The Three Pillars of HCD: Desirability, Feasibility, and Viability
The Three Pillars of HCD: Desirability, Feasibility, and Viability
The Foundation of Success in Human Centered Design
Have you ever walked through a busy market in Lusaka or Kitwe and noticed a product that looked absolutely brilliant, yet nobody seemed to be buying it? Perhaps it was a solar-powered gadget that was too expensive for the average trader, or a high-tech farming tool that required a constant internet connection in a village where the signal is weak. It is a frustrating sight to see a good idea go to waste, but these failures almost always happen for the same reason.
The inventors focused on the idea itself rather than balancing the three critical pillars that support every successful innovation in the world today.
What if I told you that the secret to a successful business or a revolutionary invention is not just about having a great imagination? In fact, many of the most successful Zambian entrepreneurs did not start with a complex machine; they started by looking at the balance between what people want, what is technically possible, and what actually makes money. This balance is known as Human-Centered Design, often abbreviated as HCD.
It is a mindset that shifts the focus from the product to the person using it, ensuring that every solution we build is grounded in reality.
Think about it this way: a stool needs three legs to stand firmly on the ground. If one leg is shorter than the others, or if one leg is missing entirely, the stool will collapse the moment someone tries to sit on it. Innovation works exactly the same way.
These three legs are Desirability, Feasibility, and Viability. In this lesson, we are going to explore how these three pillars work together to transform a simple idea into a powerful solution that can change lives across Zambia. By the time we are finished, you will look at every problem in your community as an opportunity to apply this powerful framework.
The First Pillar Desirability and the Human Element
The first and most important question any innovator must ask is quite simple: Do people actually want this? This is the pillar of Desirability. In the world of Human-Centered Design, we always start here.
Desirability is not about what you, the designer, think is cool or useful. Instead, it is about understanding the deep needs, frustrations, and dreams of the people you are trying to help. If you build something that no one wants to use, it does not matter how advanced the technology is or how cheap it is to make; it is destined to fail.
Did you know that many products fail because they solve a problem that does not actually exist for the user? This is a common trap for young entrepreneurs. For example, imagine designing a high-tech electric cooking stove for a rural community that has no electricity.
Even if the stove is beautiful and efficient, it has zero desirability because it does not fit the reality of the people living there. To make a product desirable, you must spend time talking to people, observing their daily routines, and identifying the "pain points" that make their lives difficult.
Think about it this way: when mobile money first arrived in Zambia, it became incredibly desirable almost overnight. Why? Because it solved a massive problem.
Before services like Airtel Money or MTN MoMo, sending cash to a relative in another province was risky and slow. You had to trust a bus driver or travel long distances yourself. Mobile money was desirable because it tapped into a real human need for safety, speed, and convenience.
It was a solution that people were practically begging for, even if they didn't know the technology existed yet.
But here is the fascinating part about desirability: it is often cultural. What is desirable in a city like Ndola might be completely different from what is desirable in a fishing village in Luapula. As a Zambian innovator, you have a "home ground" advantage.
You understand the traditions, the climate, and the social structures of your community. When you design for desirability, you are looking for that "Aha!" moment when a customer sees your solution and says, "This is exactly what I have been looking for." You are not just selling a tool; you are providing a better way of living.
The Second Pillar Feasibility and the Power of Can We Build It
Feasibility
Once you have established that people want your solution, you must move to the second pillar: Feasibility. This is where we look at the technical side of things. Feasibility asks the question: Can we actually build this with the tools, technology, and skills we have right now?
It is the reality check that follows the dream of desirability. You might have a desirable idea for a flying delivery drone that brings groceries to every doorstep in Chipata, but if you do not have the parts, the software, or the electricity to charge the batteries, your idea is not yet feasible.
In the Zambian context, feasibility is often about being resourceful. We live in a land of "Mending and Making Do," where local mechanics and welders are masters of turning scrap metal into functional machinery. When we talk about feasibility in Human-Centered Design, we are looking at our available resources.
Do we have the raw materials locally? Do we have the technical expertise to maintain the solution if it breaks? If a water pump requires a specific spare part that can only be ordered from Europe, that pump is not feasible for a long-term project in a remote area.
Did you know that many international aid projects fail because they ignore the feasibility pillar? They donate complex medical equipment to rural clinics, but within six months, the machines are gathering dust. Why?
Because there is no one trained to fix them and no steady power supply to run them. A truly feasible solution is one that can be built, used, and maintained within the local environment. It respects the constraints of the real world, such as limited internet bandwidth, fluctuating power, or the intense heat of the Zambian sun.
Here is where it gets interesting: feasibility is not just about what is possible today, but what could be possible tomorrow. As technology advances, things that were once impossible become feasible. Twenty years ago, the idea of every Zambian carrying a computer in their pocket was seen as science fiction.
Today, because of the expansion of mobile networks and the falling cost of hardware, it is a reality. As an innovator, you must stay curious about new tools and methods, but you must always keep one foot firmly on the ground, ensuring your technical plans match your current capabilities.
