my design choices for each piece. I like to use languages, such as Perl, that allow me to format and extract documentation directly from my source code. I also like it to be inside of the code so I can make changes to my documentation at the same time that I make changes to the code. This is much more efficient for me - things don't get lost in the shuffle.
Going forward my goal is to generate XML documentation for not only the design document, but also the user manual, and other documentation from the same source code. I'll have a makefile sitting in my revision control archive that will generate all of my documentation for all apps in one command. BAM! I'm done, and can then read and edit my docs at my leisure.
The hard part is getting everyone else who touches my code to follow the same procedures.
Document readable to other engineers (Score:3, Insightful)
A good design document should describe what you want to build, what you need to change in the existing system and what your dependancies are to name a few. It should spell out how you want to order you classes (UML!), most importantly how you will use the global classes (like an user class).
Therefore, if any one of your colleagues can read your document and think one of the following thoughts your document was a success:
"Oh Joe wants to use the user class like this, I guess I won't change it to stop that from happening"
"I don't think Joe knows that I'm building a Foo class since he thinks he's going to build one, I'll email him and we'll decide who's going to do it"
"I see that Joe has this great system designed, but he seems to be forgetting the requirement that we have to let the end-users configure it through the app and he's only using property files. I'll email him and make sure he didn't forget that."
"Uh... what the hell is Joe thinking, there's an existing class that does exactly what he wants to do, why did he waste his time writing this document?"
Things to include in your design document (Score:4, Informative)
Not all of these things will be appropriate for all systems. This is not a table of contents!
Know what you are trying to build; otherwise you won't know when you haven't managed to build it
or per group of web forms,
or per batch process
or per
What about agility? (Score:4, Insightful)
I work in control systems. We have in-house motion control software that we use to do weird jobs. This software is not as featureful or complete as the packaged solutions, but it is cheap to deploy, and designed to be expandable and flexible. A project might entail anywhere from a few hundred to a few thousand lines of custom code that sits on top of the 30-40klocs of core code.
When a customer requests a CNC retrofit of an old or weird machine, they seldom have any idea how the machinist on the floor actually uses the equipment. They see the problem as a basic one--the machine takes too long at X or the machine lacks capability Y. The machinist is not really a programmer and isn't mentally prepared to make the leap to writing a specification.
The solution to the problem was for me (a programmer) to go into work with the machinist for a few days when the software was about half done and help him make the parts he needed to. Even though the software was incomplete, I could at least step around any immediate problem by throwing a little bit of prototype code at the problem and get the operator's feedback regarding the process as a whole and how it could be changed to make his life easier.
I guess the point I'm making isn't fully formed, but all this talk about design processes seems to be missing the essence of that project, which was only possible by allowing the sole user of the software and the programmer to spend time collaborating. For much of the coding, I brought my workstation to the factory floor and worked right there. It made testing much easier and let me ask the operator questions whenever an issue arose that hadn't been forseen by my boss or his when they planned out this task and designed the system. I would, of course, run major changes by my boss first, but he pretty much trusted what the operator and I were figuring out.
We've been providing custom software to this company for several years. It's pretty much run without issues and has saved them huge amounts of money, essentially by optimizing a handful of machines in there shop. The project would never have gotten off of the ground if we'd been caught up in these sorts of formal processes. We don't have the manpower, or the timeframe.