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software-design-philosophy

Manage software complexity through deep modules, information hiding, and strategic programming.

Skill by wondelai

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About

Manage software complexity through deep modules, information hiding, and strategic programming. Use when the user mentions "module design", "API too complex", "shallow class", "complexity budget", "strategic vs tactical", "deep module", "information leakage", "pass-through method", "this code is over-engineered", or "simplify this design". Also trigger when reviewing an interface for simplicity, evaluating whether an abstraction is pulling its weight, deciding whether a comment is worth writing, or choosing between general-purpose and special-purpose approaches. Covers deep vs shallow modules, red flags for complexity, and comments as design documentation. For code quality, see clean-code. For architecture boundaries, see clean-architecture.

Use cases: design, backend, writing, finance

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What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.

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  • codeload.github.com · found in install command

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  • ~/.claude/skills/software-design-philosophy

What's inside

Skill name
software-design-philosophy
Description
Manage software complexity through deep modules, information hiding, and strategic programming. Use when the user mentions "module design", "API too complex", "shallow class", "complexity budget", "strategic vs tactical", "deep module", "information leakage", "pass-through method", "this code is over-engineered", or "simplify this design". Also trigger when reviewing an interface for simplicity, evaluating whether an abstraction is pulling its weight, deciding whether a comment is worth writing, or choosing between general-purpose and special-purpose approaches. Covers deep vs shallow modules, red flags for complexity, and comments as design documentation. For code quality, see clean-code. For architecture boundaries, see clean-architecture.
License
MIT
Metadata
author: wondelai · version: 1.4.0
Instructions
192 lines in SKILL.md · view on GitHub

Files (7)

  • SKILL.md
  • comments-as-design.md · references/
  • complexity-symptoms.md · references/
  • deep-modules.md · references/
  • general-vs-special.md · references/
  • information-hiding.md · references/
  • strategic-programming.md · references/

SKILL.md (first lines)

# A Philosophy of Software Design Framework

A practical framework for managing the fundamental challenge of software engineering: complexity. Apply these principles when designing modules, reviewing APIs, refactoring code, or advising on architecture decisions.

## Core Principle

**The greatest limitation in writing software is our ability to understand the systems we are creating.** Complexity is the enemy: it makes systems hard to understand, hard to modify, and a source of bugs. Evaluate every design decision by asking "Does this increase or decrease the overall complexity of the system?" — the goal is not zero complexity, but minimizing unnecessary complexity and concentrating the necessary kind where it can be managed.

## Scoring

**Goal: 10/10.** When reviewing or creating a design, score it by counting how many of the eight Quick Diagnostic rows it satisfies (≈1.25 points each), then sanity-check against the bands:

- **9-10** — deep modules with interfaces far simpler than implementations; no information leakage (an implementation can change without touching callers); interface comments capture design intent; design improvement is routine. All eight diagnostics pass.
- **6-8** — mostly deep, but one or two leaks, shallow classes, or undocumented abstractions. 5-6 diagnostics pass.
- **3-5** — classitis or temporal decomposition, recurring leakage, comments that only restate code. 2-4 diagnostics pass.
- **≤2** — tactical-tornado code: shallow modules, pervasive leakage, no design intent recorded. 0-1 diagnostics pass.

Always state the current score, the diagnostic rows that failed, and the specific change each one needs to reach 10/10.

## The Software Design Framework

Six principles for managing complexity and producing systems that are easy to understand and modify:

### 1. Complexity and Its Causes

**Core concept:** Complexity is anything about a system's structure that makes it hard to understand and modify. It shows three symptoms — change amplification, cognitive load, and unknown unknowns — and has two causes: dependencies and obscurity.

**Key insights:**
- Change amplification: a simple change requires edits in many places
- Cognitive load: a developer must hold too much in mind to make a change
- Unknown unknowns: it isn't obvious what must change or what information is relevant — the worst symptom
- Complexity is incremental — it accumulates from hundreds of small decisions ("death by a thousand cuts"), so every decision matters

**Code applications:**

| Context | Pattern | Example |
|---------|---------|---------|
| Change amplification | Centralize shared knowledge | Extract color constants instead of hardcoding `#ff0000` in 20 files |
| Cognitive load | Reduce what developers must know | `open(path)` instead of requiring buffer size, encoding, lock mode |
| Unknown unknowns | Make dependencies explicit | Type systems and interfaces surface what a change affects |
| Obscurity | Name things precisely | `numBytesReceived` not `n`; `retryDelayMs` not `delay` |

See [references/complexity-symptoms.md](references/complexity-symptoms.md) when you need to name *which* symptom a codebase has before fixing it — per-symptom recognition tests, the dependency taxonomy (syntactic/semantic/temporal/hidden), the C = Σ(cp·tp) cost formula, and a 10-row red-flag table.

### 2. Deep vs Shallow Modules

**Core concept:** The best modules are deep: powerful functionality behind a simple interface. Shallow modules have complex interfaces relative to the functionality they provide — they add complexity rather than hiding it.

