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Popl tops $2.7M in sales for its technology that replaces business cards

If you’ve spent any time on TikTok lately, then you’ve probably seen a number of Popl’s ads. The startup has been successfully leveraging social media to get its modern-day business card alternative in front of a wider audience. Packaged as either a phone sticker, keychain or wristband, Popl uses NFC technology to make sharing contact information as easy as using Apple Pay. To date, Popl has sold somewhere over 700,000 units and has generated $2.7 million in sales for its digital business card technology.

Popl co-founder and CEO Jason Alvarez-Cohen, a UCLA grad with a background in computer science, first realized the potential for NFC business cards through a different use case — a device he encountered in someone’s home while attending a party. But it sparked the idea to use NFC technology for sharing information person-to-person, which would be faster than alternatives, like AirDrop or manual entry. And so, Popl was born.

Image Credits: Popl

Though startup history is littered with would-be “business card killers” that eventually died, what makes Popl different from early contenders is that it combines both an app with a physical product — the Popl accessory. This accessory can be purchased in a variety of form factors, including the popular Popl phone sticker that you can apply right to the back of your phone case (or even the top of your PopSocket), and customized with a photo of your choosing.

“I knew that, in the past, people would tap phones and share information like that. But I learned quickly that you can’t do this just phone-to-phone with pure software,” says Alvarez-Cohen. “So I [wondered to myself], what’s the closest way we can get the phone tapping? And that’s how I came up with this back-of-the-phone product.”

Each Popl accessory is actually an NFC tag which enables the handoff of the user’s contact information. When the phones are close, the recipient will get a notification that alerts them to your shared Popl data.

There are, of course, other ways to quickly exchange contact information. You can easily enter in someone’s digits into your phone’s contacts app directly, for example, which may work better for more casual encounters — like meeting someone at a bar. But Popl lets you share a full business cards’ worth of contact data with just a tap, which makes it better for professional encounters, or any other time you want to share more than just your phone number.

While the Popl tags make for a nice gimmick, the Popl mobile app is what makes the overall service useful. And to be clear, the app is only necessary for the Popl’s owner — the recipient doesn’t need the app installed for Popl to work. They will, however, need to have a phone that can read NFC tags, which can leave out some older devices. Or, as a backup, they’ll need the ability to scan the QR code the app provides as a workaround.

Image Credits: Popl

In the Popl app, you can customize which data you want to share with others — including your contact info, social profiles, website links, etc. — all via an easy-to-use interface. Like some business card apps in the past, you can flip between a personal profile and a business profile in Popl in order to share the appropriate information when out networking. To actually make the exchange of contact information with another person, you simply hold up your phone to theirs and they’ll get a notification directing them to your Popl profile webpage. (The phones don’t have to physically touch or bump together, however. It’s more like Apple Pay, where they have to be near each other.)

From the Popl website, that’s shared via the notification that pops up, the recipient can tap on the various options to connect with the sender — for example, adding them on a social network like LinkedIn or Instagram, grabbing their phone number to send a quick text, or even downloading a full contact card to their phone’s address book, among other things.

Image Credits: Popl

The app’s more clever feature, however, is something Popl calls “Direct.”

This patented feature won’t send over the Popl website where the recipient then has to choose how they want to connect. Instead, it opens the destination app directly. For example, if you have LinkedIn Direct on, the recipient will be taken directly to your profile on LinkedIn when they tap the notification. Or if you put your Contact Card on Direct, it will just pop your address book entry onto the screen so the user can choose to save it to their phone.

For paid users, the app also lets you track your history of Popl connections on a map, so you can recall who you met, where and when, along with other analytics.

Image Credits: Popl

Work on Popl, which is co-founded by Alvarez-Cohen’s UCLA roommate, Nick Eischens, now Popl COO, began in late 2019. The startup then launched in February 2020 — just before the coronavirus lockdowns in the U.S. That could have been a disastrous time for a business designed to help people exchange information during in-person meetings when the world was now shifting to Zoom and remote work. But Alvarez-Cohen says they marketed Popl as a “contactless solution.”

“If I have this, and I have to meet someone for my business, I don’t even have to tap it — you can just hover, and it will still send that information,” Alvarez-Cohen says. “So I’m able to share my business card with you without handing you a business card, which is safe.”

