Saturday, February 29, 2020

This Week in Apps: Coronavirus impacts app stores, Facebook sues mobile SDK maker, Apple kicks out a cloud gaming app

Welcome back to This Week in Apps, the Extra Crunch series that recaps the latest OS news, the applications they support and the money that flows through it all.

The app industry is as hot as ever, with a record 204 billion downloads in 2019 and $120 billion in consumer spending in 2019, according to App Annie’s recently released “State of Mobile” annual report. People are now spending 3 hours and 40 minutes per day using apps, rivaling TV. Apps aren’t just a way to pass idle hours — they’re a big business. In 2019, mobile-first companies had a combined $544 billion valuation, 6.5x higher than those without a mobile focus.

In this Extra Crunch series, we help you keep up with the latest news from the world of apps, delivered on a weekly basis.

This week, we’ll look at the coronavirus outbreak’s impact on the App Store, China’s demand for App Store removals — and soon-to-be-removals, it seems. We’re also talking about Facebook’s lawsuit over a data-grabbing SDK, Tinder’s new video series, the TSA ban on TikTok, Instagram’s explanation for its lack of an iPad app and how Democratic presidential primary candidates are performing on mobile and social, among other things.

Headlines

Coronavirus concerns send Chinese ride-hailing apps crashing, games surging


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Friday, February 28, 2020

FCC proposes $200M in fines for wireless carriers that sold your location for years

The FCC has officially and finally determined that the major wireless carriers in the U.S. broke the law by secretly selling subscribers’ location data for years with almost no constraints or disclosure. But its Commissioners decry the $200 million penalty proposed to be paid by these enormously rich corporations, calling it disproportionate to the harm caused to consumers.

Under the proposed fines, T-Mobile would pay $91M; AT&T, $57M; Verizon, $48M; and Sprint, $12M. (Disclosure: TechCrunch is owned by Verizon Media. This does not affect our coverage in the slightest.)

The case has stretched on for more than a year and a half after initial reports that private companies were accessing and selling real-time subscriber location data to anyone willing to pay. Such a blatant abuse of consumers’ privacy caused an immediate outcry, and carriers responded with apparent chagrin — but failed to terminate or even evaluate these programs in a timely fashion. It turns out they were run with almost no oversight at all, with responsibility delegated to the third party companies to ensure compliance.

Meanwhile the FCC was called on to investigate the nature of these offenses, and spent more than a year doing so in near-total silence, with even its own Commissioners calling out the agency’s lack of communication on such a serious issue.

Finally, in January, FCC Chairman Ajit Pai — who, it really must be noted here, formerly worked for one of the main companies implicated, Securus — announced that the investigation had found the carriers had indeed violated federal law and would soon be punished.

Today brings the official documentation of the fines, as well as commentary from the Commission. The general feeling seems to be that while it’s commendable to recognize this violation and propose what could be considered  substantial fines, the whole thing is, as Commissioner Rosenworcel put it, “a day late and a dollar short.”

The scale of the fines, they say, has little to do with the scale of the offenses — and that’s because the investigation did not adequately investigate or attempt to investigate the scale of those offenses. Essentially, the FCC didn’t even look at the number or nature of actual instances of harm — it just asked the carriers to provide the number of contracts entered into.

And why not go after the individual companies? They’re not being fined at all. Even if the FCC lacked the authority to do so, it could have handed off the case to Justice or local authorities that could determine whether these companies violated other laws.

As Rosenworcel notes in her own statement, the fines are also extraordinarily generous even beyond this minimal method of calculating harm:

The agency proposes a $40,000 fine for the violation of our rules—but only on the first day. For every day after that, it reduces to $2,500 per violation. The FCC heavily discounts the fines the carriers potentially owe under the law and disregards the scope of the problem. On top of that, the agency gives each carrier a thirty-day pass from this calculation. This thirty day “get-out-of-jail-free” card is plucked from thin air.

Given that this investigation took place over such a long period, it’s strange that it did not seek to hear from the public or subpoena further details from the companies facilitating the violations. Meanwhile the carriers sought to declare a huge proportion of their responses to the FCC’s questions confidential, including publicly available information, and the agency didn’t question these assertions until Starks and Rosenworcel intervened.

