1. Introduction: technical debt as a design challenge in IT
Interconnected engineering systems form the fabric of our world (Reference Maier, Oehmen and VermaasMaier et al., 2022). In the current context of digitalisation, increasing complexity and increasing reliance on software, IT systems and infrastructure have become a foundational part of said fabric.
In IT and Software Engineering circles, a buzzword has been gaining traction among practitioners and researchers: Technical Debt (TD). TD is a financial metaphor that describes existing system elements that can negatively influence future design efforts as a form of debt (Reference Li, Avgeriou and LiangLi et al., 2015). This metaphor has the virtue of framing design challenges in business terms, enabling engineers to express their concerns in a way that is accessible to non-technical decision-makers. In doing so, it helps managers recognize that certain design decisions and implementation constructs create conditions where modifying a system demands greater effort. These elements must therefore be identified, budgeted, prioritized, and redesigned in due course (Reference Avgeriou, Kruchten, Ozkaya and SeamanAvgeriou et al., 2016; Reference McConnellMcConnell, 2013).
The challenges of conceptualizing and managing TD were initially approached through the lens of Software Engineering. Consequently, work on source code using incremental and iterative approaches is prevalent in existing literature (Reference Ernst, Bellomo, Ozkaya, Nord and GortonErnst et al., 2015; Reference Li, Avgeriou and LiangLi et al., 2015). The concept of TD has since evolved beyond “pure” software systems to include broader engineering contexts. This transition shifts attention from code-level implementation to systemic aspects of design, encompassing the influence of existing architectures, processes, and requirements on future change. These forms of debt, referred to as “high-level” TD, are widely acknowledged as highly impactful and cannot be addressed through traditional code-centric approaches. Facing these difficulties, emerging TD research promotes the development of systemic models and methods capable of supporting sound design over complex existing structures (Reference Ciolkowski, Lenarduzzi and MartiniCiolkowski et al., 2021). This profoundly resonates with existing literature on engineering systems design, thus framing the challenge of managing TD in complex systems as the following engineering design research question: What models of action are suited to effectively manage the redesign of an existing engineering system? This challenge remains unresolved, particularly when the system to be redesigned is highly complex and evolves amid uncertain contexts (Reference Eckert and ClarksonEckert & Clarkson, 2023).
Section 2 reviews how existing literature addresses the redesign of engineering systems. It emphasizes the role of change propagation in engineering systems interventions and highlights limitations in current approaches. A research question is formulated accordingly. Section 3 outlines how data was collected at Ubisoft IT, and proposes an analytical framework to extract results from said data. Section 4 presents Ubisoft IT’s context in detail and describes the case study’s empirical material using Axiomatic Design. Section 5 reports the results extracted from the empirical material and addresses the research question. Lastly, Section 6 concludes with a discussion of the findings and perspectives for future research.
2. Interfaces and change propagation in engineering systems design
As previously mentioned, the challenge of redesigning existing systems is heightened by complexity and uncertainty. This is particularly relevant for engineering systems, which “by a strict understanding […] are large scale global systems […] comprised of many constituent systems, products, and services” (Reference Maier, Oehmen and VermaasMaier et al., 2022). The term is used to describe global infrastructure systems such as transportation, energy and telecommunication networks, but also applies to “local” examples like autonomous vehicles, production lines or datacenters. These systems are characterised by long and uncertain life cycles, and dynamic interactions with their environments. As such they are “partially designed and partially evolved” (Reference de Weck, Roos, Magee and Cooperde Weck et al., 2011), resulting in a great deal of technical and organisational complexity.
2.1. Engineering systems interventions
These attributes call for approaching their redesign through a specific lens, that of engineering systems interventions (Reference Maier, Oehmen and VermaasMaier et al., 2022). Figure 1 presents a model of such interventions, depicted as local actions intended to influence a broader existing system: an artefact is implemented within a target system that is part of a broader system of interest, to improve the performance of a target process (Reference BotsBots, 2022).