But what really helped to sell Popl were its video demos. One TikTok ad, which I’m sure you’ve seen if you use TikTok at all, features the co-founders’ friend Arev sharing her TikTok profile with a new friend just as she’s leaving the gym.

In the video, the recipient — clearly dumbfounded by the technology after she taps his phone — responds “what? what? Whoa! What? How’d you do that?!”

It’s now been viewed over 80 million times.

@popl

HOW DID SHE DO THAT!! @endiccii with her new Popl. #poplchallengue #newtech #technology #foryou #fyp #instant

♬ original sound – popl

Today, Popl’s TikTok videos get high tens of thousands, hundreds of thousands and sometimes still millions of views per video. The company also has an active presence on other social media. For instance, Popl posts regularly to Instagram, where it has over 100,000 followers. Today, the startup’s growth is about 60% driven by Facebook and Instagram marketing and 40% organic, Alvarez-Cohen says.

Now, the company is preparing new products for the post-pandemic era when in-person events return. Though it had before sold Popl’s in bulk for this purpose, it’s now readying an “event bracelet” that just slips on your wrist (and is reusable). The bracelet could be used at any big event — like music festivals or business conferences, where you’re meeting a lot of new people. And because Popl uses NFC, phones have to be close to make the contact info exchange — it won’t just randomly share your info with everyone as you pass by them.

Popl is also fleshing out the business networking side of its app with integrations for Salesforce, Oracle, HubSpot and CSV export, that come with its Popl Pro subscription ($4.99 per month). The in-app subscription is already at $450,000-plus in annual recurring revenue and growing 10% every week, as of early April.

A Y Combinator Winter 2021 participant, Popl is backed by Twitch co-founder Justin Kan (via Goat Capital), YC, Urban Innovation Fund, Cathexis Ventures and others angels, including Wish.com CEO Peter Szulczewski and PlanGrid co-founder Ralph Gootee.

The app is available on iOS and Android, and the Popl accessories are sold on its website and on Target.com.

Update, 4/19/21, 6:45 PM ET: Post updated with a more current revenue figure after publication.

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Google denies Pixel 5a 5G cancelation, confirming it’s coming this year

Sometimes you’ve just got to confirm an unannounced product to put the rumors to bed, I guess. That was Google’s strategy this afternoon, following earlier rumors from Android Central that a chip shortage had put the kibosh on the mid-budget phone.

In a comment to TechCrunch, a Google spokesperson noted, “Pixel 5a 5G is not cancelled. It will be available later this year in the U.S. and Japan and announced in line with when last year’s a-series phone was introduced.”

That time frame would put the device’s arrival around late-summer, meaning it won’t arrive in time for Google I/O in May, as some speculated. Interestingly, the company appears to be limiting the device’s availability to two countries — at least at launch. That could, perhaps, be due to earlier-reported component shortages.

As The Verge notes, the company hasn’t been particularly precious when it comes to product announcements. The company took a similar approach ahead of the release of the Pixel. Either way, this isn’t exactly the standard big company approach to rumor denial, which is to either not answer or otherwise deflect.

Google may well be on edge about its Pixel line these days. The phone line hasn’t exactly taken the mobile world be storm, resulting in longstanding rumors that the company is looking to shake things up. That, in part, has seemingly been confirmed by some fairly high-profile exits.

Still, even while there have been issues on the premium side, the company’s budget “a” line has helped buoy its overall numbers. No word yet on specific specs, but the handset is not expected to be a radical departure from its predecessor.

 

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Metalenz reimagines the camera in 2D and raises $10M to ship it

As impressive as the cameras in our smartphones are, they’re fundamentally limited by the physical necessities of lenses and sensors. Metalenz skips over that part with a camera made of a single “metasurface” that could save precious space and battery life in phones and other devices… and they’re about to ship it.

The concept is similar to, but not descended from, the “metamaterials” that gave rise to flat beam-forming radar and lidar of Lumotive and Echodyne. The idea is to take a complex 3D structure and accomplish what it does using a precisely engineered “2D” surface — not actually two-dimensional, of course, but usually a plane with features measured in microns.

In the case of a camera, the main components are of course a lens (these days it’s usually several stacked), which corrals the light, and an image sensor, which senses and measures that light. The problem faced by cameras now, particularly in smartphones, is that the lenses can’t be made much smaller without seriously affecting the clarity of the image. Likewise sensors are nearly at the limit of how much light they can work with. Consequently, most of the photography advancements of the last few years have been done on the computational side.