$200M sounds like a lot, but divided among several billion-dollar communications organizations it’s peanuts, especially when you consider that these location-selling agreements may have netted far more than that in the years they were active. Only the carriers know exactly how many times their subscribers’ privacy was violated, and how much money they made from that abuse. And because the investigation has ended without the authority over these matters asking about it, we likely never will know.

The proposed fines, called a Notice of Apparent Liability, are only a tentative finding, and the carriers have 30 days to respond or ask for an extension — the latter of which is the more likely. Once they respond (perhaps challenging the amount or something else) the FCC can take as long as it wants to come up with a final fine amount. And once that is issued, there is no requirement that the fine actually be collected — and the FCC has in fact declined to collect before once the heat died down, though not with a penalty of this scale.

The only thing that led to this case being investigated at all was public attention, and apparently public attention is necessary to ensure the federal government follows through on its duties.



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Facebook Messenger ditches Discover, demotes chat bots

Chat bots were central to Facebook Messenger’s strategy three years ago. Now they’re being hidden from view in the app along with games and businesses. Facebook Messenger is now removing the Discover tab as it focuses on speed and simplicity instead of broad utility like China’s WeChat.

The changes are part of a larger Messenger redesign that reorients the People tab around Stories as Facebook continues to try to dominate the ephemeral social media format it copied from Snapchat. The People tab now defaults to a full-screen sub-tab of friends’ Stories, and requires a tap over to the Active sub tab to see which friends are online now.

The changes could push users to spend more time visually communicating with friends and consuming content than exploring chat bots for shopping, connecting with businesses, and playing games. That in turn could help Facebook earn more money from Messenger since it’s now showing Stories ads.

TechCrunch was tipped off to the redesign by social media director Jeff Higgins who provided us with extensive screenshots of the update. These show the absence of Discover tab, the switch to just Chat and People tabs, and the People sub-tabs for Stories and Active. We poked around some more and noticed the Instant Games and Transportation options missing from the chat composer’s utility tray. That formerly offered quick Uber and Lyft hailing. Messenger’s M Suggestions also no longer recommend the Transportation feature.

When we asked Messenger about the changes, a spokesperson confirmed that this redesign will soon start rolling out, removing Discover and splitting the People tab. Some users already have the update, and more will likely get it this week. They noted that Facebook had announced last August that it planned to eventually axe Discover, and that the added emphasis on Stories was motivated by users’ affinity for the ephemeral social media format. They also told us that Transportation was removed in late 2017, and Instant Games’ removal from the composer is part of the migration to Facebook Gaming announced last July.

A look at the old Messenger Discover tab that’s being removed

Chat bots, businesses, and games are being hidden, but not completely banished from Messenger. They’ll still be accessible if users purposefully seek them through the Messenger search bar, Pages and ads on Facebook, buttons to start conversations on businesses’ websites, and m.me URL that create QR codes which open to business accounts in Messenger. The spokesperson diplomatically claimed that businesses are still an important part of Messenger.

But without promotion via Discover, businesses will have to rely on their owned or paid marketing channels to gain traction for their chat bots. That could discourage them from building on the Messenger platform.

The Rise And Fall Of Facebook Chat Bots

The update feels like the end of a four-year era for Facebook. Back in 2016, it saw artificially intelligent chat bots as a way for businesses to scalably communicate with people, deliver customer service, and push ecommerce. But when it launched the chat bot platform at its F8 conference that year, it arrived half-baked.

The typing-based semantic user interfaces were confusing, the AI necessary to make chat bots seem human or at least reliably understand their human conversation partners hadn’t evolved yet, and several of the launch partner bots like Poncho The Weather Cat were laughably useless. The public soured on the idea of chat bots, and attempts to improve them felt insufficient.

Messenger launched Discover in 2017 in hopes that free promotion and visibility might convince developers to invest in building better chatbots. Yet by early 2018 even Facebook was backpedaling, shelving its plan to build out a full-service AI personal assistant called M that you could ask to do anything. Instead, it’d merely make AI suggestions of different Messenger features to use like Stickers or reminders based on what you typed. Then it announced last year that it would move Instant Games out of Messenger and into Facebook’s dedicated Gaming tab.

