Chinese authorities revealed over the weekend that they have the capability of retrieving deleted messages from the almost universally used WeChat app. The admission doesn’t come as a surprise to many, but it’s rare for this type of questionable data collection tactic to be acknowledged publicly.
As noted by the South China Morning Post, an anti-corruption commission in Hefei province posted Saturday to social media that it has “retrieved a series of deleted WeChat conversations from a subject” as part of an investigation.
The post was deleted Sunday, but not before many had seen it and understood the ramifications. Tencent, which operates the WeChat service used by nearly a billion people (including myself), explained in a statement that “WeChat does not store any chat histories — they are only stored on users’ phones and computers.”
The technical details of this storage were not disclosed, but it seems clear from the commission’s post that they are accessible in some way to interested authorities, as many have suspected for years. The app does, of course, comply with other government requirements, such as censoring certain topics.
There are still plenty of questions, the answers to which would help explain user vulnerability: Are messages effectively encrypted at rest? Does retrieval require the user’s password and login, or can it be forced with a “master key” or backdoor? Can users permanently and totally delete messages on the WeChat platform at all?
Fears over Chinese government access to data held or handled by Chinese companies has led to a global backlash against those companies, including some countries (including the U.S.) banning Chinese-made devices and services from sensitive applications or official use altogether.
The merger will be an all-stock transaction, and will now be subject to regulatory approval. That latter part is going to be its biggest challenge, because it will not only tie up the No. 3 and No. 4 carriers into the U.S. into a single unit, but also that international organizations hold significant stakes in both companies. SoftBank controls a majority of Sprint while Deutsche Telekom controls a significant chunk of T-Mobile. Following the administration’s intervention in the Broadcom-Qualcomm takeover attempt, it isn’t clear what will actually go through in terms of major mergers these days.
Bloomberg is reporting that Deutsche Telekom will have 42% ownership of the combined company, while SoftBank will own around 27% of the company.
As expected, the argument here is for the expansion of 5G networks as plans for that start to ramp up. T-Mobile argues in its announcement that it will help it be competitive with AT&T and Verizon as telecom companies start to roll out a next-generation 5G network, though it does in the end remove a carrier choice for end consumers in the U.S..
“The New T-Mobile will have the network capacity to rapidly create a nationwide 5G network with the breadth and depth needed to enable U.S. firms and entrepreneurs to continue to lead the world in the coming 5G era, as U.S. companies did in 4G,” T-Mobile said in a statement as part of the announcement. “The new company will be able to light up a broad and deep 5G network faster than either company could separately. T-Mobile deployed nationwide LTE twice as fast as Verizon and three times faster than AT&T, and the combined company is positioned to do the same in 5G with deep spectrum assets and network capacity.”
Both companies appeared to be finalizing the deal on Friday, when they set valuation terms and were preparing to announce the merger today. The deal values Sprint at an enterprise value of around $59 billion, with the combined company having an enterprise value of $146 billion. AT&T has a market cap of around $214 billion, while Verizon has a market cap of around $213 billion, as of Sunday.
I’m excited to announce that @TMobile & @Sprint
have reached an agreement to come together to form a new company – a larger, stronger competitor that will be a force for positive change for all US consumers and businesses! Watch this & click through for details.
The transaction, the companies said, is of course subject to regulatory approval. But, pending approval, it is expected to close “no later than the first half of 2019.”
Disclosure: Verizon is the parent company of Oath, which owns TechCrunch.
I want to live in the Gemini’s universe. It’s one where the promise of on-demand hardware has been fulfilled. Where crowfunding, rapid prototyping, scalable manufacturing all of those good things have improved our lives by giving us the devices we both want and need. It’s the utopian dream of 2011, fully realized.
In the Gemini universe, the PDA never went away. It simply adapted. All of those irritated anti-touch typers had nothing to complain about. Sure, the iPhone still moved a billion units, because Apple, but the physical keyboard simply evolved alongside it, because tech should adapt to people and not the other way around.
Of course, the realities of technological Darwinism are much darker, and every half decade or so, there’s an extinction-level event, and Apple’s smartphone hit the earth like football field-sized asteroid covered in the bubonic plague. Over the past 10 years, many have and tried and all have failed to address the shrinking, but vocal niche of consumers bemoaning the death of the physical keyboard.
