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Inexperienced developers can learn from [[glossary:principles]] what others already know. So principles are a means of experience reuse and a way of learning how to design. Just like patterns, idioms, anti-paterns, or code smells, principles are condensed knowledge and makes it learnable and teachable. | Inexperienced developers can learn from [[glossary:principles]] what others already know. So principles are a means of experience reuse and a way of learning how to design. Just like patterns, idioms, anti-paterns, or code smells, principles are condensed knowledge and makes it learnable and teachable. | ||
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Note that the principle language does not make the trade-off itself. This is still the task of the designer. It is rather a tool for finding relevant aspects, an aid for finding reasons why one solution may be more suitable than another one. | Note that the principle language does not make the trade-off itself. This is still the task of the designer. It is rather a tool for finding relevant aspects, an aid for finding reasons why one solution may be more suitable than another one. | ||
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When talking about design decisions, it is necessary to explain the reasons for them. This can be in order to explain an already taken decision or to discuss a design decision with other designers to find an appropriate trade-off. Principles are about replacing vague reasons like "it feels better" or "my experience tells me that" by more comprehensible reasons. | When talking about design decisions, it is necessary to explain the reasons for them. This can be in order to explain an already taken decision or to discuss a design decision with other designers to find an appropriate trade-off. Principles are about replacing vague reasons like "it feels better" or "my experience tells me that" by more comprehensible reasons. | ||
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