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Informatics 122 Software Design II

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1 Informatics 122 Software Design II
Lecture 2 André van der Hoek & Alex Baker Duplication of course material for any commercial purpose without the explicit written permission of the professor is prohibited. November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

2 © 2010 University of California, Irvine – André van der Hoek
Today’s Lecture Design aesthetics Assignment 1 November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

3 © 2010 University of California, Irvine – André van der Hoek
Aesthetics “a particular theory or conception of beauty or art : a particular taste for or approach to what is pleasing to the senses and especially sight” [Merriam-Webster] November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

4 © 2010 University of California, Irvine – André van der Hoek
Design Aesthetics What makes a given software implementation design “beautiful”? What is it that makes someone appreciate a particular software implementation design? What are the qualities that determine whether a particular software implementation design is “good” or “bad”? What is it, then, that we can strive for in creating a software implementation design that will help others in appreciating it? November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

5 © 2010 University of California, Irvine – André van der Hoek
Design Aesthetics Some brainstorming… November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

6 © 2010 University of California, Irvine – André van der Hoek
Design Aesthetics Different people will have a different aesthetic appreciation of different designs as informed by their own, pre-existing knowledge as informed by their own understanding of the design goals as informed by their own ideas Different roles in the software development project may have different aesthetic appreciation of different designs coder software performance engineer software maintenance specialist software tester November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

7 © 2010 University of California, Irvine – André van der Hoek
Design Aesthetics Subjective, as it should be Final Design Alternative Designs Product Designers Stakeholders Users Experiences November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

8 © 2010 University of California, Irvine – André van der Hoek
Design Aesthetics Subjective, as it should be But we need some kind of shared “language”, some common touchstones that we can use to: understand the underlying implications of certain designs understand the intentions of designers effectively frame our communication about designs I think all 3 of these are very important points actually, perhaps worth of their own slides? November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

9 Shared Design Aesthetics
Individual Project Organization Nice! School of Thought Community November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

10 © 2010 University of California, Irvine – André van der Hoek
But… …what kind of shared understandings exist? …where do these shared understandings come from? November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

11 Purpose of Implementation Design
An implementation design is a road map An implementation design describes a path from application / interaction / architecture design to the product An implementation design describes what the implementers should do An implementation design is a guide towards future change November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

12 Purpose of Implementation Design
An implementation design is a road map understandable, unambiguous, consistent, helpful, … An implementation design describes a path from application / interaction / architecture design to the product correct, complete, concise, verifiable, effective, … An implementation design describes what the implementers should do elegant, partitionable, recomposable, resilient, … An implementation design is a guide towards future change evolvable, … November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

13 More of a Shared Understanding (Not Perfect!)
An implementation design is a road map understandable, unambiguous, consistent, helpful, … An implementation design describes a path from application / interaction / architecture design to the product correct, complete, concise, verifiable, effective, … An implementation design describes what the implementers should do elegant, partitionable, recomposable, resilient, … An implementation design is a guide towards future change evolvable, … November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

14 Less of a Shared Understanding
An implementation design is a road map understandable, unambiguous, consistent, helpful, … An implementation design describes a path from application / interaction / architecture design to the product correct, complete, concise, verifiable, effective, … An implementation design describes what the implementers should do elegant, partitionable, recomposable, resilient, … An implementation design is a guide towards future change evolvable, … November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

15 © 2010 University of California, Irvine – André van der Hoek
Approaches to Date Enumerate objectives Define principles Provide strategies November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

16 © 2010 University of California, Irvine – André van der Hoek
Approaches to Date Enumerate objectives overall process overall design individual classes Define principles Provide strategies November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

17 Objectives for Overall Process
Apply rigor Separate concerns modularize abstract Anticipate change Generalize Work incrementally November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

18 Objectives for Overall Design
Strive for grouping related functionality (high cohesion) Strive for ungrouping semi-related functionality (high cohesion) Strive for reducing interdependency (low coupling) November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

19 Objectives for Class Design
Cohesion Completeness Convenience Clarity Consistency November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

20 © 2010 University of California, Irvine – André van der Hoek
Approaches to Date Enumerate objectives Define principles keep it simple, stupid! (KISS) information hiding acyclic dependencies Provide strategies November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

21 Keep It Simple, Stupid! (KISS)
Nothing should be more complicated than absolutely essential and, even then, everything should be analyzed as to whether it can be done simpler November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

22 © 2010 University of California, Irvine – André van der Hoek
Information Hiding Hide design decisions that are most likely to change, thereby protecting other parts of the program from change if the design decision is changed November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

23 © 2010 University of California, Irvine – André van der Hoek
Acyclic Dependencies Structure packages (grouping classes and interfaces) of a software system in such a manner that the dependencies among them form a directed acyclic graph (DAG) November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

24 © 2010 University of California, Irvine – André van der Hoek
Approaches to Date Enumerate objectives Define principles Provide strategies program to the interface refactor apply software patterns use aspects November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

