Rahul Kumar

Low Level Design is one of the most misunderstood concepts in software engineering.
Many developers think Low Level Design means drawing UML diagrams or memorizing design patterns. Some believe it is only useful for interviews. Others think it is relevant only for senior engineers.
In reality, Low Level Design is the foundation of writing scalable software.
Every clean backend architecture, every maintainable application, and every extensible system starts with good Low Level Design thinking.
If you struggle with questions like:
Then this guide will help you build strong conceptual clarity.
This is not just another theoretical article.
This guide focuses on practical understanding, interview thinking, and real software engineering decisions.
Low Level Design focuses on the internal structure of a software component.
It defines:
To understand it properly, let us compare it with High Level Design.
Suppose you are building a food delivery platform like Swiggy or Zomato.
At High Level Design level, you discuss services such as:
You discuss:
That is system architecture.
But now suppose you zoom into the Payment Service.
Now questions become different:
That is Low Level Design.
Low Level Design lives between architecture and actual implementation.
Earlier, coding itself was considered a difficult skill.
Today, AI tools can generate syntax very quickly.
But AI cannot always create maintainable architecture with correct object relationships and scalable abstractions.
That is why design thinking has become more valuable.
Good Low Level Design provides several advantages.
Software changes constantly.
Business requirements evolve every month.
If your codebase is tightly coupled, even small changes become dangerous.
Good design ensures:
Badly designed systems collapse as complexity grows.
Suppose your payment system initially supports:
Tomorrow you need:
If the design is poor, adding new methods becomes painful.
Good design anticipates extension.
Well designed systems are easier to unit test.
Example:
class PaymentService {
private PaymentGateway gateway;
}Here dependencies can be mocked easily.
Testing becomes simpler.
In large companies like Google or Amazon, multiple teams work on the same codebase.
Good design helps developers understand systems faster.
One common misconception is that developers must memorize every design pattern.
That is not true.
Design patterns are simply reusable solutions to common software problems.
Think about it like this.
Suppose thousands of engineers repeatedly encountered the same problem over decades.
Eventually, proven solutions emerged.
Those solutions became design patterns.
Patterns save developers from reinventing the wheel.
Design patterns are generally divided into:
| Category | Main Focus |
|---|---|
| Creational | Object creation |
| Structural | Object arrangement |
| Behavioral | Object communication |
Let us understand these deeply.
Creational patterns solve object creation problems.
Object creation may sound simple initially, but large systems often require:
Singleton ensures only one object instance exists.
Example:
class Logger {
private static Logger instance;
private Logger() {}
public static Logger getInstance() {
if(instance == null) {
instance = new Logger();
}
return instance;
}
}This pattern is useful for:
Without Singleton, multiple instances could create inconsistent state.
Some objects become too complex to initialize directly.
Example:
User user = new UserBuilder()
.setName("Rahul")
.setEmail("rahul@gmail.com")
.setPhone("9999999999")
.build();Builder Pattern improves:
Factory Pattern centralizes object creation.
Example:
PaymentGateway gateway =
PaymentFactory.getGateway("UPI");Instead of creating objects manually everywhere, creation logic stays centralized.
This improves maintainability.
Structural patterns define how classes and objects combine together.
Think of structural patterns as the skeleton of the system.
Suppose you are building a car.
A car consists of:
Individually these are separate objects.
Together they solve a bigger business problem.
Structural patterns organize this structure efficiently.
Adapter helps incompatible systems communicate.
Real world example:
Different mobile chargers.
The adapter converts one interface into another.
Software example:
OldPaymentAPI → Adapter → NewSystem
Decorator dynamically adds functionality.
Example:
Coffee
Coffee + Milk
Coffee + Milk + SugarInstead of creating multiple subclasses, behavior is added dynamically.
Facade simplifies complex systems.
Example:
Instead of exposing 20 internal APIs, provide one simplified interface.
Very useful in backend orchestration systems.
Behavioral patterns focus on communication between objects.
Structural patterns create the body.
Behavioral patterns define movement and coordination.
Observer enables event driven communication.
Example:
YouTube Channel → Subscribers
When creator uploads video:
Common usage:
Strategy allows switching algorithms dynamically.
Example:
Payment via:
- UPI
- Card
- WalletEach payment type becomes a separate strategy.
This avoids massive if else blocks.
Mediator introduces an orchestrator between objects.
Instead of direct communication:
A → B → C
Mediator handles coordination.
This reduces coupling.
Most beginners struggle with relationships.
This section is extremely important.
Is A represents inheritance.
Example:
Vehicle
├── Bike
└── CarBike is a Vehicle.
Car is a Vehicle.
Inheritance helps in code reuse and abstraction.
Example:
class Vehicle {
void start() {}
}
class Car extends Vehicle {}But inheritance should be used carefully.
Overusing inheritance creates rigid systems.
Has A represents association between objects.
Example:
Library has Books
School has Students
Company has EmployeesObjects are linked together.
This relationship is usually preferred over inheritance because it creates flexible systems.
This is where many interview candidates get confused.
Let us simplify it completely.
Association simply means two objects are connected.
Example:
Teacher teaches Students
Both exist independently.
Aggregation is a weak Has A relationship.
Example:
Library has Books
If library closes, books still exist.
Meaning:
Example:
class Library {
List<Book> books;
}Library references books but does not fully own them.
Composition is a strong Has A relationship.
Example:
House has Rooms
If house is destroyed, rooms cannot exist independently.
Meaning:
Example:
class House {
private List<Room> rooms =
new ArrayList<>();
}House manages rooms directly.
| Feature | Aggregation | Composition |
|---|---|---|
| Relationship Strength | Weak | Strong |
| Lifecycle Dependency | No | Yes |
| Ownership | Partial | Full |
| Example | Library and Books | House and Rooms |
Many engineers focus too much on theory.
Interviews require balance.
During machine coding rounds, interviewers usually expect:
You should not spend 30 minutes drawing perfect UML diagrams.
Instead:
Strong design plus working code creates the best impression.
The best learning approach is solving real design problems.
Practice systems like:
While solving:
Over time, patterns become intuitive.
Low Level Design is not about memorizing UML syntax or blindly applying patterns.
It is about thinking like a software architect.
Great engineers design systems that are:
Once you start focusing on object responsibilities and relationships, your coding quality improves dramatically.
That is the real power of Low Level Design.
Master LangChain Runnables from scratch. Learn what they are, why they replaced chains, and how LCEL helps you build flexible AI pipelines with clean, modular code.
Sameer Singh
What if you could find the majority element without counting anything? The Boyer-Moore Voting Algorithm does exactly that, in O(n) time and O(1) space. Here is the full breakdown.
Sign in to join the discussion.
Rahul Kumar