Write programs that do one thing and do it well - solid-principles

I can grasp the part "do one thing" via encapsulation, Dependency Injection, Principle of Least Knowledge, and You Ain't Gonna Need It; but how do I understand the second part "do it well?"
An example given was the notion of completeness, given in the same YAGNI article:
for example, among features which allow adding items, deleting items, or modifying items, completeness could be used to also recommend "renaming items".
However, I found reasoning like that could easily be abused into feature creep, thus violating the "do one thing" part.
So, what is a litmus test for seeing rather a feature belongs to the "do it well" category (hence, include it into the function/class/program) or to the other "do one thing" category (hence, exclude it)?
The first part, "do one thing," is best understood via UNIX's ls command as a counterexample for its inclusion of excessive number of flags for formatting its output, which should have been completely delegated to another external program. But I don't have a good example to see the second part "do it well."
What is a good example where removing any further feature would make it not "do it well?"

I see "Do It Well" as being as much about quality of implementation of a function than about the completeness of a set functions (in your example having rename, as well as create and delete).
Do It Well manifests in many ways, some ways of thinking:
Behaviour in response to "special" inputs. Example, calculating the mean of some integers:
int mean(int[] values) { ... }
what does this do if the array has zero elements? If the items total more than MAX_INT?
Performance Characteristics. Has sufficient attention been given to behaviour as the data volumes increase?
Dependency Failures. If our implementation depends upon other modules or infrastructure what happens when these fail. Example: File System Full, Database Down?
Concerning feature creep itself, I think you're correct to indentify a tension here. One thing you might consider: you don't need to implment every feature providing that it's pretty obvious that a feature can be added easily without a complete rewrite.

The whole purpose of this advice is to make you favor quality over quantity.
The concept of one thing is subjective and depends on granularity. Would you say that a spreadsheet application does more than one thing if it can also print, or is that part of that one thing?
The point is that you should make sure that any feature, and the application itself, is done and will delight customers before you scramble to add new features.

I think your question points out the fundamentally organic nature of feature creep, and in understanding that nature, you will be empowered to meditate on the larger question.
Think of it like a garden: If you plant one thing and plant it well, say, a chrysanthemum, you aren't done at simply planting the seed. In fact you'll need to ensure that the soil is well tended, that the area is sufficiently protected, that the season is right, etc.
As your chrysanthemum (your one thing) grows, so too will other competitive plants - some that need to be weeded out and others that may actually compliment the original one thing. In fact, these other organisms may in some cases prove vital for the survival of your one thing.
Like those features that YAGN, a bit of vigilance is required to determine which weeds represent feature creep and which represent vital and complimentary functions.
Regardless, having done it well means simply that your chrysanthemum is hearty, healthy, and on-time. :-)

I would say an email program without the ability to add attachments would be a good example.

This may sound like an odd example, but I'd say dropbox is a good, albeit complex example.
Its managed to beat off a swathe of similar competing apps, through a dedication to simplification and a lack of feature creep tha,t as you mentioned, would violate the 'do one thing' principle. The ap lets you store documents in a folder that you can access anywhere, and that's about the limit of it. They drilled down to the core problem, and solved it in a way that works perfectly well in 90+% of cases.
Its hard to put a hard and fast rule to it, but I'd say that catering to around the 90% majority of use cases and ignoring 'fringe requirements' is the best way to stick to this rule.
I'd guess 90+% of ls use is with no arguments or maybe two or three of the most popular. The 'do it well' principle should focus on what the majority of users need, instead of catering for power users or fringe cases, as ls does with its plethora of options.
This is what dropbox does successfully and why it is pretty well agreed upon as an example of good application design.

Related

How to partition a problem into smaller understandable portions?

