Design

The End Use Case: Why It’s the Most Crucial Consideration in Any Design Problem

The US electrical grid is earning a D+. We generate 40 million tons of plastic waste annually and recycle less than 13%. Our roads are six times deadlier than Norway's. And we keep calling this an "infrastructure problem" when it's actually a design problem. We built backwards—from constraints, not from needs. From budgets, not from people. From quarterly timelines, not from generational impact. This month's newsletter reframes the infrastructure crisis through the lens of regenerative design: what happens when you start with the end use case and design for ALL stakeholders—people, animals, and the planet.

The Question We Forgot to Ask

Every design failure starts the same way: with the wrong first question.

We ask “what can we build?” instead of “what do people actually need?”

We ask “how do we make this?” instead of “what should this do?”

We ask “what’s technically possible?” instead of “what problem are we solving?”

The end use case—the actual, real-world application of what you’re creating—should be the starting point of every design process. Not the afterthought. Not the marketing problem. Not the thing you figure out after you’ve already committed resources.

It should be question one.

This article is about why that matters, what happens when we get it wrong, and how to design from the end use case forward. Whether you’re building products, services, policies, infrastructure, or organizations, the principle is the same: start with how it will actually be used, by whom, under what conditions, and what success looks like in the real world. Everything else flows from there.

What Is an End Use Case?

An end use case is the complete, real-world context in which something will be used. Not how you imagine it being used. Not how it’s used in ideal conditions. How it actually gets used by real people in messy, imperfect reality.

It includes:

Who is using it: Not “our target demographic” but actual humans with specific needs, contexts, capabilities, and constraints. A parent with two kids in a grocery store. An elderly person with arthritis. A teenager on a cracked phone screen. A night-shift worker who’s exhausted.

What they’re trying to accomplish: The job to be done, not the feature you built. People don’t want a drill; they want a hole. They don’t want insurance; they want security. They don’t want a website; they want an answer to their question.

The conditions under which they’re using it: Stressed, distracted, in bad weather, on poor internet, in a moving vehicle, while multitasking, under time pressure, in darkness, in public, in private. Real use happens in imperfect conditions.

What happens when it fails: Because everything fails eventually. How does your design degrade? What’s the backup? Who gets hurt? What’s the recovery path?

The full lifecycle: Not just the sale, but installation, learning curve, daily use, maintenance, repair, upgrade, and eventual disposal or retirement. The end use case includes the actual end.

Second and third-order effects: What does using this create or destroy? Does your ride-sharing app reduce drunk driving but increase traffic congestion? Does your productivity tool help people work more efficiently or just work longer hours? Does your packaging protect the product but poison the ocean?

The end use case is the whole story, not just the hero’s journey you tell in your pitch deck.

Why We Design Backwards

If the end use case is so obviously important, why do we so consistently ignore it?

Because we design backwards from constraints instead of forward from needs.

We start with what we can fund: “We have $2 million in venture capital, so we need to build something that can scale quickly and show traction in 18 months.” The end use case becomes an afterthought to the funding timeline.

We start with what we know how to build: Engineers build what’s technically interesting. Marketers sell what’s easy to message. Executives approve what fits existing business models. The end use case gets filtered through organizational capabilities instead of user needs.

We start with what’s already being done: “Amazon does it this way, so we should too.” “This is industry standard.” “Best practices say...” We inherit end use cases from others without questioning whether they’re actually serving users well.

We start with what’s measurable: We optimize for metrics that are easy to track—clicks, conversions, engagement time—instead of outcomes that actually matter. The end use case becomes “get people to click” instead of “help people solve their problem.”

We start with what’s politically feasible: In government and large organizations, what gets approved is what satisfies the most stakeholders, offends the fewest people, and fits within existing budgets and processes. The actual end user is rarely in the room when these decisions are made.

We start with quarterly timelines: We design for the next earnings call, the next funding round, the next election cycle. The end use case is “show progress now” instead of “create lasting value.”

The result? We build things that meet our constraints but fail in meeting the actual need for end use.

The Cost of Getting It Wrong

When you ignore the end use case, you don’t eliminate the consequences—you just externalize them.