Many of us, myself included, fell in love with the Gemini at first sight when we spotted it across the room at CES. It wasn’t the hardware or the execution, so much as the idea. And, of course, we weren’t alone. When an astonishing 6,200 people came together to pledge $2.2 million on Indiegogo to help bring it to life, it was clear London-based Planet Computers had struck a chord.
And with both Nokia and BlackBerry having waged comebacks of sorts (albeit through licensing deals), it seems the iPhone’s 10th anniversary has been the perfect time to revel in a bit of mobile nostalgia. People have gone utterly gaga over the 3310 — clearly there must also be space in amongst this smartphone fatigue where a PDA can positively flourish.
In one sense, it almost didn’t matter what the final hardware looked like, this felt like a kind of bellwether. But in a larger and more important sense, of course it did. When it comes to consumer electronics, people don’t buy ideas, they by hardware. And in the cold, harsh light of day, the Gemini is a far more exciting concept that it is an actual product.
The product is a return of sorts for the Psion 5, with some of that clamshell’s designs back on board. And indeed, the device takes more than a few design cues from that 20-plus-year-old piece of hardware. The build itself is a bit of a mixed bag, here. It’s solid, but the clamshell ensures that it’s big and bulky, compared to standard smartphones with similarly sized screens (5.9-inch).
It’s not much to look at from the outside, with a plain metal casing, through there are some innovative touches here, including a break in the top that can be plied open to access the device’s innards, using compatible tools. The lid flips open, with a nice, satisfying motion, but screen’s hinge feels loose, moving each time you interact with the touchscreen. It would have also been nice to have the display open at different angles, but there are only two positions here: opened and closed.
As for typing, well, if you’re among the vast majority of mobile users have made the leap to touchscreen typing, you’re going to have to unlearn those skills. My own typing on the keyboard is nowhere close to what I’m able to achieve on a touchscreen these days. For a few fleeting moments, I entertained the idea of writing this review on the thing, but almost immediately backed down, when I found it difficult to type even a sentence right the first time.
The device’s size makes for an extremely cramped keyboard, in which many of the keys have to do double duty. But the width and girth of the device itself means there aren’t too many scenarios in which using the keyboard make a whole lot of sense. Attempting to type while holding it feels like an almost acrobatic feat. Really, a flat surface, like a desk, is your best bet, at which point you’re left wondering why you didn’t simply shell out the money for a real laptop. The ability to dual-boot Linux and the inclusion of a healthy 64GB of storage are interesting cases for the product as more of a small computer than a massive phone, that, of course, is ultimately hampered by the small display with smartphone dimensions.
That gets at what is perhaps a larger issue here. It’s unclear which problems the device is looking to solve in a world of ubiquitous slate phones and low-cost laptops and tablets. There aren’t ultimately all that many scenarios in which the throwback makes more sense than the hundreds of other available options, so it’s hard to recommend this as either a primary phone or laptop in 2018.
Perhaps many of its issues can be chalked up to first-generation hardware issues. There’s a lot to be said for the mere fact that the company was able to deliver a product in the first place. The Gemini certainly works as a compelling niche device, and it would be great to see Planet explore this idea further.
Anything that frees us from the oppression of nearly identical handsets is a victory in and of itself. As I said earlier, I want to live a world where devices like the Gemini can peacefully coexist with more mainstream devices. I just won’t be using it as my phone any time soon.
The maker of Shadowverse and Granblue Fantasy is teaming up with Nintendo for a new mobile RPG. Called Dragalia Lost, the Japanese-style action RPG will be a free-to-play game though likely loaded with Loot Box-style mechanics that will result in a financial windfall for Nintendo and developer Cygames.
The trailer doesn’t reveal many details about the game’s story. I assume from the title that someone called Dragalia is lost and a team of unlikely heros will have to fight monsters along their journey to find this Dragalia. I guess.
Nintendo turned to Cygames to make this new title instead of retooling Zelda or Xenoblade for the mobile screen. The game reportedly use Cygame’s system that randomly unlocks characters and upgrades. It’s like loot boxes but not called loot boxes. This is how the game will make money as players are encouraged to pay to buy more unlocks.