I'm not sure if it's possible to give general advice on this topic, but please try. It's hard to explain my case because it's too complex to explain. And that's exactly the problem.
I seem to constantly stumble on a situation where I try to design some part of my project, but it has so many things to take into consideration that I'm unable to get a grasp of it.
Are there any general tips or advice on how to look at my system in smaller pieces at a time? How to find smaller portions that could be designed separately on their own?
Create a glossary.
In other words, identify the terms that are meaningful to the project domain — not from the programmer's point of view, but from a user's, who is familiar with the subject matter.
Then define the terms as precisely and discretely as you can. A good definition in this form can serve as a kind of pseudocode.
Since you have not identified even the domain of your problem, I'll choose a random example. In a civilian personnel system, you might have terms like:
billet: a term of service (from start date to end date) at a particular grade and step
employee: a series of billets associated with a particular SSN
grade and step: row and column in the federal general schedule
And so on. This isn't to identify functional units, as it sounds like you are trying to do, but it's a good preparatory step before doing so, so that you can express your functional steps in well-defined terms.
Your key goals are:
High cohesion: Code (methods, fields, classes) within one piece/module/partition should interact intensively; it should make sense for these elements to know about each other. If you find that some of them don't interact much with the rest, they probably belong somwhere else or should form their own partition. If you find code outside interacting intensively with the partition and knowing too much about its inner workings, it probably belongs inside. The typical example is found in OO code written in procedural style, with "dumb" data objects and "manager" code that operates on them but should really be part of the data objects.
Loose coupling: Interaction between pieces/modules/partitions should only happen through narrow, well-defined, well-documented APIs. Try to identify such APIs and see what code is needed to implement them and what code will use them.
It's useful to approach problem decomposition both top-down and bottom-up.
If you're having trouble splitting a big problem into two or more smaller problems, try to think of the smallest possible problems that will need to be solved. Once those are handled, you may start to see ways to combine them into larger problems as you approach your original large problem.
When I find myself copying and pasting chunks of code with minimal adjustments I realize that's a "partition" and then create a class, method, function, or whatever.
Actually, the whole object oriented approach is what it's all about. Try thinking of your application as tangible things that do stuff. Write pseudo code describing what the things are and what they do, I find lots of "partitions" this way.
Here's a try, kind of wild guess.
People usually underestimate how long it will take them to do the work. If your project is large, then most likely you'll need several people to work on it, so you can try planning with that in mind. Now a person can be expected to hold just one area in the head, so you'll need to explain to him exactly what kind of task he's supposed to do.
So I'd say you should try to write a job description that should encompass as much as possible for one person to seriously concentrate on. Repeat, until you have broken your project into parts you wanted to. As a benefit, you're ready to assemble your team. But if you find out the parts are small, maybe you'll still be able to do it yourself.

At what point should architecture become layered?

