NFR Design Plan - Nokia Snake Game
Quality design plan
NFR Design Plan - Nokia Snake Game
Unit Context
Unit Name: Nokia Snake Game (Monolithic)
Type: Single monolithic web application
Scope: Complete Nokia Snake game implementation
Technology: Vanilla JavaScript, Vite, WebGL, localStorage
NFR Design Plan Steps
Step 1: Analyze NFR Requirements
1.1 Review NFR Requirements
- Read
aidlc-docs/construction/nokia-snake-game/nfr-requirements/nfr-requirements.md - Understand performance, security, mobile, and offline requirements
- Identify key NFR priorities
- Read
1.2 Review Tech Stack Decisions
- Read
aidlc-docs/construction/nokia-snake-game/nfr-requirements/tech-stack-decisions.md - Understand technology choices and rationale
- Identify implementation patterns needed
- Read
Step 2: Performance Design Patterns
2.1 Game Loop Optimization
- Design fixed time step pattern for consistent gameplay
- Design frame skipping strategy for performance
- Design render optimization patterns
2.2 Memory Management Patterns
- Design object pooling pattern for game entities
- Design garbage collection minimization strategy
- Design memory leak prevention patterns
2.3 Rendering Optimization
- Design WebGL rendering pipeline
- Design Canvas 2D fallback strategy
- Design sprite batching and texture atlas patterns
Step 3: Security Design Patterns
3.1 Input Validation Pattern
- Design comprehensive input validation architecture
- Design whitelist-based validation strategy
- Design input sanitization patterns
3.2 Exception Handling Pattern
- Design global error boundary pattern
- Design safe state fallback mechanism
- Design error recovery strategy
3.3 Audit Logging Pattern
- Design security event logging architecture
- Design audit trail storage strategy
- Design log rotation and retention patterns
Step 4: Mobile Optimization Patterns
4.1 Touch Input Pattern
- Design touch gesture recognition system
- Design swipe direction detection algorithm
- Design touch feedback patterns
4.2 Responsive Design Pattern
- Design canvas scaling strategy
- Design viewport adaptation patterns
- Design orientation change handling
4.3 Mobile Performance Pattern
- Design battery optimization strategy
- Design mobile-specific rendering optimizations
- Design haptic feedback patterns
Step 5: Offline Functionality Patterns
5.1 Data Persistence Pattern
- Design localStorage abstraction layer
- Design data serialization/deserialization strategy
- Design data validation and migration patterns
5.2 State Management Pattern
- Design Redux-like store architecture
- Design state update and notification patterns
- Design state persistence triggers
5.3 Offline-First Pattern
- Design zero-network-dependency architecture
- Design asset bundling strategy
- Design offline error handling
Step 6: Resilience Patterns
6.1 Error Recovery Pattern
- Design automatic error recovery mechanism
- Design graceful degradation strategy
- Design user notification patterns
6.2 Data Integrity Pattern
- Design data corruption detection
- Design data validation on load
- Design fallback to defaults strategy
Step 7: Accessibility Patterns
7.1 Keyboard Navigation Pattern
- Design keyboard event handling architecture
- Design focus management strategy
- Design keyboard shortcuts system
7.2 Screen Reader Pattern
- Design ARIA label strategy
- Design live region announcement patterns
- Design semantic HTML structure
Step 8: Logical Components Design
8.1 Core Game Components
- Design Game Engine component architecture
- Design Rendering Engine component
- Design Input Manager component
- Design State Manager component
8.2 Support Components
- Design Security Logger component
- Design Performance Monitor component
- Design Storage Manager component
- Design Error Handler component
8.3 Component Interactions
- Design component communication patterns
- Design event bus or pub/sub system
- Design component lifecycle management
Questions for User Input
Question 1: Game Loop Implementation Strategy
How should the game loop handle performance variations across devices?
A) Fixed time step only - Consistent gameplay, may drop frames on slow devices
B) Variable time step - Smooth on all devices, gameplay speed varies
C) Fixed time step with frame skipping - Consistent gameplay, skip rendering if behind
D) Adaptive - Switch between fixed and variable based on performance
Question 2: Object Pooling Scope
Which game objects should use object pooling for memory optimization?
A) None - Simple allocation/deallocation sufficient
B) Food items only - Most frequently created/destroyed
C) Snake segments and food - Core game objects
D) All game objects - Maximum optimization
Question 3: Error Recovery Strategy Detail
When an unrecoverable error occurs, what should happen?
A) Silent recovery - Reset to main menu without notification
B) Brief notification - Show "An error occurred" for 2 seconds, then reset
C) Detailed error - Show error details with option to report
D) Save state - Attempt to save state, then show error and reset
Question 4: Audit Logging Storage Strategy
How should audit logs be stored and managed?
A) Console only - Log to console, no persistence
B) localStorage with rotation - Keep last 1000 entries
C) localStorage with export - Allow user to export logs
D) External service - Send logs to external logging service
Question 5: Touch Gesture Sensitivity
How sensitive should touch gesture detection be?
A) Low sensitivity - Require 50px+ swipe to register
B) Medium sensitivity - Require 30px swipe (recommended)
C) High sensitivity - Require 15px swipe
D) Adaptive - Adjust based on screen size
Question 6: Canvas Scaling Strategy
How should the game canvas scale on different screen sizes?
A) Fixed size - 800x600px, scroll if needed
B) Fit to container - Scale to fit, maintain aspect ratio
C) Fill container - Stretch to fill, ignore aspect ratio
D) Responsive grid - Adjust grid size based on screen
Question 7: State Persistence Trigger
When should game state be persisted to localStorage?
A) On every state change - Maximum data safety, performance impact
B) On game over only - Minimal persistence, risk of data loss
C) Periodic (every 30 seconds) - Balanced approach
D) On pause and game over - User-initiated saves only
Question 8: WebGL Fallback Detection
How should WebGL availability be detected and fallback handled?
A) Try WebGL, fallback immediately if unavailable
B) Feature detection before initialization
C) User preference - Let user choose renderer
D) Progressive enhancement - Start with Canvas 2D, upgrade to WebGL if available
Question 9: Performance Monitoring Scope
What performance metrics should be monitored during gameplay?
A) None - No performance monitoring needed
B) FPS only - Track frame rate
C) FPS and memory - Track frame rate and memory usage
D) Comprehensive - FPS, memory, render time, input latency
Question 10: Component Communication Pattern
How should components communicate with each other?
A) Direct method calls - Simple, tightly coupled
B) Event bus - Decoupled, flexible
C) State manager only - All communication through state
D) Hybrid - Direct calls for critical path, events for others
Step 9: Generate NFR Design Artifacts
- Generate
nfr-design-patterns.mdwith detailed design patterns - Generate
logical-components.mdwith component architecture
Step 10: Validate NFR Design
- Validate design patterns completeness
- Validate logical components architecture
- Validate alignment with NFR requirements
Step 11: Security Compliance Check
- Verify SECURITY baseline compliance in design patterns
- Document security implementation patterns
- Validate audit logging and error handling design