As part of the deal, Nintendo is acquiring 5-percent of Cygrames. Nintendo also has a stake in mobile phone platform maker DeNA, which also holds 25-percent of Cygrames showing how Nintendo is slowing spreading throughout the mobile game world.
The excitement around 5G is palpable at the Brooklyn 5G Summit this week, and for good reason. Once the province of academic engineers, there is increasingly a consensus emerging among technology leaders that millimeter-wave technology is ready for prime time.
Yet, there remain large barriers to a successful rollout, particularly at the local government level. Those challenges could prevent the U.S. from aggressively competing with other nations like China, who are investing massive resources to lead this next generation of wireless technology.
That was 45 years ago though. This month, New York learned that it had been selected as one of two initial sites for a 5G testbed by the Platforms for Advanced Wireless Research program, which is managed by the National Science Foundation in concert with a consortium of wireless companies.
Through a program called COSMOS, researchers will deploy a total of 249 large, medium, and mostly small cell nodes to West Harlem (including Columbia University’s Morningside Heights main campus) in order to investigate the performance of 5G in an urban setting. New York was awarded an initial grant of $3.6 million to execute the initiative.
This sort of testbed model is quite progressive in the wireless industry. While the notion of a minimum viable product and constant test feedback is a hallmark of software startups, that mentality has not been translated well into the wireless world. The hope for this testbed is that as new equipment is invented in the coming years, the West Harlem network can be continuously upgraded, serving as a model for potential deployments onto operators’ networks across the country.
It’s also critical because the network architecture of wireless is expected to change drastically in the years ahead. More computing will be done at the “edge” in order to reduce network latency and power the internet of things. In order to handle that traffic, new machine learning algorithms are going to have to be deployed that can actively manage traffic and ensure that applications have reliable performance. A realistic testbed provides key training data and analytics that can improve those algorithms and ultimately deliver better services to customers.
The good news is that the U.S. has conceived and launched this test program. The bad news is that we may still be too slow to win the competition for this generation of wireless tech.
In order to provide reliable cell service, operators need to deploy cell sites near consumers. While they don’t need direct line of sight for the spectrum used in 4G, buildings and other objects can interfere with signals, making it critical to have a dense mesh of sites in urban environments.
In the 4G world, that was somewhat manageable, since the network architecture was built with large cell sites as the core of the network. With 5G though, technologists are pushing for greater decentralization through deployment of microcells that would be closer to street-level, improving quality of service while lowering power requirements. The fear is that if permits continue to take so long for every new site, the burden of that process could kill 5G in the United States.
One attendee of the Summit this morning joked that “It takes eighteen months to review a permit, and one hour to install” a small cell. Others noted that it takes just a few short weeks to deploy cell sites in South Korea and China, one reason those countries are in many ways leading the race for 5G.
As with any summit, there were buzzwords galore, but the reality is that the U.S. has an incredible opportunity to win this critical space. But we will need to fight in jurisdictions across the country if we ever want to see this technology actually arrive in our hands.
As Dropbox looks to woo larger and larger businesses with its strategy of building simpler collaboration tools than what’s on the market, it’s making some moves in its online document tool Paper to further reduce that friction today.
Dropbox said it was rolling out a new tool for Dropbox Paper that allows users to get a paper document up and running through a set of templates. It may seem like something that would be table stakes for a company looking to create an online document tool like Google Docs, but figuring out what Paper’s core use cases look like can take a lot of thinking and user research before finally pulling the trigger. Dropbox at its heart hopes to have a consumer feel for its products, so preserving that as it looks to build more robust tools presents a bigger challenge for the freshly-public company.
The templates tool behaves pretty much like other tools out there: you open Dropbox Paper, and you’ll get the option to create a document from a number of templates. Some common use cases for Dropbox Paper include continuous product development timelines and design specs, but it seems the company hopes to broaden that by continuing to integrate new features like document previews. Dropbox Paper started off as a blank slate, but given the number of options out there, it has to figure out a way to differentiate itself eventually.
The company said it’s also rolling out a number of other small features. That includes a way to pin documents, launch presentations, format text and insert docs and stickers. There’s also a new meeting widget and increased formatting options in the comments section in Paper. Finally, it’s adding a number of small quality-of-life updates like viewing recent Paper docs by alphabetical order and the ability to unsubscribe to comment notifications and archive docs on iOS, as well as aggregating to-do lists across docs.
