Design 1000: A Design & Documentation Primer
While national languages, customs, and culture may divide us, when it comes time to creating understandable solutions, from money & banking to the workings of common inheritance, humanity shares far more best practices and design patterns than most people appreciate.
In a like manner, while documentation conventions, notations, and standards also have their particularities, from cave-paintings to modern UML and Storyboards, what the designing-world needs now is allot less intimidation… and allot more collaboration!
This training opportunity has therefore been designed to encourage new students to focus upon the common, as well as intuitive, best documentation practices rather than design-camp peculiarities. While core and key documentation strategies will be covered in follow-on sessions, the focus of Design 1000 is to get you started confidently & competently creating the type of documentation that your communities will need to start documenting your ideas as quickly as possible.
So from tenured advice on how to avoid undo criticism, to industrial-savvy advice on how to manage your own documentation creation & design life-cycles, Design 1000 is written to maximize your learning experience, while minimizing the design-speak.
Boxes, Bubbles, & Flowcharts
Who ever said that analysis & design ... must be all about software?
If a picture says 1,000 words - what might graphical documentation be able to tell us?
Documentation standards are many ... yet Flowcharts - as well as common nouns, verbs, and scenarios - are almost a universal language?
Music may indeed be the universal languages .. but we all have common real-world best-practices, activities, collaborations, & other well-understood patters, as well!
Top-down? Bottom-up? Understanding the past, present, & future of our design activities can help us manage the expectaiton of those who want to participate in our designs, as well.
Be mindful that when it comes to drawing even the most basic flowcharts and / or other retroactively-standardized diagrams, there are those who tend to get a 'tad pedantic about how we choose to communicate our concepts!
Inherited Properties & Relationship
The great thing about software is that we can create relationships between objects that may ... or may not ... exist in the real-world.
Once any high-level context & collaborative activity has been defined, we can begin to discover the type of information that we will need to make it happen.
Defining unique automation opportunities is one of the many advantages of taking the time to design & discuss what is to be done, before writing code.