Engineering systems interventions model, extracted from (Reference BotsBots, 2022)

Other concepts from Figure 1, such as contingent processes and externalities, highlight the systemic nature of interventions. This perspective echoes a long line of research, dating back to the 1990s, which established that design inherently brings about change, regardless of the motivation behind it (correcting errors, adapting to new constraints, introducing new functionalities…). Such changes inevitably propagate throughout a system, which can lead to unexpected outcomes that compromise overall system performance. In such situations cost, time, and effort can quickly spiral out of control, thus calling for design approaches that are attentive to propagation effects (Reference Brahma and WynnBrahma & Wynn, 2023). The use of models that represent objects by emphasizing connections, interfaces, and interdependencies, such as Design Structure Matrices (DSMs) (Reference Eppinger and BrowningEppinger & Browning, 2012) and Axiomatic Design (AD) (Reference SuhSuh, 2001), help understand propagations. The descriptions generated through such models provide a foundation for building sophisticated Change Propagation Analysis (CPA) methods that aim to understand and predict how change spreads along the elements of a system (Reference Clarkson, Simons and EckertClarkson et al., 2004). If an interface is defined as “a functional or physical relation between two mating system elements across which interaction may occur” (Reference Parslov and MortensenParslov & Mortensen, 2015), the aforementioned methods are based on the designer’s ability to describe the behaviour of interfaces when changes are introduced. However, the inherent complexity of engineering systems implies that the behaviour of all interfaces under change cannot be known in its entirety. Therefore, from the designer’s perspective, an engineering system inevitably contains two kinds of interfaces. On one hand, known interfaces that can be explicitly described and formally modelled. On the other hand, unknown interfaces, whose existence is not known a priori. In some cases where the designer already possesses an advanced level of understanding, they may be aware of such unknown interfaces but remain uncertain about their properties.
2.2. Approaches to manage change propagation
Engineering systems design brings forward two approaches to manage change propagation along the interfaces described above. A “predict and control” approach, focusing on rigor and standardization, and a “prepare and commit” approach, embracing contextual variability and emphasizing flexibility (Reference BotsBots, 2022). These approaches originated in project management literature regarding engineering projects with notable complexity and uncertainty (Reference Koppenjan, Veeneman, van der Voort, ten Heuvelhof and LeijtenKoppenjan et al., 2011). This body of work acknowledges that both represent one-sided extremes that fail to capture real management challenges, and instead advocates for a balanced integration of the two overarching philosophies.
In practice, however, the principles of systems engineering remain deeply rooted in front-end analyses conducted during the initial design phases. Thus, they are firmly grounded in the “predict and control” approach. For instance, methods and models such as DSMs, AD, or CPAs rely on the assumption that the design process progressively reveals all interface characteristics, allowing the designer to model them in detail. This entails a strong underlying hypothesis: that all interfaces are, in principle, knowable and can ultimately be controlled.
However, if this assumption were true, and design standards were applied correctly, common issues observed in large engineering projects, such as budget overruns and schedule delays, would not occur. Yet these issues are observed, indicating that established approaches fail to prevent difficulties they should theoretically address. This suggests the existence of additional phenomena that are not accounted for. The hypothesis brought forward in this paper is that these difficulties arise from the existence of unknown interfaces. If such interfaces are present, propagations along them should also be labelled as “unknown”. Given the extreme relevance of change propagation for the redesign of engineering systems, the next natural step is to analyse how experimentation on unknown interfaces and their associated propagations is conducted within the context of an engineering systems intervention.
2.3. Two archetypes of experimentation in engineering systems interventions
The model depicted in Figure 1 does not make an explicit distinction between known and unknown interfaces. However, if one attempts to move beyond the assumption that “all interfaces are known” and to establish such a distinction, two major moments of propagation experimentation can be identified.