Dropbox went public earlier this year to dramatic success, immediately getting that desired “pop” and more or less holding it throughout the past month or so as one of the first blockbuster IPOs of 2018. There have been a wave that have followed since, including DocuSign, and it’s one of a batch of several enterprise companies looking to get out the door now that it appears the window is open for investor demand for fresh IPOs.
Paper, to that end, appears to be a key piece of the puzzle for Dropbox. The company has always sought to be a company centered around simple collaboration tools, coming from its roots as a consumer company to start. It’s an approach that has served it — and others, like Slack — well as the company looks to expand more and more into larger enterprises. While it’s been able to snap up users thanks to its simpler approach, those enterprise deals are always more lucrative and serve as a stronger business line for Dropbox.
Dropbox will have to continue to not only differentiate itself from Google Docs and other tools, but also an emerging class of startups that’s looking to figure out ways to snap up some of the core use cases of online document tools. Slite, for example, hopes to capture the internal wiki and note-taking portion of an online doc system like Google Docs. That startup raised $4.4 million earlier this month. There’s also Coda, a startup that’s looking to rethink what a document looks altogether, which raised $60 million. Templates are one way of reducing that friction and keeping it feeling like a simple document tool and hopefully getting larger businesses excited about its products.
Samsung’s latest earnings report is a succinct lesson in hoping for the best and preparing for the worst. The actual news here is pretty positive, as the company reports a record operating profit, courtesy of high demand for its components and flagship handsets.
But a statement tied to the news mentions “slow demand” no fewer than seven times, as the company looks to temper investor expectations, Those warnings largely revolve around the company’s display panel offerings and a perceived stagnations in the mobile sector in general.
“For the second quarter,” the company writes in a statement, “Samsung expects the Memory Business to maintain its strong performance, but generating overall earnings growth across the company will be a challenge due to weakness in the Display Panel segment and a decline in profitability in the Mobile Business amid rising competition in the high-end segment.”
The slow down, it seems, has already had an impact on the display side, though Samsung’s weathered much worse than this already. Keep in mind how the whole Note 7 debacle didn’t make a dent on the company’s profitability. Samsung is the consumer electronics poster child from the importance of product diversity.
There’s some Apple shade implied here as well. After all, Samsung provides the OLED panel for its chief competitor’s ultra premium handset, leaving Wall Street to infer that less than stellar iPhone X sales was a contributor here. Samsung’s forecast also includes warnings around slowed demand for its own handsets in the next quarter.
“In the Mobile Business,” Samsung writes, “profitability is expected to decline QoQ due to stagnant sales of flagship models amid weak demand and an increase in marketing expenses.” That’s due, at least in part, to a natural cycle as the initial hype dies down — though there also appears to be a larger global smartphone slow down at play here as well. But the company says it believes that will be buoyed in part by increased summer demand for TVs and air conditioners.People might not be buying as many new smartphones in the future, but hey, climate change will make sure we always need ACs.
Photos, not just video. No yellow ring alerting people to the camera. Underwater-capable. Classier colors with lighter lenses. Prescription options. Faster syncing. And a much slimmer frame and charging case. Snapchat fixed the biggest pain points of its Spectacles camera sunglasses with V2, which launch today for $150. The company only sold 220,000 pairs of V1, with their limited functionality, tricky exports, and goofy hues. But V2 is stylish, convenient, and useful enough to keep handy. They’re not revolutionary. They’re a wearable camera for everybody.
You can check out our snazzy hands-on demo video below:
The new Spectacles go on sale today in the US, Canada, UK, and France, then in 13 more European countries on May 3rd. The $150 V2s are $20 more than the old version and only available on Snap’s app and site — no Amazon, pop-up stores or vending SnapBots. And V1 owners will get a firmware update that lets them take photos.
After two days of use, I think Spectacles V2 cross the threshold from clumsy novelty to creative tool accessible to the mainstream. And amidst user growth struggles, that’s what Snap needs right now.
V1 Was To Get People Comfortable
What Snap doesn’t need is a privacy scandal, and that risk is the tradeoff it’s making with its more discrete Spectacles design. They still display a little circle of white lights while recording, but with the permanent yellow ring on the corner removed, you might not notice there’s a camera lens there. That could make people a little nervous and creeped out.
