[Bibliography 20160612] thinking software, innovative design--a segment Architect's thinking Technology

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Author: User
Tags ming



Gao: Major in statistics and information management during the school year, with nearly 40 years of software development career. Working in Asia and Europe and the United States, specializing in business strategy thinking and system architecture design. In recent years, <it+ has been keen on design > Education Consultancy and Product development.






Chapter 1th Business thinking: From business model to architecture design 1
1.1 Role of A-segment architect 1
1.2 Face complexity, only simple 2
1.3 Business environment and patterns are complex 3
1.4 The complexity of the software is intrinsic (not superficial) 5
1.5 How to design a simple 7 from a complex
1.5.1 Simple and beautiful close contact 7
1.5.2 software beauty, the wine asked symmetry > 7
The 1th symmetry of the 1.5.3 software architecture 8
The 2nd symmetry of the 1.5.4 software architecture 8
1.6 References 9




2nd example of the soft and hard integrated business model 10
2.1 Review: A-segment architecture design 10
2.2 Product Design support business Model 11
2.2.1 Rethinking the existing business model 12
2.2.2 To create a new business model 12
2.3 Business Model Example 13
2.3.1 Long-term profit strategy 13
2.3.2 Short-term monetization strategy 14
2.3.3 hard and hard combined sales 14
2.3.4 Soft and hard integrated development 16
2.4 Product Design Example 17
2.5 extended to living room accessories Market 18
2.5.1 Living Room Accessories Example 18
2.5.2 business model for living room accessories 19
2.5.3, Weibo or Baidu maps and other platforms docking 20
2.6 Examples of architectural design for products 21
2.6.1 basic elements and Functions 21
2.6.2 Application Scenarios (example) 22
2.6.3 Architecture design and Practice 23
2.7 References 23




3rd Chapter Profit Thinking and Mood 24
3.1 Profit thinking vs. cost thinking 24
3.2 How to make architects worth a hundredfold 26
3.3 Understanding credit card visa business model 27
3.4 Take the farmer water to water the flower as example 28
3.5 Design of living room Accessories Commercial (cooperative) mode 31
3.5.1 review: Living room accessories business Model 31
3.5.2 The same mood 32
3.5.3 Founding OFA Alliance 33
3.6 References 34



The 4th chapter of innovative Thinking 35
4.1 Retrospective reasoning and creativity 35
4.2 Basic concepts of retrospective reasoning 36
4.3 Hypothesis->= deletion method 39
4.4 Example of the reason for the reason of the Ming's story 41
4.5  Mece principles 45
4.5.1 Understanding Mece Principles 45
4.5.2 topic tree and its kind 46
4.5.3 continues to decompose and test the issue 47
4.5.4 complies with Mece principle 47
4.5.5 Continuous Inspection-no card 48
4.5.6 the next level of debate 49
4.5.7 Mece Example 51
4.6 Software Agility (Agile) Development Principles 54
4.6.1 Understanding Agile Development Principles 54
4.6.2 Agile behind the scenes reasoning 55
4.6.3 A-segment architect's Agility Force 57
4.7 Agile Design: Apply to smart city top floor Design 58
4.7.1 (top floor design) meaning myth 58
The beginning of 4.7.2 innovation: Vision 59
4.7.3 observes the reality, puts forward the assumption (hypothesis) 60
4.7.4 Conclusion: To propose the agile top-level design method 61
4.7.5 application: Agile Top Level Design Step Description 62
4.8 Innovative Design: The discovery of EIT shape > Tour 62
4.8.1 What is code shaping? 62
4.8.2 the two familiar code shapes: functions and Classes 63
The beginning of 4.8.3 Innovation: Vision 64
4.8.4 presents the Assumption 65
4.8.5 proposes a new hypothesis 65
4.8.6 Conclusion: The EIT Code shaping 66 is proposed
Why 4.8.7 need to have two supporting characters 68
4.9 References 69



