UX Theory

Occam’s Razor

Choose the simplest solution that still works

Occam’s Razor

3–4 minutes

Among competing solutions that work equally well, the simplest one, with the fewest assumptions and elements, is usually the best choice.

Overview

Occam’s Razor is a principle of economy: do not add more than is necessary. In science, it means preferring the explanation that relies on the fewest assumptions. In design, it means preferring the solution with the fewest elements, steps, and concepts that still fully meets people’s needs.[1][2]

The “razor” is a metaphor for shaving away what is unnecessary. Each additional element in a design adds something people must notice, understand, and decide about. Removing what does not serve a purpose makes everything that remains clearer.[3]

The principle is about appropriate simplicity, not minimalism for its own sake. A design stripped of information or controls people actually need is not simpler to use; it is simply incomplete. A phrase often attributed to Albert Einstein captures the balance: things should be made as simple as possible, but not simpler.[4]

Why it matters

Complexity has a cost at every stage: in design, build, testing, training, support, and maintenance. Simpler solutions are typically faster to deliver, easier to use, and cheaper to sustain.

In large organizations, complexity accumulates gradually as features, fields, and options are added and rarely removed. Occam’s Razor provides a principled reason to question each addition and to remove what is no longer needed.

Key takeaways

  • Start with the simplest design that meets the need, then add only what evidence shows is necessary.
  • Remove elements that do not earn their place. If removing something does not hurt the experience, it probably should not be there.
  • Simplify concepts as well as visuals. Fewer terms, steps, and states are easier to understand.
  • Simple is not the same as minimal. Do not remove information or functions people need to do their work.
  • Regularly prune. Review existing products for features and fields that are no longer used.

In practice

Common patterns in business applications, portals, and internal tools:

Supports the principle

Undermines the principle

A form that asks only for what is needed to complete the task.

Fields added “just in case” that no one uses.

One clear way to complete a common task.

Three slightly different ways to do the same thing.

Removing unused features after reviewing usage data.

Keeping every feature ever built, indefinitely.

Plain designs that let content and actions stand out.

Decorative elements that compete with content.

Simplifying while keeping essential information visible.

Hiding critical details in pursuit of a clean look.

Questions to ask in a design review

  • What could we remove from this design without making it worse?
  • Is there a simpler way to meet the same need?
  • Have we simplified so much that people lose information they need?
  • When was the last time we removed something from this product?

Origin

The principle is named after William of Ockham (c. 1287–1347), an English Franciscan friar and philosopher who frequently argued for parsimony in reasoning. The best-known phrasing, “entities should not be multiplied beyond necessity,” is not his own; it was formulated by the Irish Franciscan philosopher John Punch in 1639.[1][5]

The principle has since become a foundation of scientific reasoning, philosophy, and engineering, and is widely applied in design as an argument for simplicity.[6][3]

Related concepts

References and further reading

  1. Wikipedia. Occam’s Razor. https://en.wikipedia.org/wiki/Occam%27s_razor
  2. Yablonski, J. Occam’s Razor. Laws of UX. https://lawsofux.com/occams-razor/
  3. Yablonski, J. (2017). Designing with Occam’s Razor. Laws of UX. https://lawsofux.com/articles/2017/designing-with-occams-razor/
  4. Quote Investigator. Everything Should Be Made as Simple as Possible, But Not Simpler. https://quoteinvestigator.com/2011/05/13/einstein-simple/
  5. Wikipedia. William of Ockham. https://en.wikipedia.org/wiki/William_of_Ockham
  6. Stanford Encyclopedia of Philosophy. Simplicity. https://plato.stanford.edu/entries/simplicity/
  7. Yablonski, J. Laws of UX (format inspiration for this series). https://lawsofux.com/
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