Hey,
after reading Ghost's article about puzzle creation, I started to ask myself, how to make their design less confusing and more structured. Unfortunately most amateur games I've played recently are quite linear and the puzzles don't rely on each other.
And I also cought myself, making pretty linear puzzles myself. So why is that and how could it be changed...?
When designing software, you usually use some sort of diagrams (preferably UML charts) to visualize complex situations - isn't making a puzzle a complex thing too?
So I came up with a new diagram type, some kind of adventure UML

It consists of an overview - a simplified flow chart:

and a detailed view per puzzle
yes, this puzzle isn't too complexHere are the stereotype for the problems

and here are the solutions

I've done some puzzles with this method and I'm really starting to like it, since you can easily check if you're too linear or using one and the same stereotype over and over again.
What do you think? Maybe you guys are having an even better method to plan your puzzles...?
Btw: the probs and solutions are based on this article
http://einfall.blogspot.com/2006/04/adventure-game-design-patterns.html