Low-Level Design: A Comprehensive Guide

Oleh Dubetcky
5 min readFeb 24, 2025

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Low-Level Design (LLD) is a crucial phase in software development that bridges the gap between high-level architectural design and actual implementation. While High-Level Design (HLD) focuses on the system’s overall architecture, LLD delves into the specifics of how individual components, classes, and functions are implemented to meet the system’s requirements.

In simpler terms, LLD involves designing classes, methods, interfaces, and their interactions to ensure the code is efficient, maintainable, and scalable. It is an essential skill for software engineers, especially when building systems that need to be robust, reusable, and adaptable to future changes.

Photo by Clark Van Der Beken on Unsplash

Why is Low-Level Design Important?

Low-Level Design plays a critical role in software development for the following reasons:

Maintainability:

  • A well-thought-out design makes it easier to maintain, extend, and debug code.
  • Poor design leads to technical debt, making future changes costly and time-consuming.

Scalability:

  • Good LLD ensures that your code is scalable, both in terms of performance and in supporting new features as the system evolves.

Reusability:

  • Well-designed components can be reused across different parts of a system or in entirely different projects, saving time and effort.

Clarity:

  • A well-defined design helps engineers understand how various parts of the system fit together, making collaboration easier and reducing onboarding time for new team members.

Steps to Design a Low-Level Diagram

To bridge the gap between LLD concepts and real-world implementation, let’s break down the process of designing a low-level diagram into the following steps:

Step 1: Object-Oriented Principles

Object-Oriented Programming (OOP) is the foundation of Low-Level Design. It provides a structured approach to designing systems by organizing code into objects that represent real-world entities. The four core principles of OOP are:

Encapsulation:

  • Bundling data (attributes) and methods (functions) that operate on the data into a single unit (class).
  • Example: A BankAccount class with attributes like accountNumber and balance, and methods like deposit() and withdraw().

Inheritance:

  • Creating new classes (child classes) from existing ones (parent classes) to promote code reuse.
  • Example: A SavingsAccount class inheriting from a BankAccount class.

Polymorphism:

  • Allowing objects of different classes to be treated as objects of a common superclass.
  • Example: A Shape superclass with methods like calculateArea(), overridden by subclasses like Circle and Rectangle.

Abstraction:

  • Hiding complex implementation details and exposing only essential features.
  • Example: Using abstract classes or interfaces to define a contract for subclasses.

Step 2: SOLID Principles

The SOLID Principles are a set of design guidelines that help developers create systems that are easy to maintain, extend, and scale. These principles are:

Single Responsibility Principle (SRP):

  • A class should have only one reason to change, meaning it should have only one responsibility.
  • Example: A UserAuthentication class should handle only authentication logic, not user profile management.

Open/Closed Principle (OCP):

  • Software entities (classes, modules, functions) should be open for extension but closed for modification.
  • Example: Use inheritance or interfaces to extend functionality without altering existing code.

Liskov Substitution Principle (LSP):

  • Subtypes must be substitutable for their base types without altering the correctness of the program.
  • Example: A Square class should be able to replace a Rectangle class without breaking the program.

Interface Segregation Principle (ISP):

  • Clients should not be forced to depend on interfaces they do not use.
  • Example: Instead of a single large interface, create smaller, specific interfaces for different functionalities.

Dependency Inversion Principle (DIP):

  • High-level modules should not depend on low-level modules. Both should depend on abstractions.
  • Example: Use dependency injection to decouple classes and make the system more flexible.

Step 3: Design Patterns

Design Patterns are reusable solutions to common problems in software design. They provide templates that can be applied to specific scenarios, promoting code reuse, consistency, and maintainability. Design patterns are categorized into three main types:

Creational Patterns:

  • Deal with object creation mechanisms.
  • Examples: Singleton, Factory Method, Abstract Factory, Builder, Prototype.

Structural Patterns:

  • Focus on object composition and class relationships.
  • Examples: Adapter, Decorator, Proxy, Facade, Composite.

Behavioral Patterns:

  • Handle communication between objects.
  • Examples: Observer, Strategy, Command, Iterator, State.

Example: Applying LLD in Practice

Let’s design a simple Library Management System using the principles and steps discussed above.

Step 1: Object-Oriented Design

  • Classes: Book, Library, Member, Transaction.
  • Attributes and Methods:
  • Book: title, author, isAvailable, checkOut(), returnBook().
  • Library: addBook(), removeBook(), searchBook().
  • Member: name, memberId, borrowBook(), returnBook().
  • Transaction: book, member, issueDate, returnDate.

Step 2: SOLID Principles

  • SRP: Each class has a single responsibility (e.g., Book manages book details, Library manages book inventory).
  • OCP: Use interfaces like Searchable to allow extending search functionality without modifying the Library class.
  • LSP: Ensure subclasses like EBook and PhysicalBook can replace the Book class without issues.
  • ISP: Create separate interfaces for Borrowable and Searchable to avoid forcing classes to implement unused methods.
  • DIP: Use dependency injection to decouple Library from specific implementations of Book or Member.

Step 3: Design Patterns

  • Singleton: Use the Singleton pattern for the Library class to ensure only one instance exists.
  • Observer: Use the Observer pattern to notify members when a book they are waiting for becomes available.
  • Factory Method: Use the Factory Method pattern to create different types of books (e.g., EBook, PhysicalBook).

Low-Level Design (LLD) is a critical skill for software engineers, enabling them to create systems that are maintainable, scalable, and reusable. By applying Object-Oriented Principles, SOLID Principles, and Design Patterns, developers can design robust and efficient systems that stand the test of time.

Whether you’re building a small application or a large-scale system, mastering LLD will help you write better code and deliver high-quality software solutions. Start practicing these concepts today to elevate your software design skills!

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Oleh Dubetcky
Oleh Dubetcky

Written by Oleh Dubetcky

I am an management consultant with a unique focus on delivering comprehensive solutions in both human resources (HR) and information technology (IT).

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