Thank you for an interesting article. I can think of another explanation for the problems with Mindstorms sets - the average user experience is not actually as compelling as you'd think. Certainly there have been a number of 'expert' sites, and some excellent books on exploring the huge possibilities of the RIS. However, the average user has just spent two hundred bucks on a kit and may be disappointed to discover that (a) programming is not as easy as they thought and (b) with only a limited number of motors and sensors, getting the RIS to do something interesting requires an above average level of ingenuity. The kit is sold on it's huge versatility yet unless the user is an experienced roboticist they are likely to be limited to the small number of examples given with the kit. They are also unlikely to understand how or why the examples work. From experience with my nephews, I can say that the average teenager finds programming a relatively difficult subject to grasp - at least partly because it has very little relevance to them. That may sound contrary given the prevalence of computers in our society, but the computers and games consoles they play with today are so complex that they cannot hope to begin to understand them. Contrast that with a childhood in the 80's where every home computer gave instant access to a programming interface, and the local magazine store stocked at least half a dozen magazines devoted solely to programming. Today's teenagers are presented with computers that do everything they are likely to wish for, and a massively steep learning curve preventing them from exploring on their own. In that context, an RIS requires quite precise thinking to design logic that will work in the real world - it's both constrained in its feature set (why three inputs/outputs? why not at least four?) but still complex to understand. Worse still, debugging the behaviour of an independent physical object requires a highly abstract thought process. Whilst this isn't beyond every last teenager, it certainly requires a reasonable investment of time from most before they can hope to see results - and many will struggle. Combine software and hardware and the problem is huge. Mindstorm owners must be able to set up their PC, understand programming to some extent, understand the concept of downloading and independent program execution, build models that use a number of mechanical principles to do something effective, and manage a limited number of components to create those models. Before all this can come into play, they must have the imagination, skill and judgement to come up with a project that is suitable to the tools they have to hand. Mindstorms certainly rewards ingenuity, but sadly it demands ingenuity as well. So, my suggestion is that the average user finds they have spent as much as they would on a games console - but rather than limitless possibilities and a wide variety of pre-packaged experiences, they discover that they are very reliant on Lego to give them further instruction and that even with investment in additional kits, their experience doesn't become significantly deeper. The Mindstorm kit gets put away and having bought in at the pinnacle of the technology, they are unwilling or unlikely to buy other Lego items. Lego themselves must also be aware that with limited sensors and actuators, the variety of robots they can offer to the user is not as great as they'd like. If you examine the hobby robotics scene on the internet, you'll swiftly discover that if you discount robots that use very sophisticated hardware and/or software, you are limited to relatively simplistic behaviour. Without additional specialised components (which FischerTechnik benefits from), Mindstorms kits rarely go beyond the 'programmable buggy' model. Even then the limitations are clear - witness the failure of Mindstorms to have any noticeable presence in micromouse competitions. I feel your solution - greater education of Lego users so they can make more of the kits they are offered - would help. However, I suspect the deeper problem is that Lego have found it difficult to combine software, electronic and mechanical development into a manageable and cost effective process. (Take a look at the costs of developing a console title and apply that to the software that comes with Mindstorms). They also appear to have found it difficult to step away from the educational institute origins of the RIS to produce something that is flexible and sophisticated enough to allow open-ended play. I feel Mindstorms would have to evolve into a rather different product to fulfil it's original intention and act as the start of a new customer's Lego collection. In the current environment, I can't imagine that Lego would be willing or able to invest in such a redesign. As an aside, Lego offered me a job in Billund working for the department that was going to produce Mindstorms. At the time I wasn't sure how the product line would progress and I turned down the offer. In retrospect that appears to have been a wise choice. Kind regards, Andy Toone