There is still an opportunity to use chat bots for gathering initial info from people with sales or customer service inquiries. Everyone hates dealing with this stuff over the phone, wait on hold and wading through touch-tone menus. Using asynchronous messaging makes communicating with businesses much more convenient. I’d bet Facebook will still be pushing this as an enterprise use case for Messenger. But this still usually requires a human in the loop at some point, and these are better structured as reactive utilities users search for than as experience proactively promoted by a Discover tab.

A laughably bad interaction with old Messenger chat bot Poncho The Weather Cat

Now with Discover disappearing, Messenger seems to be surrendering the fight to become a WeChat-style monolithic utility. In China, WeCat serves not just as a messaging app but a way to make payments, hail a taxi, book flights, top up your mobile data, get a loan, find housing, or shop at businesses via mini programs.

But while that centralized all-in-one style fit Chinese culture, Western markets have experienced more of an unbundling with different apps emerging to handle each of these use cases. Facebook’s constant privacy scandals and increasing anti-trust scrutiny also inhibited this approach with Messenger. Users and the US government weren’t ready to trust Facebook to handle so much of our daily lives. Facebook Messenger also has to jockey with competition like iMessage and Snapchat that could undercut it if it gets too bloated.

So now Messenger is going in the opposite direction. It’s becoming more WhatsApp-like — simple, speedy, and centered around peer-to-peer communication. Visual communication through Stories, with replies to them delivered as messages, feels like a natural extension of this focus while conveniently offering a path to monetization. If Messenger can be the best-in-class place to chat, unencumbered by promotion of chat bots and businesses, users might stay locked into the Facebook ecosystem.



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Facebook brings its 3D photos feature to users with single-camera phones

Facebook first showed off its 3D photos back in 2018, and shared the technical details behind it a month later. But unless you had one of a handful of phones with dual cameras back then (when they weren’t so common), you couldn’t make your own. Today an update brings 3D photos to those of us still rocking a single camera.

In case you don’t remember or haven’t seen one lately, the 3D photos work by analyzing a 2D picture and slicing it into a ton of layers that move separately when you tilt the phone or scroll. I’m not a big fan of 3D anything, and I don’t even use Facebook, but the simple fact is this feature is pretty cool.

The problem is it used the dual-camera feature to help the system determine distance, which informed how the picture should be sliced. That meant I, with my beautiful iPhone SE, was out of the running — along with about a billion other people who hadn’t bought into the dual-camera thing yet.

But over the last few years the computer vision team over at Facebook has been working on making it possible to do this without dual-camera input. At last they succeeded, and this blog post explains, in terms technical enough that I’m not even going to attempt to summarize them here, just how they did it.

The advances mean that many — though not all — relatively modern single-camera phones should be able to use the feature. Google’s Pixel series is now supported, and single-camera iPhones from the 7 forward. The huge diversity of Android devices makes it hard to say which will and won’t be supported — it depends on a few things not usually listed on the spec sheet — but you’ll be able to tell once your Facebook app updates and you take a picture.



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End Game, the startup behind Zombs Royale, raises $3M

End Game Interactive CEO Yang C. Liu has a refreshingly straightforward description of what he and his co-founder Luke Zbihlyj are up to: “We’re just building games. And to be honest, we don’t know what we’re doing.”

Despite this self-proclaimed ignorance, End Game has just raised $3 million in seed funding from an impressive group of investors: The round was led by the game-focused firm Makers Fund, with participation from Clash of Clans developer Supercell, Unity CEO David Helgason, Twitch COO Kevin Lin, Twitch VP Hubert Thieblot, Danny Epstien and Alexandre Cohen of Main Street Advisors and music executive Scooter Braun.

Liu told me that he and Zbihlyj got their start by building websites tied to existing games, such as PokéVision, a site for finding Pokémon in Pokémon GO. However, they were inspired by the success of simple, browser-based multiplayer games like Slither.io to create games of their own — first Zombs.io, then Spinz.io, then Zombs Royale.

Altogether, End Game says its titles have attracted more than 160 million players, with 1 million people playing in a single day. Zombs Royale, in particular, seems to have been a hit — the battle royale game (where a single map can pit up to 100 players against each other) was one of 2018’s most Googled games in the United States.

Liu said the team’s success convinced them to focus their efforts on game development: “Do we want to make products that people simply use, or games that people think about out when they’re going to school, or going to work, or dream about?”

