This seems like a good description of how decision-making typically works in practice, but as a counterpoint to the chess example, something commonly told to chess learners is “when you see a good move, look for a better one”—i.e. players are encouraged to explicitly compare moves. Not sure if that still applies to experts or only to amateurs. I’ve also heard similar advice for other turn-based games.
All careers are time-sensitive. If there’s an acceptable solution that you can implement in a day, you boss generally won’t be happy about it if you spend a week implementing a “better” solution.
I wasn’t clear in how I specified “Time Sensitive”.
In this sense, I meant “milliseconds matter”. Firefighting is time sensitive in this sense, most design work is not. Speed chess is also time sensitive in this sense.
This seems like a good description of how decision-making typically works in practice, but as a counterpoint to the chess example, something commonly told to chess learners is “when you see a good move, look for a better one”—i.e. players are encouraged to explicitly compare moves. Not sure if that still applies to experts or only to amateurs. I’ve also heard similar advice for other turn-based games.
It may depend on whether you’re playing on a clock, too. Explicit comparison is slow and time can be a cost.
(I hate playing on a clock)
Satisficing seems to be almost exclusive to time sensitive careers.
All careers are time-sensitive. If there’s an acceptable solution that you can implement in a day, you boss generally won’t be happy about it if you spend a week implementing a “better” solution.
I wasn’t clear in how I specified “Time Sensitive”.
In this sense, I meant “milliseconds matter”. Firefighting is time sensitive in this sense, most design work is not. Speed chess is also time sensitive in this sense.