Using an engineered surface that does away with the need for complex optics and other camera systems has been a goal for years. Back in 2016 I wrote about a NASA project that took inspiration from moth eyes to create a 2D camera of sorts. It’s harder than it sounds, though — usable imagery has been generated in labs, but it’s not the kind of thing that you take to Apple or Samsung.

Metalenz aims to change that. The company’s tech is built on the work of Harvard’s Federico Capasso, who has been publishing on the science behind metasurfaces for years. He and Rob Devlin, who did his doctorate work in Capasso’s lab, co-founded the company to commercialize their efforts.

“Early demos were extremely inefficient,” said Devlin of the field’s first entrants. “You had light scattering all over the place, the materials and processes were non-standard, the designs weren’t able to handle the demands that a real world throws at you. Making one that works and publishing a paper on it is one thing, making 10 million and making sure they all do the same thing is another.”

Their breakthrough — if years of hard work and research can be called that — is the ability not just to make a metasurface camera that produces decent images, but to do it without exotic components or manufacturing processes.

“We’re really using all standard semiconductor processes and materials here, the exact same equipment — but with lenses instead of electronics,” said Devlin. “We can already make a million lenses a day with our foundry partners.”

Diagram comparing the multi-lens barrel of a conventional phone camera, and their simpler "meta-optic"

The thing at the bottom is the chip where the image processor and logic would be, but the meta-optic could also integrate with that. The top is a pinhole. Image Credits: Metalenz

The first challenge is more or less contained in the fact that incoming light, without lenses to bend and direct it, hits the metasurface in a much more chaotic way. Devlin’s own PhD work was concerned with taming this chaos.

“Light on a macro [i.e. conventional scale, not close-focusing] lens is controlled on the macro scale, you’re relying on the curvature to bend the light. There’s only so much you can do with it,” he explained. “But here you have features a thousand times smaller than a human hair, which gives us very fine control over the light that hits the lens.”

Those features, as you can see in this extreme close-up of the metasurface, are precisely tuned cylinders, “almost like little nano-scale Coke cans,” Devlin suggested. Like other metamaterials, these structures, far smaller than a visible or near-infrared light ray’s wavelength, manipulate the radiation by means that take a few years of study to understand.

Diagram showing chips being manufactured, then an extreme close up showing nano-scale features.

Image Credits: Metalenz

The result is a camera with extremely small proportions and vastly less complexity than the compact camera stacks found in consumer and industrial devices. To be clear, Metalenz isn’t looking to replace the main camera on your iPhone — for conventional photography purposes the conventional lens and sensor are still the way to go. But there are other applications that play to the chip-style lens’s strengths.

Something like the FaceID assembly, for instance, presents an opportunity. “That module is a very complex one for the cell phone world — it’s almost like a Rube Goldberg machine,” said Devlin. Likewise the miniature lidar sensor.

At this scale, the priorities are different, and by subtracting the lens from the equation the amount of light that reaches the sensor is significantly increased. That means it can potentially be smaller in every dimension while performing better and drawing less power.

Image (of a very small test board) from a traditional camera, left, and metasurface camera, right. Beyond the vignetting it’s not really easy to tell what’s different, which is kind of the point. Image Credits: Metalenz

Lest you think this is still a lab-bound “wouldn’t it be nice if” type device, Metalenz is well on its way to commercial availability. The $10 million Series A they just raised was led by 3M Ventures, Applied Ventures LLC, Intel Capital, M Ventures and TDK Ventures, along with Tsingyuan Ventures and Braemar Energy Ventures — a lot of suppliers in there.

Unlike many other hardware startups, Metalenz isn’t starting with a short run of boutique demo devices but going big out of the gate.

“Because we’re using traditional fabrication techniques, it allows us to scale really quickly. We’re not building factories or foundries, we don’t have to raise hundreds of mils; we can use what’s already there,” said Devlin. “But it means we have to look at applications that are high volume. We need the units to be in that tens of millions range for our foundry partners to see it making sense.”

Although Devlin declined to get specific, he did say that their first partner is “active in 3D sensing” and that a consumer device, though not a phone, would be shipping with Metalenz cameras in early 2022 — and later in 2022 will see a phone-based solution shipping as well.

