Hardware has a reputation for being hard for three reasons. First, it scales differently than software. It's far harder to design something you want to make a million of than something you want to make ten of. Second, it's harder to anticipate, test, and correct all the things that can go wrong on the user end. Some people will put batteries the wrong way, some will drop the device on the ground, some will connect it to some vintage equipment you have never seen in your life, etc. And third, there are just more failure modes in an unfamiliar domain - sometimes, your code will intermittently crash not because you have a software bug, but because you put the decoupling capacitor too far from the chip. Or, just as you finish your design, the chip you designed it around becomes obsolete, or impossible to find because a factory in Indonesia is on fire.
Another complication is that at least in theory, if you're selling electronics, there are actual regulations and third-party testing that needs to happen, and if you fail emissions, you might have to redo your design from scratch. Imagine we had that for software - "your JS is too big, you can't ship until you get it under 50 kB".
So, I'm happy for the author, but I think he had an outlier experience. When you look at Kickstarter stories, people repeatedly stumble over this. Manufacturing / cost difficulties, supplier issues, reliability issues, etc.
Another complication is that at least in theory, if you're selling electronics, there are actual regulations and third-party testing that needs to happen, and if you fail emissions, you might have to redo your design from scratch. Imagine we had that for software - "your JS is too big, you can't ship until you get it under 50 kB".
So, I'm happy for the author, but I think he had an outlier experience. When you look at Kickstarter stories, people repeatedly stumble over this. Manufacturing / cost difficulties, supplier issues, reliability issues, etc.