L05 Dec 26, 2025 6 min read

System design: time start

Why I’m writing this system design series and how I’m approaching it: one guide, for building better systems and doing better in interviews.

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I have been a software engineer long enough to recognize a pattern.

I can build features.

I can debug bugs.

I can ship.

Then I get into a system design interview, or I join a project that has been running for a while, and I feel the gap.

Not in intelligence.

In language and structure.

System design is the skill of turning a goal into a working system that runs over time under real constraints.

And I want one guide, written in plain engineering language, that I can use to get better at that.

For myself first. For others too.

Why I’m doing this

When people say “system design”, they usually mean two things:

  1. Building systems that do not collapse when reality shows up.
  2. Communicating those decisions clearly in interviews.

Both are real.

Both are worth practicing.

I’m writing this series because I want a single repeatable way to reason about systems.

Not one-off patterns.

Not “just add Kafka”.

A way to take a prompt and turn it into a design that is measurable, explainable, and operable.

What I did to get here

I did not wake up with this.

I spent a lot of time reading and watching courses, digging through books, and comparing frameworks until the overlap became obvious.

Different sources use different words.

But the useful parts converge.

They all keep pulling you toward the same discipline:

  • make the problem measurable
  • make tradeoffs explicit
  • design for failure and operations, not just the happy path
  • keep big decisions recorded so you can evolve safely

This series is my attempt to compress that research into one coherent guide.

How the series works

I’m treating system design like a machine.

A system is not just “code”.

It is a set of components that:

  1. accept inputs
  2. transform them
  3. store and move data
  4. survive failures
  5. evolve safely

If you can name those parts and describe the boundaries between them, the rest becomes less mystical.

What “good” means here

When I say a design is “good”, I mean it has a clear stance on:

Those are not just checkboxes.

They are forces that shape architecture.

The promise to myself

I am not trying to write a textbook.

I am trying to build a practical map I can reuse.

Where we start next

The first real chapter is the one that people skip and then regret skipping.

Requirements as a contract.

If requirements are vague, architecture becomes vibes.

If requirements are clear, the design conversation becomes boring in the best way.

That’s it, may the force be with you!