In other words, while Metalenz is indeed a startup just coming out of stealth and raising its A round… it already has shipments planned on the order of tens of millions. The $10 million isn’t a bridge to commercial viability but short-term cash to hire and cover upfront costs associated with such a serious endeavor. It’s doubtful anyone on that list of investors harbors any serious doubts on ROI.

The 3D sensing thing is Metalenz’s first major application, but the company is already working on others. The potential to reduce complex lab equipment to handheld electronics that can be fielded easily is one, and improving the benchtop versions of tools with more light-gathering ability or quicker operation is another.

Though a device you use may in a few years have a Metalenz component in it, it’s likely you won’t know — the phone manufacturer will probably take all the credit for the improved performance or slimmer form factor. Nevertheless, it may show up in teardowns and bills of material, at which point you’ll know this particular university spin-out has made it to the big leagues.

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Video: TechCrunch editors share their top stories of 2020

As the year draws to a close, a few members of our edit staff shared stories that defined the last 12 months for their beat.

 

Devin Coldewey: Technology played a pivotal role in the coverage of protests against police violence over the summer. Disinformation and discord spread like wildfire on social media, but so did important information and documentation of brutality, often via the newly popular medium of live streaming. 

Kirsten Korosec: Uber evolved from a company trying to cover everything in transportation to one focused on ride-hailing and delivery as it aims for profitability in 2021. To get there, Uber offloaded its micromobility unit Jump, its self-driving subsidiary Uber ATG and air taxi moonshot Uber Elevate.

Brian Heater: Smartphone sales suffered a major decline as people stayed home and spent less on luxury items. The expected rebound from 5G handsets will have to wait for 2021.

Natasha Mascarenhas: Edtech, a sector that was notoriously undercapitalized, got a cash-rich spotlight as the coronavirus spurred widespread remote learning. Startups were able to raise funds, turn first profits, and finally grow from a tool to a necessity.

Darrell Etherington: SpaceX had a tremendous 2020, realizing a lot of things that they’d been working on for years. First and foremost, they launched astronauts aboard a SpaceX spacecraft for the first time. They followed that up with even more human launches, and with a huge step forward in their Starship development program. Finally, they made big progress with their Starlink broadband internet constellation. Definitely the space industry newsmakers of the year.

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Video: TechCrunch editors choose their top stories of 2020

As the year draws to a close, a few members of our edit staff shared stories that defined the last 12 months for their beat.

 

Devin Coldewey: Technology played a pivotal role in the coverage of protests against police violence over the summer. Disinformation and discord spread like wildfire on social media, but so did important information and documentation of brutality, often via the newly popular medium of live streaming. 

Kirsten Korosec: Uber evolved from a company trying to cover everything in transportation to one focused on ride-hailing and delivery as it aims for profitability in 2021. To get there, Uber offloaded its micromobility unit Jump, its self-driving subsidiary Uber ATG and air taxi moonshot Uber Elevate.

Brian Heater: Smartphone sales suffered a major decline as people stayed home and spent less on luxury items. The expected rebound from 5G handsets will have to wait for 2021.

Natasha Mascarenhas: Edtech, a sector that was notoriously undercapitalized, got a cash-rich spotlight as the coronavirus spurred widespread remote learning. Startups were able to raise funds, turn first profits, and finally grow from a tool to a necessity.

Darrell Etherington: SpaceX had a tremendous 2020, realizing a lot of things that they’d been working on for years. First and foremost, they launched astronauts aboard a SpaceX spacecraft for the first time. They followed that up with even more human launches, and with a huge step forward in their Starship development program. Finally, they made big progress with their Starlink broadband internet constellation. Definitely the space industry newsmakers of the year.

Powered by WPeMatico

TechCrunch editors choose their top stories of 2020

As the year draws to a close, a few members of our edit staff shared stories that defined the last 12 months for their beat.

 

Devin Coldewey: Technology played a pivotal role in the coverage of protests against police violence over the summer. Disinformation and discord spread like wildfire on social media, but so did important information and documentation of brutality, often via the newly popular medium of live streaming. 

Kirsten Korosec: Uber evolved from a company trying to cover everything in transportation to one focused on ride-hailing and delivery as it aims for profitability in 2021. To get there, Uber offloads its micromobility unit Jump, its self-driving subsidiary Uber ATG and air taxi moonshot Uber Elevate.

