this post was submitted on 28 Feb 2024
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1% of the headsets are returned. 30% of those returns (0.3% of the overall headsets) are because the user couldn’t figure it out.
This is clickbait.
To save me reading what is surely a terrible article, what aren't people getting?
Frankly, if just 0.3% of buyers return an IT product (especially a novel one) because they "don't get it", that's a massive success in my book. Have you seen users?
I work in IT so the answer is “too many” lol
Returns are very low. If the tittle talks only about a PERCENTAGE OF that low number, while that percentage being a high number, it is easily confused. Confusion is the goal of the modern journalMARKETINGist
Edit: I will not remove or replace the word tittle. I like it.
Wow, from all the stories of people returning them for all kinds of reasons, I thought the number of returns was way higher.
That's actually a decent piece of information for the article to include IMO.
Good point. But also fuck apple and all the capilistic consumption thriving on over seas suffering.
- posted from a non-Apple device (which was also made with over seas suffering)
Not if it is a Fairphone, and probably also some other devices.
Your mom suffered last night...
*up to 0.3%
Following the links it's 20%-30% -- it's about 360-540 users if there were 180,000 sold as the analyst predicted.
I would bet some percentage of those only chose that option because they didn't want to admit they bought it with the intent to return it but it's pointless to speculate without knowing how this compares with other similar product launches.
Right. There were a bunch of streamers advocating just that: free use for a couple weeks, then return. Is suppose it makes more sense if you were a soulless, self-serving streamer, that wants to make a video while cheating the cost