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mattpocock/codebase-design

mattpocock

codebase-design

Shared vocabulary for designing deep modules. Use when the user wants to design or improve a module's interface, find deepening opportunities, decide where a seam goes, make code more testable or AI-navigable, or when another skill needs the deep-module vocabulary.

NewUpdated Oct 30, 2026

Codebase Design

Design deep modules: a lot of behaviour behind a small interface, placed at a clean seam, testable through that interface. Use this language and these principles wherever code is being designed or restructured. The aim is leverage for callers, locality for maintainers, and testability for everyone.

Glossary

Use these terms exactly: don't substitute "component," "service," "API," or "boundary." Consistent language is the whole point.

Module: anything with an interface and an implementation. Deliberately scale-agnostic: a function, class, package, or tier-spanning slice. Avoid: unit, component, service.

Interface: everything a caller must know to use the module correctly: the type signature, but also invariants, ordering constraints, error modes, required configuration, and performance characteristics. Avoid: API, signature (too narrow, they refer only to the type-level surface).

Implementation: what's inside a module, its body of code. Distinct from Adapter: a thing can be a small adapter with a large implementation (a Postgres repo) or a large adapter with a small implementation (an in-memory fake). Reach for "adapter" when the seam is the topic; "implementation" otherwise.

Depth: leverage at the interface. The amount of behaviour a caller (or test) can exercise per unit of interface they have to learn. A module is deep when a large amount of behaviour sits behind a small interface, shallow when the interface is nearly as complex as the implementation.

Seam (Michael Feathers): a place where you can alter behaviour without editing in that place; the location at which a module's interface lives. Where to put the seam is its own design decision, distinct from what goes behind it. Avoid: boundary (overloaded with DDD's bounded context).

Adapter: a concrete thing that satisfies an interface at a seam. Describes role (what slot it fills), not substance (what's inside).

Leverage: what callers get from depth. More capability per unit of interface they learn. One implementation pays back across N call sites and M tests.

Locality: what maintainers get from depth. Change, bugs, knowledge, and verification concentrate in one place rather than spreading across callers. Fix once, fixed everywhere.

Deep vs shallow

Deep module = small interface + lots of implementation:

┌─────────────────────┐
│   Small Interface   │  ← Few methods, simple params
├─────────────────────┤
│                     │
│  Deep Implementation│  ← Complex logic hidden
│                     │
└─────────────────────┘

Shallow module = large interface + little implementation (avoid):

┌─────────────────────────────────┐
│       Large Interface           │  ← Many methods, complex params
├─────────────────────────────────┤
│  Thin Implementation            │  ← Just passes through
└─────────────────────────────────┘

When designing an interface, ask:

  • Can I reduce the number of methods?
  • Can I simplify the parameters?
  • Can I hide more complexity inside?

Principles

  • Depth is a property of the interface, not the implementation. A deep module can be internally composed of small, mockable, swappable parts; they just aren't part of the interface. A module can have internal seams (private to its implementation, used by its own tests) as well as the external seam at its interface.
  • The deletion test. Imagine deleting the module. If complexity vanishes, it was a pass-through. If complexity reappears across N callers, it was earning its keep.
  • The interface is the test surface. Callers and tests cross the same seam. If you want to test past the interface, the module is probably the wrong shape.
  • One adapter means a hypothetical seam. Two adapters means a real one. Don't introduce a seam unless something actually varies across it.

Designing for testability

Good interfaces make testing natural:

  1. Accept dependencies, don't create them.

    // Testable
    function processOrder(order, paymentGateway) {}
    
    // Hard to test
    function processOrder(order) {
      const gateway = new StripeGateway();
    }
    
  2. Return results, don't produce side effects.

    // Testable
    function calculateDiscount(cart): Discount {}
    
    // Hard to test
    function applyDiscount(cart): void {
      cart.total -= discount;
    }
    
  3. Small surface area. Fewer methods = fewer tests needed. Fewer params = simpler test setup.

Relationships

  • A Module has exactly one Interface (the surface it presents to callers and tests).
  • Depth is a property of a Module, measured against its Interface.
  • A Seam is where a Module's Interface lives.
  • An Adapter sits at a Seam and satisfies the Interface.
  • Depth produces Leverage for callers and Locality for maintainers.

Rejected framings

  • Depth as ratio of implementation-lines to interface-lines (Ousterhout): rewards padding the implementation. We use depth-as-leverage instead.
  • "Interface" as the TypeScript interface keyword or a class's public methods: too narrow: interface here includes every fact a caller must know.
  • "Boundary": overloaded with DDD's bounded context. Say seam or interface.

Going deeper

  • Deepening a cluster given its dependencies, see DEEPENING.md: dependency categories, seam discipline, and replace-don't-layer testing.
  • Exploring alternative interfaces, see DESIGN-IT-TWICE.md: spin up parallel sub-agents to design the interface several radically different ways, then compare on depth, locality, and seam placement.
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Overall Score

88/100

Grade

A

Excellent

Grades are signals, not a certification. Always review a skill yourself before use.

Safety

95

Quality

87

Clarity

89

Completeness

82

Summary

A vocabulary and design methodology skill for creating deep modules—interfaces with substantial hidden complexity that maximize leverage for callers and locality for maintainers. The skill provides a consistent glossary (module, interface, seam, adapter, depth, leverage, locality), design principles, and references two supporting strategies (deepening clusters and exploring alternative designs) via companion files.

Detected Capabilities

vocabulary definitiondesign pattern documentationcode example illustrationcross-file reference and navigation

Trigger Keywords

Phrases that agents use to match this skill to user intent.

deep module designseam placementreduce interface complexitytestable architecturemodule deepeninginterface design patterns

Use Cases

  • /design an improved module interface to reduce caller complexity
  • identify where to place a seam to make code more testable and maintainable
  • evaluate whether a module is deep or shallow and how to deepen it
  • refactor a cluster of shallow modules into a cohesive deep module
  • explore multiple candidate interfaces for a module using parallel design
  • guide dependency injection and testing strategy for a deepened module

Quality Notes

  • Excellent: consistent terminology with explicit glossary eliminates ambiguity (e.g., distinguishes seam from interface, adapter from implementation)
  • Excellent: companion files (DEEPENING.md, DESIGN-IT-TWICE.md) provide structured decision procedures, not just abstract principles
  • Excellent: concrete code examples for testability principles (dependency injection, return values over side effects)
  • Excellent: clear visual diagrams (deep vs shallow module boxes) make abstract concepts graspable
  • Excellent: includes decision heuristics ('the deletion test', 'one adapter means hypothetical, two means real')
  • Strong: rejected framings section clarifies what NOT to use and why, preventing confusion with similar terminology
  • Minor: relationships section is textual; a visual diagram would reinforce the connections between Module, Interface, Seam, Adapter, Depth, Leverage, Locality
Model: claude-haiku-4-5-20251001Analyzed: Oct 30, 2026

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Version History

  1. v1.3

    Content updated

    ✦ AISupporting content in DESIGN-IT-TWICE.md updated; SKILL.md body unchanged.

    2026-10-30

    LATEST
  2. v1.2

    Content updated

    ✦ AISupporting file DESIGN-IT-TWICE.md updated with no change to skill instruction or behavior.

    2026-09-30

    View This Version
  3. v1.1

    Content updated

    ✦ AIRevises punctuation and phrasing in glossary and principles sections for consistency and clarity.

    2026-09-09

    View This Version
  4. v1.0

    2026-06-18

    View This VersionInitial version

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