**Why it works:** The interface is the *cost* a module imposes on the rest of the system; the implementation is the benefit. So a method that is harder to learn than to re-implement yourself is net-negative — depth, not line count, decides whether a module earns its place.

**Key insights:**
- Depth = functionality provided / interface complexity imposed (Unix file I/O is deep; thin Java I/O wrappers are shallow)
- "Classitis": the disease of creating too many small, shallow classes — each interface adds cognitive load
- Small methods are not inherently good; depth matters more than size
- The best abstractions hide significant complexity behind a few simple concepts

**Code applications:**

| Context | Pattern | Example |
|---------|---------|---------|
| Deep module | Hide complexity behind simple API | `file.read(path)` hides disk blocks, caching, buffering, encoding |
| Classitis cure | Merge related shallow classes | `RequestParser` + `RequestValidator` + `RequestProcessor` → one `RequestHandler` |
| Interface simplicity | Fewer parameters, fewer methods | `config.get(key)` with sensible defaults, not 15 constructor parameters |

See [references/deep-modules.md](references/deep-modules.md) when judging whether an abstraction pulls its weight — before/after code for the depth ratio, the classitis cure worked out, and case studies (Unix I/O, GC, TCP/IP).

### 3. Information Hiding and Leakage

**Core concept:** Each module should encapsulate knowledge not needed by other modules. Information leakage — one design decision reflected in multiple modules — is one of the most important red flags in software design.

**Why it works:** A decision that lives in one module can change there and nowhere else; the same decision leaked into N modules turns one edit into N edits that no compiler will remind you to make. Hiding is what converts change amplification back into a local change.

**Key insights:**
- Temporal decomposition causes leakage: splitting code by *when* things happen forces shared knowledge across phases — organize by knowledge instead
- Back-door leakage through data formats, protocols, or shared assumptions is the subtlest form
- Decorators frequently leak — they expose the decorated interface
- If two modules share knowledge, merge them or create a new module that encapsulates it

**Code applications:**

| Context | Pattern | Example |
|---------|---------|---------|
| Format leakage | Centralize serialization | One module owns JSON encoding/decoding, not `json.dumps` everywhere |
| Temporal decomposition | Organize by knowledge, not time | Combine "read config" and "apply config" into one config module |
| Protocol leakage | Abstract transport details | `MessageBus.send(event)` hides HTTP vs. gRPC vs. queue |

See [references/information-hiding.md](references/information-hiding.md) when a change forces you to edit two modules in lockstep — the four leakage forms with code (interface, back-door, temporal, decorator), five reduction strategies, the HTTP-handling case study, and a detection table.

### 4. General-Purpose vs Special-Purpose Modules

**Core concept:** Design modules that are "somewhat general-purpose": an interface general enough to support multiple uses, with an implementation that handles current needs. Ask: "What is the simplest interface that will cover all my current needs?"

**Why it works:** Counterintuitively, the general interface is usually the *simpler* one — special-case methods multiply as requirements grow, while one general method absorbs them. The trap is the other direction: generality the current needs don't demand is speculative complexity, paid now for a use case that may never arrive.

**Key insights:**
- "Somewhat general-purpose" is the sweet spot between too specific and too generic
- Push complexity downward: lower-level modules should handle hard cases so upper levels stay simple
- Configuration parameters often represent a failure to decide — each parameter is complexity pushed onto the caller
- When in doubt, implement the simpler, more general-purpose approach first

**Code applications:**

| Context | Pattern | Example |
|---------|---------|---------|
| API generality | Design for the concept, not one use case | `text.insert(position, string)` instead of `text.addBulletPoint()` |
| Reduce configuration | Determine behavior automatically | Auto-detect file encoding instead of an `encoding` parameter |
| Avoid over-specialization | One general method over many specific ones | `store(key, value, options)` instead of `storeUser()`, `storeProduct()`, `storeOrder()` |

See [references/general-vs-special.md](references/general-vs-special.md) when choosing how general an interface should be — the "simplest interface for all current needs" test, the configuration-parameter antipattern, and push-complexity-downward worked through.

### 5. Comments as Design Documentation

**Core concept:** Comments should describe what is not obvious from the code: design intent, abstraction rationale, invariants, and assumptions. "Good code is self-documenting" is a myth for anything beyond low-level implementation detail.

**Why it works:** Code can only ever record *what* it does — never why this approach over the alternatives, or what it silently assumes. That rationale is the most perishable information in a system: it lives only in the author's head and is gone the moment they move on, so a comment is the single chance to capture it.

**Key insights:**
- Four types: interface comments (most important — they define the abstraction), data structure member comments, implementation comments, cross-module comments
- Write comments first (comment-driven design) to clarify thinking before code

From wondelai/skills, MIT.

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Last commit (this folder)
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From GitHub (fetched Oct 24, 2026).

Details

Version
1.4.0
License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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software-design-philosophy skill. Agent Mart. https://agentmart.dev/skills/wondelai-software-design-philosophy (last updated 2026-10-24)