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Insights from Expert Software Design Practice

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Abstract

Software is a designed artifact. In other design disciplines, such as architecture, there is a well-established tradition of design studies which inform not only the discipline itself but also tool design, processes, and collaborative work. The 'challenge' of this paper is to consider software from such a 'design studies' perspective. This paper will present a series of observations from empirical studies of expert software designers, and will draw on examples from actual professional practice. It will consider what experts' mental imagery, software visualisations, and sketches suggest about software design thinking. It will also discuss some of the deliberate practices experts use to promote innovation. Finally, it will open discussion on the tensions between observed software design practices and received methodology in software engineering.
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... Therefore, in practice, CASE tools are mostly used for documentation of mature or final models, and most engineers and designers prefer to perform their modeling activities on whiteboards or flip charts in the early design phases (Chen et al. 2003;Cherubini et al. 2007;Covi et al. 1998;Mangano et al. 2010;Petre 2009). ...
... First of all, engineers and designers need to switch their focus frequently while working on the same task (Myers et al. 2008;Petre 2009;Zannier and Maurer 2007). This requires frequent changes of abstraction levels (Cherubini et al. 2007) as well as navigation between related diagrams (Myers et al. 2008;Petre 2009). ...
... First of all, engineers and designers need to switch their focus frequently while working on the same task (Myers et al. 2008;Petre 2009;Zannier and Maurer 2007). This requires frequent changes of abstraction levels (Cherubini et al. 2007) as well as navigation between related diagrams (Myers et al. 2008;Petre 2009). We call the first type of navigation vertical navigation and the second type horizontal navigation. ...
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Most engineers and designers prefer to use large drawing boards such as whiteboards or flip charts for the initial collaborative sketching of a system’s models. Large interactive displays have recently begun to replace these physical drawing boards, blurring the line between freehand sketching and toolkit-aided modeling. While digital boards offer more flexibility in drawing and navigating models, they must also provide appropriate cognitive support for frequent shifts of focus and navigation between related artifacts. Furthermore, automated assistance in uncovering potential inconsistencies and contradictions between model sketches would be beneficial so that users do not get lost amid their sketches. In this paper, we discuss an approach to create relationships between the elements of informal hand-drawn sketches on large interactive displays by combining fuzzy search with classic information retrieval techniques. The identification and maintenance of relationships is particularly challenging because we are working with hand-drawn and hand-lettered model sketches rather than the syntactically clean models created with digital modeling toolkits. We evaluated our approach by analyzing 89 model sketches from 16 industry projects and found that it identifies relations between sketched model elements with high precision and recall.
... al., 2007;Steele, 2012), and architectural design (Alipour, 2021;Bernal, 2016;Gulari, 2015;Oluwatayo et. al., 2017), service design (Kuosa and Westerlund, 2012;Wetter-Edman and Malmberg, 2016), software design (Popovic and Kraal, 2010;Petre, 2009), interaction design (Begnum et. al., 2019;Gray et. ...
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Today research has come far in explaining distinct aspects of design expertise at different skill levels. However, with the increasing number of studies, we argue there is a need to assimilate present knowledge. In this paper we advance the field of design expertise by conducting a structured literature review. Through a systematic search of papers, from 1970 to today, we identify 110 papers concerning design expertise. We then analyze the accumulated research, and map how design expertise research has evolved, in terms of what we know and what remains unexplored. Through the review, we contribute with a distinction of skills acquisition at increasing levels of design expertise.
... The effect of working memory and experience on programming skill is mediated through programming knowledge [3]. Experts possess sophisticated mental imagery representing software designs, which they can mentally manipulate and externalise as design and communication resources [25]. ...
... Similarly, work by Bielaczyc, Pirolli, and Brown found that training in self-regulation strategies leads to significantly greater programming performance [3]. When it comes to expert software engineers, their systematic and self-reflective methods are a large part of what makes them experts [9] and these self-regulation skills manifest as the deliberate systematic practices which expert programmers and teams use to structure their work [15]. ...
... Even worse, it can mean committing too early to design decisions that cannot be reversed without significant costs, when it would be more desirable to keep many alternative options open for consideration. In fact, the skilful management of such provisionality is a defining characteristic of expert software designers [52]. Agile proposes to manage these risks by employing short iteration cycles and frequent customer feedback. ...
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Managing design-time uncertainty, i.e., uncertainty that developers have about making design decisions, requires creation of “uncertainty-aware” software engineering methodologies. In this paper, we propose a methodological approach for managing uncertainty using partial models. To this end, we identify the stages in the lifecycle of uncertainty-related design decisions and characterize the tasks needed to manage it. We encode this information in the Design-Time Uncertainty Management (DeTUM) model. We then use the DeTUM model to create a coherent, tool-supported methodology centred around partial model management. We demonstrate the effectiveness and feasibility of our methodology through case studies.
... For example, mechanical engineers rarely commence modelling a new product directly using a CAD tool; instead, they commonly produce hand-drawn sketches on paper, whiteboard or other physical surfaces, in order to reflect on their ideas individually or sharing with others. The importance of sketching activities in the conceptual design stages has been pointed out in a number of domains (Schütze et al. 2003;Petre 2009;Eckert et al. 2012). ...
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