5th   Combinatorial thinking  70
5.1  from classical abstract thinking  70
5.2  Creative combination thinking  72
5.2.1  design Rules  72
5.2.2  in order: Container as an example  73
5.2.3  Walkthrough: How to Abstract a container > 74
5.2.4  watch: Software container  75
Elements of the 5.3  combination design: Shape (form)  77
5.3.1  Understanding "shaping" from the container  77
5.3.2  Understanding EIT software shaping  78
5.3.3  Properties  81
5.3.4  inner elements  81
5.3.5  The external combination of the shape  82
5.4  Walkthrough Example: Looking for (design) The shape of a software system  85
5.5  Walkthrough Example: combining complex  90 from simple shapes
5.5.1  Example (i): A pair of EIT-shaped, accommodating and changeable communication protocols  90
5.5.2  Example (ii): a nested combination of EIT-shaped  93
5.5.3  Example (iii): GOF design pattern from EIT combination  95
5.6  Reflection: Creative combination Thinking in Confucian culture  99
5.6.1  the spirit of decomposition  99
5.6.2  Middle School as the body, Western Learning for  99
5.7  design of the future  103
5.7.1  Future  103 of today's decisions
5.7.2  vision and Connectivity  104
5.7.3  vision from where to  105
5.7.4   Combination and innovation  105
5.7.5  Walkthrough: Futuristic architecture Design  107
5.8  references  113




The 6th Chapter Tactical Guidance Strategic Thinking 114
6.1 Architect excels in tactical guidance Strategy 114
6.2 will win the tactic 116
6.3 Find a winning tactic, adjust strategic resources 117
6.4 Corporate case of tactical guidance Strategy 118
6.5 References 121




7th Four hypothetical thinking 122
7.1 From Retrospective reasoning 122
7.2 What is the hypothesis (assumption) 125
7.3 First item: unconscious hypothesis, relaxation of the thinking limit 125
7.3.1 General Example 125
Example of 7.3.2 Ming Kongchengji 126
7.3.3 Other Examples 127
7.4 Second item: Assumptions to be tested, inspire visions imagine 129
7.5 Third: Complete assumptions, imagining final results 131
7.5.1 What is a completion hypothesis 131
7.5.2 Mapping from Vision to reality and retrospective reasoning 133
7.5.3 "Mapping" How to promote know Unknown 135
7.5.4 Walkthrough: Mapping from Vision to reality 137
7.5.5 Walkthrough: Total Brain View (visualization) 139
7.5.6 Walkthrough: Completion hypothesis 140
7.6 Fourth: In case of sexual assumptions, reserve the elastic space 148
7.6.1 Why? In case of sexual assumption 148
7.6.2 how to foresee failure 149
7.6.3 recognize possibility and spare tire thinking 151
7.7 References 152



The 8th chapter of the architect's strategic thinking case Walkthrough 153
8.1 Product Strategy Thinking 153
8.1.1 Product Strategy Objectives: uniqueness, universality and reliability 153
8.1.2 Practical solutions: soft and hard integration, cross-platform and test 154
8.1.3 from the simple to master the complex 155
8.1.4 The hypothesis is tested 157
8.2 Play four hypothetical thinking 158
8.2.1 Review: Retrospective (abductive) Reasoning 158
8.2.2 View reality, Vision 159
8.2.3 deduced the assumption that 160
8.2.4 mapping from vision to reality 161
8.2.5 Major Discoveries 163
8.2.6 determining the direction of cross-platform strategy 165
8.3 Set cross-platform practice Strategy 165
8.3.1 review: Explore strategy Direction 165
8.3.2 formulation of practical strategies 165
8.3.3 Strategy-1: Take It "EIT" (design) 166
8.3.4 Strategy-2: Take the Emperor to make Princes 167
8.3.5 Strategy-3: Build middleware (middleware) 167
8.4 Cross-chip platform strategy 167
8.4.1 What is cross platform > 167
8.4.2 Terminal Products 3 scenarios across (CHIP) platform 169
8.5 Cross-android big platform Strategy 174
8.5.1 where does this strategy -2> come from 174
8.5.2 Strategy-2 practice 176
8.6 Strategies across your own platform 180
8.6.1 where does this strategy -3> come from 180
8.6.2 Middleware Cross-platform benefits: no money on the revision, revision on the money 182
8.6.3 Middleware Cross-client benefits 183
Design of 8.6.4 Middleware 183
8.6.5 role of middleware in the overall architecture 185
8.7 References 186