Brian Heater: Smartphone sales suffered a major decline as people stayed home and spent less on luxury items. The expected rebound from 5G handsets will have to wait for 2021.

Natasha Mascarenhas: Edtech, a sector that was notoriously undercapitalized, got a cash-rich spotlight as the coronavirus spurred widespread remote learning. Startups were able to raise funds, turn first profits, and finally grow from a tool to a necessity.

Darrell Etherington: SpaceX had a tremendous 2020, realizing a lot of things that they’d been working on for years. First and foremost, they launched astronauts aboard a SpaceX spacecraft for the first time. They followed that up with even more human launches, and with a huge step forward in their Starship development program. Finally, they made big progress with their Starlink broadband internet constellation. Definitely the space industry newsmakers of the year.

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Review: Wireless headsets from Logitech, Audio-Technica, SteelSeries, HyperX and more

With the amount of time you’re spending at home these days, you deserve a better headset. A wireless one that works with your computer and maybe your console as well, with a mic for calls and great sound for games and movies. Fortunately there are a lot to choose from, and I’ve tested out your best options.

I asked the leading audio and peripheral companies to send over their flagship wireless headset, with prices ranging from about $100 to $250. Beyond this price range returns diminish swiftly, but right now that’s the sweet spot for comfort, sound and usability.

For years I’ve avoided wireless headsets because there were too many compromises, but I’m pleased to say that the latency has been eliminated and battery life in the ones I reviewed is uniformly excellent. (NB: If the wireless version feels too expensive, you can often get wired ones for $50-100 less.)

To test the headphones, I used them all for a variety of everyday tasks, from video calls to movies and music (with only minimal EQing to get a sense of their natural sound) to AAA games and indies. None require an app to work, though some have companion software for LEDs or game profiles. I have a fairly large head and medium-sized ears, for what it’s worth. All the headphones are rather bulky, though the angle I shot them at individually makes them look huge — you can see in the image up top that they’re all roughly the same size.

None of these headphones have active noise cancelling, but many offer decent physical isolation to the point where they offer a “monitor” feature that pipes in sound from the outside world — useful if you’re playing a game but waiting for the oven to preheat or something. Only the first set has a built-in mic, the rest have detachable ones of generally solid quality, certainly good enough for streaming and chatting, though for broadcast a separate one would be better. All these headphones use a USB-A style dongle, though the 7P/7X also has a USB-C connector.

SteelSeries 7P/7X – $149

Image Credits: Devin Coldewey / TechCrunch

The 7P and 7X headsets, designed with the PS5 and Xbox Series X in mind (as well as PC) respectively, are my first and most unreserved recommendation.

The standout feature on these is, to me, a truly surprising sound with an almost disturbingly broad stage and clarity. I almost couldn’t believe what I was hearing when I put on some familiar tracks I use for reference. This isn’t a 7.1 simulation or anything like that — but no doubt the gaming focus led to creating a large soundstage. It worked!

I also found the headphones to be very comfortable, with a “ski goggle” strap instead of a per-band adjustment that lets them sit very lightly as well as “remembering” your setting. The spacious earcups rotate for travel or comfort.

The built-in mic is unobtrusive and stows away nicely, but if you’re picky about placement it was a bit floppy to adjust. Many of the other headsets have nicer mics that completely detach — maybe that’s a plus for you, but I tend to lose them.

My main issues with these are that the controls feel cheap and not particularly well laid out. The bottom of the headset is a jumble of ports and buttons and the volume dials don’t have much travel — it’s 0 to 100 in one full swipe. (Volume control is independent from system volume.)

The dongle is different from the others in that it is itself USB-C, but with a USB-A cable attached. That’s good for compatibility, but the cable is three feet long, making it kind of silly to attach to some laptops and whatnot. You could easily get your own short cord, though.

At $150 I think these are an easy recommendation for just about anyone looking at that price range.

Audio-Technica AT-GWL – $250

Image Credits: Devin Coldewey / TechCrunch

The high price on these is partly because they are the wireless version of a headset that also comes wired, so if you want the solid audio performance and comfy fit, you can save some money by going wired.

The sound of the AT-GWLs is rich and naturally has a focus on the upper-mid vocal range, which makes voices in media really pop. I did find the sound a bit confined, which hitting the “surround” setting actually helped with. I know that this sort of virtualization has generally been frowned on, but it’s been a while since these settings have been over the top and distortive. I found surround better for games but not necessarily for music, but it’s very easy to switch on and off.

