Thursday, July 30, 2020

Google is making autofill on Chrome for mobile more secure

Google today announced a new autofill experience for Chrome on mobile that will use biometric authentication for credit card transactions, as well as an updated built-in password manager that will make signing in to a site a bit more straightforward.

Image Credits: Google

Chrome already uses the W3C WebAuthn standard for biometric authentication on Windows and Mac. With this update, this feature is now also coming to Android .

If you’ve ever bought something through the browser on your Android phone, you know that Chrome always asks you to enter the CVC code from your credit card to ensure that it’s really you — even if you have the credit card number stored on your phone. That was always a bit of a hassle, especially when your credit card wasn’t close to you.

Now, you can use your phone’s biometric authentication to buy those new sneakers with just your fingerprint — no CVC needed. Or you can opt out, too, as you’re not required to enroll in this new system.

As for the password manager, the update here is the new touch-to-fill feature that shows you your saved accounts for a given site through a standard Android dialog. That’s something you’re probably used to from your desktop-based password manager already, but it’s definitely a major new built-in convenience feature for Chrome — and the more people opt to use password managers, the safer the web will be. This new feature is coming to Chrome on Android in the next few weeks, but Google says that “is only the start.”

Image Credits: Google



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Point wants to provide credit card rewards with debit cards

Point, a new challenger bank in the U.S., is launching publicly today with an invite system. While Point is technically providing a bank account, the company focuses on rewards associated with a debit card.

“I started Point as a solution about everything that is frustrating and complicated about credit cards. The incentives between credit card companies and cardholders are misaligned,” Point co-founder and CEO Patrick Mrozowski told me.

When Mrozowski first got a credit card, he was spending a ton of money to reach a certain level of spending and unlock the sign-up bonus. At the end of the month, he ended up with credit card debt for no valid reason.

“What would American Express look like today?” he says to sum up Point’s vision. It comes down to two important principles — being in charge of your budget so that you don’t end up with debt and unlocking rewards from brands that you actually interact with.

Many challenger banks want to provide a simple banking experience for the underbanked. Point doesn’t have the same positioning. Creating a Point account is more like joining a membership program.

When you sign up, you get a debit card with some level of insurance as it’s a Mastercard World Debit card. You can expect some trip cancellation insurance, rental car insurance, purchase insurance, etc.

As the name of the startup suggests, you earn points with each purchase. You get 5x points on subscriptions, such as Spotify and Netflix, 3x points on food, grocery deliveries and ride sharing, and 1x points on everything else. Points can be redeemed for dollars — each point is worth $0.01. In addition to that, Point is going to create a feed of offers with discounts, content, events and more.

Due to its premium positioning, Point isn’t free. You have to pay $6.99 per month or $60 per year to join Point. Point doesn’t charge any foreign transaction fees.

You can connect your Point account with another bank account using Plaid. It lets you top up your account using ACH transfers. Behind the scenes, Point works with Radius Bank for the banking infrastructure, an FDIC-insured bank.

The company announced earlier this month that it has raised a $10.5 million Series A led by Valar Ventures with Y Combinator, Kindred Ventures, Finventure Studio and business angels also participating.

Image Credits: Point



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Huawei overtook Samsung in global smartphone shipments for Q2

Things haven’t exactly been smooth sailing for Huawei in recent years. The company’s rapid trajectory has been disrupted by on-going battles with the U.S. government that have, among other things, blocked its access to Google apps and services. But a new report from Canalys paints a reasonably rosy picture as the hardware giant overtook Samsung to snag the top spot in global smartphone shipments for the second quarter of 2020.

The news is a milestone for a number of reasons, not the least of which is the fact that this is first time in nine years that neither Apple nor Samsung has been at the top of Canalys’ charts. Huawei’s figures were almost exclusively boosted by sales in its native China, which currently comprises more than 70% of its total figure.

Image Credits: Canalys

It’s important to note here, however, the fact that the company took the top spot by essentially shrinking at a less rapid rate than Samsung. Huawei’s overall figures are down 5% year-over-year. But that figure pales in comparison to Samsung’s 30% drop. The two Goliaths are currently at 55.8 million and 53.7 million, respectively.

