Try Before You Buy

Your constantly-updated definition of Try Before You Buy and collection of videos and articles

What is Try Before You Buy?

Try before you buy is a principle of conversion-centered design that brands use to offer free content (e.g., apps) for limited-time or limited-feature use. It is a measurable strategy to foster brand loyalty. When users sample an item fully or partly, they can see if they should invest their money or information in it.

“I don’t care how much money you have, free stuff is always a good thing.”

— Queen Latifah, Popstar

Try before you buy is common for digital services, but webshops like Amazon use it for physical products as well. See how you might apply it in your own design projects.

Let Users “Test-Drive” Choice Features with Try Before You Buy

Free limited-time or limited-feature use of services or products is a powerful, time-tested user-conversion strategy. A brand that lets users sample what it has to offer can strengthen its credibility and distinguish itself better than one that doesn’t. When you use try before you buy, you should make sure you:

  1. Immediately let users explore an item at their leisure—though with a limited feature setor enjoy the full version for a trial period.

  2. Provide value to users before you prompt them with a call to action.

  3. Leverage behavioral economics to make users feel greater ownership of an item, which they’ll then be less likely to give up.

The digital forms of try before you buy vary (e.g., music snippets, game demos). However, they all involve the same premise—the power of free. You give users something so they can decide if it’s worthwhile to invest in the privilege of full access or ownership. Try before you buy doesn’t necessarily mean you must entice users to spend money. You can also apply it to encourage them to register personal information. For example, anyone can watch uploaded videos on YouTube anonymously. It’s only when users want to interact more intimately (e.g., comment) that YouTube prompts them to invest—in this case, register. The success of this approach comes from:

  1. Immediate payoff (i.e., watch anything now).

  2. Minimal registration effort afterwards (i.e., no upfront barriers, which deter over 85% of users who would otherwise have become customers).

Netflix prompts users to create an account before the free trial.

How to Entice Users with Try Before You Buy

Users typically dislike registration prompts. They know they may get annoying marketing pitches if they give their email addresses. Some register with false details. It’s perfectly natural for them to be suspicious that brands which are hungry for their information will also be hungry for their money. A good way for you to overcome their suspicions is to treat them as guests—offer generous trial periods and generous access to desirable content. Consider which of the following actions may be suitable for your design project:

  1. Offer guarantees and clear notifications (e.g., about cookies) to reinforce trust and brand loyalty.

  2. Include opt-in/opt-out checkboxes insightfully, so users stay in full control and any persuasion you give them to act is gentlenever trick them.

  3. Ensure users can ignore registration and continue as guests (with the free version) or tell them how many uses they have left before they have to register (with the full version).

  4. Approach users who have sampled but are unresponsive and offer them incentives/deals.

  5. Offer high-resolution previews (e.g., e-book samples).

  6. Let users create drafts using their own content (e.g., writing samples).

  7. Let guest users check out, but tell them about account-holder benefits for their next purchase.

  8. Apply freemium (gaming) features such as paid upgrades cautiously.

Above all, when you offer users free trials of premium items, you should make these last long enough for them to appreciate all the benefits without interruption. For free versions, decide on appropriate levels of functionality. Remember, any free version must still be good enough to represent the brand. Users shouldn’t be dissatisfied with performance. They should want to have an even better premium version. The value you provide users when you give them free samples should drive conversion because it’s a huge part of how they judge what your brand is worth.

Learn More about Try Before You Buy

See what UX Planet says about first impressions and try before you buy.

This blog examines the snowballing impact of try before you buy.

Here’s a thought-provoking piece that explores try before you buy and AR.

Literature on Try Before You Buy

Here’s the entire UX literature on Try Before You Buy by the Interaction Design Foundation, collated in one place:

Learn more about Try Before You Buy

Take a deep dive into Try Before You Buy with our course User Experience: The Beginner’s Guide .

