What Apple Really Sells

Horace Dediu on what Apple really sells:

The result is that the valuation of a consumer electronics vendor is based on the momentum of individual products. Apple has always been valued this way. Each hit product is considered to be a stroke of luck/genius and the chances of recurring are discounted to about zero. Regardless of the fact that it has a track record of “home runs”, Apple’s hit rate is not considered sustainable.1. Certainly Apple is not valued as being able to generate reliably recurring revenues.

But what if we were to value Apple on the basis of what people are buying rather than what it’s thought to be selling?

The model is simple enough: determine the number of users, estimate the lifespan of the products, the services attached to the products and given the price, obtain a price per product per day. You then can get a recurring revenue figure.

I did just that and the results are in the following table:

Just when I think we’ve hit “Peak Apple Naysayer” a whole new season of haters crops up, and Apple breaks its previous records.

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I’m giving you your jeans back.

I launched a new Kickstarter project. It’s called The Phoenix Jacket.

I created it because I’m tired of having my iPhone 6 Plus jab me in the leg when I sit down. I’m also tired of trying to put my wallet in either my front OR back pocket. Jeans pockets were not designed for our modern world.

This is the part of my life where I realize necessity really is the mother of invention.

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“Three of Apple’s four top products being sold today took roughly 3 years before people were willing to consider it worth buying.”

Abdel Ibrahim on the Apple Watch:

The Apple Watch is experiencing its early days, but I think it’s going to go through a timeline similar to the iPod, the iPhone, and the MacBook Air. This is a whole new frontier for both Apple and the consumer. This is not just technology. This is technology you wear. And because this is all so new to us, it’s simply going to take time for us to fully grasp and accept it.

But that’s not the only reason why. Another reason, and I think the bigger reason, will be because in the years to come innovations will happen that will make the Watch far more compelling. The screen, the battery, the speed, the applications, and the sensors will all become noticeably better. Not only that, but the Watch will likely do things we haven’t thought of yet. It’s hard to say what that is today, but it’s bound to happen.

Like I said, you gotta give it some time.

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Apple Watch 1.0

Ever since Slice Intelligence posted their report claiming Apple Watch sales plunged 90% since launch week, doubters in the tech news have been on a feeding frenzy. They’re giddy over the possibility of the Apple Watch being a flop.

Apple isn’t immune to having products that flop, but it’s important to look at the Apple Watch launch in the context of the iPod and iPhone launches. Even conservative estimates put Apple Watch sales at around 2 million units. The original iPhone’s sold 1 million units opening weekend.

One of my favorite blog posts on the topic of Apple products is from Matt Mullenweg (creator of WordPress).

It’s titled, 1.0 is the Loneliest Number:

Many entrepreneurs idolize Steve Jobs. He’s such a perfectionist, they say. Nothing leaves the doors of 1 Infinite Loop in Cupertino without a polish and finish that makes geeks everywhere drool. No compromise!

I like Apple for the opposite reason: they’re not afraid of getting a rudimentary 1.0 out into the world.

I remember my first 1G iPhone. Like a meal you have to wait for, or a line outside a club, the fact that I stood in line for hours made the first time I swiped to unlock the phone that much sweeter. It felt like I was on Star Trek and this was my magical tricorder… a tricorder that constantly dropped calls on AT&T’s network, had a headphone adapter that didn’t fit any of the hundreds of dollars of headphones I owned, ran no applications, had no copy and paste, and was as slow as molasses.

This is where we’re at with Apple Watch. It has a long way to go before it matures into a strong product, but as John Gruber pointed our back in 2010, this is how Apple rolls:

This is how the designers and engineers at Apple roll: They roll. They take something small, simple, and painstakingly well considered. They ruthlessly cut features to derive the absolute minimum core product they can start with. They polish those features to a shiny intensity. At an anticipated media event, Apple reveals this core product as its Next Big Thing, and explains—no, wait, it simply shows—how painstakingly thoughtful and well designed this core product is. The company releases the product for sale.

Then everyone goes back to Cupertino and rolls. As in, they start with a few tightly packed snowballs and then roll them in more snow to pick up mass until they’ve got a snowman. That’s how Apple builds its platforms. It’s a slow and steady process of continuous iterative improvement—so slow, in fact, that the process is easy to overlook if you’re observing it in real time. Only in hindsight is it obvious just how remarkable Apple’s platform development process is.

It the Apple Watch cool? Hell yeah. Does it feel underpowered? Hell yeah. Does it have a lot of potential? Hell yeah.

Think before you speak. Don’t be short-sighted and reactionary.

Give the Apple Watch some time and let’s see where it goes.

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Samsunk

Samsung brings forward its Galaxy Note release to August to gain some ground against rival Apple:

In a break with recent tradition, Samsung Electronics Co. will move up the autumn launch of its oversize smartphone lineup by several weeks to mid-August, according to a person familiar with the matter.

The South Korean company’s move is part of a bid to give its Galaxy Note smartphone-tablet hybrids some breathing room before mid-September, when Apple Inc. typically unveils its refreshed iPhone—a product whose popularity has the potential to monopolize media and consumer attention for weeks.

Pussies.

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Kickstarter Pitfalls

After raising $1 million, the super-thin CST-01 watch won’t make it to Kickstarter backers:

Nearly two years after “the world’s thinnest watch” was supposed to arrive to Kickstarter backers, the project has announced that it’s pretty much done for. It’s a disappointing update in the long saga of the $1 million campaign for CST-01, what was once supposed to be a stylish, 0.80mm-thick E Ink bracelet that displayed the time. The CST-01 project has been detailing its troubles for a few months now, but last week it informed backers that it no longer expects to fill all preorders or to find another company to take over production. It now expects to either liquidate all remaining assets or, if unable to find buyers, open up all designs and distribute and sell off as many remaining parts as it can.

After funding two Kickstarter projects (here and here) I can tell you these are the most important things to remember:

  • Do as much work up-front as possible—don’t just prototype your project
  • lock down a manufacturer you can partner with if your project gets funded
  • calculate the manufacturing costs for the minimum product volume and factor that into your funding goal
  • calculate all supply costs
  • calculate shipping costs
  • factor Kickstarter’s 5% cut
  • factor the 3-5% payment processing fee
  • don’t make your product at a loss—charge what it costs to manufacture plus a reasonable profit margin

I had to do a lot of preparation before I launched my most recent Kickstarter project. See, getting the money is the easy part. It really is. I’m not saying that because I think money isn’t important. If you produce a great video about a great product idea with great photography and desirable reward tiers, that money will come rolling in.

The catch is, once that pile of money comes in, you have to make it last. You would do best to address all the bullet points above once, twice—shit, make it three times.

I was only dealing with paper and ink with my projects. Producing e-ink watch bands is a whole other world.

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Illusions in Product Design

Turns out Beats headphones have weights in them to make them feel more premium (even though they’re shit):

One of the great things about the solo headphones is how substantial they feel. A little bit of weight makes the product feel solid, durable, and valuable. One way to do this cheaply is to make some components out of metal in order to add weight. In these headphones, 30% of the weight comes from four tiny metal parts that are there for the sole purpose of adding weight.

You can achieve this in the opposite way too: use a premium material, like metal, but try to make it weight as little as possible.

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The Best Input Device

In 2007 Steve Jobs said this [extends index finger] was the best input device. That was 2007. This is 2015.

Pree is marketing themselves as, “the world’s first unrestricted, high resolution, write-virtually-anywhere mobile input device.”

It looks pretty rad. I hope the reality of the device is just as rad.

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