Things were bad for the smartphone industry prior to COVID-19, but the pandemic certainly hasn’t helped overall, as people are less inclined toward shelling out hundreds to north of $1,000 for inessential upgrades. And, indeed, Huawei’s numbers dropped by 27% outside of China, but the overall slide was dampened by an 8% growth in China. Samsung, meanwhile, currently controls less than 1% of the Chinese market.

As for what this all means for the future, it seems that it may be difficult for Huawei to maintain its top spot. “Its major channel partners in key regions, such as Europe, are increasingly wary of ranging Huawei devices, taking on fewer models, and bringing in new brands to reduce risk” Canalys’ Mo Jia said of the report. “Strength in China alone will not be enough to sustain Huawei at the top once the global economy starts to recover.”



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Wednesday, July 29, 2020

Where is voice tech going?

2020 has been all but normal. For businesses and brands. For innovation. For people.

The trajectory of business growth strategies, travel plans and lives have been drastically altered due to the COVID-19 pandemic, a global economic downturn with supply chain and market issues, and a fight for equality in the Black Lives Matter movement — amongst all that complicated lives and businesses already.

One of the biggest stories in emerging technology is the growth of different types of voice assistants:

  • Niche assistants such as Aider that provide back-office support.
  • Branded in-house assistants such as those offered by BBC and Snapchat.
  • White-label solutions such as Houndify that provide lots of capabilities and configurable tool sets.

With so many assistants proliferating globally, voice will become a commodity like a website or an app. And that’s not a bad thing — at least in the name of progress. It will soon (read: over the next couple years) become table stakes for a business to have voice as an interaction channel for a lovable experience that users expect. Consider that feeling you get when you realize a business doesn’t have a website: It makes you question its validity and reputation for quality. Voice isn’t quite there yet, but it’s moving in that direction.

Voice assistant adoption and usage are still on the rise

Adoption of any new technology is key. A key inhibitor of technology is often distribution, but this has not been the case with voice. Apple, Google, and Baidu have reported hundreds of millions of devices using voice, and Amazon has 200 million users. Amazon has a slightly more difficult job since they’re not in the smartphone market, which allows for greater voice assistant distribution for Apple and Google.

Image Credits: Mark Persaud

But are people using devices? Google said recently there are 500 million monthly active users of Google Assistant. Not far behind are active Apple users with 375 million. Large numbers of people are using voice assistants, not just owning them. That’s a sign of technology gaining momentum — the technology is at a price point and within digital and personal ecosystems that make it right for user adoption. The pandemic has only exacerbated the use as Edison reported between March and April — a peak time for sheltering in place across the U.S.



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Tuesday, July 28, 2020

Facetune maker Lightricks brings its popular selfie retouching features to video

Lightricks, the startup behind a suite of photo and video editing apps — including most notably, selfie editor Facetune 2 — is taking its retouching capabilities to video. Today, the company is launching Facetune Video, a selfie video editing app, that allows users to retouch and edit their selfie and portrait videos using a set of A.I.-powered tools.

While there are other selfie video editors on the market, most today are generally focused on edits involving filters and presets, virtually adding makeup, or using AR or stickers to decorate your video in some way. Facetune Video, meanwhile, is focused on creating a photorealistic video by offering a set of features similar to those found in Lightricks’ flagship app, Facetune .

That means users are able to retouch their face with tools for skin smoothing, teeth whitening, and face reshaping, plus eye color, makeup, conceal, glow, and matte features. In addition, users can tweak tools for general video edits, like adjusting the brightness, contrast, color, and more, like other video editing apps allow for. And these edits can be applied in real-time to see how they look as the video plays, instead of after the fact.

In addition, users can apply the effect to one frame only and Facetune Video’s post-processing technology and neural networks will simultaneously apply an effect to the same area of every frame throughout the entire video, making it easier to quickly retouch a problem area without having to go frame-by-frame to do so.

“In Facetune Video, the 3D face model plays a significant role; users edit only one video frame, but it’s on us, behind-the-scenes, to automatically project the location of their edits to 2D face mesh coordinates derived from the 3D face model, and then apply them consistently on all other frames in the video,” explains Lightricks co-founder and CEO Zeev Farbman. “A Lightricks app needs to be not only powerful, but fun to use, so it’s critical to us that this all happens quickly and seamlessly,” he says.