But the company’s VP of hardware Mark Randall tells me he thinks the true purpose of V1 was to get people comfortable wearing and being recorded by a face computer. It certainly wasn’t a consumer success, with less than half of owners using them after the first month. He said he feels pretty good about shipping 220,000 pairs. Yet Snapchat was roundly mocked for taking a $40 million write-off after making hundreds of thousands too many. Randall attributes that to having fragmented sales channels, which Snap is fixing by only selling V2 itself so it can better predict demand.
Snap did learn that users wanted to take photos, get them in less flashy coral colors, bring Spectacles to the beach, pair them quicker with better resolution exports, and hear less wind noise when moving. And most importantly, they wanted something they didn’t feel weird wearing. So Randall’s team essentially scrapped the yellow warning ring, style, architecture, chipset, and electronics to build a better V2 from the ground up. The result rises high above its predecessor.
Snapchat isn’t making a spectacle out of the Spectacles V2 launch. There’s no hidden vending machines with cryptic clues leading to long lines. They’re openly for sale today in Snap’s four top markets, with IE, BE, NL, SE, NO, DK, FI, DE, AT, CH, PL, ES, and IT coming next week. This might make sure everyone who wants them can have them before they inevitably stop being trendy and will have to rely on their true value.
As soon as you slide them out of their tennis ball tube package, you’ll notice a higher build quality in Spectacles V2. The yellow case is about 1/3 smaller, so you could squeeze it in some pants pockets or easily throw it in a jacket or purse. The old version basically required a backpack. The charging port has also been moved to the side so it doesn’t fall out so easily. Even with the better hardware, Spectacles are supposed to have enough battery and memory to record and transfer 70 videos over a week on a normal charge, plus carry four extra charges in the case.
The Spectacles themselves feel sleeker and less like chunky plastic. They come in onyx black, ruby red, and sapphire blue and you can choose between a more mirrored or natural lens color too. Users in the US can order them with prescription lenses through Lensabl. Those colors are a lot more mature than the childish coral pink and teal of V1. More transparent lenses make them easier to use in lower light, so you won’t be restricted to just the sunniest days, though they’re still UVA and UVB rated. I could even get by inside to some degree, whereas I was bumping into things indoors with V1.
The box holding the hardware on the hinges is now much smaller, making them lighter and shallower overall. An extra microphone helps Spectacles reduce wind noise and balance out conversations so the wearer doesn’t sound way louder.
It’s easy to long-press for a photo or tap for 10-second video, with extra taps extending the clip up to 30 seconds. Either fires up the light ring to let people know you’re recording, but this is much more subtle than the permanent yellow ring that was there as well on V1. You can only add stickers and drawings after you shoot and export your Spectacles Snaps, so that means there’s no adding augmented reality face filters or dancing hot dogs to what you see first-person.
Syncing goes much faster with Spectacles V2
Snap Inc actually reduced the field of vision for Spectacles from 115 to 105 degrees to cut off some of the fish-eye warping that happened to the edges of clips shot on V1. Videos now record in 1216 x 1216 pixels, while photos are 1642 x 1642. What’s fun is that Spectacles can record under water. Randall doesn’t recommend diving to 200 feet with them, but jumping in the pool or getting caught in the rain will be no problem. In fact it can make for some pretty trippy visuals. Cheddar’s Alex Heath nailed most of these features in a scoop about V2 last month.
Syncing to your phone now just requires Bluetooth and a seven-second press of the shutter button, rather than a shoddy QR code scan. Exports always happens in HD over Specs’ internal Wi-Fi now, and transfers go four times quicker than the old process that required you to sync standard definition (low quality) versions of videos first, then pick your favorites, then download them in HD. Randall says that led lots of people to accidentally or impatiently settle for SD content, which made Spectacles’ capture resolution seem much lower than its potential.
Unfortuantely, Snapchat is what’s holding Spectacles back. You can only sync your Spectacles to Snapchat Memories first before exporting videos individually or as one big Story to your camera roll. That makes it a pain to share them elsewhere. If Snap wants to be a hardware giant, it can’t just build accompaniments to its own app. It needs to catch the attention of all kinds of photographers, not just who already love Snapchat. I do wish they could share directly to Instagram, and barring that is a weighty strategy choice.
