Recently, at industry exhibitions and private conversations, an awkward silence has been spreading. Although the concept of "AI + toys" is extremely popular in the capital market and the PPTs at the press conferences are extremely cool, the data from the front-line sales shows a dismal picture. A question that has been repeatedly raised is: "Why is the AI toy so popular, but the ones that can actually sell are very few?"

After having in-depth discussions with dozens of practitioners, the answers were surprisingly consistent: They didn't fail to do AI, but they stopped doing it soon after. Some manufacturers took over the voice module, some tried simple conversation functions, and even some leading enterprises had already spent a fortune to access the so-called large model capabilities. But the results were surprisingly similar: The BOM cost (material list cost) increased, the supply chain became more complex, and the product manual became thicker. However, the users' purchasing enthusiasm did not ignite accordingly, and the repurchase rate was even pitifully low.
Initially, the industry habitually attributed this frustration to "the technology is not mature enough", believing that as long as we wait for the emergence of GPT-6, 7, and 8, everything would be resolved. But at the exhibition site, looking at the piles of "intelligent junk" on the exhibition stand, my judgment fundamentally reversed: The problem with AI toys is not that the technology cannot be done, but that no one can define - when should it be used.
I. Missing anchor point: All failed products cannot find the "use moment"
We can conduct a simple thought experiment. Place an AI toy in front of the user and ask a simple question: "At which specific moment of the day would you reach out to take it?"
Is it in the early morning when waking up? On the way to work? During breaks at work? Or at the moment of turning off the lights before bedtime? Or when the child comes home from school, throws down their books, and that moment? Or when the adult is alone facing dinner and feels no one to talk to?
If even the product manager themselves cannot answer this question clearly, then this product is doomed from the start. Because a product without a "use moment" is like a key without a lock hole, no matter how precise the teeth are, there is no reason to insert and turn it.
Nowadays, the common problem with many AI toys is that they "can do many things" - recite Tang poems, do arithmetic, tell jokes, control smart home devices. But in the users' daily lives, there is no single thing that "must and can only be completed by this toy". This all-purpose pseudo-demand ultimately leads to the result that: Users buy it to play for two days, find it fresh, and then let it lie in the corner to rot.
II. Misaligned logic: Technology accumulation vs. user excuses
There is an extremely fatal gap in the current industry - the mismatch between technology supply and user demand.
The logic of technology companies is linear and arrogant: "I can have a conversation", "I can remember", "I can recognize emotions", "I can even chat like a human". They default to a premise: The stronger the ability, the more the product will be established. It seems as if as long as the parameter table is filled with functions, users will naturally flock to it.
But the user's logic is completely different. When facing a new thing, the first thought that flashes in their mind is always: "Why do I need to use you at this time?" Or more straightforwardly, "What use do you have for me?"
This misalignment has led to an absurd situation: The product's function list is getting longer, but the opening frequency is getting lower. Because users always cannot find a clear, non-rejectable reason to use it. Just like a nanny with a doctoral degree, if she cannot solve your specific problem (such as soothing a child to sleep) at a specific moment, then her ability is redundant noise.
III. Manufacturing end's confusion: "AI anxiety" at Chenghai Factory
This confusion is not limited to internet companies; it has also spread down to the very bottom of the industrial chain - the toy manufacturers in Changlei, Guangdong.
As the heart of China's toy manufacturing industry, the bosses in Changlei are extremely sensitive, but they have also fallen into deep confusion. Their approach is usually reactive: "When others add voice, I add it too"; "When others can have conversations, I take a module"; "When I see the word 'AI' being very popular at the investment promotion meeting, I must print it on my packaging".
This is a defensive "arms race". But when you pull them aside and ask a painful question: "Mr. Wang, after adding AI to this toy, when will users use it?" Most people will be stunned and then stammeringly answer: "Well... it's just for fun, it's high-tech."
So, the market is filled with such "patchwork" products: They can talk, interact, and even "look very intelligent". But after users buy them, due to the lack of clear scene guidance, they are quickly classified as "electronic garbage". Not because the product is poorly made, but because it simply doesn't fit into the already crowded life rhythm of users.
IV. Broken Structure: Vacuum of Capability, Hardware and Scenarios
If we break down the entire AI toy industry, we will see a clear "sandwich structure":
The upper layer is the hot AI capabilities (large models, voice recognition, emotional computing);
The lower layer is the extremely mature hardware and supply chain (molding, assembly, logistics);
The middle layer is the usage scenarios - this layer is almost blank.
The current situation is that the upper layer is very hot, and capital is burning; the lower layer is very mature, and production capacity is waiting. But the connection layer in the middle is missing. This leads to a cruel result: No matter how powerful the AI capabilities are, they cannot be transformed into real user value. Just like how strong the current is, if there is no electrical appliance (scene) to receive it, it is just a dangerous lightning instead of a light that illuminates life.
V. Historical Reflection: All great toys occupied a moment
If we look back and review those toys that have crossed cycles and truly succeeded, we will find that they all precisely occupied a "usage moment":
Cuddly toys: occupied the "bedtime" and "safety" moments. It was the last hug for children before they went to sleep.
Game consoles: occupied the "boredom" and "entertainment time". It was a refuge for commuting or weekend relaxation.
Card games (such as Ultraman cards): occupied the "social" moments. It was the currency and social currency for boys on the playground.
Blind boxes: occupied the "instant reward" moments. It used dopamine stimulation to fill the small gaps in the mundane life.
They succeeded not because they had the strongest functions, but because in a specific moment, you would naturally think of it. But now, AI toys, like a homeless ghost, float in users' lives, unable to find a "must-have" moment that "cannot do without it".
VI. Breakthrough Solution: AI Should Not Become Stronger, But Should "Fit into" an Instant
Following this logic, we will reach an counterintuitive conclusion: The breakthrough point of AI toys is not to become more intelligent, more like humans, or more complex than humans.
On the contrary, it lies in "de-intellectualization" - making oneself extremely focused, concentrating on fitting into a tiny moment in users' lives.
The future winners will definitely be those who find "where AI is not applicable" scenarios. For example:
"Goodnight ritual" scenario: When children go to bed, they need a companion who won't get impatient, can tell stories infinitely, and can adjust the speaking speed according to the child's breathing.
"Emotional emergency rescue" scenario: Adults on the subway, after work, or after being scolded by the boss, need a place that is absolutely safe, won't judge, and can respond to emotions immediately.
"Low-stress interaction" scenario: Users do not want intense real-person social interaction, but they cannot tolerate absolute loneliness. At this point, an AI toy that can crack jokes and make light-hearted comments is the perfect buffer zone.
The common point of these scenarios is: Users do not need an "all-powerful god", but rather a "companion who understands me". They do not need solutions to problems, but rather the feeling of being seen and responded to.
VII. Conclusion: The War for Time
The future competition will not occur between model parameters or between who has a more natural voice. The real war takes place in "who defines that moment first".
Once a brand defines the "before-bedtime moment" first and makes users form a conditioned reflex - touching this toy before turning off the lights, then no matter how much other competitors invest, it will be of no avail. Because once this "moment" is occupied, the product gains usage frequency, and users will develop a muscle-memory-like dependence, and commercial repeat purchases and scale will truly arrive.
In the noisy crowd at the exhibition, I suddenly realized: We spent too much time discussing what AI toys can do, which is like studying how many nuts a hammer can crush. But the real question to ask is: In the long and trivial life of users, when should this hammer be picked up conveniently?
What determines the life of a product is not how sharp it is, but whether it has a coordinate on the user's life map and whether it has its own position.