Case Study: The American Electrical Grid

The U.S. electrical grid was designed for centralized coal and nuclear power plants serving predictable residential and industrial loads. That was the end use case in 1950.

Today’s actual end use case: distributed renewable energy, electric vehicles, heat pumps, massive data centers, extreme weather events, and wildfire risks.

The grid wasn’t designed for this. Peak demand is projected to grow 26% by 2035. Data centers alone could require 176 gigawatts by 2035—five times their 2024 consumption. Two terawatts of renewable capacity sit in interconnection queues because transmission infrastructure doesn’t exist to deliver the power.

The Department of Energy warns that without replacement generation, annual outage hours could jump from single digits to over 800 hours per year.

The cost of designing for the wrong end use case: a $1 trillion infrastructure upgrade bill passed on to ratepayers, increased blackout risk, delayed clean energy transition, and potential economic losses in the trillions.

Case Study: Single-Use Plastics

Plastic packaging was designed for one end use case: get the product from factory to consumer intact and cheaply.

The actual end use case includes: what happens after the consumer opens it.

America generates over 40 million tons of plastic waste annually. Only 5-13% gets recycled. The rest goes to landfills (70-75%) or incinerators (12-18%), or ends up in oceans, rivers, and ecosystems.

The cost: contaminated water supplies, microplastics in human bloodstreams, ocean dead zones, wildlife death, and climate impacts from production and disposal.

Seven states now have Extended Producer Responsibility laws forcing manufacturers to finally design for the complete end use case. But this is regulatory correction of a design failure, not good design from the start.

Case Study: American Roads

U.S. roads were designed for cars. Period. That was the end use case.

The actual end use case includes: pedestrians, cyclists, children, elderly, disabled people, wildlife, emergency vehicles, delivery trucks, public transit, and increasingly, electric and autonomous vehicles.

The result: the most dangerous roads in the developed world. U.S. roads are six times deadlier than Norway’s, three times deadlier than Israel’s. One in three bridges needs repair or replacement.

Congress has spent $1.5 trillion on surface transportation since 1991, yet households lose $3,400 annually due to infrastructure deficiencies.

The cost: 40,000+ deaths per year, millions of injuries, fragmented ecosystems, car-dependent development patterns, air pollution, climate emissions, and trillions in economic losses.

The Pattern

In each case, designers optimized for a narrow, immediate use case and ignored the complete, real-world context. The costs didn’t disappear—they just got pushed onto users, communities, ecosystems, and future generations.

Bad design doesn’t fail quietly. It fails expensively, often catastrophically, and usually hits the most vulnerable the hardest.

Start With the End in Mind

So how do you actually design from the end use case?

Step 1: Identify ALL the users

YES, you heard that right, ALL the users. Not just your paying customers. Everyone affected by what you’re building.

For a product: buyers, users (often different people), maintainers, disposers, people impacted by its production, communities affected by its waste.

For infrastructure: current users, future users, adjacent communities, wildlife, downstream ecosystems.

For a policy: intended beneficiaries, people who’ll implement it, people it might harm, future generations who’ll live with it.

Make a comprehensive list. If you can’t name them, you can’t design for them.

Step 2: Understand the job to be done

What is each user actually trying to accomplish? Not what you want them to do—what they need to do.

Talk to them. Watch them. Ask “why” five times until you get to the real need.

“I need a faster website” → Why? → “So customers don’t leave” → Why do they leave? → “They can’t find what they need” → Why not? → “Our navigation is confusing” → Why? → “We organized it around our internal departments, not their needs.”

The real job: help customers find what they need quickly. A faster website might help, but better information architecture might matter more.

Step 3: Map the complete user journey

From first awareness to final disposal. Every step.

How do they discover it? How do they evaluate it? How do they acquire it? How do they learn to use it? How do they use it daily? What happens when something goes wrong? How do they maintain it? How do they upgrade it? How do they stop using it? What happens to it after?

Where are the friction points? Where do people struggle? Where do they give up? Where do they work around your design? Where do they misuse it in ways you didn’t intend?

Step 4: Design for failure modes

Everything fails. How does yours fail?

What happens when your app crashes? When your service is unavailable? When your product breaks? When your infrastructure gets overloaded?