Obviously, "Hello World" doesn't require a separated, modular front-end and back-end. But any sort of Enterprise-grade project does.
Assuming some sort of spectrum between these points, at which stage should an application be (conceptually, or at a design level) multi-layered? When a database, or some external resource is introduced? When you find that the you're anticipating spaghetti code in your methods/functions?
when a database, or some external resource is introduced.
but also:
always (except for the most trivial of apps) separate AT LEAST presentation tier and application tier
see:
http://en.wikipedia.org/wiki/Multitier_architecture
Layers are a mean to keep a design loosely coupled and highly cohesive.
When you start to have a few classes (either implemented or just sketched with UML), they can be grouped logically, into layers - or more generally packages, or modules. This is called the art of separating the concerns.
The sooner the better: if you do not start layering early enough, then you risk to have never do it as the effort can be too important.
Here are some criteria of when to...
Any time you anticipate the need to
replace one part of it with a
different part.
Any time you find
yourself need to divide work amongst
parallel team.
There is no real answer to this question. It depends largely on your application's needs, and numerous other factors. I'd suggest reading some books on design patterns and enterprise application architecture. These two are invaluable:
Design Patterns: Elements of Reusable Object-Oriented Software
Patterns of Enterprise Application Architecture
Some other books that I highly recommend are:
The Pragmatic Programmer: From Journeyman to Master
Refactoring: Improving the Design of Existing Code
No matter your skill level, reading these will really open your eyes to a world of possibilities.
I'd say in most cases dealing with multiple distinct levels of abstraction in the concepts your code deals with would be a strong signal to mirror this with levels of abstraction in your implementation.
This does not override the scenarios that others have highlighted already though.
I think once you ask yourself "hmm should I layer this" the answer is yes.
I've worked on too many projects that probably started off as proof of concept/prototype that ended up being full projects used in production, which are horribly written and just wreak of "get it done quick, we'll fix it later." Trust me, you wont fix it later.
The Pragmatic Programmer lists this as the Broken Window Theory.
Try and always do it right from the start. Separate your concerns. Build it with modularity in mind.
And of course try and think of the poor maintenance programmer who might take over when you're done!
Thinking of it in terms of layers is a little limiting. It's what you see in whitepapers about a product, but it's not how products really work. They have "boxes" that depend on each other in various ways, and you can make it look like they fit into layers but you can do this in several different configurations, depending on what information you're leaving out of the diagram.
And in a really well-designed application, the boxes get very small. They are down to the level of individual interfaces and classes.
This is important because whenever you change a line of code, you need to have some understanding of the impact your change will have, which means you have to understand exactly what the code currently does, what its responsibilities are, which means it has to be a small chunk that has a single responsibility, implementing an interface that doesn't cause clients to be dependent on things they don't need (the S and the I of SOLID).
You may find that your application can look like it has two or three simple layers, if you narrow your eyes, but it may not. That isn't really a problem. Of course, a disastrously badly designed application can look like it has layers tiers if you squint as hard as you can. So those "high level" diagrams of an "architecture" can hide a multitude of sins.
My generic rule of thumb is to at least to separate the problem into a model and view layer, and throw in a controller if there is a possibility of more than one ways of handling the model or piping data to the view.
(Or as the first answer, at least the presentation tier and the application tier).
Loose coupling is all about minimising dependencies, so I would say 'layer' when a dependency is introduced. i.e. a database, third party application, etc.
Although 'layer' is probably the wrong term these days. Most of the time I use Dependency Injection (DI) through an Inversion of Control container such as Castle Windsor. This means that I can code on one part of my system without worrying about the rest. It has the side effect of ensuring loose coupling.
I would recommend DI as a general programming principle all of the time so that you have the choice on how to 'layer' your application later.
Give it a look.
R