Users can also save their favorite editing functions as “presets” allowing them to quickly apply their preferred settings to any video automatically.

In a future version of the app, the company plans to introduce a “heal” function which, like Facetune, will allow users to easily remove blemishes.

Image Credits: Lightricks

The technology that makes these selfie video edits work involves Lightricks’ deep neural networks that utilize facial feature detection and geometry analysis for the app’s retouching capabilities. These processes work in real-time without having to transmit data to the cloud first. There’s also no lag or delay while files are rendering.

In addition, Facetune Video uses the facial feature detection along with 3D face modeling A.I. to ensure that every part of the user’s face is captured for editing and retouching, the company says.

“What we’re also doing is taking advantage of lightweight neural networks. Before the user has even begun to retouch their selfie video, A.I.-powered algorithms are already working so that the user experience is quick and interactive,” says Farbman.

The app also does automated segmentation of more complex parts of the face like the interior of the eye, hair, or the lips, which helps it achieve a more accurate end result.

“It’s finding a balance between accuracy in the strength of the face modeling we use, and speed,” Farbman adds.

One challenge here was overcoming the issue of jittering effects, which is when the applied effect shakes as the video plays. The company didn’t want its resulting videos to have this problem, which makes the end result look gimmicky, so it worked to eliminate any shake-like effects and other face tracking issues so videos would look more polished and professional in the end.

The app builds off the company’s existing success and brand recognition with Facetune. With the new app, for example, the retouch algorithms mimic the original Facetune 2 experience, so users familiar with Facetune 2 will be able to quickly get the hang of the retouch tools.

Image Credits: Lightricks

The launch of the new app expands Lightricks further in the direction of video, which has become a more popular way of expressing yourself across social media, thanks to the growing use of apps like TikTok and features like Instagram Stories, for example.

Before, Lightricks’ flagship video product, however, was Videoleap, which focused on more traditional video editing, and not selfie videos where face retouching could be used.

Facetune has become so widely used, its name has become a verb — as in, “she facetunes her photos.” But it has also been criticized at times for its unrealistic results. (Of course, that’s more on the app’s users sliding the smoothing bar all the way to end.)

Across its suite of apps, which includes the original Facetune app (Facetune Classic), Facetune 2, Seen (for Stories), Photofox, Video Leap, Enlight Quickshot, Pixaloop, Boosted, and others, including a newly launched artistic editor, Quickart, the company has generated over 350 million downloads.

Its apps also now reach nearly 200 million users worldwide. And through its subscription model, Lightricks is now seeing what Farbman describes as revenues that are “increasing exponentially year-over-year,” but that are being continually reinvested into new products.

Like its other apps, Facetune Video will monetize by way of subscriptions. The app is free to use by will offer a VIP subscription for more features, at a price point of $8 per month, $36 per year, or a one-time purchase of $70.

Facetune 2 subscribers will get a discount on annual subscriptions, as well. The company will also sell the app in its Social Media Kit bundle on the App Store, which includes Facetune Video, Facetune 2, Seen and soon, an undisclosed fourth app. However, the company isn’t yet offering a single subscription that provides access to all bundled apps.



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As remote work booms, Everphone grabs ~$40M for its ‘device as a service’ offer

The latest startup to see an uplift in inbound interest flowing from the remote work boom triggered by the coronavirus pandemic is Berlin-based Everphone, which sells a ‘mobile as a service’ device rental package that caters to businesses needing to kit staff out with mobile hardware plus associated support.

Everphone is announcing a €34 million Series B funding round today, led by new investor signals Venture Capital. Other new investors joining the round include German carrier Deutsche Telekom — investing via its strategic investment fund, Telekom Innovation Pool — US-based early stage VC AlleyCorp and Dutch bank NIBC.

The Series B financing will go on expanding to meet rising demand, with the startup telling TechCrunch it’s expecting to see a 70-100% increase in sales volume vs the pre-crisis period, thanks to a doubling of inbound leads during the pandemic.

“The global pandemic has been a catalyst for growth in the field of digitization,” said CEO and co-founder, Jan Dzulko, in a statement. “We are currently experiencing a significant increase in demand at home and abroad, which is why we are aiming for European expansion with the funding.”