What really matters, though, is the how the incremental improvements all add up to something much more livable.
Keeping Snapchat Spectacular
Snapchat may have finally found a way to make Spectacles carryable and wearable enough that people use them as their default sunglasses. That could lead to way more content being produced from Spectacles, which in turn could make Snapchat more interesting at a time when it’s desperate to differentiate from Instagram with something tough to copy.
Randall says Snap is just starting to reach out to professional creators, who could prove to people how fun Spectacles could be. Snap neglected them last time around and ended up with few pieces of flagship Spectacles content. This time, though, Snap will focus on showing off what Spectacles can shoot rather than just how they look on your face. It’s even going to run its own in-app ads promoting Spectacles that will let you swipe up to buy them instantly.
Snap Inc calls itself a camera company, but beyond software, that wasn’t really true until now. It could be a half-decade before we have AR goggles for the masses, and Snap can’t wait around for that. V2 is a solid step forward, and Randall says Snap is committed to a long road of hardware releases.
Getting tons of its cash-strapped teens to buy the gadget may prove difficult again, but I at least expect V2s won’t end up dying alone in a drawer as often. These glasses aren’t going to turn around Snapchat’s business, which lost $443 million last quarter. And they probably won’t win over any Instagram loyalists. But Spectacles V2 could rekindle the interest of lapsed users while producing unique points of view to entertain those who never left. And if they don’t sell well, Snap at least is working the kinks out of its hardware iteration process that could pave the way for a killer product in the future.
The startup was always about communicating visually, and what better way then to lend someone your perspective of the world. Snap may have broken the Google Glass curse.
Analysts have long-warned of a growth crunch in China’s smartphone space, and it’s looking like that’s very much the case right now.
China’s smartphone growth has been the feel-good story for domestic OEMs who have clocked impressive figures as the billion-plus population has rushed online via mobile devices. However, the market reached saturation point in 2017 — when sales stopped growing for the first time — and the first quarter of this year is already showing savage results.
In a report released today, Canalys claimed that shipments across the industry fell by 21 percent year-on-year in Q1.
The total number of mobile devices shipped in China dropped below the 100 million market in a quarter for the first time since late 2013, the firm added.
“Eight of the top 10 smartphone vendors were hit by annual declines, with Gionee, Meizu and Samsung shrinking to less than half of their respective Q1 2017 numbers,” the report read.
Ouch.
Of the field, only Xiaomi — the firm tipped for an IPO at a $100 billion valuation — was able to post positive momentum as its numbers grew by 37 percent to reach 12 million. That was enough to see it overtake Apple into fourth place, but Xiaomi numbers are still heavily reliant on its $150 Redmi range, which isn’t as lucrative as its higher-end products.
Huawei, Oppo and Vivo led the market. Somewhat incredibly, those three firms plus Xiaomi now account for a very dominant 73 percent of all shipments, which Canalys believes is bad for consumers and smartphone aficionados in China.
“The level of competition has forced every vendor to imitate the others’ product portfolios and go-to-market strategies,” analyst Mo Jia said in a statement. “While Huawei, Oppo, Vivo and Xiaomi must contend with a shrinking Chinese market, they can take comfort from the fact that it will continue to consolidate, and that their size will help them last longer than other smaller players.”
There might be a bright spark coming soon. Canalys anticipates growth in the second quarter as Oppo, Vivo and Huawei trot out new flagship devices. But China’s once-booming industry is now having to contend with the same issue as the U.S.: consumers don’t upgrade their phone as frequently as carriers would like.
Dolo is the kindness of strangers as an app. Where’s the prettiest place in the park? What’s the best thing on the menu? How do I skip the line? Dolo lets you leave helpful suggestions for anyone nearby. The new social app launches out of beta today to augment the world with serendipitous tips from strangers. Built by two ex-Apple employees and backed with pre-seed funding from Floodgate, Dolo could reveal the secrets and potential friends hidden in the ether around us.
Like any new social app, Dolo will have a steep uphill climb to user growth. There are also apps like Foursquare, guide books like Lonely Planet, and social networks like Facebook and its Recommendations feature to compete with. But they’re often bloated, outdated, or unfocused. Dolo hopes to build a new community around turning the whole world into a bulletin board.