Does it fail gracefully or catastrophically? Can people recover easily or are they stuck? Does it create cascading failures or contain damage?

Design the failure states as carefully as the success states.

Step 5: Consider conditions and contexts

Real use doesn’t happen in ideal conditions.

What if the user is: stressed, tired, distracted, elderly, disabled, a child, in a hurry, in bad weather, on poor internet, using an old device, in a different language, from a different culture?

What if the conditions are: nighttime, extreme heat, extreme cold, during a disaster, during peak demand, under attack, in five years when technology has changed?

If your design only works in ideal conditions for ideal users, it doesn’t work.

Step 6: Account for second and third-order effects

What does your design create beyond its intended use?

A social media platform creates connection but also addiction, misinformation, and mental health impacts.

A highway creates mobility but also fragmented neighborhoods, air pollution, and car dependency.

A productivity tool creates efficiency but also overwork and surveillance.

You’re responsible for what your design creates, intended or not.

Step 7: Close the loop on lifecycle

What happens at the end?

Can it be repaired? Can parts be replaced? Can materials be recovered? Can it be safely disposed of? Does it break down naturally? Does it create toxic waste?

Design for the complete lifecycle, not just the sale.

Step 8: Test with real users in real conditions

Not in a lab. Not with early adopters who love your vision. With actual users in actual conditions.

Does it work for people who don’t care about your product category? For people who are skeptical? For people who are just trying to get through their day?

If it doesn’t work for them, it doesn’t work.

The End Use Case in Different Domains

The principle is universal, but application varies by domain.

Product Design

Bad end use case thinking: “We need an app that does X because competitors have apps and we need one too.”

Good end use case thinking: “Customers are trying to accomplish Y. Currently they do it by Z, which is frustrating because A, B, C. An app could solve this if it addresses A, B, C—or there might be a better solution than an app.”

Questions to ask:

  • Will people actually open this app more than once?
  • Does it solve a problem they have frequently enough to remember it exists?
  • Does it require behavior change, and if so, what’s the motivation?
  • What happens when they don’t have internet access?
  • How does it work for people with accessibility needs?
  • What data are we collecting and what could go wrong with it?

Service Design

Bad end use case thinking: “We’ll offer 24/7 support via chatbot because it’s cheaper than human agents.”

Good end use case thinking: “Customers contact support when they’re frustrated and stuck. They need their problem solved quickly. What’s the fastest, most effective way to do that? A chatbot might work for simple issues, but complex problems need humans. How do we route intelligently and make both experiences great?”

Questions to ask:

  • What emotional state are people in when they use this service?
  • What happens when the service fails—do they have alternatives?
  • How do we serve people across different access levels (tech literacy, language, disability)?
  • What information do we need from them, and is asking for it creating friction?
  • How do we measure actual problem resolution, not just case closure?

Policy and Government

Bad end use case thinking: “We need a program that distributes funding to address X problem.”

Good end use case thinking: “Citizens are experiencing X problem. What do they actually need to solve it? Can they access a funding program? Do they know it exists? Can they navigate the application? Do they have access to the documentation required? What happens after they get funding—does it actually solve their problem?”

Questions to ask:

  • Who is this policy designed to help, and can they actually access it?
  • What burden does compliance create, and is it proportional to the benefit?
  • What unintended consequences might this create?
  • How will this work in communities with different resources and contexts?
  • What happens to people who fall through the cracks?
  • How will we know if this is working in the real world, not just on paper?

Infrastructure

Bad end use case thinking: “We need to expand highway capacity to reduce congestion.”

Good end use case thinking: “People are experiencing congestion because they need to travel from A to B for work, school, services. Does expanding highways actually solve this, or does it induce more driving? What other ways could we help people get where they need to go? Public transit? Remote work support? Mixed-use development? What serves the complete set of users—drivers, pedestrians, cyclists, future generations inheriting climate impacts?”

Questions to ask:

  • Who uses this infrastructure and who is excluded or harmed by it?
  • What happens in 50 years when conditions change?
  • How does this perform under stress (extreme weather, disasters, peak demand)?
  • What ecosystems are we fragmenting or destroying?
  • Can this be maintained long-term or are we building future liabilities?
  • What are we optimizing for—throughput, safety, sustainability, equity?

