consumption, the purchase and use of goods and services, design flaw, a weakness or error built into the original design of a product, durability, the ability to resist damage and continue functioning over time, expiration, the end of the usable life of a product or item, incompatibility, a situation where two components, systems, or versions cannot work, lifespan, the length of time something can live or be used, market saturation, a situation when there are too many products in a market and not enough buyers, profit margin, the difference between how much money a product costs and how much it sells for, supply and demand, the relationship between the availability of a product and the desire for it, wear and tear, the gradual damage that happens to something as it is used over time
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