Everphone describes its offer as a one-stop-shop, with the service covering not just the rental of (new or refurbished) smartphones and tablets but an administration and management wrapper that covers support needs, including handling repairs/replacements — with the promise of replacements within 24 hours if needed and less client risk from not having to wrangle traditional rental insurance fine print.

Other touted pluses of its “device as a service” approach include flexibility (users get to choose from a range of iOS and Android devices); lower cost (pricing depends on customer size, device choice and rental term but starts at €7,99 a month for a refurbished budget device, rising up to €49,99 a month for high end kit with a 12-month upgrade); and rental bundles which can include standard mobile device management software (such as Cortado and AirWatch) so customers can plug the rental hardware into their existing IT policies and processes.

Everphone reckons this service wrapper — which can also extend to including paid apps (such as Babbel for language learning) as an employee on-device perk/benefit in the bundle — differentiates its offer vs incumbent leasing providers, such as CHG-Meridian or De Lage Landen, and from wholesale distributors.

It also touts its global rollout capability as a customer draw, checking the scalability box.

While its investors (including German carrier, DK) are being fired up by the conviction that the COVID-19 induced shift away from the office to home working will create a boom in demand for well managed and secured work phones to mitigate the risk of personal devices and personal data mingling improperly with work stuff. (On that front Everphone’s website is replete with references to Europe’s data protection framework, GDPR, repurposed as scare marketing.)

“Everphone envisions that every employee will one day work via their smartphone,” added Marcus Polke, partner at signals Venture Capital, in a supporting statement. “With this employee-centric approach and integrated platform, everphone goes far beyond the mere outsourcing of a smartphone IT infrastructure.”

The 2016-founded startup has more than 400 customers signed up at this point, both SMEs and multinationals such as Ernst & Young. It caters to both ends of the market with an off-the-shelf package and self-service device management portal that’s intended for SMEs of between 100 and 1,500 employees — plus custom integrations for larger entities of up to 30,000 employees.

It says it’s able to offer “highly competitive” prices for renting new devices because it gives returned kit a second life, refurbishing and reselling devices on the consumer market. “Thanks to this profitable secondary lifespan, we are able to offer highly competitive prices and extensive service levels on our rental devices,” Everphone writes on its website.

The second hand smartphone market has also been seeing regional growth. Swappie, a European ecommerce startup that sells refurbished iPhones, aligning with EU lawmakers’ push for a ‘right to repair’ for electronics, raised its own ~$40M Series B only last month, for example. Its secondhand marketplace is one potential outlet for Everphone’s rented and returned iPhones.



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Monday, July 27, 2020

Nebraska and Iowa win advanced wireless testbed grants for rural broadband

Everyone wants more bandwidth from the skies, but it takes a lot of testing to turn laboratory research projects into real-world performant infrastructure. A number of new technologies, sometimes placed under the banner of “5G” and sometimes not, is embarking on that transition and being deployed in real-world scenarios.

Those research trials are crucial for productizing these technologies, and ultimately, delivering consumers better wireless broadband options.

We’ve talked a bit about one of those testbeds called COSMOS up in northern Manhattan near Columbia University, which is pioneering 5G technologies within a dense urban environment. The same National Science Foundation-funded research group that financed that project, the Platforms for Advanced Wireless Research program (PAWR), has now selected two finalists for its fourth location, which has a specific focus on rural infrastructure.

Research teams in Ames, Iowa affiliated with Iowa State University, and Lincoln, Nebraska affiliated with the University of Nebraska-Lincoln, each won $300,000 grants to accelerate their planning for the testbeds. Those teams will use the grants to optimize their proposals, with one expected to receive the final full grant next year.

The goal for this latest testbed is to find next-generation wireless technology stacks that can deliver cheaper and better bandwidth to rural America, areas of the country that are not well-served by traditional cable and fiber networks nor current wireless cell tower coverage.

Whoever wins will join the existing three wireless testbeds in New York City, Salt Lake City and the Research Triangle in North Carolina.

PAWR itself is a joint public-private initiative with $100 million in funding to accelerate America’s frontier wireless innovation. It’s co-led by US Ignite, an NSF-run initiative to bring smart city ideas to fruition, and Northeastern University.