Organizational Design

Bad end use case thinking: “We need a new department to handle X function.”

Good end use case thinking: “We’re failing to deliver X outcome. Why? Is it a structural problem, a process problem, a people problem, a priority problem? Would a new department solve it or create more silos? What do people trying to get work done actually need?”

Questions to ask:

  • What job are we organizing to accomplish?
  • How will information flow—or get stuck?
  • How will decisions get made, and by whom?
  • What behaviors are we incentivizing—collaboration or territorialism?
  • How will this structure serve customers/users, not just internal logic?
  • What happens when the organization needs to change direction?

Common Traps and How to Avoid Them

Even when you know to focus on the end use case, these traps derail good intentions:

Trap 1: Designing for yourself

You are not your user. Your experience, knowledge, and context are not universal.

The trap: “I would never use it that way, so users won’t either.”

Reality: Users will absolutely use it in ways you didn’t intend, can’t imagine, and would consider wrong.

How to avoid it: Test with people unlike you. Diverse ages, backgrounds, technical abilities, physical capabilities, cultural contexts. Watch them use it without intervening. Their “wrong” way might reveal your design failure.

Trap 2: Optimizing for edge cases

The trap: “But what if someone wants to do this incredibly rare thing?”

Reality: Designing for every possible edge case creates complexity that makes the common case harder.

How to avoid it: Design for the 80% use case first. Make it excellent. Then decide which edge cases are worth supporting and which you’re willing to say “this isn’t for you” to.

Trap 3: Feature creep

The trap: “Users asked for these 47 features, so we should build them.”

Reality: Users ask for features to solve problems. They’re not designers. If you just build what they ask for, you’ll create a bloated mess that solves nothing well.

How to avoid it: Understand the problem behind the feature request. Often there’s a simpler solution. Ask: does this feature serve the core end use case or distract from it?

Trap 4: Ignoring maintenance and operations

The trap: “We’ll build it and then hand it off to operations to run.”

Reality: If the people who have to maintain, operate, and support your design weren’t involved in designing it, it’s probably a nightmare to maintain, operate, and support.

How to avoid it: Include operations people from day one. They understand failure modes, edge cases, and real-world constraints designers often miss.

Trap 5: Mistaking novelty for improvement

The trap: “This is innovative! We’re disrupting the industry!”

Reality: Different isn’t better unless it better serves the end use case. Innovation for innovation’s sake often makes things worse.

How to avoid it: Ask: does this actually improve the user’s life or just feel new? Is the old way bad, or just familiar? Are we solving a real problem or creating change for our own sake?

Trap 6: Assuming rational users

The trap: “Users will obviously do the logical thing.”

Reality: Humans are not rational actors. We’re emotional, distracted, habitual, and deeply influenced by context.

How to avoid it: Design for humans as they are, not as you wish they were. Make the right thing easy and the wrong thing hard. Anticipate mistakes and make recovery simple.

Trap 7: Solving for today’s problem with yesterday’s thinking

The trap: “This is how we’ve always done it.”

Reality: The end use case changes over time. What worked in 1990 might fail catastrophically in 2026.

How to avoid it: Regularly revisit your core assumptions. Is the problem you’re solving still the actual problem? Have conditions changed? Are there new constraints or opportunities you’re missing?

Building End Use Case Thinking Into Your Process

Knowing the principle isn’t enough. You need systems that enforce it.

Make it a required first step

Before any project starts, document:

  • Who are all the users and stakeholders?
  • What is each trying to accomplish?
  • Under what conditions will this be used?
  • How will we know it’s working in the real world?
  • What are the failure modes and recovery paths?
  • What are the second-order effects?
  • What happens at end of life?

Don’t approve projects that can’t answer these questions.

Create user research rituals

Not once during discovery, but continuously.

Monthly or quarterly: observe real users in real contexts. Not in interviews where they tell you what they think you want to hear, but in actual use.

Record what surprises you. Where do they struggle? Where do they work around your design? Where do they give up?

Make this a regular input to your design process, not a one-time event.