25 Program to the Interface
Program to an interface, never directly to an implementation Always wrap a class in an interface November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

26 © 2010 University of California, Irvine – André van der Hoek
Refactor (to be discussed in future lectures) November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

27 Apply Software Patterns
(to be discussed in future lectures) November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

28 © 2010 University of California, Irvine – André van der Hoek
Use Aspects (discussed in Informatics 102) November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

29 © 2010 University of California, Irvine – André van der Hoek
Approaches to Date Enumerate objectives Define principles Provide strategies November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

30 Purpose of Implementation Design
An implementation design is a road map understandable, unambiguous, consistent, helpful, … An implementation design describes a path from application / interaction / architecture design to the product correct, complete, concise, verifiable, effective, … An implementation design describes what the implementers should do elegant, partitionable, recomposable, resilient, … An implementation design is a guide towards future change evolvable, … November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

31 Purpose of Implementation Design
An implementation design is a road map understandable, unambiguous, consistent, helpful, … An implementation design describes a path from application / interaction / architecture design to the product correct, complete, concise, verifiable, effective, … An implementation design describes what the implementers should do elegant, partitionable, recomposable, resilient, … An implementation design is a guide towards future change evolvable, … The approaches to date help, but much more remains to be done November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

32 © 2010 University of California, Irvine – André van der Hoek
Why Aesthetics? Aesthetics aims higher than “usable” or “complete” or … It aims to set a bar for design for which we as professional designers should strive designs that are elegant designs that communicate their intent seamlessly designs that overall exude an air of sophistication that sets them apart from ordinary designs designs that others will appreciate, for the right reasons November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

33 First Assignment: BeNumbered (Overview)
Your client reminisces about the game Bejeweled 2, wherein you switch pairs of jewels to try to create sequences of 3, 4, and 5 jewels, but wishes to experiment with more challenging rules You are to create a UML, object-oriented design for a software implementation of a rough remake of Bejeweled 2, called BeNumbered Bejeweled 2 Screenshot November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

34 First Assignment: BeNumbered (Rules)
The game takes place on a 8x8 grid, with each cell initially assigned a random number from 1 to 7 At each turn, the player chooses two adjacent cells (e.g., two vertically above each other or two horizontally next to each other) the numbers in those cells are swapped only if the result makes a desired sequence of 3, 4, or 5 numbers in a row, either horizontally or vertically (with some moves, it is possible to create more than one such sequence, sometimes even involving the same cell) the cells containing the sequence(s) of numbers are emptied, and the numbers above it fall down, with new empty cells at the top of the grid filled in with new random numbers from 1 to 7 (this may produce new sequences that undergo the same treatment of being removed, triggering new numbers, etc.) When a sequence of 4 is removed, a power number (equivalent in its behavior to the “power gem” in Bejeweled 2) is also inserted When a sequence of 5 is removed, a magic number (equivalent in its behavior to the “hypercube” in Bejeweled 2) is also inserted November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

35 First Assignment: BeNumbered (Rules)
The game has two modes in regular mode, a desired sequence is a linear sequence (e.g., 1-2-3, 4-3-2, ) in advanced mode, a desired sequence is any valid mathematical expression using + and –, with the last number being the outcome (e.g., 1+2=3, 4-2=2, =5) November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

36 First Assignment: BeNumbered (Rules)
Scoring is incremental: the first sequence of 3 removed in a turn is worth 10 points, each sequence also removed in that turn is worth 10 more than the previous removed sequence the first sequence of 4 removed in a turn is worth 25 points, each sequence also removed in that turn is worth 25 more than the previous removed sequence the first sequence of 5 removed in a turn is worth 75 points, each sequence also removed in that turn is worth 75 more than the previous removed sequence The game consists of three levels, each level ending when the player reaches 1,000 points The player loses if no more swaps can be made The player wins if they successfully complete all three levels November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

37 First Assignment: BeJeweled 2 (Inspiration)
November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

38 First Assignment: BeNumbered (Other details)
Graphics may be done as text output, you do not need to worry about building complex designs for the GUI Other game design decisions, such as how levels differ, the exact randomizer used, or points for power and magic numbers, are up to you The customer is not sure what will make the game challenging to them, and may demand different rules by which a sequence of numbers is removed, non-number obstacles of sorts, or other changes in the future Point out that ogre movement can be done randomly if they like. November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

39 First Assignment: BeNumbered (Assignment Details)
You should provide additional documentation beyond the raw UML diagrams, where needed You should feel free to use any UML or diagramming tool You should bring one printed copy of your design to class This is merely part 1 of this assignment, it will continue for several more lectures you will be evaluating and implementing each other’s designs Due: January 12th, start of class November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek

40 First Assignment: Grading
Understandability can someone pick it up and implement it? Flexibility can the design support future changes? November 22, 2018 – 22:54:26 © 2010 University of California, Irvine – André van der Hoek


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