A first stage focused on the front-end diagnosis of known interfaces, conducted early in the intervention process, roughly corresponding to the first stages of the V-model’s downward slope (Reference Forsberg and MoozForsberg & Mooz, 1992). This exploration of knowable propagations directly appears in Figure 1 through the engineer’s diagnosis aimed at identifying the “target system”, defining requirements, metrics, tolerances and designing the “artefact” accordingly.
A second stage concerning the discovery through action of unknown interfaces, that often takes place late in the intervention process, when the new artefact is constructed and deployed within the system of interest (roughly corresponding to the later stages of the V-model’s upward slope). This phase is almost absent from the model presented in Figure 1, though it can be vaguely discerned through the notion of “contingent processes”. The adjective “contingent” suggests that the designer may suspect potential propagations, but the behaviour of corresponding interfaces between the target system and the rest of the existing environment, at the time of the engineer’s diagnosis, is unknown. Unanticipated propagations related to these interfaces only become apparent once the artefact is introduced in real-life conditions, and must then be handled urgently.
These two moments thus reveal an underlying sequential approach: a front-end diagnosis and treatment of known interfaces, followed by a painful discovery of unknown interfaces, which correspond to two distinct models of action: two archetypes of experimentation.
The front-end diagnosis phase follows an archetype carrying the logic of “scientific proof”: hypotheses about interface behaviour and propagations are formulated and systematically validated, with the primary goal of learning. Such experiments are conducted early in interventions, typically within spaces separated from the main system, and carry relatively low risk. This kind of experimentation of known interfaces aligns closely with the “predict and control” mindset. Engineering design literature explores it extensively, as illustrated by work on prototypes (Reference D’Amelio, Chmarra and TomiyamaD’Amelio et al., 2011), proofs of concept (Reference JobinJobin, 2022), Technology Readiness Level assessments (Reference Olechowski, Eppinger, Joglekar and TomaschekOlechowski et al., 2020), CPAs (Reference Brahma and WynnBrahma & Wynn, 2023), or digital twins (Reference Mercat, Masson and WeilMercat et al., 2025) among many others.
The second phase instead follows an “urgent repair” archetype: unknown interfaces are uncovered through experimentation in real-world conditions, resulting in unanticipated propagations that emerge in real time and must be handled urgently. The primary aim becomes incident resolution, which involves a great deal of risk, thus relegating learning about newly uncovered propagations and critical interdependencies to a secondary spot. This kind of “firefighting” approach is much harder to find in engineering systems literature and is weakly aligned with the “predict and control” philosophy, but is commonly discussed in manufacturing literature in the context of commissioning and production ramp-up (Reference Terwiesch and E. BohnTerwiesch & E. Bohn, 2001), as well as in software engineering debugging and defect resolution (Reference McCauley, Fitzgerald, Lewandowski, Murphy, Simon, Thomas and ZanderMcCauley et al., 2008).
It then becomes apparent that the experimental regimes corresponding to these two archetypes are far from equivalent; they differ greatly in their level of codification. On one hand, known interfaces are addressed within a well-established regime, highly codified through scientific and engineering epistemology. On the other hand, unknown interfaces are addressed within a second, much less recognized regime that is poorly codified and therefore not yet a true “archetype”.
2.4. Research gap and research question
In this literature review, we have shown that engineering systems design addresses the redesign of complex existing systems through interventions. State-of-the-art intervention models are based on an underlying logic for managing change propagation along system interfaces in two phases: (1) An upstream phase, dealing with propagations along known interfaces and rooted in scientific validation, which is extensively explored in engineering design, followed by (2) a downstream phase, addressing propagations along unknown interfaces through an urgent repair approach, which remains marginally treated in engineering design. The first mode is well established and clearly defined, whereas the second remains poorly understood. This reveals an underlying gap concerning the effective management of unknown interfaces in real-world engineering systems interventions. This leads to the following research question: To what extent and in what ways can the existing two-phased model of action be enriched to better account for the management of unknown interfaces in systems engineering interventions?