Build diverse design teams

Homogeneous teams design for homogeneous users. If everyone on your team is the same age, background, ability level, and context, you’ll miss end use cases outside that bubble.

Intentionally include:

  • Different ages and generations
  • Different physical abilities
  • Different technical literacy levels
  • Different cultural backgrounds
  • People who will maintain and operate what you build
  • People who will be affected by what you build

Incentivize long-term thinking

If you reward quick wins and quarterly metrics, you’ll get designs optimized for short-term gains at the expense of long-term value.

Change the incentives:

  • Measure actual outcomes, not just outputs
  • Track user success over time, not just initial adoption
  • Reward designs that last and adapt well
  • Penalize technical debt and maintenance burdens
  • Value sustainability alongside speed

Create feedback loops

The gap between design and reality is where learning happens.

Build mechanisms to:

  • Track real-world performance continuously
  • Identify where design assumptions were wrong
  • Surface unexpected use cases and failure modes
  • Feed learnings back into next iterations
  • Share knowledge across projects so failures aren’t repeated

Practice saying “no”

Not every feature request serves the end use case. Not every stakeholder demand improves the design. Not every business opportunity aligns with user needs.

The discipline to say “no” to things that don’t serve the core end use case is what separates good design from bloated compromise.

Prototype fast, but test real

Rapid prototyping is valuable for exploring ideas quickly. But don’t mistake prototype feedback for real-world validation.

Test prototypes, but also test in real conditions with real users doing real tasks under real constraints.

That’s where the truth lives.

The Regenerative End Use Case

Traditional end use case thinking asks: “How will this be used and by whom?”

Regenerative end use case thinking asks: “How will this be used, by whom, and what world does it create?”

It’s not enough to design something that works well for users. We need to design things that leave the world—and the users—better than we found them.

Beyond “do no harm”

Most responsible design aims to minimize harm. Regenerative design aims to actively improve conditions.

Extractive design: Takes more than it gives. Depletes resources, harms ecosystems, exploits workers, creates waste, concentrates wealth.

Sustainable design: Gives as much as it takes. Neutral impact. Doesn’t make things worse, but doesn’t make them better either.

Regenerative design: Gives more than it takes. Restores resources, heals ecosystems, enriches communities, creates cycles instead of waste, distributes value.

The end use case of regenerative design includes not just the user’s immediate need, but the health of the entire system over time.

Designing for all stakeholders

Traditional stakeholder analysis often puts users first, then considers others.

Regenerative thinking recognizes that “users” is too narrow a category.

Human stakeholders:

  • Direct users (people who interact with your design)
  • Indirect users (people affected by its use)
  • Future users (people who will inherit what you build)
  • Workers (people who make, maintain, and dispose of it)
  • Communities (people who live near production, use, or disposal)

Non-human stakeholders:

  • Ecosystems affected by extraction of materials
  • Species whose habitats are fragmented or destroyed
  • Water, air, and soil quality
  • Climate stability

Future stakeholders:

  • People not yet born who will live with your design’s legacy
  • Ecosystems trying to recover from current damage
  • The capacity of Earth systems to support life

If your design serves users but harms any of these other stakeholders, you haven’t solved the problem—you’ve just externalized the costs.

The full lifecycle end use case

Regenerative design considers the entire lifecycle as part of the use case:

Extraction and production: Where do materials come from? How are workers treated? What ecosystems are affected? What pollution is created?

Distribution: How does it get to users? What’s the carbon footprint? What waste is generated in packaging and shipping?

Use: Does it empower users or create dependency? Does it enhance wellbeing or extract attention? Does it strengthen communities or fragment them?

Maintenance and repair: Can it be fixed or must it be replaced? Are repairs accessible and affordable? Do you maintain jobs and skills for repair?

End of life: Can it be reused, repurposed, or safely composted? What happens to materials? Who bears the cost of disposal?

Each stage is part of the end use case. Each stage is your responsibility.

Designing for regeneration

What does this look like in practice?

Materials: Choose materials that can be safely returned to biological or technical cycles. No toxic compounds. No unrecoverable mixes. Design for disassembly.