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Top mobile apps see declines in consumer engagement amid increased competition

Mobile consumers are downloading and using more apps than ever before. According to recent data from App Annie, mobile users now have 93 apps on their phone as of the end of 2019, up from 85 apps at the end of 2015. They also now use around 41 apps per month, up from 35 in 2015. Related to this increase, users are now also spending more hours per day using apps. Worldwide, daily time spent in apps has grown to 3.1 hours per day in 2019, up from 2.1 hours per day in 2015, for instance.

But with that growth has also come increased diversity among the top apps, the report found. That means top apps now make up a smaller proportion of consumers’ total time spent in apps, compared with five years ago.

Image Credits: App Annie

It’s worth noting that this report was commissioned by Facebook, App Annie says, with a goal of offering a more detailed look at the evolving app ecosystem over the past five years. The report aims to determine how growth is playing out in terms of popular app categories, among the top publishers, and how quickly newly successful apps are achieving sizable growth.

Facebook, in the past, had generated this sort of market research data first-hand by way of its Onavo VPN application — now shuttered over privacy concerns — and other similar efforts.

Turning to App Annie’s data team is just a new way for the company to get at the same sort of data.

App Annie’s market analysis, in part, is similarly derived by way of third-party apps. The company acquired Distimo in 2014, and as of 2016 has run the VPN app Phone Guardian under the Distimo brand. It also acquired Mobidia in 2015 and has operated My Data Manager (now on the App Store under Distimo). Both apps disclose their relationship with App Annie and explain that the apps are used for market research purposes, with specific examples of the type of data collected.

The new report’s findings may not be all good news for Facebook and other top app publishers. As the app economy evolved, users now have more places to spend time on mobile.

Image Credits: App Annie

Over the past five years, worldwide downloads continued to grow to reach a record of 120 billion in 2019, with several key countries now driving growth, including India (10% year-over-year growth in 2019), Brazil (9%), Indonesia (8%) and Russia (7%).

Downloads in mature economies also hit record levels in 2019, including the U.S. (12.3 billion), Japan (2.5 billion), U.K. (2.1 billion), South Korea (2 billion), Germany (1.9 billion), and France (1.9 billion).

As users grew their time in app to 3.1 hours per day, they also began to use more of a variety of apps. According to the report, 35 of the top 100 apps were new entrants in 2019, up from 27 in 2016 across categories that included social, photography, video, communications, entertainment and more.

Image Credits: App Annie

This is likely worrisome data for top app publishers, like Facebook, which has for years maintained a suite of top apps, including not only its flagship app, but also Instagram, Messenger and WhatsApp. As the competitive pressure increases, these top apps make up a smaller proportion of the time spent on mobile devices as users have grown more comfortable trying out newcomers — particularly across gaming, entertainment and video categories.

The top 30 non-game apps accounted for 69.4% of U.S. users’ total time spent in 2016 among non-games. That dropped to 65.5% in 2019, a nearly 4% decline. Among games, the share fell from 49% to 39%, a 10% drop. (This data was sourced from Google Play in the U.S.)

Image Credits: App Annie

Not only are consumers more open to trying new apps, the report found that new apps can also quickly achieve app store success. In the U.S., for example, more than 60% of apps are able to reach their category’s Top 30 in their first six months.

This is aided by larger initial marketing pushes as well as improvements in terms of consumer’s devices themselves — like more storage and processing power, which encourages more downloads.

Image Credits: App Annie

There are also more apps capable of achieving the once milestone metric of 1 million monthly active users (MAUs). In 2019, more than 4,600 apps saw 1 million MAUs, including those outside of social and communications like Netflix, Roku, Disney, CBS, Amazon, Alibaba, Walmart, Target, PayPal, Venmo, Chase, Capital One, Uber, DoorDash, McDonald’s and Starbucks.

Image Credits:App Annie

Image Credits: App Annie

Apps are also achieving the 1 million downloads milestones more quickly, in data analyzed from 2015 to 2018. In the video, finance, communications, social, photo and entertainment categories, 67% of apps achieved the 1 million downloads milestone within their first 12 months, App Annie says.

Because of the increases, there’s now a lot of overlap in between top apps. Today, mobile consumers will often choose and use multiple apps within and across categories to address similar needs, including on social, the report found.

For example, 89% of Snapchat’s users also used YouTube in April 2020 in the U.S., and 75% also used Instagram.