Not letting users make mistakes vs. giving them flexibility

I'm working on a product which is meant to be simple to use and simple to set up, the competition largely requiring a long set up period and in some cases going as far as a bespoke solution for each customer. One part of our application is now expanding based on customer requests and it is looking like we'll need to make it very flexible so each customer can have a lot of control over how it behaves for them. The problem being that I don't want to make the system too configurable, as I believe this then makes it more complex to learn and to work with. I'm also concerned it opens the door to someone messing things up for themselves, kind of like handing them a gun, although I'm not actually pointing it at their foot for them.
Has anyone else faced a similar dilemma of putting power in users hands? How did you solve it? and what was the result?
I don't normally like to subscribe to the idea that all users are stupid, but there is a rule which can still be applied:
If you give them the opportunity, they WILL break it
Now it is up to you whether or not to give them the ability to do potentially dumb things. Or better yet, develop it so that when they do do the stupid voodoo that they do, it can be reverted or recovered from error state gracefully.
I highly recommend you read Joel's Controlling Your Environment Makes You Happy, which can be described as a treatise on user interface design but is really about usability with a healthy dab of psychology thrown in.
The section I'm referring to is Choices:
Every time you provide an option,
you're asking the user to make a
decision.
This is something I strongly agree with. Many developers, product managers and so on take the easy route and instead of figuring out what users actually need, they just give them a choice. You see this in enterprise bloatware like Clearcase or PVCS where there are so many options--90% of which you'd never change--indicating the designers have tried to make it all things to all men rather than doing one or two things exceptionally well.
Instead it just does lots of things badly.
Keep it simple, follow conventions, don't overwhelm the user with pointless and unnecessary choices and make the software behave like a normal user would expect. That alone would set you apart from an awful lot of other products.
Personally I like the TurboTax model (http://turbotax.intuit.com/). When creating a tax return, I get a simple, tell-me-like-I'm-five wizard that takes me step-by-step through the process, but I can step outside the process at any time and use more advanced features, returning to the process later.
Make it easy and simple and uncluttered for your user to do what they're going to do 80% of the time, but give them the power to deliberately step outside of the norm.
Interesting timing for your question. In the U.S. this is Income Tax week. Filling out the ol' 1040 and associated subforms should give us some sympathy for what users endure.
Lessons I take away are:
Only ask questions that relate to the user domain; avoid questions relating to the software system; and if you can derive the answer or suggest a most likely answer, do so.
Put related questions together (as long as they are normally entered by the same person using data most likely available at the same place and time, which is the definition of related for these purposes).
Make it support incremental input. It should be easy to enter the data they have, and defer completing it when the rest is available.
Show status validity and completeness. Make it clear and obvious how far they are to having validatable data.
Make it interruptable. Make sure it's possible to interrupt the process, leave the application, come back, and resume where they left off.
Yup, it's harder to program. Embrace it.
There are at least two ways to build a good software product:
Focus on a narrow set of functionality, and implement that functionality very well.
Design your system to be customizable (ideally, through scripting.) If you do the base system right, it will be easy to provide the basic, no options, just-do-what-I-want functionality on top of the customization layer.
Unfortunately, there are many more ways to create a bad software product.
Your questions implies that you can either provide a flexible solution OR make it foolproof.
I wouldn't put it like that. To me this is rather a matter of user expectations and the question in the first place would be:
How can I meet all important user expectations (even if they conflict with each other) without corrupting the application?
For instance a web application which has a menu, breadcrumb navigation, a site map and a search offers together with the inline links five different ways to find what you're looking for and how to go there.
That way most users can find fast and easily the functionality they are expecting and therefore the need for an extensive documentation might actually decrease.
So the answer might be to offer several different carefully chosen ways to solve one specific task, while each of them can be streamlined independent to avoid user mistakes.
The answer with this lies in who your end-users are. I used to write software that got used by professional sports coaches. While these guys were definitely good at what they did, they were hardly proficient at computer use, so our configurability was kept to a minimum (at least as far as what could be done in the GUI).
On the other hand, if you're dealing with power users, adding options is usually not a bad thing as long as they aren't intrusive.
It's all about who's going to be getting them.
Read Jeff Atwood's Training Your Users. It's a great article with some very useful links.
I like the approach of Firefox towards this. The basic options are accessible in the option menu, all the rest is under about:config. Thus you have an easy interface and an incredible flexibility if you need it.
I've had great success, and been happiest as an user, when using sensible defaults. In other words, make the most common use case easy (or even better, free), but give users the ability to step outside of that use case when the situation calls for it.

How else can one present an architecture document besides as a series of views?

Most, if not all architecture documents I've seen (and developed) have been presented as a series of views (Logical, Physical, Use-case etc). Is this the preferred layout? What other styles are there?
Since it's complex, it's hard to do otherwise.
I like to start with the one-paragraph summary of the overall requirements. If there isn't a one-paragraph summary, that's -- perhaps -- the most important thing to build.
Once the summary is out of the way, there's an overview of architectural features. And after that, no one will read a single word.
It isn't a novel. There's no story arc. No drama. No conflict. No characters. At least, I can't find a way to make an architecture readable.
The best you can hope for is a reference work with enough indexes, cross references, overviews and sidebars that people use it.
Indeed, it's the pull-outs that matter. The picture are all anyone will ever use. And those will get put into PPT's for presentation internally and externally.
So, don't waste a lot of time on writing. Invest time in overviews, summaries, feature lists and pictures people want to use every day.
This may be WAY off topic, but is there anyway to use Joel's ideas on making specifications 'fun' usable is this realm?

How to measure usability to get hard data?

