Point (unexpectedly) proven regarding Vision Pro
So this happened.
Reading between the lines here, sales of the Vision Pro have not only failed to hit the expected levels, but also fell far enough short that Apple will be "reviewing and adjusting" their strategy for this class of device.
In simpler terms that means that resources will be pulled off. Perhaps not completely, but definitely reduced. And that means decreased likelihood of future generations of the product as well.
As the title indicates however, I didn't expect to be proven right on this? But what was I correct on?
Favorable reviews frequently concluded on the product, not in the current state, but where they felt it would be in time. And consequently, such reviews mislead the masses and perhaps even helped convince consumers to buy a product which did not currently and had a chance of not ever delivering on the reviews promises.
In general, no other company would ever have been afforded such leeway. Especially not on a product costing several multiples over the best competitor.
It it the difference between saying "This headset is current a 5/10, but if they sort out features X and Y and address these bugs then I could see it being a 9/10" and something more like "Sure the X feature is currently a bit gimmicky, but it is in beta and Apple will polish this experience, I give the headset an 8/10".
If you think I'm mis-categorizing let me quickly dig up some reviews.
- Here: Review admits that the device is heavy, battery life is poor, you can't really do much gaming on it and talks about how it is paving the way for a spatial computing future (a statement which acknowledges that the future isn't here but also gives Apple the benefit of the doubt and asserts with absolute confidence that it is coming). Despite all of this, scroll down to the conclusion and voila!
- "And yet if I had the cash and the chance to buy one right this second I wouldn't even think twice about it."
- This is more prototypical again. And it's from CNet which is a somewhat reputable source people might regularly use for trusted reviews.
- Under the "Where are all the magical new apps?" heading is this gem: "Indeed, where are they? This is what I keep waiting for, but I know I have to be patient: it's been only a month."
- Device weight: Product is heavier, even with the battery offloaded externally to the Quest 3 which is itself seen as a product which should aim to be lighter
- Cost: Fairly self-explanatory at $3500 USD it costs more than most established Apple products
- Is a Beta Product: Despite the marketing and branding, at launch key features used to sell the device were in an incomplete state like Personas. If the features you're using to sell the device are still in beta then the device itself is still in beta.
- Ecosystem: Insufficient number of native apps at launch. Even devices like the iPad which had to be targeted separately had more native apps at launch when compared to this which launched years later.
- External battery pack: Not only does this add insult to injury on the weight of the device, but it is a move which would not be considered acceptable for anyone device maker, it impacts mobility of the device and limits use cases. While I personally don't have an issue with this, it is clear that the general public should
- Drop the "Pro" from the name. It is a first gen product and clearly still a beta product. Microsoft had the balls to target Hololens to industries where it made sense first. And Apple could have easily crushed Microsoft on this avenue and even at this price point. There is nothing wrong with allowing consumers to buy it. Though, maybe it should have been online only.
- Drop the price. If you're going to sell a beta product to mainstream consumers, have the guts to accept that on your bottom line. A lot of people like to defend Apple's margins, but in this case the product itself is more akin to the original iPad and I'll talk on that below.
- Wait. This is a pretty simple one... wait until Personas and the creepy eye thing are out of beta. Send out some dev units or provide an emulator and encourage some partners to get on board. Perhaps even pay them to do it. And when the key experiences are ready and there is a decent presence in the store... then release it.
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