Image Credits: App Annie

TikTok saw the greatest year-over-year increase in cross-app usage of Snapchat, rising from 17% in April 2019 to April 2020 — an indication of how much it has captured the youth demographic.

Meanwhile, video apps and gaming are taking up more of users’ time spent in apps. This broad category of “play”-focused apps accounted for 22% of the growth in time spent in apps in 2019.

Image Credits: App Annie

Plus, top gaming apps are also implementing social features, including Top 50 games like Fortnite, Clash of Clans, Call of Duty: Mobile, Township, Star Wars: Galaxy of Heroes, New Yahtzee with Buddies, Golf Clash and Slotomania, for example.

More than two-thirds of the Top 50 games have added at least one social feature, whether that’s inviting friend to play, social assists for progressing, guilds or clans or in-app chat. This, in turn, has led to players spending more time in games as they can connect with friends there.

Image Credits: App Annie

Fortnite, as one key example of this trend, rolled out Party Hub based on its acquired Houseparty technology, in September 2019. In the three months after the rollout, time spent in Fortnite grew 130%.

Image Credits: App Annie

Outside of games, TikTok has risen by blending elements of top categories like social, video and entertainment. After merging with Musical.ly, it has rapidly rolled out more video editing features and increased ad spend aggressively to grow its user base and drive engagement. By December 2019, U.S. users were spending 16 hours, 20 minutes in the app per month, on average, up from 5 hours, 4 minutes in August 2018.

Image Credits: App Annie (note above chart only showcases Google Play data)

The full report also delves into country-by-country breakdowns but, overall, found that most countries saw record downloads in 2019 and similar trends in terms of app usage frequency increases and time spent.

One notable point of comparison is that U.S. users have more apps installed than in other markets (97 versus 93), but tend to use fewer apps compared with worldwide trends (36 versus 41). They also spend slightly fewer hours per day in apps, on average, than the worldwide average at 2.7 hours versus 3.1 hours.

“This report shows that the app industry is more competitive today than ever. New companies are succeeding with innovative apps that meet needs people might not even know they have,” said Ime Archibong, head of Facebook’s New Product Experimentation team, an internal team at Facebook looking to find new models for social apps. “All of this choice and competition fuels innovation, and that’s the heart of our work at Facebook,” he added.

App Annie’s report is available upon request here.



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Thursday, July 23, 2020

Pandora launches interactive voice ads into beta testing

Pandora is launching interactive voice ads into wider public testing, the company announced this morning. The music streaming service first introduced the new advertising format, where users verbally respond to advertiser prompts, back in December with help from a small set of early adopters, including Doritos, Ashley HomeStores, Unilever, Wendy’s, Turner Broadcasting, Comcast and Nestlé.

The ads begin by explaining to listeners what they are and how they work. They then play a short and simple message followed by a question that listeners can respond to. For example, a Wendy’s ad asked listeners if they were hungry, and if they say “yes,” the ad continued with a recommendation of what to eat. An Ashely HomeStores ads engaged listeners by offering tips on a better night’s sleep.

The format is meant in particular to aid advertisers in connecting with users who are not looking at their phone. For example, when people are listening to Pandora while driving, cooking, cleaning the house, or doing some other hands-free activity.

Since their debut, Pandora’s own data indicated the ads have been fairly well-received, in terms of the voice format. 47% of users said they either liked or loved the concept of responding with their voice, and 30% felt neutral. The stats paint a picture of an overall more positive reception, given that users don’t typically like ads at all. In addition, 72% of users also said they found the ad format easy to engage with.

However, Pandora cautioned advertisers that more testing is needed to understand which ads get users to respond and which do not. Based on early alpha testing, ads with higher engagement seemed be those that were entertaining, humorous, or used a recognizable brand voice, it says.

As the new ad format enters into beta testing, the company is expanding access to more advertisers. Advertisers including Acura, Anheuser-Busch, AT&T, Doritos, KFC, Lane Bryant, Purex Laundry Detergent, Purple, Unilever, T-Mobile, The Home Depot, Volvo, and Xfinity, among others, are signed up to test the interactive ads.

This broader test aims to determine what the benchmarks should be for voice ads, whether the ads need tweaking to optimize for better engagement, and whether ads are better for driving conversions at the upper funnel or if consumers are ready to take action, based on the ads’ content.

