Agile Glossary

Quick Design Session

What is Quick Design Session?

When a team favors “simple design,” developers usually handle local design decisions moment-to-moment but are on the alert for design choices that may have far-reaching consequences.

When such a choice arises, two or more developers meet for a quick design session on the whiteboard, possibly using design aids such as CRC cards.

Some important guidelines for an effective design session are:

  • considering several credible alternatives (“straw man” proposals don’t count), ideally three or more, so that the final choice is based on considerations such as simplicity or conceptual integrity;
  • assessing each alternative on the basis of a concrete, specific scenario; for instance, envisioning how the acceptance test associated with a given user story would unfold under each possible design.

Also Known As

Also known as “just in time design”.

Origins

Expected Benefits

In an Agile project, the design activity is spread out throughout the effort’s duration rather than being an explicit up-front phase.

However, “design itself” remains a necessary activity, and merely abolishing an early design phase is by no means sufficient to ensure that this activity is carried out.

Quick design sessions address the need for more strategic decisions, while refactoring takes care of local design issues.

Academic Publications

Some research exists on the topic, mostly of an ethnographic nature, which tends to confirm Agile preference for quick, transient design and modeling, e.g.
Thinking with Erasable Ink: Ad-hoc Whiteboard Use in Collaborative Design” by Ju, Neeley, Winograd, and Leifer

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Additional Agile Glossary Terms

Scrum is a process framework used to manage product development and other knowledge work. Scrum is empirical in that it provides a means for teams to establish a hypothesis of how they think something works, try it out, reflect on the experience, and make the appropriate adjustments. That is, when the framework is used properly.
Velocity is the total effort estimates associated with user stories that were completed during an iteration.
A product backlog is a list of the new features, changes to existing features, bug fixes, infrastructure changes or other activities that a team may deliver in order to achieve a specific outcome.
Mock Objects (commonly used in the context of crafting automated unit tests) consist of instantiating a test-specific version of a software component.
The Given-When-Then formula is a template intended to guide the writing of acceptance tests for a User Story: (Given) some context, (When) some action is carried out, (Then) a particular set of observable consequences should obtain.
Mob Programming is a software development approach where the whole team works on the same thing, at the same time, in the same space, and at the same computer.

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