End Game founders

Zombs Royale was supposedly built in less than four weeks, but Liu said that after its launch in early 2018, the team spent most of the year maintaining and scaling the game. Then 2019 was all about building a team and creating the next game, Fate Arena, a title in the new Auto Chess genre that’s supposed to launch on PC, mobile and other platforms soon.

Liu noted that unlike End Game’s previous work, which featured simple 2D art (“On Zombs Royale and Spinz, I did the art, and it’s terrible”), Fate Arena will feature a “3D, high-fidelity art style.”

But even as the company’s games start looking a little less primitive, the goal is still to develop and iterate quickly. Liu said he hopes to fund “many tries” at building other cross-platform, multiplayer games with this seed round.

“We pride ourselves on rapid experimentation,” he said, adding that the key is “not biting off more than we can chew. We design [our games] to scale from the beginning. We don’t necessarily need to be World of Warcraft, where you need to make 100 quests as the baseline. We’re focused on games with a small starting point that can scale into something much bigger.”

Supercell Developer Relations Lead Jaakko Harlas made a similar point in a statement included in the funding announcement:

Many companies are quick to point out how fast-moving they are. Then you come across a team like this and realize what being lean and moving fast really means. Yang, Luke and the team have already shown that they can ship accessible games that showcase a real flair for fun, and we look forward to supporting them in their quest for the next big hit game.



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Teen hit Yolo raises $8M to let you Snapchat anonymously

It wasn’t a fad. Yolo became the country’s No. 1 app just a week after launch by letting teens ask for anonymous replies to questions they posted on Snapchat. But nine months later, Yolo is still in the top 100 iOS apps and has 10 million active users. Now it’s safeguarding the app from predators while revealing a smart new feature for spinning up anonymous group chats, powered by $8 million in fresh funding.

“What we are trying to build is a new kind of network where there’s a fluidity to identity,” Yolo co-founder Greg Henrion tells me. “We weren’t sure if Yolo was here to stay, but we’re still ranking well and there seems to be a real opportunity in anonymity starting with Snapchat Q&A.”

Yolo is the first big win for Snapchat’s Snap Kit platform that lets developers piggyback on its login, Bitmoji avatars, stickers and Stories. This lets tiny development teams build apps that hundreds of millions of people, teens in particular, can instantly sign up for in just a few taps. Another Snap Kit app for meeting new people called Hoop recently spiked to No. 2 on the charts

We haven’t seen this kind of social platform success since Zynga’s empire rose atop Facebook. Spawning more blockbusters like Yolo could ensure that a Snapchat account is a must-have utility for the next generation.

Sleepless nights atop the charts

“For two weeks we basically didn’t sleep,” Henrion recalls about the chaos he and co-founder Clément Raffenoux endured after Yolo shot to No. 1 last May. “You’re trying to stay afloat. It was very, very wild.”

The basic premise of Yolo is that you write a question like, “Who’s my celebrity look alike?”, “What do people really think of me?” or “How could I be nicer?”. You’re then switched over to Snapchat, where you can post the question in your Story or messages with a link back to Yolo. There, people can anonymously leave a response; you can post that and your reply with another post on Snapchat.

Yolo co-founder and CEO Greg Henrion, in real life and Bitmoji

The result is that friends and followers feel comfortable giving you real talk. They don’t have to sugarcoat their answers. And that makes people race to open Yolo each time they get a message. Yolo has seen 26 million downloads across iOS and Android globally, with nearly 70% in the U.S, according to Sensor Tower.

Other anonymous apps like tbh (acquired by Facebook) and Sarahah (kicked off the app stores) quickly faded, and others eventually imploded due to bullying, like Secret and YikYak. Although tbh hit No. 1 in September 2017, it was out of the top 500 by November. It seems a combination of inherent virality via Snapchat, easy user acquisition via Snap Kit and sharp product design has given Yolo some staying power. It still managed 2.2 million downloads last month versus a peak of 5.5 million in its first month back in May 2019.

That June, Yolo quietly raised a $2 million seed round thanks to its sudden success. The team had been grinding since 2017 on a video reactions app called Popshow funded by a small pre-seed round from SV Angel, Shrug Capital and Product Hunt’s Ryan Hoover. They’d previously built music video-making app Mindie that eventually sold to influencer collective Shots Studios. Popshow never caught on, so the team began experimenting on Snap Kit, building a more official Q&A feature for Snapchat than predecessors like Sarahah and Polly. Then, boom. Days after launch, Yolo’s usage exploded.

