IDesign Method: An Overview

Software projects often start small and cute, but can quickly become unmanageable as requirements change. This transformation is usually due to the lack of an appropriate architecture, or an architecture that is not designed for future change.

The IDesign Method: An Overview
The IDesign method, developed by Juval Löwy, provides a systematic approach to creating a software architecture that will stand the test of time. Let’s explore its key principles.

Avoid functional decomposition
The first principle of IDesign is to avoid functional decomposition – the practice of translating requirements directly into services. For example, if you’re building an e-commerce platform, don’t create separate services for “user management”, “product catalogue” and “order processing” just because those are your main requirements. Instead, IDesign advocates a more thoughtful approach based on volatility.

Volatility based decomposition
IDesign focuses on identifying areas of volatility – aspects of the system that are likely to change over time. For example, in our e-commerce example, payment methods might be an area of volatility, as you may need to add new payment options in the future.

The three-step process:
Identify 3-5 core use cases
What your system does at its most basic level. For our e-commerce platform, these might be:

Browse and search for products
Manage shopping cart
Completing a purchase

Identify areas of volatility
Identify aspects of the system that are likely to change. In our e-commerce example:
Payment methods
Shipping options
Product recommendation algorithms

Define services
IDesign defines five types of services:
Client: Handles user interaction (e.g. web interface)
Manager: Orchestrates business use cases
Engine: Executes specific business logic
Resource Access: Handles data storage and retrieval
Utility: Provides cross-cutting functionality

For our e-commerce platform example we might have:

A ShoppingManager – to orchestrate the shopping process
A PaymentEngine – to handle different payment methods
A ProductCatalogAccess – to manage product data

Design Principles and Patterns

Great software is not written.
It’s designed.

Most systems don’t fail because of bad developers.
They fail because of bad design decisions made early — and scaled blindly.

This is the foundation every serious engineer and tech leader must master 👇

Design Principles & Patterns

🔹 SOLID

SRP – One class, one reason to change
OCP – Extend, don’t modify
LSP – Substitutions must be safe
ISP – Small, focused interfaces
DIP – Depend on abstractions, not concretes

SOLID isn’t theory. It’s how you avoid rewriting your system every 6 months.

🔹 GoF Design Patterns

1) Creational → Control how objects are created (Factory, Builder, Singleton)
2) Structural → Control how objects are composed (Adapter, Facade, Proxy)
3) Behavioral → Control how objects communicate (Strategy, Observer, Command)

Patterns are not “fancy code.”
They are battle-tested solutions to recurring problems.

🔹 DRY – Don’t Repeat Yourself
Duplication is a silent killer.
It multiplies bugs and slows teams.

🔹 KISS – Keep It Simple
Complexity is not intelligence.
Simplicity is.

🔹 MVC + Repository + Unit of Work
Clean separation of concerns.
Predictable codebases.
Scalable teams.

Reality check:

Frameworks change.
Languages change.
Trends change.

Principles don’t.

If you want to build:

Systems that scale
Teams that move fast
Products that survive years

Master the fundamentals.

Everything else is noise.