As someone who dreams of someday starting a "lifestyle business", I love that it is profoundly niche.
It gives me hope that I can go out and solve a problem that is important to me, but too niche for investors to bother with, and earn some money from it.
That said, I wouldn't be surprised if this product managed to end up in the supply chain for a lot of the keyboard manufacturers, which would be a huge boost to sales volumes.
I have 6!
Pretty much so, yes. I used similar, nice!nano inspired modules (SuperMini) to build these after I purchasing for a keeb build that didn't pan out:
1. Headphone hook that automatically switches output device to headphones when you take them off.
2. Bicycle wireless shifting module to retrofit my old wired Di2 levers.
Very noob friendly and cheap to experiment with. You can even program it with Python.
For a gaming example of this, it's often cited somehow as a negative that "only" 14% of games released on Steam will earn more than $50k. The way I look at that figure is that there are now about 20,000+ games being released on Steam per year, and so that means that each year some 2,800 games will go on to earn $50k+ - that's more than 7 games a day, every single day. I'm a pretty big gamer, but don't think I could list 2,800 games in total across all systems and my entire life - yet that is how many new games go on to earn $50k+ on Steam every single year.
I am only pointing this out because I know people who would hear the first part of your comment and get their egos attached to an idea since they interpret it as 'there are billions of people, so I only need a tiny percentage, there is no bad idea, only bad execution' and lose years of their lives pursuing something where odds are stacked against them, if there were any odds in the first place. I'd urge people instead to also hear the 2nd part of your comment, and take it as 'experiment with many niche things, there are some that land and land well'.
By contrast when appealing to a large market, marketing becomes a major part of breaking through simply because word of mouth is much more difficult to get going when you're vying for a market that a million other competitors, many quite competent themselves, are also vying for. To go with the games example again, if you're trying to create a platformer - you're probably going to fail, even if you create a pretty good game. It's just a completely oversaturated market, even if that market is massive. By contrast if you're making e.g. a Starflight clone - you're probably going to succeed if it's even remotely decent. It's very niche, but consequently also very underserved market with tremendous word of mouth potential.