The Third Pillar Viability and the Business of Staying Alive
The third and final pillar is Viability. This is often the most difficult part for designers who love the creative process, but it is the part that ensures an innovation lasts for a long time. Viability asks: Does this make business sense?
Can this solution sustain itself financially over the long run? For a business, this means making a profit. For a non-profit or a community project, it means having enough funding or revenue to keep the lights on without constantly relying on outside donations that might disappear.
Think about it this way: you could design a beautiful, solar-powered irrigation system that every farmer in the Southern Province wants (Desirable), and you could have the local engineering talent to build it (Feasible). However, if the system costs 50,000 Kwacha to build and the farmers can only afford to pay 5,000 Kwacha, your project is not viable. Unless you can find a way to lower the costs, create a payment plan, or find a different revenue stream, the project will run out of money and stop helping people.
In Zambian entrepreneurship, viability is about understanding the "market size" and the "ability to pay." We have a large informal sector, and many of our most successful innovations are viable because they use a "pay-as-you-go" model. Look at the companies that sell solar home systems in rural Zambia. They knew that people wanted light (Desirable) and they had the panels (Feasible), but they also knew that most villagers could not pay for the whole system at once.
By allowing customers to pay small amounts via mobile money daily, they made the business viable.
But wait, there is more to viability than just the price tag. It also involves looking at the legal and social environment. Is your solution allowed under Zambian law?
Does it conflict with any local regulations? A viable solution is one that fits into the existing economic ecosystem. It creates value for the user, but it also creates enough value for the creator to keep going.
Without viability, an innovation is just a hobby. With viability, an innovation becomes a legacy that can grow, create jobs, and transform the national economy.
Finding the Sweet Spot of Innovation
Now that we have explored the three pillars individually, it is time to look at how they interact. True innovation happens only at the intersection where all three pillars overlap. Imagine three circles drawn on a piece of paper, each representing one pillar.
The place in the middle, where all three circles cross over each other, is what designers call the "Sweet Spot." This is the gold mine. This is where you find solutions that are not only loved by the people but are also technically sound and financially sustainable.
If you have a project that is only Desirable and Feasible, you have a "Dream." It is something people want and you can build, but it will eventually fail because it has no way to pay for itself. If you have something that is Feasible and Viable, but not Desirable, you have a "Boring Product." It works and it makes money, but nobody actually cares about it, and someone will eventually create a more desirable version that puts you out of business. If you have something that is Desirable and Viable, but not Feasible, you have an "Impossible Fantasy." It is a great business idea that simply cannot be built yet.
The process of finding this sweet spot is what we call the Innovation Mindset. It requires constant balancing and adjustment. Sometimes, you might have to sacrifice a bit of desirability to make a product more affordable (Viable).
Other times, you might have to wait for new technology to emerge to make a desirable idea technically possible (Feasible). The most successful Zambian innovators are those who can sit in the middle of these three circles and navigate the tensions between them. They are like navigators on a ship, constantly checking the winds of the market, the engine of technology, and the needs of the crew.
Think about the rise of "Kantemba" culture or the small local shops found in every neighborhood. They exist in the sweet spot. They are desirable because they are close to where people live.
They are feasible because they require very little infrastructure to set up. They are viable because they sell items in small, affordable quantities (like a single sachet of detergent or one egg) that match the daily income of their customers. While these are traditional businesses, they follow the exact same logic as a high-tech startup in Silicon Valley.
They are perfectly balanced for their environment.
Key Points Summary
To help you remember these concepts as you move forward in your design journey, let us look at the key takeaways from today's lesson.
First, Desirability is the human pillar. It asks if there is a real need or a "pain point" that your solution addresses for the Zambian people. It is about empathy and understanding.
Second, Feasibility is the technical pillar. It asks if we have the tools, skills, and infrastructure to actually build and maintain the solution in our specific environment.
Third, Viability is the economic pillar. It asks if the solution can support itself financially. Does it fit the local market, and can it generate enough value to continue operating?
Finally, Innovation occurs at the Sweet Spot. This is the intersection of all three pillars. A successful designer does not pick just one; they balance all three throughout the entire design process.
The Path Forward and the Power of Empathy
Understanding these three pillars is like learning the rules of a game. Now that you know what the pillars are, you are ready to start playing. But this raises an even bigger question: How do we actually figure out what is truly desirable? How can we be sure we aren't just guessing what people want? It is one thing to say a product must be desirable, but it is quite another to get inside the mind of a customer to find out their deepest needs.
As we will discover next, the secret to mastering the first pillar—Desirability—starts with a skill that has nothing to do with machines or money. It is a human skill that allows you to see the world through someone else's eyes. Without this skill, you are just designing for yourself, and as we have learned today, that is the quickest way to fail.
In our next lesson, we will dive into the heart of the design process. We will explore the concept of Empathy and learn the practical tools designers use to uncover the hidden needs of their communities. Are you ready to stop guessing and start knowing? The journey into the user's world begins in the next section, and it might just change the way you see every person you meet on the street.