“If you take the construct of a cocktail party or a neighborhood bar, people feel more naturally ‘allowed’ to just mingle, eavesdrop, start a conversation, or even meet someone new” says Dolo co-founder and CEO Raja Haddad. “In larger spaces (a park, a neighborhood, a city), there are no vehicles today that allow such frictionless, comfortable, fun socializing.” That means a local expert’s knowledge ends up trapped while tourists and first-timers wander aimlessly.
Haddad and co-founder Benjamin Vigier met when they joined Apple in 2010 and worked on its Apple Store App before Haddad move on to Apple Watch marketing and Vigier helped develop Apple Pay. They later met Andy Mai at Coachella, who grew the Men’s Fashion Advice subreddit to over a million users. Together they set out “to enable serendipitous ways for people to socialize with other people around them, regardless of their pre-existing social bubbles.”
Dolo’s iOS and Android apps are now open everywhere, but it’s currently focusing on the San Francisco Bay Area where it centered its 4000 user beta. The app start with a feed of the closest tips that automatically re-sort as you move around. Anyone can post that “I need some info or a favor”, “folks need to know this!”, “I’m proposing an event”, or “just chatter and banter”. For example, my first contribution was that you can skip the line at famously overpopulated ice cream shop Bi-Rite Creamery by walking down the block to its soft-serve froyo window near SF’s Dolores Park.
That popular hipster picnic spot is actually where Dolo gets its name. And no, it’s not the same as the now defunct “bespoke app” called Dolo from 2013 that just helped you locate your friends in that park.
I was impressed by Dolo’s approach to safety and moderation that other anonymous and hyper-local apps like Yik Yak and Secret neglected until bullying led to their demise. You can use your real name or a pseudonym on Dolo, and choose a pixelated filter or mask sticker to obscure your face from the public. But then if you connect as friends with someone on the app, “the masks come off” Haddad says, and your profile’s bio is revealed. Meanwhile, users are empowered to moderate comments on their own posts by getting alerted to flags that Dolo reviews too. And all photos get reviewed by a crowdsourced moderation service.
Dolo smartly plans to “focus on achieving density vs. going directly for top-line scale” Haddad explains. That mirrors Facebook’s growth strategy that tried to get lots of users at specific colleges or locations so they don’t enter a ghost town, rather than immediately striving for global scale. It’s already raised $680,000 in a pre-seed round a year ago, but will try to raise a seed round early this summer. It hopes to put that cash into product development, and marketing activations at colleges and public places in the fall.
Advertisers might be keen to reach potential customers when they’re super close-by and looking for local information. But that will require plenty of users as well as a tough-to-scale local ads sales team. Haddad admits “It’s obviously very challenging to get a social platform off the ground, particularly one that relies on location and density.”
NextDoor has at least proven that people are interested in local info, given it’s active in 160,000 neighborhoods. The question is if an app designed to alert you to what’s around you anywhere, rather than just close to home, will have the same legs. Dolo will also have to outlast specialized apps like Wildfire for celebrity sightings and safety alerts, Citizen for crime mapping, and Hive Social for interest-based communities.
It’s somewhat depressing, but an app like Facebook that already has ubiquity, frequent use, and local ad relationships might be better equipped to build this product than a startup. Dolo will have to figure out how to make adding and observing tips a constant enough behavior that users don’t forget about it.
But at least Dolo isn’t burdened by a hundred other features crowding out the local recommendations for attention, nor is it constrained by relying on your existing friend graph. A dedicated app for the insights of passersby holds the promise of not only illuminating what’s around us, but also mending our polarized society.
Gfycat is already a pretty popular host for lots of content like short clips from shows and movies, but there’s also a pretty substantial store of content centered around gaming — which is why the company is starting to put some extra focus on it.
Gfycat, which is centered around creator tools to make those short-form video clips and GIFs, said it’s going to create an interface specifically designed for gamers. Called “Gfycat for gaming,” the startup hopes to ride both the wave of ever-omnipresent GIFs getting shared around the internet and popular, highly shareable game titles like PlayerUnknown’s Battlegrounds and Rocket League. GIFs serve as a pretty good vehicle for delivering highlight reel clips for those games, which is why it’s going to be putting some extra focus on that audience. Gaming is one of the most popular verticals on Gfycat, CEO Richard Rabbat said.
