T06: The Art of Telling Your Design Story
Sunday, Oct 22, from 08:30 to 12:00, D136
Francis Galton, a 19th century geneticist remarked, "It often happens that after being hard at work, and having arrived at results that are perfectly clear and satisfactory to myself, when I try to express them I feel that I must begin by putting myself upon quite another intellectual place. I have to translate my thoughts into a language that does not run very evenly with them." Do you have trouble communicating design ideas? The best way to present your design isn't the same way you came up with it. This tutorial presents tips, techniques, and guidelines for communicating your design to others. To be an effective communicator, you need to know what belongs together and what deserves special emphasis. By choosing what to emphasize, understanding what's fundamental, and using progressive realization techniques, you can unfold a design in successively interesting parts. We'll present various options for drawing and explaining your design using informal as well as formal (UML) notation. We'll demonstrate some fun ways to get people to simulate object interactions by tossing koosh balls. We'll even touch on options for documenting design rationale, gnarly interfaces, and recipes for exteding a design.
Intermediate: Attendees should be familiar with object design, programming, and architecture and looking for ways to effectively communicate their design using both informal and informal techniques.
Goals: Give architects and designers options for showing various views of their design. Show how informal drawings need not be "sloppy" or "imprecise". Give attendees options for developing a compelling design story using progressive realization and techniques for increasing emphasis.
Format: Example-based lecture with several few hands-ons, short exercises to get them thinking.
Rebecca Wirfs-Brock, Wirfs-Brock Associates: Rebecca Wirfs-Brock, president of Wirfs-Brock Associates and IEEE Software's Design Columnist, is a well-known and respected object practitioner and a lifetime attendee of OOPSLA. She invented the way of thinking about objects known as Responsibility-Driven Design and is the lead author of the classic Designing Object-Oriented Software (1990), and Object Design: Roles, Responsibilities and Collaborations (2003). Through her writing, teaching, consulting, and speaking she has popularized the use of informal techniques and thinking tools for designers and analysts. Among her widely-used inventions are object role stereotypes and the conversational form of use cases. From development on the Tektronix implementation of Smalltalk in the early 1980's, through years of development and training experience, she is recognized as an innovative and influential practitioner of object-oriented design.