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Apple forced to make major cuts to Vision Pro headset production plans

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Re: Apple forced to make major cuts to Vision Pro headset production plans

#211

Earlier quoted context omitted.

How do you show hidden folders in Finder? You literally have to memorize a keyboard shortcut. How do you switch apps in full screen mode, you need to know trackpad gestures or keyboard shortcuts. Every post like 2004 addition to MacOS seems to be reliant on trackpad gestures to the point using the operating system with a mouse is a negative. The search bar in the menu is fine if there is a menu to search. IIRC or at…

> How do you switch apps in full screen mode, you need to know trackpad gestures or keyboard shortcuts. The Dock also works, although you have to move the pointer downwars to show it. In a lot of ways Clicking on Icons is MacOS foundation mode and everything else is superfluous. I, as a Poweruser, forget that sometimes. > IIRC or at least last time I used it the screenshot tool had no menus and was extremely unclear…

And that screenshot tool does not have anything in the global menu. That was my point.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#213

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As a daily mac user at work (against my will), there is much to complain about mac's UX. The big problem here is that no way anyone is objective given that most UX becomes "good" after repeated use. I have many examples, but I'll just pick one. When having multiple instances of an app, the doc adds a "dot" by the app icon. This dot is present no matter whether I have 2 instances or 10 instances. Oftentimes I forget i…

This is a good example of typical UX complaints which boil down to "this is not the thing I learned on." I personally don't think the early 2000s were the peak of computer UX, but I understand that most people don't like change.

The thing is that up to around the early 2000's, UX decisions were backed by actual research, not the aesthetic whims of an egocentric designer.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#214

While I'm sure Apple would prefer a full scale production run, limited availability for a new product often can create a demand frenzy that is overall beneficial as production is able to ramp up.

I'm not sure what the demand frenzy is for an unproven $3500 VR headset with no killer app during an economic slowdown.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#215
post #28

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“Out there” for who? Apple has customers who will buy multiple $15,000 configuration Mac Pros without batting an eye. That’s the price of the tool and for what they’re working on (perhaps a $250,000,000 movie) it’s justified. The Vision Pro, as announced, clearly isn’t much of a consumer product. The price is too high. But that’s not surprising, it does have ‘Pro’ in the name. When the Vision or Vision Air. come out…

I have a 3500 EUR MacBook pro for the only reason because my company bought it for me for work. There is no way in hell that I would spend that much for a MacBook, and I don't think my company would buy me a 4000eur vision pro. I have a gaming PC that I bought for 2000 EUR pc that I built for entertainment and some work. 4000 EUR is so much out there that I cannot imagine who is buying it with his own money

People don’t seem to understand how much comparatively early adopters have paid for Apple hardware.

My Apple //e setup cost around $3500 in 1986.

My Mac LCII setup was $4K in 1992.

There are enough people in the world who will drop $3500 on the Vision Pro without blinking for Apple to sell all it can make.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#216
post #138

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> Apple does UX well. I hear people say this often enough to question my own sanity, because I don't find Apple's UX to be very good at all. I find it confusing and it makes things difficult to figure out.

Could you provide an example of the sort of thing you’re talking about? Because I’m the type of person the other commenter was talking about (I’ve been in the Apple ecosystem for a very long time), and I feel I’m too close to it to have a reasonably objective viewpoint on it one way or the other.

A personal example for me is that on the iphone, the default view shows me 24 icons, which is way too many to be useful. Its so useless, in fact, that most tech savvy users simply swipe up and use the search feature. But there's no way to know that you can swipe up to get to the search feature, leaving most non-tech-savvy users to visually inspect pages of icons, one at a time, until they find the app they are looking for.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#218
post #24

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I think 3rd party developers are largely irrelevant for it’s initial success. It’s like the original iPhone, if the hardware and built in apps are compelling then people will buy it which will eventually create an ecosystem. That’s IMO why VR has largely failed, out of the box there hasn’t been a compelling reason to get one and there isn’t enough software to keep people interested.

The iPhone had some very clear and straightforward use case which were appealing to some extent to every person who had a phone and used internet. To me VR seems closer to where PCs were in the 80s at this point.

And people (including my parents) paid close to $3000 for a full Apple // setup back then - in 1986 dollars…

Re: Apple forced to make major cuts to Vision Pro headset production plans

#219
post #214

While I'm sure Apple would prefer a full scale production run, limited availability for a new product often can create a demand frenzy that is overall beneficial as production is able to ramp up.

I'm not sure what the demand frenzy is for an unproven $3500 VR headset with no killer app during an economic slowdown.

I'll be getting one to use for coding. One person does not a demand frenzy make, but having 'infinite' monitor space is a killer app to me.

Re: Apple forced to make major cuts to Vision Pro headset production plans

#220
post #185

Earlier quoted context omitted.

The history of Apple is a history of "no one in their right mind would pay a premium for THAT." A $500 unsubsidized phone? A $350 watch to get notifications? Stupid-looking $200 earbuds that will fall out of your ears? AirPods got so much hate in 2016, it can be hard to remember. They were far from a sure thing.

Apple Watch can only be said to be a moderate success at best, considering Apple themselves have never disclosed how many they've sold. As for unsubsidized phones, the US is the only country that sold them on contract, and the iPhone didn't take off until Apple had AT&Tcut the price to $199 to match other flagships. The Nokia N95 for example retailed at $730 and sold millions in 2007.

According to industry analysts, Apple sells over 40 million watches per year and is by far the top smartwatch seller, taking over half the revenue of the entire market. Given how Apple protects its margins, that adds up. I'd sure love to have that kind of "moderate success."

Regarding the iPhone, I'm not sure what your point is, but my point is: people mocked the iPhone for having a ridiculously high price at launch despite having fewer features than other high-end phones. It's a direct analog to the Vision Pro reception, because this happens literally every time Apple launches in a new category.

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