But to keep users interested, Yolo needed to evolve. That would require more funding for the eight-person team split between Snapchat’s home of Los Angeles and Henrion’s home of Paris.

An honest way to chat

The concept of a social app where users could shift between full anonymity and representation via avatar attracted its $8 million Series A to invest in product and engineering. The round was led by Thrive Capital, Ron Conway’s A.Capital, former TechCrunch editor Alexia Tsotsis’ Dream Machine, Shrug, Day One, Goodwater, Knight VC, ex-Facebooker Bobby Goodlatte, Twitter co-founder Biz Stone and SV Angel’s Brian Pokorny.

That cash fueled the release of Yolo’s new group chat feature. You can set up a chat room, give it a name and generate an invite URL or sticker you can post on Snapchat, just like its previous question feature. Friends or friends of friends that are already in can join the group chat, represented by their Bitmoji instead of their name. Yolo suggests people join the more open “party mode” chats where their friends are active.

What makes this special is that once an hour, users can tap the Yolo Superpowers button to send  a totally anonymous message to the group. More Superpowers are coming, but there’s also an anonymous “Someone has a crush on [name]” message so you can secretly profess your affection to anyone or someone else in the chat.

“The limits of Q&A is that it doesn’t generate real conversation. It’s an ice breaker, but we also want conversations to happen,” Henrion stresses. ” ‘What do you think about this dress?’ The group chat is more about ‘let’s talk about the dress.’ ” The chats could be focused on people you actually know offline, or those you share interests with. The option to restrict group chats to either just your contacts or friends of friends “limits the amount of meeting strangers,” Henrion explains. “This is very different from the public communities like Reddit or the dating apps.”

Can “anonymous” be synonymous with “safe”?

Still, anonymous apps have consistently proven to be havens for cyberbullying and unsafe behavior. Without the accountability of having your name attached, people are free to say awful things. That can be even worse amongst teenagers who might get in trouble for being mean at school but not on an app.

Yolo first focused on messages blocking 10% of overall messages that contained offensive content. That meant blatant hate speech and trolling couldn’t spread through the app. “We’re strict on moderation. When looking at the reviews about bullying, it’s like nothing compared to any other anonymous app. I think we solved 90% of the problem.”

Now it’s working with Snapchat to safeguard the group chats feature. The goal is to ensure Yolo doesn’t actively recommend chat amongst adults to minors and vice-versa. Henrion says this update should roll out soon.

“It’s 2020 and we need to be very responsible” Henrion tells me. “Moderation and growth are the most difficult things to balance. It’s moderation first for sure. We don’t care about growth if it’s not healthy or sustainable.” The new funding also gives Yolo the luxury of pushing back monetization while it focuses on safely adding more users.

By making anonymity more private, Yolo has a chance to sidestep some of the worst elements of human behavior. Making fun of someone has less appeal if there’s no wider audience like trolls exploited in the feeds and comment reels of Secret and YikYak.

That could let the brighter side of anonymity shine through: vulnerability, honesty and deep connections that are enhanced by the absence of embarrassment. With all the change, uncertainty and anxiety that’s part of growing up, teens deserve a place where they can be open with each other and speak their minds. After all, you only live once.



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Thursday, February 27, 2020

Tinder’s video series ‘Swipe Night’ gets a second season

Following a successful debut for Tinder’s first foray into original content, the company is giving its interactive video series “Swipe Night” another run. The company confirmed today it’s renewing “Swipe Night” for a second season that will launch this summer, again as an in-app experience within Tinder’s dating app.

Variety first reported the news of “Swipe Night’s” return. Tinder further confirmed the details to TechCrunch.

“Swipe Night,” as you may recall, first launched in October 2019 within Tinder. The experience introduced a first-person adventure played in-app, where users would make choices at key turning points to progress the narrative — like a choose-your-own-adventure story.

The series was designed to increase user engagement and help the app’s young users better connect.

Today, half of Tinder is Gen Z (ages 18-25) — a demographic that’s embracing their single lifestyle and more casual relationships compared with those on other dating apps, like Tinder parent company Match, for example, or its newer acquisition Hinge. These younger users connected with the idea of starting conversations based on a shared experience, says Tinder.