Energy: Power production and use with renewable energy. Design for energy efficiency. Create energy where possible (solar roofs, regenerative braking).

Water: Use water responsibly. Return it cleaner than you found it. Design to capture and filter rainwater where possible.

Social systems: Pay fair wages. Create good jobs. Strengthen communities. Build skills and capacity. Distribute value equitably.

Ecosystems: Restore habitats where possible. Create green space. Support biodiversity. Sequester carbon. Improve soil health.

Longevity: Design things that last. That can be upgraded. That create value over decades, not quarters.

This isn’t idealism. It’s survival. Extractive design creates systems that eventually collapse. Regenerative design creates systems that strengthen over time.

The business case for regenerative end use cases

“This sounds expensive and impractical.”

Short-term, maybe. Long-term, it’s the only thing that works.

Extractive business models depend on unlimited resources, unlimited waste absorption, and unlimited tolerance for inequality. None of these exist.

Regenerative business models create:

  • Resilience: Less dependent on fragile supply chains and finite resources
  • Customer loyalty: People prefer companies that align with their values
  • Regulatory advantage: Ahead of coming regulations instead of fighting them
  • Innovation: Constraints force creativity and better solutions
  • Longevity: Build businesses that last generations, not just until the next exit

The companies that will thrive in 2050 are the ones designing for regenerative end use cases now.

Questions to Ask Before You Build Anything

Here’s your checklist. Before approving any project, product, policy, or infrastructure, answer these:

About users and stakeholders

  1. Who will use this, and who will be affected by it?
  2. Have we talked to real users in real contexts, or are we assuming?
  3. What problem are we solving for here?
  4. What are users actually trying to accomplish?
  5. What’s making that hard for them right now?
  6. Will this genuinely make their lives better, or just different?
  7. Who might be harmed by this, directly or indirectly?
  8. Have we included diverse perspectives in the design process?
  9. What about people who can’t use this—are we excluding anyone unnecessarily?

About use and context

  1. Under what conditions will this be used?
  2. What happens when those conditions aren’t ideal?
  3. How will people learn to use this?
  4. What’s the learning curve, and is it worth it?
  5. How often will they use it—daily, weekly, once?
  6. What happens when they stop using it for a while and come back?
  7. Are we designing for how we want people to behave or how they actually behave?

About failure and resilience

  1. What happens when this fails?
  2. How does it fail—gracefully or catastrophically?
  3. Can people recover easily?
  4. What’s the backup plan?
  5. How will we know when it’s failing?
  6. Can it be repaired, or must it be replaced?
  7. Who bears the cost when things go wrong?

About lifecycle and impact

  1. Where do the materials come from?
  2. Who makes this, and under what conditions?
  3. What pollution or waste is created in production?
  4. How is it transported and distributed?
  5. What happens when people are done with it?
  6. Can it be recycled, composted, or safely disposed of?
  7. What’s the total lifecycle environmental impact?
  8. Are we creating value or just shifting costs to the future?

About second-order effects

  1. What does this create beyond its intended use?
  2. What behaviors does this incentivize?
  3. What might people misuse this for?
  4. What happens if this scales 10x or 100x?
  5. What does this do to social relationships, community, mental health?
  6. What economic or power structures does this reinforce or disrupt?
  7. Are we solving one problem by creating another?

About long-term thinking

  1. Will this matter in 5 years? 10 years? 50 years?
  2. What assumptions are we making that might not hold?
  3. How might conditions change, and will this adapt?
  4. Are we optimizing for quarterly results or generational impact?
  5. What world are we creating by building this?
  6. Would we be proud to explain this design to our grandchildren?

If you can’t answer these questions, you’re not ready to build.

The End Use Case Is a Moral Question

Design is not neutral. Every design embeds values, creates incentives, and shapes behavior.

When you design from the end use case, you’re not just making practical decisions about functionality. You’re making moral decisions about what kind of world you’re creating.

You are responsible for what you build

“We just build the technology; we can’t control how people use it.”

This is a lie we tell ourselves to avoid accountability.

If you build a platform optimized for engagement, you’re responsible when it creates addiction and mental health crises.

If you build infrastructure that fragments ecosystems, you’re responsible for species extinction.

