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Apple’s first headset lacks polish and purpose

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About 17 years ago, Steve Jobs took the stage at a San Francisco convention center and said he was introducing three products: an iPod, a phone and an internet browser.

“These are not three separate devices,” he said. “This is one device, and we are calling it iPhone.”

At $500, the first iPhone was relatively expensive, but I was eager to dump my mediocre Motorola flip phone and splurge. There were flaws — including sluggish cellular internet speeds. But the iPhone delivered on its promises.

Over the past week, I’ve had a very different experience with a new first-generation product from Apple: the Vision Pro, a virtual reality headset that resembles a pair of ski goggles. The $3,500 wearable computer, which was released Friday, uses cameras so you can see the outside world while juggling apps and videos.

Apple calls it a “spatial computer” that blends together the physical and digital worlds for people to work, watch movies and play games.

Apple declined to provide an early review unit to The New York Times, so I bought a Vision Pro on Friday. (It costs much more than $3,500 with the add-ons that many people will want, including a $200 carrying case, $180 AirPods and $100 prescription lens inserts for people who wear glasses.) After using the headset for about five days, I’m unconvinced that people will get much value from it.

The device feels less polished than past first-generation Apple products I’ve used. It’s not better for doing work than a computer, and the games I’ve tried so far aren’t fun, which makes it difficult to recommend. An important feature — the ability to place video calls with a humanlike digital avatar that resembles the wearer — terrified children during a family FaceTime call.

The headset is superb at delivering on one of its promises: playing video, including high-definition movies and your own recordings in 3D that let you immerse yourself in past memories, which is both eerie and cool.

In the past decade, companies such as Meta, HTC and Sony have struggled mightily to sell headsets to mainstream consumers because their products were cumbersome to wear, their apps were limited and they looked uncool.

The Vision Pro has a superior user interface, better picture quality, more apps and higher computing power than other headsets. But it’s slightly heavier than Meta’s cheaper Quest headsets, and it plugs into an external battery pack that lasts only two hours.

The ski-goggle aesthetic of the Apple product looks better than the bulky plastic headset visors of the past. But the videos posted by early adopters walking around outside with the headset — men I call Vision Bros — confirm that people still look ridiculous wearing tech goggles, even when they are designed by Apple.



About 17 years ago, Steve Jobs took the stage at a San Francisco convention center and said he was introducing three products: an iPod, a phone and an internet browser.

“These are not three separate devices,” he said. “This is one device, and we are calling it iPhone.”

At $500, the first iPhone was relatively expensive, but I was eager to dump my mediocre Motorola flip phone and splurge. There were flaws — including sluggish cellular internet speeds. But the iPhone delivered on its promises.

Over the past week, I’ve had a very different experience with a new first-generation product from Apple: the Vision Pro, a virtual reality headset that resembles a pair of ski goggles. The $3,500 wearable computer, which was released Friday, uses cameras so you can see the outside world while juggling apps and videos.

Apple calls it a “spatial computer” that blends together the physical and digital worlds for people to work, watch movies and play games.

Apple declined to provide an early review unit to The New York Times, so I bought a Vision Pro on Friday. (It costs much more than $3,500 with the add-ons that many people will want, including a $200 carrying case, $180 AirPods and $100 prescription lens inserts for people who wear glasses.) After using the headset for about five days, I’m unconvinced that people will get much value from it.

The device feels less polished than past first-generation Apple products I’ve used. It’s not better for doing work than a computer, and the games I’ve tried so far aren’t fun, which makes it difficult to recommend. An important feature — the ability to place video calls with a humanlike digital avatar that resembles the wearer — terrified children during a family FaceTime call.

The headset is superb at delivering on one of its promises: playing video, including high-definition movies and your own recordings in 3D that let you immerse yourself in past memories, which is both eerie and cool.

In the past decade, companies such as Meta, HTC and Sony have struggled mightily to sell headsets to mainstream consumers because their products were cumbersome to wear, their apps were limited and they looked uncool.

The Vision Pro has a superior user interface, better picture quality, more apps and higher computing power than other headsets. But it’s slightly heavier than Meta’s cheaper Quest headsets, and it plugs into an external battery pack that lasts only two hours.

The ski-goggle aesthetic of the Apple product looks better than the bulky plastic headset visors of the past. But the videos posted by early adopters walking around outside with the headset — men I call Vision Bros — confirm that people still look ridiculous wearing tech goggles, even when they are designed by Apple.

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