However, the reality is that “Swipe Night” had also arrived at a time when users were opening Tinder’s app less on a daily basis, even as monthly usage climbed. Though “Swipe Night” only ran on specific dates in October 2019, users’ choices within the interactive experience were added to their profiles. This allowed users to see who else agreed with their decisions and who took the opposite path. That made launching Tinder and swiping through profiles more compelling — even for those who may have been tiring Tinder before the series’ arrival.

The experiment worked. Tinder said millions of users tuned in to “Swipe Night” and matches and conversations increased by 26% and 12%, respectively. With “Swipe Night,” it seemed, Tinder finally gave users something to talk about.

The returning second season of “Swipe Night” will again be directed by Karena Evans, who directed Coldplay’s music video “Everyday Life” and Drake’s “In My Feelings” and “God’s Plan.” This time, it will be written by Jessica Stickles (“Portlandia,” “Another Period”) and Julie Sharbutt (“3 Days”).

“Working on Swipe Night was such a fulfilling experience for me. I got to do something that had never been done before and innovate with storytelling to bring a generation of people together. I’m in search of projects that impact, shift or curate a culture and couldn’t be more excited to return for more,” said Evans, in a statement.

“Swipe Night’s” second season may see Tinder tweaking the formula a bit, and may even introduce new mechanics to keep it feeling fresh.

In addition to the Season 2 launching in the U.S., Match previously confirmed that 10 international markets across Europe and Asia will get “Swipe Night” this year. Tinder said today that Season 1 would be launching internationally on March 14th, but declined to say when those users would receive Season 2.



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Wednesday, February 26, 2020

Facebook’s Libra Association adds crypto prime broker Tagomi

$28 million-funded crypto startup Tagomi will be the newest member of the Libra Association that governs the Facebook-backed Libra stablecoin, TechCrunch has learned. A formal announcement of Tagomi joining was slated for Friday or next week.

Tagomi offers a platform that helps large traders and funds easily access cryptocurrency markets. The news comes days after Libra added Shopify, a reversal of dwindling membership after major partners like Visa, PayPal, and Stripe dropped out late last year.

We’ve reached out to the Libra Association and have been promised a response by Facebook’s communications team.

Joinin Libra means Tagomi will be expected to contribute at least $10 million towards developing the cryptocurrency, with that investment eligible to reap dividends from interest earned on money kept in the Libra Reserve. Tagomi will also operate a node that validates transactions coming through the Libra blockchain.

Tagomi was founded by Jennifer Campbell, a former investor at Union Square Ventures which is also a Libra Association Member. The company has 25 employees across 5 offices. Tagomi will be the 22nd member of the Libra Association, according to information from the startup’s press representative who was apparently supposed to hold this news until later. “Tagomi is joining the Libra Foundation and Jennifer will be the newest member” they emailed TechCrunch. We’ll update this story following our interview with Campbell tomorrow.

Campbell and Tagomi will offer technical and policy support to Libra in an effort to make the cryptocurrency more safe and compliant with international law. That will be critical for the Libra Association to get the greenlight from regulators for a launch in 2020 like it originally planned. Lawmakers in the US and EU have slammed Libra in hearings and the press over its potential to facilitate money laundering, harm privacy, and destabilize the global financial system.

The full membership of the Libra Association is now:

Current Members:

Facebook’s Calibra, Tagomi, Shopify, PayU, Farfetch, Lyft, Spotify, Uber, Illiad SA, Anchorage, Bison Trails, Coinbase, Xapo, Andreessen Horowitz, Union Square Ventures, Breakthrough Initiatives, Ribbit Capital, Thrive Capital, Creative Destruction Lab, Kiva, Mercy Corps, Women’s World Banking.

Former Members:

Vodafone, Visa, Mastercard, Stripe, PayPal, Mercado Pago, Bookings Holdings, eBay.



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LG’s latest has an optional second screen and a headphone jack

One thing you can say for sure about 2020’s smartphone landscape: There’s no shortage of options. Sales have taken a dip in the last few years, causing a number of manufactures to get creative with their offerings. LG’s certainly in that boat. It has been a less than spectacular few years for the company’s mobile offerings, but it’s not for a lack of trying.