3. Methodology: Ubisoft IT as a single case study
Existing literature provides limited guidance on this exploratory research topic, which requires close examination of the technical and managerial complexities of a systems engineering intervention. To capture the multifaceted nature of discovering and managing unknown interfaces within interventions, a single case study in a research intervention setting (Reference AggeriAggeri, 2016) was deemed suitable. Case selection was informed by a preexisting technical audit of Ubisoft IT’s systems portfolio, which identified the system presented in Section 4.2 as being in the most critical condition. Its recovery required addressing substantial architectural TD, making it a prime candidate for this study.
Data, including presentations, workshop minutes, meeting notes, specification documents, architecture decision records, and business cases (64 documents, 431 pages), were collected by the authors between October 2024 and November 2025. As a member of the project team, the first author participated in weekly working sessions (96 meetings, 120 hours), combining empirical data collection with project-related cost modelling tasks.
Axiomatic Design theory (AD) was used to code the system-related data, taking the form of a set of Functional Requirements (what is to be achieved, FRs) and Design Parameters (how it is achieved, DPs) for its subsequent analysis. Interdependencies between FRs and DPs are systematically examined and visualized using a matrix representation, shown in Section 4.2 (Reference SuhSuh, 2001). Data on the intervention process itself is coded via the engineering systems interventions model presented in Figure 1, which is expanded to operate on two levels. A first level that addresses the overall intervention process and a second level focusing specifically on change propagation and its practical experimentation, as depicted in Figure 2. For pedagogical purposes, Figure 2 also maps the elements of our expanded intervention model onto the terminology of AD. To consolidate findings, telemetry data from the affected IT systems were analysed over 170 days, alongside additional formal and informal interviews with project stakeholders, including IT architects, DevOps engineers, system administrators, business analysts, service owners, and IT directors (16 participants, 45 interviews, 58 hours). To mitigate potential organizational bias, preliminary findings were reviewed bi-monthly by steering committees comprising senior academic supervisors and Ubisoft directors throughout the intervention period.
Expanded model of engineering systems interventions. Intended as an analytical framework to describe data collected at Ubisoft IT

4. Exploring propagations in a real-world intervention at Ubisoft IT
Ubisoft is a world-class game development firm. Ubisoft’s IT branch serves as the technological backbone, responsible for designing, maintaining, and operating a wide range of IT solutions for diverse users and purposes. These solutions support game production (including game engines, asset libraries, and version control tools used by developers and collaborators), online services (such as infrastructure for online gaming), corporate tools (including ERP systems, cybersecurity and threat management, and data governance), as well as datacenter hosting services for external clients.
4.1. Ubisoft IT technical heritage
Ubisoft IT is thus tasked with managing a substantial technical heritage encompassing all previously developed and acquired infrastructures, systems, and applications (Reference Magnusson and BygstadMagnusson & Bygstad, 2014). This technical legacy exhibits several defining traits. It is complex, with a high number of interconnected components. It is multi-layered, ranging from infrastructure that sustains core business activities to end-user applications. It is distributed across 50+ Ubisoft sites in 20+ countries. It is inherited, built on legacy systems dating back to the early 21st century, and perennial, forming a long-lasting network where individual components are replaced but the whole is never truly decommissioned. It is perpetually online, supporting critical business functions that require near 24/7 availability, and dynamic, evolving to meet changing requirements. It is partially embodied, combining tangible physical elements such as datacenters, servers, and switches with intangible digital elements like virtual servers, APIs, and identity management systems. Taken together, these characteristics qualify it as an engineering system.
4.2. The Version Control System
The Version Control System (VCS) is an integral part of this technical heritage and constitutes the focus of our case study. Version control is a service provided by Ubisoft IT for Ubisoft production teams, meaning artists, designers and programmers. This service fulfils a key function: it stores and organizes all versions of files (code, textures, 3D models, audio…) produced during the years-long development of Ubisoft’s marquee games like Assassin’s CreedTM. To give a sense of scale, the VCS stores millions of file versions every day, representing dozens of terabytes of data and requiring bandwidths of several gigabytes per second.
