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What Went Wrong...

Examining the missteps of various software products across industries reveals common pitfalls that can derail even the most promising innovations. From inadequate market research and poor user experience design to insufficient testing and failure to adapt to technological advancements, these challenges underscore the importance of thorough planning and execution. The following section outlines specific cases, offering insights into how these factors contributed to their downfall and the lessons that can be gleaned to inform future endeavors.

Available Lessons:

200

Google Daydream View

VRTech

Google

Daydream View was a mobile VR headset designed to work with compatible Android smartphones. Despite initial interest, it suffered from limited device compatibility, a lack of compelling content, and declining user engagement. Google discontinued the Daydream platform in 2019.

WHAT WENT WRONG

  • Limited Compatibility: Only a few smartphones supported the platform.

  • Content Deficiency: Insufficient high-quality VR content to attract users.

  • Market Competition: Struggled to compete with more advanced VR systems.

SIGNALS MISSED

  • Developer Apathy: Lack of enthusiasm from developers to create content.

  • User Drop-off: Decreasing user engagement over time.

HOW COULD THEY HAVE AVOIDED THIS

  • Broader Device Support: Ensuring compatibility with a wider range of smartphones.

  • Content Investment: Funding and developing exclusive, high-quality VR experiences.

  • Market Analysis: Assessing the competitive landscape to identify unique value propositions.

TEAMS INVOLVED

Product, Engineering

Virtual Boy

VRTech

Nintendo

Virtual Boy was a 32-bit tabletop console intended to offer portable, immersive 3D gaming. However, it displayed only red and black graphics, lacked true portability, and had a limited game library. The device was uncomfortable to use, leading to physical strain for players. These factors resulted in poor sales, and Nintendo discontinued the Virtual Boy within a year.

WHAT WENT WRONG

  • Limited Color Display: The monochromatic red display was unappealing and caused eye strain.

  • Ergonomic Issues: The design led to discomfort during extended use.

  • Lack of Software Support: A sparse game library failed to attract consumers.

SIGNALS MISSED

  • Negative User Feedback: Early users reported discomfort and dissatisfaction.

  • Low Pre-Order Numbers: Initial sales figures were below expectations.

HOW COULD THEY HAVE AVOIDED THIS

  • Comprehensive User Testing: Identifying ergonomic and visual issues before release.

  • Enhanced Display Technology: Incorporating a full-color display to improve visual appeal.

  • Robust Game Development: Ensuring a strong lineup of games at launch to attract users.

TEAMS INVOLVED

Design, Engineering

Terminal 5 Baggage Handling System

TravelTech

Heathrow Airport Holdings

Upon its opening in 2008, Heathrow's Terminal 5 experienced severe baggage handling issues due to software glitches. The failures led to over 500 flight cancellations and thousands of lost bags, causing significant disruption and financial loss.

WHAT WENT WRONG

  • Software Bugs: Critical errors in the baggage handling system's software.

  • Insufficient Testing: Inadequate real-world testing before the terminal's opening.

  • Integration Failures: Poor integration with existing airport systems

SIGNALS MISSED

  • Simulation Warnings: Issues identified during simulations were not fully addressed.

  • Staff Feedback: Concerns raised by operational staff prior to launch were overlooked.

HOW COULD THEY HAVE AVOIDED THIS

  • Comprehensive Testing: Conducting extensive real-world tests before going live.

  • Stakeholder Engagement: Involving operational staff in the testing and feedback process.

  • Phased Implementation: Gradually rolling out the system to manage and mitigate issues

TEAMS INVOLVED

Engineering, Operations

Sega VR Headset

VRTech

Sega

Sega developed a VR headset prototype for the Sega Genesis console, aiming to bring virtual reality to home gaming. Despite generating significant excitement, the product was never released due to technical challenges, including motion sickness among testers and concerns over potential health risks.

WHAT WENT WRONG

  • Technical Limitations: Inability to deliver a comfortable user experience.

  • Health Concerns: Potential risks like motion sickness led to the project's cancellation.

  • Overambitious Goals: The technology of the time couldn't support Sega's VR aspirations.

SIGNALS MISSED

  • Tester Feedback: Reports of discomfort and motion sickness during trials.

  • Technical Hurdles: Persistent issues in creating a seamless VR experience.

HOW COULD THEY HAVE AVOIDED THIS

  • Realistic Technological Assessment: Aligning product goals with the era's technological capabilities.

  • Prioritizing User Comfort: Addressing health and comfort issues before development.

  • Incremental Innovation: Taking gradual steps toward VR, allowing technology to mature.

TEAMS INVOLVED

Product, Engineering, QA

ConnectEDU Platform

EdTech

ConnectEDU

ConnectEDU was an educational technology company that provided college and career planning tools. Despite raising substantial funding, it filed for bankruptcy in 2014, leaving students' data in jeopardy and raising concerns about data privacy and continuity.

WHAT WENT WRONG

  • Unsustainable Business Model: Revenue generation did not align with operational costs.

  • Data Privacy Concerns: Uncertainty about the handling of sensitive student data post-bankruptcy.

  • Market Competition: Inability to differentiate in a saturated EdTech market.

SIGNALS MISSED

  • Financial Instability: Consistent financial losses and inability to secure additional funding.

  • User Attrition: Declining user engagement and retention rates.

HOW COULD THEY HAVE AVOIDED THIS

  • Viable Revenue Strategies: Developing a sustainable business model with diversified revenue streams.

  • Data Protection Plans: Establishing clear protocols for data management, especially in crisis scenarios.

  • Competitive Analysis: Conducting thorough market research to identify unique value propositions.

TEAMS INVOLVED

CEO, Compliance, Data

Alaris Pump

HealthTech

CareFusion

In 2015, CareFusion's Alaris Pump, designed to deliver medications and fluids to patients, was recalled due to a software error that caused the pump to delay infusions. This defect posed serious risks to patient safety.

WHAT WENT WRONG

  • Software Glitches: Critical errors in the infusion pump's software.

  • Inadequate Testing: Failure to detect issues during the quality assurance process.

  • Regulatory Non-Compliance: The product did not meet required safety standards.

SIGNALS MISSED

  • Field Reports: Initial reports of malfunctions from healthcare providers.

  • Internal Testing Warnings: Potential issues flagged during development were overlooked.

HOW COULD THEY HAVE AVOIDED THIS

  • Enhanced Testing Protocols: Implementing more rigorous testing procedures.

  • Regulatory Adherence: Ensuring compliance with all safety standards before release.

  • Proactive Issue Resolution: Addressing reported problems promptly to prevent escalation.

TEAMS INVOLVED

Product, QA, Compliance

Fractional Executives

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