It’s probably not due to its unwieldy naming schemes, either, but here we are with the LG V60 ThinQ 5G (even more accurately, the LG V60 ThinQ 5G with LG Dual Screen). As the verbose name suggests, the device sports 5G connectivity, likely at a price that won’t require a second mortgage. No actual specifics on that yet, but the company has noted that it will be cheaper than Samsung’s pricey S20, and probably more in line with last year’s flagships — closer to a more reasonable $800.

The most interesting bit here — and frankly, the one reason I feel compelled to write about it — is the return of the second screen case. LG established its take on foldables last year with a standard handset that converts into an optional dual-screen with an add-on case. In spite of having “thin” in its name, previous models were dinged for being far too bulky and thick when folded.

LG says it has addressed that to some degree, as a “new Dual Screen tips the scale at the same superbly portable weight as its predecessor, thanks to the thinner OLED panel.” From the looks of it, it’s still on the thick side, but that’s going to continue to be one of the downsides of a second screen that’s simply an add on. The other being that considerable bezel/hinge between the two screens.

The means the two massive 6.8-inch screens don’t really effectively combine into one contiguous display. The second screen is more effective for things like multi-tasking or using one of the screens as a game controller. We’re going to see similar functionality from products like the forthcoming Surface Duo.

Perhaps most remarkable of all here, however, is that LG is carrying a torch for the headphone jack, which stubbornly (and beneficially for some) hangs on for dear life into 2020. The device will hit retail at some point in the coming weeks.



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Tuesday, February 25, 2020

Samsung’s Galaxy S20 Ultra is a lot of phone for a lot of money

Let’s talk about money. More specifically, let’s talk about how much things cost. A few years back, the price of flagship smartphones leapt above the $1,000 threshold, owing largely to the cost of screen technology. It’s a tough calculus, but that’s the price of innovation.

The rising cost of smartphones is largely regarded as a major contributing factor to flagging smartphone sales. Phones have gotten better and last longer, and with four-digit prices, users are far less compelled to upgrade every two years or so.

Samsung knows this as well as anyone. Along with its usual array of budget phones, the company’s gone to great lengths to offer “budget flagships,” a relatively new category that aims to find the sweet spot between high-end features and less-impressive components, first through the S10e and now its new lite devices.

The Galaxy S20 Ultra is decidedly not that. It’s a picture of smartphone opulence in an era of declining smartphone sales. It’s yet another new tier in the company’s ballooning flagship smartphone line(s) designed to reestablish Samsung’s place in the bleeding edge of mobile technologies, while appealing to those with a little extra money to spend in order to future-proof their devices.

“A little more” here being defined as starting at $1,399. Or $1,599, if you’re, say, feeling extra flush after your tax returns and looking to upgrade to 512GB from the default 128GB. As for what top of the line means these days, that, too, has changed. Samsung was ahead of the curve by introducing multiple 5G phones last year. At the time, the handsets were, understandably, confined to the top tier, due to both cost of hardware and the general lack of global coverage.

For 2020, it’s 5G across the board, on all S20 models, so the kitchen sink Ultra needs to find ways to further set itself apart from the S20+. There are a few keys areas in which the Ultra sets itself apart. First and most immediate is size. Along with increased prices, the other thing you can count on, like clockwork, is bigger displays. The good news is that Samsung’s hardware advances have kept the footprint roughly the size of the last generation of devices.

Samsung continues to impress on that front, this time sneaking a roomy 6.9-inch display into a 166.9 x 76 x 8.8 mm; compare that to the 162.6 x 77.1 x 7.9 mm on the 6.7-inch S10 5G. The thick profile is almost certainly due to a larger battery. The 4,500 mAh found on last year’s device and this year’s S20+ is upgraded to a beefy 5,000 mAh.

Samsung remains conservative with its own expected battery life, owing to power-hungry features like the big AMOLED with a 120Hz refresh rate and the 5G radio. The company rates the phone as “all-day battery.” It’s a pretty nebulous phrase, all things considered. I suspect there’s still research to be done on the adverse impact of next-gen radios on battery life. With the default settings on (and little to no 5G, owing at least somewhat to some network issues), I found I got about 28 total hours on a charge.

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That certainly qualifies for the “all-day” mark, even if it’s a bit disappointing given the massive battery size. But it should definitely get you through a day and then some, with no issues. The other good news on that front is super-fast charging if you use the included wall adapter. I was able to go from zero to fully charged in just under a minute.

