The reasons that these products fail is usually feature creep. Whether due to Kickstarter stretch goals, or pressure from VCs, people don't know when to draw the line and ship. That's followed closely by underestimating costs and under-pricing products. After that you have the risk of developing the product you want, not the product that everyone else needs. I would never suggest anyone starts a hardware business until they've worked in one to get a feel for cost estimation.
This is no different to software, but it's a lot more problematic with hardware. Unless you plan very well, patching hardware is expensive and/or impractical. You're often much better off releasing a basic, but very functional product (i.e. your MVP) and iteratively addressing customer demands with later version.
The second is that selling complex products to consumers is really hard. If you sell stuff to industry the benchmark for smartness is often much much lower.
As a complete outsider, my sense is that things like under costing are partially the result of modern tear-down cost estimates. Where you get a new phone, open it up, and write an article that the $700 msrp iPhone "only costs $135 to build!". No mention of scale to get those component costs, labor cost to assemble, labor cost to design, lengthy prototype phases to idepedently test new ideas and then integration test... just cost of parts. It would be like costing a cloud startup from idea to product solely based on your expected AWS charges.
If your BOM cost is say $200 including labour, then you should be targeting a price of at least $600. That $200 doesn't include the cost of design, tooling and so on. If you bought a $50k CNC machine you want to get some ROI! If you go for a distributor, they're going to take 10-20% (and they may want a volume discount). You might want some room to have sales, or offer bundle discounts to attract customers. You have to ship the product, market it, support it and fund the next iteration. Why go for razor thin margins? If you have a niche, people will pay. Apple have this nailed - they are expensive because they actually price their products sensibly and they're rolling in cash as a result.
> The reasons that these products fail is usually feature creep.
That's part of the reason Pebble failed; they were forced (like from pressure from VCs) to expand their business and they really over extended.
But more than that, I think Pebble was dead the moment Apple, Samsung, and the other big players jumped into the market. Pebble's first mover advantage was destroyed almost immediately by the technology and marketing might of those companies.
Software is often harder for big companies and easier for small companies. Hardware works the other way.
This is no different to software, but it's a lot more problematic with hardware. Unless you plan very well, patching hardware is expensive and/or impractical. You're often much better off releasing a basic, but very functional product (i.e. your MVP) and iteratively addressing customer demands with later version.
The second is that selling complex products to consumers is really hard. If you sell stuff to industry the benchmark for smartness is often much much lower.