- Apple initially positioned it as a fashion accessory, which few people cared about
- the public wanted it to be like a smartphone on your wrist, and were let down by the limited features
Then Apple realized the value was in the health features. They started positioning it properly and people bought it more. All at the same time the tech improvements made the watch more capable and started becoming even more useful. But at the core, it’s the health focus + typical Apple ease of use and quality that made it take off.
I can see the same trajectory happen with VR:
- Apple starts positioning it as a metaverse / HoloLens type headset, which few people care about
- People assume it’s an « iMac in VR » type device and get disappointed that it isn’t.
But over time, Apple realizes that the number one value is in gaming, and gradually shifts focus and positioning. It attracts more and more people while at the same time the tech improves. Then eventually the tech allows for a headset that can fit in a smaller for factor and truly helps people beyond gaming. As an enhancement to day to day tasks with light enough glasses for example.