| name | design-it-twice |
| description | Use before committing to a non-trivial module, service boundary, or public API - generate 2-3 divergent interface designs, compare them on depth/locality/seam, and recommend one |
| allowed-tools | ["Read","Glob","Grep","Task"] |
Design It Twice
Overview
Your first interface is rarely your best (Design it twice, Ousterhout). Before you commit a module boundary, generate genuinely different designs and compare them — the cost of exploring on paper is trivial next to the cost of a shallow interface that Hyrum's Law then freezes into a contract.
Core principle: Aim for deep modules — a simple interface hiding substantial functionality. A design that merely forwards calls is shallow and usually a liability.
This is a build-time and architecture-time discipline. [[design-architecture]] and [[swarm-design-architecture]] invoke it for module boundaries; invoke it directly any time you're about to design a single non-trivial interface.
When to Use
- A new module, service boundary, or public API
- A refactor that reshapes an existing interface many callers depend on
- Any seam where a future change is likely to land and you want it to land in one place
Skip for trivial or single-call-site code, or interfaces fully dictated by an existing contract.
Process
1. Frame the problem space
Before generating alternatives, write down the constraints, dependencies, the dominant use case, and a rough code sketch of the interface. Use the project's domain language (see [[domain-modeling]]). Vague framing yields vague designs.
2. Generate 2–3 divergent designs
Each design optimizes one distinct goal — they must genuinely differ, not be three shades of the same idea:
| Lens | Optimizes for |
|---|
| Minimize entry points | Fewest interfaces, maximum leverage per surface — a deep module |
| Maximize flexibility | Reuse across the widest set of use cases |
| Optimize the common case | Simplest path for the dominant workflow |
| Isolate seams | Cross-boundary dependencies behind ports & adapters |
Orchestration: if the Agent/Task tool is available, fan out one agent per design in parallel, each with the same framing and a different lens. No agent teams or debate are needed — the designs are independent. If agents are unavailable, produce the designs sequentially yourself. Each brief returns the interface sketch plus its trade-offs.
3. Compare on three axes
- Depth — functionality hidden behind the interface vs. surface exposed. Favor depth; mind Hyrum's Law on every exposed behavior.
- Locality — where a likely future change concentrates (one module vs. scattered across callers).
- Seam placement — whether boundaries fall where the system actually flexes.
4. Recommend, don't enumerate
Give an opinionated recommendation — which design solves the problem best and why — possibly a hybrid that grafts the best of two. A neutral menu pushes the judgment onto the reader and defeats the exercise.
Named principles referenced here are defined in ${CLAUDE_PLUGIN_ROOT}/references/engineering-principles.md.
Rationalizations
| Excuse | Reality |
|---|
| "My first design is obviously right" | That feeling is exactly when a second design most often beats it. Cost of checking is one sketch. |
| "Three designs is slower" | Slower than reworking a shallow interface every caller already depends on? No. |
| "They'd all come out the same" | Then your lenses aren't divergent. Force distinct optimization goals. |
| "I'll just present the options and let them pick" | A menu without a recommendation is unfinished work. Take a position. |
Red Flags
- The alternatives differ only cosmetically (same interface, renamed)
- A "design" that forwards calls with no functionality hidden (shallow module)
- Comparing on taste rather than depth / locality / seam
- Ending with "any of these could work" instead of a recommendation
Verification