Here we’ve got another nice example of a promising technology that has to overcome several big obstacles. The user experience is far from perfect, and on this specific scenario -showrooming- it fails when what you actually want is touching something physical.
But as with many HoloLens demos, objects are coherent only at a very specific distance and angle. The very thing you want to do with the showroom model — walk up close and get a sense of its scale — chops it into pieces or makes it disappear altogether. The headset’s lenses are easy to adjust, they’re just incredibly unforgiving. I couldn’t quite find a fit that didn’t have me craning my neck to see a whole object, even if it was a Volvo logo the size of a dinner plate. Maintaining the showroom’s illusion requires unflagging concentration.
I’m affraid we still are too attached to actually feeling something in our hands or on our bodies to get a glimpse of the real sense of the product. Hololens seems nice as an expensive toy, but nothing else at the moment.
I really don’t see this escaping from the gaming and certain design scenarios.