Why HoloLens isn't a consumer product.
AR (and VR) are cool. And the tech is becoming quite advanced and quickly reaching levels where it can meet some pretty impressive objectives. But, despite that, both are probably a long ways off of being part of a typical humans daily routine. In fact, I probably could have titled this article "Why Microsoft's approach with AR is the right one".
I've griped a lot about Microsoft's problems with HoloLens. But, one thing I haven't harped on them for is starting by targeting businesses. The problem HoloLens has as a consumer product are the same ones faced by VR and we won't see widespread adoption until these are addressed. Those are; cost, shared experience and viability.
Right now HoloLens costs $3k. But, even if it cost $300 it would still cost too much. Why? Because most people are in relationships, have families, friends, etc.... Immersive experiences are great when you're working or you're on your own. But the second you want to share that experience with someone else in your life, you suddenly need more devices. With a console my wife can watch me play, and in many games grab a (relatively) cheap second controller and join in she wants. But, even with lower cost VR headsets, there is often no way to "share" your experience and buying multiple headsets is often still prohibitively expensive.
While I love the HoloLens demos, even if I had one, I would probably only regularly use it in my office. And, even if I had 3 (one for my wife and daughter as well) I doubt we would use them much when we're together. None of us can see what the others sees or interact with what they see. So why would we bother using them in the same area?
Then there are also technical reasons why they aren't viable. Battery life, weight and aesthetics come to mind. Building socially interactive apps is undoubtedly possible even with today's SDK. But, if this is something to use socially as well, then it needs to fit in the social world.
So, while I don't feel they are viable consumer products today, I feel like they are fine as they are in specialized environments, or even in the workplace. That is where sales need to be at the moment to promote growth and get the hardware and software to a place where consumers can justify these devices.
I've griped a lot about Microsoft's problems with HoloLens. But, one thing I haven't harped on them for is starting by targeting businesses. The problem HoloLens has as a consumer product are the same ones faced by VR and we won't see widespread adoption until these are addressed. Those are; cost, shared experience and viability.
Right now HoloLens costs $3k. But, even if it cost $300 it would still cost too much. Why? Because most people are in relationships, have families, friends, etc.... Immersive experiences are great when you're working or you're on your own. But the second you want to share that experience with someone else in your life, you suddenly need more devices. With a console my wife can watch me play, and in many games grab a (relatively) cheap second controller and join in she wants. But, even with lower cost VR headsets, there is often no way to "share" your experience and buying multiple headsets is often still prohibitively expensive.
While I love the HoloLens demos, even if I had one, I would probably only regularly use it in my office. And, even if I had 3 (one for my wife and daughter as well) I doubt we would use them much when we're together. None of us can see what the others sees or interact with what they see. So why would we bother using them in the same area?
Then there are also technical reasons why they aren't viable. Battery life, weight and aesthetics come to mind. Building socially interactive apps is undoubtedly possible even with today's SDK. But, if this is something to use socially as well, then it needs to fit in the social world.
So, while I don't feel they are viable consumer products today, I feel like they are fine as they are in specialized environments, or even in the workplace. That is where sales need to be at the moment to promote growth and get the hardware and software to a place where consumers can justify these devices.
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