The headphones are light and adjusted with traditional, no-nonsense metal bands, with a single pad on the top. I would say they are the lightest-feeling pair I tested, with the SteelSeries and Razer coming in just behind owing to some extra weight and bulk. Despite being compact, the AT-GWLs felt airy but not big. The leather-microfiber combo cups are nice, and I think they’ll break in well to provide better isolation over time.

Where they fall short is in the interface. First, a note to Audio-Technica: Turn down the notification noises! Turning the headset on, the mic on or off or hitting the system-independent volume max produces loud, surprising beeps. Too loud!

Second, the buttons and dials are stiff, small and same-feeling. Lifting a hand quickly to turn down the volume (maybe after a huge beep) you may very easily mistake the power switch for the volume dial. The dial also doubles as a button for surround mode, and next to it is a microscopic button to turn on and off the sound of surroundings. It’s a bit of a jumble — nothing you can’t get used to, but considering how nice other headsets on this list made their controls, it has to be said.

HyperX Cloud II wireless – $100

Image Credits: Devin Coldewey / TechCrunch

HyperX (owned by Kingston) wasn’t exactly known for audio until fairly recently, but its previous Cloud headset got the crucial Wirecutter endorsement, and it’s easy to see why. For less money than any of the other headsets in this roundup, the follow-up to that headset (which I’m wearing right now) has excellent sound and isolation.

I was surprised to find a soundstage nearly as wide as the 7P/7X, but with more of a focus on the punchy lower register instead of on detail and placement. My music felt big and close, and the atmosphere of games likewise, more immediately present.

The Cloud II’s controls are simple and effective. The volume dial, tied directly to the system volume, is superb: grippy, with smooth motion and just the right amount of friction, and just-barely-there clicks. There are two good-size buttons, the power one concave and the mic mute (which gives different sounds for muted and active) convex.

It’s unfortunate that they’re not as comfortable, for me anyway, as the others on this list. The cups (though a bit on the warm side) and band are perfectly fine. It’s that there’s little rotation to those cups, meaning there’s no play to accommodate the shape of your head. I don’t know, maybe it’s just my big dome, but they were noticeably tighter at the front of my ear than the back, so I was constantly adjusting or trying to twist them.

I’ll say this: If they add a bit more adjustment to the cups, these would be my default recommendation over the 7P/7X. As exciting as the SteelSeries sound is to me, the Cloud IIs seem more like what people expect, and are $50 cheaper.

Logitech G-733 – $130

The matte texture of the G733s had a weird interaction with my camera — they don’t look speckly IRL. Image Credits: Devin Coldewey / TechCrunch

These are Logitech’s streamer-friendly, color-coordinated, LED-sporting set, but they’re better than the loud design would suggest.

The sound is definitely gaming-forward, with a definite emphasis on the low end and a very central, present sound that was a lot like the Cloud II.

To be honest, I was not expecting the G733s to be very comfortable — their stiff plastic look suggested they’d creak, weigh down my ears and crush my noggin. But in fact they’re really light and quite comfy! There’s a lot of play in the positions of the earcups. The fit is a little odd in that there’s a plainly inferior version of the 7P/7X’s “ski goggle” strap that really only has four settings, while the cups slide up and down about two thirds of an inch. It was just enough to accommodate my (again, apparently very large) head.

The mic boom is rather short, and sadly there is no indicator for when the mic is on or off, which is sometimes a minor inconvenience and sometimes a major pain. You can tell from the sound the mute button makes, though.

The volume dial is nice and smooth, though the “clicks” are really far apart. I like the texture of it and the mic mute button, the power button not so much. But it works.

The colors may not be to everyone’s liking, but I have to hand it to Logitech for going all the way. The headset, mic and even the USB dongle are all the same shade, making it much easier to keep track of them in my growing pile of headphones and widgets.

Logitech Pro-X – $200

Image Credits: Devin Coldewey / TechCrunch

Currently Logitech’s most premium set of gaming headphones, the Pro-X abandon the bright, plasticky look of its other sets and goes for understated and black.