The design language is pretty much identical on all three S20s, and honestly, largely unchanged from last year’s model, though Samsung has moved to a hole-punch camera (a generous 40 megapixels for selfies) up front. Flip it around and the biggest difference is immediately apparent. The camera module on the Ultra is, well, ultra. There are four cameras back there, in a lip that occupies about a sixth of the phone’s total surface area.

The S20+’s more than adequate 12MP, 64MP telephoto, 12MP ultra wide and time of flight sensor have been bumped up to a 108MP main, 48MP 10x telephoto, 12MP ultra wide and time of flight. The ToF, mind you, is absent on the plain-old S20, bringing an added sense of depth for bokeh effects and fun tricks like 3D scanning. One also gets the sense that Samsung is very much laying the groundwork for an even stronger play in the AR world, extending beyond the current selection of AR emoji. Though, as with the rest of the industry, mainstream implementation is still slow going.

The biggest thing here — both figuratively and literally — is the telephoto. The camera features a folded telephoto, which is essentially turned on its side to fit the form factor. The camera is capable of a solid 10x hybrid zoom. Using a combination of the hardware and software, the company is able to achieve the 100x “Space Zoom,” versus the other models’ 30x max. It’s impressive all around, but important to note that the claims of “losslessness” only extend to 10x.

Beyond that, things start to degrade. And honestly, by the time you get to 100x, things start looking like a digital Monet painting. You can generally make out the objects, but in most cases, it’s probably not something you’re going to rush out to share on Instagram. For things like nosebleed seats at concerts or sporting events, however, sometimes it’s just enough to remember you’re there.

Honestly, though, I think Samsung is laying the groundwork for future updates, as it is with the ToF sensor. It’s easy to imagine how a 100x zoom coupled with some future imaging AI could lead to some pretty impressive telephoto shots, without the need for an external, optical lens. For now, however, it feels like more of a novelty. Honestly, a number of the upgrades over the S20+ feel a bit like excesses, and none but true devotees need to go all in with the Ultra.

My only momentary hesitation in recommending one of the lower-tier devices over the Ultra are questions of what happens to battery life when you dip below 5,000 mAh. The 120Hz screen is great for things like gaming, but for most users, I’d recommended keeping it off most of the time. That should buy you an extra couple of hours of life, switching to 120Hz when needed and back to 60 the rest of the time.

Ditto for the 108-megapixel camera. For most photos it makes sense to utilize pixel binning, which makes for a small 12-megapixel shot, but allows for a lot more light to be let in on a per pixel basis. Photo are brighter and sharper and the phone does better in low light. Also, the image isn’t gigantic — I forgot to swap the setting for a few photos and didn’t realize how massive they were until I sent them.

The best new photo feature, however, isn’t hardware at all. I’ve long posited that the key to a good imaging feature is simplicity. Cameras keep getting better and offer more features for those who want to shoot more professional photos on their mobile devices. That’s great, and if you’re Google, it means that the legendary Annie Leibovitz will show up to your launch event and sing your device’s praises.

But unless something works out of the box, it’s going to be of little use to a majority of consumers. Single Take is a clever addition to default camera settings that takes a whole bunch of different types of photos at once (provided you can stand still for 10 seconds). You get Live Focus, Timelapse and Ultra-Wide all at once. The camera saves everything to the roll, where you can choose the best image. It’s a larger file, but not huge in the grand scheme of things. For those who don’t want to be a digital hoarder, you can always just go in and manually delete them.

The biggest updates to the S20 line feel like future-proofing. Elements like like 5G, 100x zoom and 8K video record don’t always make a ton of sense as of this writing, but much of Samsung’s biggest plays have been centered around getting out in front of the curve. With 5G, for example, there are still coverage barriers, but with users holding onto their handsets for longer, it’s almost certain that the next-gen wireless technology will be ubiquitous before the time comes for many users to upgrade.

In its current state, however, charging $1,399 and up for the Ultra is a pretty hard ask. Thankfully, however, Samsung has more than enough options for users looking for something a little cheaper. It’s a list that now includes the S10 Lite line and newly discounted standard S10 devices. Features like 100x, on the other hand, are novel, but it’s hard to justify the premium.



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