I recently finally cancelled my Abobe Lightroom subscription after years of putting it off.
I’ve been paying £9.99 a month for it ever since and not really using it.
Every month I saw the money leave my account and kicked myself for not cancelling it.
The problem was I knew just how difficult they were going to make it to leave and I just couldn’t muster the energy to do it.
I put it off because I expected it to be difficult, annoying and frustrating.
I must have looked at a reminder to cancel it on my to do list every day for years.
When I finally cancelled it I was amazed that it only took me a minute to do and was absolutely no hassle whatsoever.
My preconceptions of how hard it was going to be were unfounded but had cost me at least two years worth of subscription fees.
These preconceptions (both good and bad) are built from hundreds of previous experiences that we then bring with us to everything we subsequently do.
I’ve been thinking about this as ‘experience baggage’.
This experience baggage moulds our preconceptions, anxieties and expectations of what an experience will be like and as such influences our behaviour.
As such it’s a critical thing for designers to understand and try and mitigate in our work.
By conducting user research you can identify the experience baggage your customers and potential customers are arriving with when they use your products and services.
Armed with this knowledge and insight you can then deliberately provide experiences that serve to dispel customers preconceptions that will surprise and delight them instead.
Now that I know it’s easy to unsubscribe from Lightroom for example, I’m more likely to re-subscribe in the future.
That’s the sweet spot of experience design, creating something that is both good for the customer and good for the business.
So consider what ‘experience baggage’ your users are arriving with and what you can do at all of your touch points to encourage them to leave it at the door.