The sound of the Logitech is big and very clear, with almost a reference feel in how balanced the bands are. I felt more presence in the mid-lows of smart bass-playing than the other sets. There is a “surround” feel that makes it feel more like you’re in a room of well-configured speakers than headphones, something that I think emerges from a de-emphasis of the center channel. The media is “out there,” not “in here.” It’s not a bad or a good thing, just distinct from the others.

The controls are about on par with the Cloud II’s: a nice frictiony volume wheel controlling system volume, a nice mic toggle button and a fairly meaty on-off switch you’re unlikely to trip on purpose.

Also like the Cloud IIs, there is no rotation to the earcups, making them less comfortable to me than the ATs and SteelSeries, and Logitech’s cheaper G-733s. A larger head than my own, if that’s possible, would definitely feel clamped. I do think these would wear in well, but all the same a bit of play would help a lot.

The external material, a satinized matte plastic, looks truly lovely but is an absolute fingerprint magnet. Considering you’ll be handling these a lot (and let’s be honest, not necessarily with freshly washed hands), you’re going to need to wipe them down rather more than any of the others I tested.

Razer Blackshark V2 Pro – $180

Image Credits: Devin Coldewey / TechCrunch

The understated Razer Blackshark V2 Pro soon became my go-to for PC gaming when the SteelSeries set was attached to the PS5.

Their sound is definitely gaming-focused, with extra oomph in the lows and mid-lows, but music didn’t sound overly shifted in that direction. The soundstage is full but not startlingly so, and everything sounded detailed without being harsh.

The Razers look heavy but aren’t — it varies day to day but I think they’re definitely competing for “most comfortable” with the A-Ts and SteelSeries. The cups feel spacious and have a nice seal, making for a very isolated listening experience. Adjustment is done with the wires attached to the cups, which is nothing special — I kind of wish this setup would let you adjust the cant as well as the height. The material is like the Logitechs — prone to fingerprints, though a little less so, in my experience.

Their controls are very well designed and laid out, all on one side. The protruding (system-independent) volume knob may seem odd at first but you’ll love it soon. The one big notch or click indicates exactly 50%, which is super useful for quick “calibration,” and turning the knob is smooth yet resistant enough that I never once accidentally changed it. Meanwhile there are conveniently placed and distinguishable buttons for mute and power, and ports for the detachable mic, charge cord and 3.5mm input.

I’m hard pressed to think of any downsides to the Blackshark except that it doesn’t work with consoles.

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Gift Guide: Games on every platform to get you through the long, COVID winter

Welcome to TechCrunch’s 2020 Holiday Gift Guide! Need help with gift ideas? We’re here to help! We’ll be rolling out gift guides from now through the end of December. You can find our other guides right here.

It’s a great time to be a gamer — I mean, what else is there to do? And with the prospect of a long winter and lonely holiday season ahead of us, here’s a list of games on all the major platforms that you can really sink your teeth — and a few dozen hours — into.

Buying for a gamer and have no idea what’s worthwhile? Once you’ve figured out which gaming system is their platform of choice, any of these should be guaranteed wins.

This article contains links to affiliate partners where available. When you buy through these links, TechCrunch may earn an affiliate commission.

All major platforms

Assassin’s Creed: Valhalla

Screenshot of Assassin's creed valhalla showing a viking on a british landscape

Image Credits: Ubisoft

I genuinely enjoyed AC: Odyssey’s gorgeous landscapes and main characters, but the game systems felt disconnected and arbitrary. That’s much less the case with AC: Valhalla, which tells a similarly sprawling tale of Vikings in England but works a little harder to put it together into a cohesive whole. It’s still very much “Ubisoft Game, but with Vikings” but that’s not necessarily a bad thing.

Price: $50 from Amazon

Minecraft Dungeons

I thought this game was a bit limited when it first came out, but since then it has gotten several new areas and cross-platform multiplayer. Between that and its simplified systems and PG-level violence, Minecraft Dungeons is a great option for families that want to fight monsters together.

Price: $20-30 (depending on platform) from Mojang

Call of Duty: Black Ops Cold War

Reviewers agree: The new CODBLOPS is definitely more CODBLOPS. The latest in the gritty military series is the one everyone will be playing for the next year, so it’s definitely a must-have for quite a few people.