VCS axiomatic design matrix. Blue cells represent known couplings and red cells represent couplings which could not be evaluated by Ubisoft IT teams prior to intervening

Figure 3 Long description
The table presents a comparison between functional requirements (FR) and design parameters (DP) in a version control system. It consists of 12 rows for functional requirements and 12 columns for design parameters. Each cell indicates a relationship between a specific functional requirement and design parameter, marked with an X, a question mark, or left empty. The functional requirements include providing a shared source of truth, tracking changes, enabling local access, distributing files globally, supplying resources, allowing concurrent access, interfacing with servers, ensuring integrity, enforcing security, backing up files, observing and monitoring, and administering servers. The design parameters range from centralized master repositories and client applications to user interfaces, verification systems, identity management, telemetry, automated scripts, and billing systems. Notable trends include multiple X marks under DP1 for FR1, indicating known couplings, and question marks under DP3 and DP4 for FR1, FR3, and FR9, representing couplings that could not be evaluated prior to intervention.
These versioning needs are met by using a commercially licensed software around which a complex operationalization has been built. The chosen commercial solution is Perforce’s P4, an industry standard for large scale development environments with two essential components, a central database and a master repository of file versions, packaged in a server application: the P4 server. This whole, comprising the commercial solution and the operationalization built by Ubisoft IT, is what we will refer to as the Version Control System (VCS).
In Axiomatic Design terms the VCS manages versioning of all files involved in all of Ubisoft’s game development projects (FR0) via a centralized system built around a commercial versioning software (DP0). To get a better understanding of the different components and subfunctions within the VCS an Axiomatic Design matrix is provided in Figure 3. The matrix’s structure reflects the previously described combination of a commercial solution, designed and maintained by an external stakeholder, over which an operationalization developed and maintained by various Ubisoft IT teams is built. FR/DP 1.1 and 1.2 correspond to the core commercial solution and are therefore highly coupled with the rest of the matrix, whereas the other FR/DP pairs exhibit a more decoupled design.
This system has been operational since 2004 and has undergone numerous evolutions, most notably in response to changes in how Ubisoft produces games. Over the past 20 years game sizes and the number of employees involved in a single game have increased by a factor of ten. Moreover, co-development across multiple sites has become common practice. Over time, upgrades have been gradually introduced to the VCS to adapt to these radical changes, with relative success. However, in recent years, having been identified by IT architects and management as a TD focal point, addressing the system’s shortcomings has become a priority for Ubisoft IT.
4.3. TD management intervention
An initial diagnosis attributed TD in the VCS to architectural complexity, dependence on outdated hardware, and a lack of operational standardization, factors that generate numerous manual fixes and exceptions. IT architecture experts determined that remediation required a new infrastructure architecture enabling operational automation and reducing workload. However, as noted in Section 4.1, the VCS forms part of Ubisoft’s broader Technical Heritage, which entails major constraints. Its complexity makes it only partially knowable, and it cannot be shut down or rebuilt from scratch without dismantling Ubisoft’s datacenters, a “greenfield” illusion. Any modification risks far-reaching knock-on effects due to unpredictable interactions across system layers. Thus, redesign must regenerate a partially understood system while keeping it operational. To address this, Ubisoft IT teams designed a specific protocol for introducing the new architecture. A single server instance was migrated to an external cloud platform supporting automation, while the rest of the VCS remained intact. This instance, hosting files from a live production game, maintained active links to the broader VCS. The protocol effectively acted as a graft, introducing a donor architecture (virtualized hosting) into the host system (Ubisoft’s VCS). A simplified timeline of the process is shown in Figure 4. For confidentiality purposes, the game is referred to as “Project X” and the external cloud platform as “Platform Y”.
Summary timeline highlighting the main phases and milestones of the VCS’s intervention

5. Results: effective experimentation of unknown interfaces
As outlined in Section 2.3, literature on engineering systems interventions distinguishes two stages of propagation experimentation, which are guided by two different logics of action: “scientific proof” and “urgent repair”. The following discussion refers to them as Archetype 1 and Archetype 2, respectively.