There are a few posts on usability but none of them was useful to me.
I need a quantitative measure of usability of some part of an application.
I need to estimate it in hard numbers to be able to compare it with future versions (for e.g. reporting purposes). The simplest way is to count clicks and keystrokes, but this seems too simple (for example is the cost of filling a text field a simple sum of typing all the letters ? - I guess it is more complicated).
I need some mathematical model for that so I can estimate the numbers.
Does anyone know anything about this?
P.S. I don't need links to resources about designing user interfaces. I already have them. What I need is a mathematical apparatus to measure existing applications interface usability in hard numbers.
Thanks in advance.
http://www.techsmith.com/morae.asp
This is what Microsoft used in part when they spent millions redesigning Office 2007 with the ribbon toolbar.
Here is how Office 2007 was analyzed:
http://cs.winona.edu/CSConference/2007proceedings/caty.pdf
Be sure to check out the references at the end of the PDF too, there's a ton of good stuff there. Look up how Microsoft did Office 2007 (regardless of how you feel about it), they spent a ton of money on this stuff.
Your main ideas to approach in this are Effectiveness and Efficiency (and, in some cases, Efficacy). The basic points to remember are outlined on this webpage.
What you really want to look at doing is 'inspection' methods of measuring usability. These are typically more expensive to set up (both in terms of time, and finance), but can yield significant results if done properly. These methods include things like heuristic evaluation, which is simply comparing the system interface, and the usage of the system interface, with your usability heuristics (though, from what you've said above, this probably isn't what you're after).
More suited to your use, however, will be 'testing' methods, whereby you observe users performing tasks on your system. This is partially related to the point of effectiveness and efficiency, but can include various things, such as the "Think Aloud" concept (which works really well in certain circumstances, depending on the software being tested).
Jakob Nielsen has a decent (short) article on his website. There's another one, but it's more related to how to test in order to be representative, rather than how to perform the testing itself.
Consider measuring the time to perform critical tasks (using a new user and an experienced user) and the number of data entry errors for performing those tasks.
First you want to define goals: for example increasing the percentage of users who can complete a certain set of tasks, and reducing the time they need for it.
Then, get two cameras, a few users (5-10) give them a list of tasks to complete and ask them to think out loud. Half of the users should use the "old" system, the rest should use the new one.
Review the tapes, measure the time it took, measure success rates, discuss endlessly about interpretations.
Alternatively, you can develop a system for bucket-testing -- it works the same way, though it makes it far more difficult to find out something new. On the other hand, it's much cheaper, so you can do many more iterations. Of course that's limited to sites you can open to public testing.
That obviously implies you're trying to get comparative data between two designs. I can't think of a way of expressing usability as a value.
You might want to look into the GOMS model (Goals, Operators, Methods, and Selection rules). It is a very difficult research tool to use in my opinion, but it does provide a "mathematical" basis to measure performance in a strictly controlled environment. It is best used with "expert" users. See this very interesting case study of Project Ernestine for New England Telephone operators.
Measuring usability quantitatively is an extremely hard problem. I tackled this as a part of my doctoral work. The short answer is, yes, you can measure it; no, you can't use the results in a vacuum. You have to understand why something took longer or shorter; simply comparing numbers is worse than useless, because it's misleading.
For comparing alternate interfaces it works okay. In a longitudinal study, where users are bringing their past expertise with version 1 into their use of version 2, it's not going to be as useful. You will also need to take into account time to learn the interface, including time to re-understand the interface if the user's been away from it. Finally, if the task is of variable difficulty (and this is the usual case in the real world) then your numbers will be all over the map unless you have some way to factor out this difficulty.
GOMS (mentioned above) is a good method to use during the design phase to get an intuition about whether interface A is better than B at doing a specific task. However, it only addresses error-free performance by expert users, and only measures low-level task execution time. If the user figures out a more efficient way to do their work that you haven't thought of, you won't have a GOMS estimate for it and will have to draft one up.
Some specific measures that you could look into:
Measuring clock time for a standard task is good if you want to know what takes a long time. However, lab tests generally involve test subjects working much harder and concentrating much more than they do in everyday work, so comparing results from the lab to real users is going to be misleading.
Error rate: how often the user makes mistakes or backtracks. Especially if you notice the same sort of error occurring over and over again.
Appearance of workarounds; if your users are working around a feature, or taking a bunch of steps that you think are dumb, it may be a sign that your interface doesn't give the tools to figure out how to solve their problems.
Don't underestimate simply asking users how well they thought things went. Subjective usability is finicky but can be revealing.