Related to the rollout of interactive voice ads, Pandora is also upgrading its “Voice Mode” feature, launched last year and made available to all users last July. The feature will now offer listeners on-demand access to specific tracks and albums in exchange for watching a brand video via Pandora’s existing Video Plus ad format, the same as for text-based searches.



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Typewise taps $1M to build an offline next word prediction engine

Swiss keyboard startup Typewise has bagged a $1 million seed round to build out a typo-busting, ‘privacy-safe’ next word prediction engine designed to run entirely offline. No cloud connectivity, no data mining risk is the basic idea.

They also intend the tech to work on text inputs made on any device, be it a smartphone or desktop, a wearable, VR — or something weirder that Elon Musk might want to plug into your brain in future.

For now they’ve got a smartphone keyboard app that’s had around 250,000 downloads — with some 65,000 active users at this point.

The seed funding breaks down into $700K from more than a dozen local business angels; and $340K via the Swiss government through a mechanism (called “Innosuisse projects“), akin to a research grant, which is paying for the startup to employ machine learning experts at Zurich’s ETH research university to build out the core AI.

The team soft launched a smartphone keyboard app late last year, which includes some additional tweaks (such as an optional honeycomb layout they tout as more efficient; and the ability to edit next word predictions so the keyboard quickly groks your slang) to get users to start feeding in data to build out their AI.

Their main focus is on developing an offline next word prediction engine which could be licensed for use anywhere users are texting, not just on a mobile device.

“The goal is to develop a world-leading text prediction engine that runs completely on-device,” says co-founder David Eberle. “The smartphone keyboard really is a first use case. It’s great to test and develop our algorithms in a real-life setting with tens of thousands of users. The larger play is to bring word/sentence completion to any application that involves text entry, on mobiles or desktop (or in future also wearables/VR/Brain-Computer Interfaces).

“Currently it’s pretty much only Google working on this (see Gmail’s auto completion feature). Applications such as Microsoft Teams, Slack, Telegram, or even SAP, Oracle, Salesforce would want such productivity increase – and at that level privacy/data security matters a lot. Ultimately we envision that every “human-machine interface” is, at least on the text-input level, powered by Typewise.”

You’d be forgiven for thinking all this sounds a bit retro, given the earlier boom in smartphone AI keyboards — such as SwiftKey (now owned by Microsoft).

The founders have also pushed specific elements of their current keyboard app — such as the distinctive honeycomb layout — before, going down a crowdfunding route back in 2015, when they were calling the concept Wrio. But they reckon it’s now time to go all in — hence relaunching the business as Typewise and shooting to build a licensing business for offline next word prediction.

“We’ll use the funds to develop advanced text predictions… first launching it in the keyboard app and then bringing it to the desktop to start building partnerships with relevant software vendors,” says Eberle, noting they’re working on various enhancements to the keyboard app and also plan to spend on marketing to try to hit 1M active users next year.

“We have more ‘innovative stuff’ [incoming] on the UX side as well, e.g. interacting with auto correction (so the user can easily intervene when it does something wrong — in many countries users just turn it off on all keyboards because it gets annoying), gamifying the general typing experience (big opportunity for kids/teenagers, also making them more aware of what and how they type), etc.”

The competitive landscape around smartphone keyboard tech, largely dominated by tech giants, has left room for indie plays, is the thinking. Nor is Typewise the only startup thinking that way (Fleksy has similar ambitions, for one). However gaining traction vs such giants — and over long established typing methods — is the tricky bit.

Android maker Google has ploughed resource into its Gboard AI keyboard — larding it with features. While, on iOS, Apple’s interface for switching to a third party keyboard is infamously frustrating and finicky; the opposite of a seamless experience. Plus the native keyboard offers next word prediction baked in — and Apple has plenty of privacy credit. So why would a user bother switching is the problem there.

Competing for smartphone users’ fingers as an indie certainly isn’t easy. Alternative keyboard layouts and input mechanism are always a very tough sell as they disrupt people’s muscle memory and hit mobile users hard in their comfort and productivity zone. Unless the user is patient and/or stubborn enough to stick with a frustratingly different experience they’ll soon ditch for the keyboard devil they know.  (‘Qwerty’ is an ancient typewriter layout turned typing habit we English speakers just can’t kick.)

