Satisficing

People take the first option that will do.

Instead of searching for the best option, people take the first one that clears their bar. Online, that means users click the first link that looks plausible, so the right choice has to look like the first reasonable one.

Origin

Herbert A. Simon coined the word, a blend of satisfy and suffice, in 1956, building on ideas from his 1947 book Administrative Behavior. Real decision makers, he argued, can’t compute the best option, because information is missing and the problems are too hard. Instead they search until something clears an aspiration level, and take it.

He called the wider idea bounded rationality, and it was central to the work that won him the 1978 Nobel Memorial Prize in Economic Sciences. In 2002 Barry Schwartz and colleagues contrasted maximizers, who seek the best, with satisficers, who settle for good enough, and found the maximizers reported more regret and less happiness. Steve Krug carried the idea into web design: users don’t make optimal choices, they satisfice.

The Principle

Satisficing is choosing the first option that is good enough rather than searching for the best. People set an aspiration level, take the first option that meets it, and lower the bar if nothing does. It is a sensible response to limited time and information, not a failure of reasoning.

Origin
Also called
Good-enough decision making
In practice
Make the right option the first plausible one
When to Use
How to Use
The classic 01 / 10

Good Enough Beats Best

Simon’s model has three steps: set an aspiration level, take the first option that meets it, and adjust the level if nothing does. In most real decisions, the cost of finding the best option outweighs what it adds.

Best for
Explaining the principle
Use when
The best option is costly to find
Avoid when
Stakes are high and options are few
Navigation 02 / 10

The First Plausible Link Wins

Users don’t read a page and weigh every option. They scan, and click the first link that seems to match what they want. Labels have to be scannable and unambiguous, because a near miss gets clicked.

Best for
Menus, navigation, and link labels
Use when
Users scan for a match
Avoid when
Users compare carefully, as in purchases
Recovery 03 / 10

Make Guessing Safe

Because people guess, wrong guesses must be cheap. A visible way back, breadcrumbs, and undo turn a bad guess into a small detour instead of a dead end.

Best for
Navigation and multi-step flows
Use when
Users choose quickly
Avoid when
Errors are costly and irreversible
Search 04 / 10

The Top Results Win

People choose from the first few search results and rarely look further. Put the best match first, and show enough of each result for someone to judge it at a glance.

Best for
Search and recommendations
Use when
Results are ranked
Avoid when
Users need the exhaustive list
Surveys 05 / 10

Survey Satisficing

Jon Krosnick showed that survey respondents cut effort: they pick the first acceptable answer, agree with statements, give the same rating down a grid, or choose don’t know. Keep questionnaires short and vary the formats.

Best for
Surveys and research questionnaires
Use when
Questionnaires are long or repetitive
Avoid when
Questions are few and engaging
Maximizers 06 / 10

Maximizers Regret More

In Schwartz’s studies, people who always seek the best option reported less happiness and more regret than those who settle for good enough. Endless options push everyone toward maximizing, and toward regret.

Best for
Choice-heavy products such as shopping
Use when
Users compare many options
Avoid when
Comparison is the point, as in research tools
Rules of thumb 07 / 10

Aspiration Levels at Work

A study of 628 used-car dealers found 97 percent priced by satisficing: start mid-range, and cut about 3 percent if the car hasn’t sold after 24 days. Simple rules adapted to their environment can beat elaborate optimization.

Best for
Designing defaults and simple rules
Use when
Optimal answers cannot be computed
Avoid when
Precise optimization is cheap
Defaults 08 / 10

Make Good Enough Good

Because people take the first acceptable option, the default and the first item carry the most weight. Make those the right choice for most people, and satisficing produces good outcomes.

Best for
Defaults, presets, and templates
Use when
People accept what they are given
Avoid when
No option suits most people
✦

Satisficing in the Age of AI

A fluent AI answer clears the bar instantly. People stop searching sooner, so good enough has to be easy to check.

✦ AI Era 09 / 10

The First Answer Is Accepted

People satisfice with AI answers too: a fluent, plausible answer ends the search, even when it’s wrong. Show confidence and sources, so a good-enough answer can be checked before it’s trusted.

Shift
Ten links → one answer
Use when
AI answers questions directly
Watch for
Fluent answers with no sources
✦ AI Era 10 / 10

Good-Enough Drafts

AI drafts are often accepted as they are, because they clear the bar. Make editing easy, and highlight the parts that still need a human decision.

Shift
Writing → accepting drafts
Use when
AI generates drafts
Watch for
Shipping drafts nobody reviewed
Further Reading