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You are in charge of pricing for an immersive AR/VR experience type offering. How would you price it?

Asked at Google
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Before we get into solutioning, I'd like to create a framework to build on which will help me as I think through the answer:
1. Clarifying Questions
2. Goals
3. Users
4. Pricing Strategy
5. Recommendations and Strategy

Clarifying Questions:
1. What do you mean by 'experience' here? - Is it a wearable? an app? or some entertainment offering like a local business that allows customers to check out the latest in AR/VR for a fee? - Assume wearable.

2. I'm going to assume that we are looking to price this only for the US market to begin with - Is that ok? - Sounds good.

3. Is this a brand new offering or are there competitors in the space? - Assume that there are competitors with similar offerings in the marketplace.

4. What is the USP of the product that makes it different in the market compared to competition? - Assume that we are comparable.

5. What is the goal here? - Are we looking to penetrate the market or are we looking to increase the revenue? - Assume market penetration.

6. Any other constraints that I should know about? - No

Goals:
We already discussed that the key goal here is 'Market penetration' - This means, we are trying to enter the market with an offering for the first time and we are trying to take market share from competition.

Users:
There are two classes of users here:
1. Business users - local arcade owners, entertainment companies, them parks, museums etc.
2. End customers (retail) - AR/VR Enthusiasts, Tech enthusiasts, high net worth individuals who can afford these high priced offerings, gaming enthusiasts, collectors etc.

Let's keep the end customers in mind as we think through pricing options.

Pricing Strategy:
Now, before we can think of pricing strategy, let;s first review the offering. This will help us understand the way we want to price it.

- AR/VR headsets are generally expensive and afforded to a niche market set. - This is not a commodity that can be easily afforded by the masses.
- Customers are more interested in the feature offerings and are often not swayed by a few dollars difference in pricing - Unless the pricing between competitive products is significant.

Now that we understand the market, there are 2 options we can consider for pricing:
1. Cost based pricing - This is where we price the product based on covering the cost that it took to make the product.
2. Value based pricing -This is where we price the product based on the perceived value that it brings to the consumers.

Generally, for this type of niche applications, it makes sense to go with Value based pricing.

Now that we have decided this, let's think through some pricing options we have. The options here should make sense when we think about the goal of market penetration:
1. Low upfront cost with monthly subscription fees
2, Tiered pricing based on features
3. Feature driven pricing - Low upfront device cost with cost to download and use features on the product.
4. [Potentially] - To enhance our chances in the market, we can maybe think of 'leasing' - similar to cars where customers can lease the product until it covers the cost of the device
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Questions:

- What is overall positioning? In what are we better than the competitors and in which dimensions are they better than us?

- Is the product already launched?

- What is the company producing it? 

- Is it a start up or is it a mature profitable company? 

- How are users perceiving it?

- What is the goal? (gain market share, ...)

 

Approach:

There are three ways to price a product.

- Price at cost

- Price at the competitor level

- Price for perceived value

- Price with a markup

 

 

Pro and cons of each strategy

 

StrategyProCons
Price at cost- gets more market share if the competitors are perceived very close to us - difficult to increase margins in the future (but possible to make margin with for example, games or other services that are complementary)
Price at competitor level- gets more market share if the competitors are worse than us or if we are better in at least one dimension and equal in the others- disadvantageous if we are looking for a way to increase margins in the future
Price with markup- good if we have an advantage and we want to be a nieche - not good if we are looking to improve market share
Price at perceived level- advantagous if we are perceived better than competitors and we already have a good market share (e.g. iphone)

 

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Clarifying questions

  • Who is building this offering? Interviewer -  Let’s assume it is Google. 

  • Is it hardware or software or both? Interviewer - You choose

  • What is the goal of offering? Interviewer - Gain market share

  • How much better is this when compared with existing solutions in the market? Interviewer - it is comparable to existing offerings in the market - both in terms of cost and features  

 

Google’s Mission - To organize the world's information and make it universally accessible and useful.

 

Goal - Initial adoption/market share 

 

Competition: 

  • VR/AR

    • Oculus 

    • Hololens 

  • AR Glasses 

    • Facebook (with Rayban) 

    • Snapchat

    • AR Mobile Apps 

 

Strategic Options

 

Market Segment Google's Play

Market Size 

Revenue potential/willingness to pay

Priority 

B2B-Enterprise Collaboration

Though Google workspace 

XL 

H

High

B2B-Enterprise Learning 

Google doesn't have much play here 

XL 

H

High

B2C - Entertainment - Gaming 

Google Stadia - already building a cloud based gaming platform.. Extend to support AR/VR on top of this..  Build a hardware solution to support gaming

XL 

H

High

B2C - Entertainment - Video streaming (movies, shows, sports)

Google doesn't have much play here. 

M

Low 

Education - Universities/school 

Google workspace for universities/schools - explore. Google has a strong play through Workspace but revenue potential not very high so this should be low priority 

S

Low 

Build OS for VR devices

Extending Google play in the OS space - as the definition of devices evolve

Use app monetization through Play Store as a revenue stream 

M

Medium



 

Recommendation

  • Short-term: Extend Google Workspace experience through AR/VR enterprise use cases. Reasons why should Google go with this option: 

    • High priority due to huge market size and high revenue potential  

    • Google already is one of the top players in the enterprise productivity space. This offering could help build differentiation in this space and compete with Microsoft 

    • Already have existing Workspace customers that Google can co-innovate with to find the right use cases. 

  • Medium term- Invest in the B2C/gaming space - 

    • High priority due to huge market size and high revenue potential

    • Extend Google Stadia offering

  • Long term = OS for VR devices;  not directly monetizable but can see uptick in ads revenue through better targeted ads  

 

Pricing  for Offering

 

  • One-time hardware pricing - 10%-20% less than with Oculus pricing ~USD 200-300 to increase adoption/gain market share

  • Subscription: 

    • B2B/Enterprise: Increase Workspace subscription pricing by 20USD per user for enterprises which use VR

    • B2C/Gaming: Increase Stadia’s subscription pricing by 20USD per user for the users who use VR

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