If you’ve heard the term user experience design and been overwhelmed by all the jargon, then you’re not alone. In fact, most practicing UX designers struggle to explain what they do!

“[User experience] is used by people to say, ‘I’m a user experience designer, I design websites,’ or ‘I design apps.’ […] and they think the experience is that simple device, the website, or the app, or who knows what. No! It’s everything — it’s the way you experience the world, it’s the way you experience your life, it’s the way you experience the service. Or, yeah, an app or a computer system. But it’s a system that’s everything.”

— Don Norman, pioneer and inventor of the term “user experience,” in an interview with NNGroup

As indicated by Don Norman, User Experience is an umbrella term that covers several areas. When you work with user experience, it’s crucial to understand what those areas are so that you know how best to apply the tools available to you.

In this course, you will gain an introduction to the breadth of UX design and understand why it matters. You’ll also learn the roles and responsibilities of a UX designer, how to confidently talk about UX and practical methods that you can apply to your work immediately.

You will learn to identify the overlaps and differences between different fields and adapt your existing skills to UX design. Once you understand the lay of the land, you’ll be able to chart your journey into a career in UX design. You’ll hear from practicing UX designers from within the IxDF community — people who come from diverse backgrounds, have taught themselves design, learned on the job, and are enjoying successful careers.

If you are new to the Interaction Design Foundation, this course is a great place to start because it brings together materials from many of our other courses. This provides you with both an excellent introduction to user experience and a preview of the courses we have to offer to help you develop your future career. After each lesson, we will introduce you to the courses you can take if a specific topic has caught your attention. That way, you’ll find it easy to continue your learning journey.

In the first lesson, you’ll learn what user experience design is and what a UX designer does. You’ll also learn about the importance of portfolios and what hiring managers look for in them.

In the second lesson, you’ll learn how to think like a UX designer. This lesson also introduces you to the very first exercise for you to dip your toes into the cool waters of user experience. 

In the third and the fourth lessons, you’ll learn about the most common UX design tools and methods. You’ll also practice each of the methods through tailor-made exercises that walk you through the different stages of the design process.

In the final lesson, you’ll step outside the classroom and into the real world. You’ll understand the role of a UX designer within an organization and what it takes to overcome common challenges at the workplace. You’ll also learn how to leverage your existing skills to successfully transition to and thrive in a new career in UX.   

You’ll be taught by some of the world’s leading experts. The experts we’ve handpicked for you are:

  • Alan Dix, Director of the Computational Foundry at Swansea University, author of Statistics for HCI: Making Sense of Quantitative Data

  • Ann Blandford, Professor of Human-Computer Interaction at University College London

  • Frank Spillers, Service Designer, Founder and CEO of Experience Dynamics

  • Laura Klein, Product Management Expert, Principal at Users Know, Author of Build Better Products and UX for Lean Startups

  • Michal Malewicz, Designer and Creative Director / CEO of Hype4 Mobile

  • Mike Rohde, Experience and Interface Designer, Author of The Sketchnote Handbook: The Illustrated Guide to Visual Note Taking

  • Szymon Adamiak, Software Engineer and Co-founder of Hype4 Mobile

  • William Hudson, User Experience Strategist and Founder of Syntagm

Throughout the course, we’ll supply you with lots of templates and step-by-step guides so you can start applying what you learn in your everyday practice.

You’ll find a series of exercises that will help you get hands-on experience with the methods you learn. Whether you’re a newcomer to design considering a career switch, an experienced practitioner looking to brush up on the basics, or work closely with designers and are curious to know what your colleagues are up to, you will benefit from the learning materials and practical exercises in this course.

You can also learn with your fellow course-takers and use the discussion forums to get feedback and inspire other people who are learning alongside you. You and your fellow course-takers have a huge knowledge and experience base between you, so we think you should take advantage of it whenever possible.

You earn a verifiable and industry-trusted Course Certificate once you’ve completed the course. You can highlight it on your resume, LinkedIn profile or website.

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