Given all that, Typewise’s retooled focus on offline next word prediction to do white label b2b licensing makes more sense — assuming they can pull off the core tech.

And, again, they’re competing at a data disadvantage on that front vs more established tech giant keyboard players, even as they argue that’s also a market opportunity.

“Google and Microsoft (thanks to the acquisition of SwiftKey) have a solid technology in place and have started to offer text predictions outside of the keyboard; many of their competitors, however, will want to embed a proprietary (difficult to build) or independent technology, especially if their value proposition is focused on privacy/confidentiality,” Eberle argues.

“Would Telegram want to use Google’s text predictions? Would SAP want that their clients’ data goes through Microsoft’s prediction algorithms? That’s where we see our right to win: world-class text predictions that run on-device (privacy) and are made in Switzerland (independent environment, no security back doors, etc).”

Early impressions of Typewise’s next word prediction smarts (gleaned by via checking out its iOS app) are pretty low key (ha!). But it’s v1 of the AI — and Eberle talks bullishly of having “world class” developers working on it.

“The collaboration with ETH just started a few weeks ago and thus there are no significant improvements yet visible in the live app,” he tells TechCrunch. “As the collaboration runs until the end of 2021 (with the opportunity of extension) the vast majority of innovation is still to come.”

He also tells us Typewise is working with ETH’s Prof. Thomas Hofmann (chair of the Data Analytic Lab, formerly at Google), as well as having has two PhDs in NLP/ML and one MSc in ML contributing to the effort.

“We get exclusive rights to the [ETH] technology; they don’t hold equity but they get paid by the Swiss government on our behalf,” Eberle also notes. 

Typewise says its smartphone app supports more than 35 languages. But its next word prediction AI can only handle English, German, French, Italian and Spanish at this point. The startup says more are being added.



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Wednesday, July 22, 2020

Lenovo brings some unique features to its new gaming phone

Gaming phones are a weird one. They make sense on paper to some degree. As we well know, everyone’s a gamer these days, and much or most of that gaming happens on mobile devices. So why aren’t devoting gaming phones a more popular phenomenon? It’s not for lack of trying.

Lenovo’s the latest company to toss its hat in that highly-specific ring. That’s the sort of thing you can do when you’re the size of Lenovo and can experiment with such things. Gaming phones are a kind of go big or go home proposition, and the company’s doing mostly the former with the Legion Phone Duel, a mobile addition to the company’s Legion line of gaming PCs.

For starters, the handset was briefly alluded to in Qualcomm’s recent Snapdragon 865 Plus announcement — and is now is one of a very small club of phones sporting the chip. From where I sit, however, the most interesting thing about the category is the way it affords manufacturers an opportunity to experiment with ideas in a way that you don’t often see on flagships. And, indeed, there’s definitely some interesting stuff happening here.

For one thing, it’s got two batteries — something you don’t really see outside of foldables. Of course, those sport them for the very pragmatic reason that phone batteries don’t fold. Here, however, the batteries are separated to prevent overheating, leading the company the split the extremely health 5,000mAh capacity in two. You’re going to need that sort of battery for a gaming-centric 5G handset.

Also worth pointing out is the horizontal pop-up selfie camera — the most notable feature from early leaks. The idea here, of course, is that serious mobile gaming happens in the landscape configuration. As such, the design makes sense for video capture to stream to services like Twitch and YouTube. It’s a highly specific case use, of course, but this is highly specific phone. And, of course, your results of taking selfie video on the mobile device you’re using to game may vary.

Speaking of unique feature positions, there are also two separate USB-C charging ports — one in standard position on the bottom, and the other on the side. Again, the idea here is to make it as easy as possible to remain in landscape mode. If you’ve ever attempted to charge your phone and play a game at the same time, you know how much of a pain that can be.

Along with the aforementioned Snapdragon chip, you’ll also find up to 16GB of RAM and up to 512GB of storage. The display is 6.65 inches at 2340×1080, with a 144Hz refresh rate. The phone does not appear to be coming to the U.S. for now, but will be available this month in China (where it will be called the Legion Phone Pro), followed by the Asia Pacific region, Europe/Middle East/Africa and Latin America.

Pricing is TBD.



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