“As we were looking at different verticals, gaming is such a strong vertical, and we wanted gamers to get an experience that just really speaks to what they’re looking for,” he said. “We wanted to just focus on that as opposed to content that was much more mixed. You see a lot of teams or players that will play for hours, but that exciting moment was like 10 seconds or 20 seconds. They want to capture them and keep them, to chat about them, and share them.”
While the platforms are certainly a big component of this, creator tools for getting that content onto the Internet is also a pretty big segment. That’s what Gfycat focuses on, and the company says it has 180 million monthly active users, which is up from 130 million monthly active users in October last year. The service has more than 500 million page views every month, Rabbat said.
There are two changes that are coming with this update: first, there will be a direct home for gaming highlights on Gfycat, where users can follow creators in that area; second, the time limit for Gfycat clips is growing to around 60 seconds instead of just 15, which is a soft change the company made in the past few months. Both are geared toward making content more shareable in order to grab those highlights, which might not just fall into 15 second buckets. Down the line, the company will start working on subscribing to specific channel.
“A lot of gaming moments are created in 10 or 15 seconds,” Rabbat said. “Some of the gamers have been asking us for a longer period. We moved from 15 seconds to 60 seconds so people can share exciting experiences that take a little more time. GIFs are not only just a moment but also it’s a bit of storytelling. We wanted people to have the ability to do that storytelling.”
GIFs are already a big market, and there has even been some activity from the major players looking to dive further into that type of content. Earlier this month, Google acquired Tenor, a GIF platform that has its own keyboard and integrates with a variety of messenger services — even ones like LinkedIn. That a tool like Tenor or Giphy has grown to encompass all those messaging tools is just a further example of how much of an opportunity platforms centered around GIFs have.
The short-form video clips, as Gfycat likes to label them, are a good form factor for compressing a lot of information into a unit of content that’s easy to share among friends or an audience on the Internet. Rather than just sending a text message, a GIF can convey some element of emotion alongside just the typical information or response some user is trying to achieve. That’s led to a big boom for those companies, with Tenor hitting 12 billion GIF searches every month as an example.
Snapchat wants to let you play its augmented reality Lenses, not just play dress-up. Today it launched Snappables — AR games that use your touch, motion, and facial expressions to compete for high scores or in literal head-to-head multiplayer matchups. Snappables live alongside Snapchat’s other Lenses and are rolling out globally this week. New games will be released each week while favorites will stick around.
These are Snapchat’s first collaborative or shared Lenses that let you interact with another friend on their own phone, which could open up new opportunities for the app in the future. Some of the first Snappables previewed by Snapchat include an Asteroids-style space shooter, a bubble gum popping contest, a weight lifting one you play by straining your forehead, a kiss-blowing game, an egg catching competition, and a dance party.
The Killer Features blog first spotted Snappables in Snapchat’s code, though originally thought it was a collaborative Snap creation option. Snapchat acquired game engine PlayCanvas last month but it’s unclear if that contributed to the Snappables experience. The games look similar to Tribe’s multiplayer selfie video chat games we wrote about this month and predicted Snapchat would copy.
Snapchat’s new bubble gum Snappable game
These aren’t Snapchat’s first selfie games, though. Back in 2016, it tried a Kraft Mac & Cheese noodle catching game, and a holiday elf skiing game that used your face. It’s also worked with partners like Gatorade to build ads the open up to interactive experiences that live inside Snapchat, like a Serena Williams tennis game.
Snapchat first tested selfie games like this Mac & Cheese noodle catcher back in 2016
To play Snappables, you select one of the game Lenses from the Snapchat camera and then follow the on-screen instructions. Some you play solo and try to get the highest score, while others let you invite friends to play simultaneously. You can send a Snap of you playing to a friend, which they can use to jump in and play too.
Snapchat could use Snappables to strengthen growth after years of battling Instagram for users, and a big redesign that’s received harsh reviews. I can imagine more art-based co-creation Snappables coming in the future where you cooperate to create a masterpiece. Of course, Instagram probably won’t be far behind in offering games inside Stories.
Here’s more video and photos showing off Snappables: