Codebase Design

SkillMedia

codebase-design is a skill that gives an AI agent a shared vocabulary and principles for designing deep modules. It covers terms like module, interface, seam, adapter, and depth, and guides the agent to favour small interfaces, place seams deliberately, and make code easier to test. Use it when designing or improving a module's interface, finding deepening opportunities, or making code more testable or AI-navigable.

Available today. Use it from your connected AI after setup.

Have an agent that supports loading skills.

Then ask your AI: use the Codebase Design skill

What your AI can do with it

  • Design or improve a module's interface using the deep-module vocabulary
  • Find deepening opportunities in existing code
  • Decide where a seam should go as its own design decision
  • Make code more testable through its interfaces
  • Make code more AI-navigable with consistent design language
  • Supply the deep-module vocabulary when another skill needs it

Getting started

  1. Have an agent that supports loading skills.
  2. Add the codebase-design skill to the agent's available skills.
  3. Ask the agent to design or improve a module's interface, find deepening opportunities, place a seam, or make code more testable, and the skill's vocabulary and principles apply.

What this skill tells your AI

The instructions your AI receives, as published by mattpocock/skills in skills/engineering/codebase-design/SKILL.md and read by ahel’s review.

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.

Signals

GitHub stars
267k
Forks
23k
Last commit
Sep 2026
Installs
668k installs

Questions

What are Claude skills?
Skills are packages of instructions an agent loads to gain a specific capability. This item is one such skill: it teaches the agent a shared vocabulary and principles for module design, so it applies those terms and rules when designing or restructuring code.
Is AI code slop?
The skill addresses this indirectly: it guides the agent toward deep modules with small interfaces, deliberate seams, and testable design, which gives callers leverage and maintainers locality instead of scattered, shallow code.
Advanced
Catalog kind
skill
Key
codebase-design-mattpocock
Source
github.com/mattpocock/skills