The 9th chapter of the architecture design Ten steps to learn 187
9.1 Where does this 10 step come from 187
9.1.1 4 elements from an architectural mindset 187
9.1.2 Learn the creative love limit > 188
9.1.3 Learning Innovation Portfolio 190
9.1.4 Learning Agile Testing and design versatility Interface 191
9.2 Elaboration of the Ten learning steps > 192
9.2.1 The 1th step: Learn two abstract perspectives (abstraction view) 192
9.2.2 2nd: Care about the changes in the lower level freedom 193
9.2.3 3rd: System Architecture control and support for business competitive discourse 193
9.2.4 The 4th step: User experience is the user from the simple to call a complex sense of satisfaction 194
9.2.5 The 5th step: Creative love restriction, i.e. requirements Test design 194
9.2.6 6th step: Hypothetical thinking and mapping from vision to reality 195
9.2.7 7th step: Clear and unambiguous interface (Interface) 195
9.2.8 8th step: Test and test the interface as soon as possible 195
9.2.9 9th step: Design Universal Interface 196
9.2.10 10th step: Effective subtraction design to open addition (design) 197
9.3 In-depth comprehension (i): Freedom of Change 197
9.4 In-depth comprehension (ii): Creative Love limit 200
9.5 In-depth comprehension (iii): Mapping from vision to reality 201
9.6 Deep Comprehension (iv): Rapid detection of interface 204
9.7 In-depth comprehension (V): Effective subtraction design to open addition 208
9.7.1 Example: Socket interface to accommodate TCP/IP communication protocol 208
9.7.2 Walkthrough Step 208
9.8 References 218



10th 10 Rules of Cloud Platform Architecture Design 219
10.1 Where does this 10 rule come from? 219
10.1.1 Reflection hypothesis 219
10.1.2 focus on command flow and its control point 221
10.2 Elaboration of the 10 laws > 222
10.3 Thinking Issues & Tips 227
10.4 References 232




The 11th chapter of the law-practice example of 2: Universal Interface Design 233
11.1 Universal Interface 233
11.2 Designing the Universal Interface yourself 235
11.2.1 Understanding use cases and their scenes (Scenario) 235
11.2.2 designing a universal interface to support use cases 238
11.2.3 Connecting to 11.2.4 Connecting to Example of joint application of more than 11.3 universal Interfaces 247
11.3.1 Application Example: Multi-machine integration of mobile phone and Android TV 247
11.3.2 iphone phone plan 248
11.3.3 Connecting the iphone's (Universal) interface: Servlet 249
11.3.4 app's context interface and Mytvservlet docking 253
11.3.5 Android native App design 259
11.4 References 264




The 12th chapter of the Law-3 Practice example: The Emperor to make Princes 265
12.1 General Frame Design: Take "Gobang" for example 265
12.1.1 Stage One: from the traditional (class) shape-making design 265
12.1.2 Phase II: Continued use of EIT shape design 268
12.2 Android-based design small frame: Using the graffiti application as an example 272
12.2.1 introduction of Multilayer EIT Shape 272
12.2.2 Introduction "Graffiti" (Scribble) 274
12.2.3 Description of the example of graffiti 274
12.3 Practice "The Emperor of Heaven" to make Princes 275
12.3.1 Stage One: from the traditional (class) shape-making design 275
12.3.2 Phase II: Continued use of EIT shape design 276
12.4 References 308



[Bibliography 20160612] thinking software, innovative design--a segment Architect's thinking Technology


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