If you build systems that concentrate wealth and power, you’re responsible for inequality.

If you build products designed for obsolescence, you’re responsible for waste and resource depletion.

You can’t outsource moral responsibility to users, markets, or regulators.

Design encodes power

Every design decision is a decision about who has power and who doesn’t.

Who can access this?

Who gets excluded?

Who benefits?

Who pays the costs?

Whose needs are prioritized?

Whose are ignored?

Who gets to participate in decisions?

Who’s affected but voiceless?

If you design a city around cars, you’ve decided that car owners have more right to public space than pedestrians, cyclists, children, elderly, and disabled people.

If you design a website that requires high-speed internet and new devices, you’ve decided that poor people and rural communities don’t matter.

If you design an organization where decisions flow top-down, you’ve decided that frontline workers’ knowledge and experience is less valuable than executives’ opinions.

These aren’t neutral technical choices. They’re choices about power.

The privilege of design

Most design decisions are made by people with relative privilege: education, economic security, technical skills, social capital.

This creates a systematic bias toward designing for people like ourselves and ignoring end use cases we don’t personally experience.

If you’ve never worried about making rent, you might not design for financial precarity.

If you’ve never used a screen reader, you might not design for visual impairment.

If you’ve always had reliable transportation, you might not design for people who don’t.

If you’ve never been profiled or surveilled, you might not think about privacy and data protection.

The end use case reveals whose experience you centered and whose you ignored.

Good design requires humility about the limits of your own experience and genuine curiosity about others’.

Design creates the future

The world we live in now was designed—mostly badly—by people who came before us.

Car-dependent suburbs, disposable products, extractive business models, surveillance capitalism, inequality embedded in infrastructure—these aren’t accidents. They’re the result of design decisions that prioritized short-term profit over long-term wellbeing.

We’re living in the end use case they created.

Now it’s our turn. The things we design today will shape the world for generations.

Do we design for extraction or regeneration? For concentration or distribution? For control or empowerment? For disposability or longevity? For growth at any cost or flourishing within limits?

These aren’t just practical questions. They’re questions about what kind of ancestors we want to be.

The courage to design differently

Designing from the true end use case—including all stakeholders, full lifecycle, second-order effects, and long-term impact—is hard.

It’s slower. It’s more expensive upfront. It’s harder to explain to investors or executives focused on quarterly returns. It requires saying no to profitable opportunities that harm people or planet.

It takes courage to design this way in a system that rewards the opposite. Because the alternative—continuing to build extractive, short-term, harmful systems—isn’t just bad design. It’s moral failure.

Key differences in Regenerative Design adds a layer on top of traditional design thinking:

  1. UNDERSTAND (not just Discover) - Emphasizes understanding ALL stakeholders and systems, not just user empathy or initial business constraints
  2. MAP (not just Define) - Maps complete end use cases and lifecycle, not just problem definition
  3. DESIGN (expansion of traditional iterative design process) - Intentional design for all use cases and potential sustainability aspects
  4. REGENERATE (not just Create) - Build AND restore simultaneously
  5. MEASURE (for people, planet, and total ecosystem) - Track long-term value and total ecosystem impact, closing the feedback loop

Conclusion: Everything Is Design. Yes, Really…

Infrastructure is design. Policy is design. Organizations are design. Products are design. Services are design. Even doing nothing is a design choice—a choice to accept the default. And every design is a choice about whose needs matter, what future we’re building, and what kind of world we leave behind. The end use case is where design meets reality. It’s where intentions meet outcomes. It’s where theory meets practice.

It’s the most important question in design because it’s the question that determines whether what you build actually works for real people in the real world—or just looks good in a pitch deck.

Start with the end use case. Ask who will use this and who will be affected by it.

Ask what they’re actually trying to accomplish and what conditions they’re operating under.

Ask what happens when it fails, what happens at end of life, and what second and third-order effects it creates.

Ask what world this creates and whether that’s a world you want to live in.

Then design from those answers. Everything else is just expensive failure in slow motion.

The choice is yours. What will you design?

#RegenerativeDesign #DesignThinking #SystemsThinking #EndUseCase #IntentionLabs