Figure 5 applies the analytical framework introduced in Section 3 to the VCS intervention. Certain elements, such as the redesign of DP4.2 and DP8 in response to upstream couplings, illustrate a logic of predicting and controlling propagations, characteristic of Archetype 1. However, the VCS intervention moves beyond Archetype 1. It acknowledges, by design, the existence of unknown interfaces, as reducing uncertainty around them had been a key focal point since the project’s inception. Moreover, it also recognizes the need to “jump into the deep end” as such interfaces can only be revealed through experimentation, and accepts that despite containment efforts, said experimentation will occur within an uncertain perimeter. This marks a stark departure from established TD management approaches, that advocate for precise identification and measurement of TD before envisioning its eventual repayment. Furthermore, experimentation of unknown interfaces was initiated early in the project cycle, which creates a need to anticipate unexpected events resulting from change propagation and build the capacity to respond to them and learn about them. This is illustrated by the decision to over-engineer DP4.1 and DP4.2, the parallelization of new and legacy versions of DP9 to create an artificial form of reversibility and the redesign of DP12 to funnel risk toward the stakeholder best suited to absorb it. When an incident arose, such as DP3’s malfunction caused by an unanticipated replication dependency, teams were able to resolve it swiftly and shed light on the nature of the coupling between FR3 and DP4.1. The process also revealed completely unexpected interfaces. For instance, FR9 performed better than expected following the introduction of the new artefact (DP4.1 and DP11.1). This positive knock-on effect was not expected and enabled an optimization of DP9, previously considered unfeasible.
Application of the extended analytical framework to the VCS intervention

These characteristics reflect a level of codification and preparedness exceeding the “urgent repair” mindset of Archetype 2 and clearly illustrate that the expertise required to manage TD goes well beyond fixing defects and suboptimal designs. Based on this singular case, Figure 6 proposes a preliminary five-step model to begin enriching Archetype 2 for effective experimentation on unknown interfaces. This model is also intended to guide practitioners tasked with navigating complex TD Management projects.
Five-step model for effective experimentation of unknown interfaces

6. Discussion
Through an analysis of a TD management intervention in Ubisoft’s VCS, this paper illustrates how change propagation is managed within an already existing, poorly understood system. The intervention protocol described in the case study reveals previously unknown interfaces early in the design process, triggering targeted redesign activities while retaining the benefits typically associated with experiments on known interfaces notably risk control and learning. By explicitly acknowledging and codifying the existence of such unknown interfaces, and bringing their exploration to the forefront rather than reacting when they manifest as problems, this paper highlights the fact that engineering systems design is a non-linear dialogue between isolated experimentation and experimentation in action.
While elements of the proposed model resemble established practices, such as the progressive reduction of uncertainty in the traditional V-cycle, its originality lies in making this “filtering” effort explicit and acknowledging that a residual “unknown” will subsist said filtering. Moreover, unlike classical models culminating in release and retirement, design activity does not end with the intervention. Instead, deliberate consolidation of lessons learned ensues, assessing whether unknown interfaces have been sufficiently de-risked or whether new ones have emerged. This is the VCS’ case, where subsequent improvements, such as server containerization, were pursued within a conventional design framework.
The complexity of the research subject motivated a single case-study approach, which enabled a detailed depiction of practical intervention and its corresponding theoretical implications. Nonetheless, ensuring transferability and generalizability of proposed results beyond Ubisoft IT, would require replication across additional systems and organizations facing similar redesign challenges, opening fruitful directions for future research. Furthermore, intervention success depended on both the expertise of the designers involved and organizational support for a systemic renovation of technical heritage, underscoring the organizational dimensions of complex system redesign. This raises important questions regarding how teams are trained, managed, and supported to operate effectively under conditions of partial knowledge, which remain promising directions for future research.