Price: $50-60 (depending on platform) from Amazon

Cyberpunk 2077

Image Credits: CD Projekt Red

Cyberpunk 2077, the futuristic RPG from the creators of the Witcher, isn’t out yet, but it’s one of the most anticipated titles in recent years and your special someone might like the idea that they’re getting it day one. Of course if it’s anything like The Witcher 3, they’re probably going to want to wait a few months for the bugs to get ironed out. But hey, it’s an option.

Price: $50 from Amazon

PS4 and PS5

Spider-Man: Miles Morales

Image Credits: Sony

This semi-sequel to the much-lauded 2018 Spider-Man is smaller in scale but plays even better. Plus it has a wonderfully inclusive cast and tone and feels authentic, where the original, for all its strengths, had a pretty flat take on New York. Bonus: If you buy the PS5 version of Miles Morales, you get the remastered 2018 game for free. I’d argue you’re simply not going to find a better bang for your buck right now with any other new game.

Price: $50 on Amazon

Demon’s Souls

Image Credits: Sony

The only “true” next-generation game out there right now is a remake of a PlayStation 3 game, and in many ways it feels like it. But in other ways, it’s the most amazing game on the market right now. If your loved one has enjoyed Dark Souls, Bloodborne, Sekiro and other incredibly hard games, this is the one to get.

Price: $70 on Amazon

Ghost of Tsushima

Between Nioh 2, Sekiro and Ghost of Tsushima, there’s a real bumper crop of samurai and ninja action to be had. But Ghost is the broadest and most beautiful of them all — if not necessarily the deepest.

What it lacks in challenge… first of all, is more than made up by the difficulty of those other two games I mentioned, give me a break. But Ghost’s draw is in the unity and beauty of its game world and systems. For example, instead of a quest marker or arrow pointing toward your objective, the wind is just always blowing in that direction. Amazing, right? The single player campaign is remarkably well acted, and a free update has brought a surprisingly extensive multiplayer co-op mode as well. This is truly a game you can lose yourself in. Just don’t start trying to collect everything or you’ll never leave the first area.

Price: $40 on Amazon

13 Sentinels: Aegis Rim

Image Credits: Vanillaware

This totally unique game came out of left field and obsessed me for two solid weeks. A combination of adventure game, visual novel and tactical action game, 13 Sentinels puts you in charge of a bunch of high school kids piloting giant robots to save the world from alien invaders. (In case you can’t tell, it’s a Japanese production.)

Sound familiar? That’s the idea — and then it starts pulling rugs out from under you and doesn’t stop until the last few minutes. The labyrinthine story, which progresses simultaneously through 13 interwoven narratives, is the very best kind of sci-fi mind-boggler and a pleasure to unravel from start to finish. The combat is also compelling and satisfying, if not particularly deep or challenging. There’s simply nothing else like this out there.

Price: Currently $30 from GameStop

Xbox One and Series X

Halo: The Master Chief Collection

Image of Master Chief from halo

Image Credits: Microsoft

If your loved one is a Halo fan, they’re likely very sad since Halo: Infinite, once a launch title for the new console, won’t be coming out until next year. But it can’t hurt to have the original games all updated and beautified to play through as an appetizer. Plus there’s the famous Halo multiplayer to get everyone through the winter.

Price: $30 from Amazon

Yakuza: Like a Dragon

Image Credits: Sega

The latest in the long-running and beloved Yakuza series of character-driven adventures of Japanese gangsters set in a fictional Tokyo neighborhood, this one changes up the style with a turn-based combat system and new protagonist — but some are calling it the best yet.

Price: $35 from Amazon

Gears Tactics

Image Credits: Microsoft

No one really expected that the Gears of War series would lend itself to a tactics game in the style of XCOM — let alone that it would leapfrog others in the genre and become one of the best you can get, period. Naturally it isn’t quite the urgent, visceral experience that Gears normally is, but this is a surprisingly deep and engrossing game.

Price: $38 from Amazon

Ori and the Will of the Wisps

The sequel to the lauded “metroidvania” Ori and the Blind Forest is technically on several platforms, but the Series X seems to be the absolute best one on which to play it. With beautifully updated art and a silky-smooth framerate, this will look better on that new 4K HDR TV than many “real” next-generation games. But don’t let the beautiful yet cute art style make you think this will be a cakewalk. Like the first in the series, you’ll need some serious dexterity to complete this platformer.

Price: $30 from Moon Studios

Risky move: Preorder Halo: Infinite

No one is quite sure whether the first Halo of the next generation is going to be as good as everyone hopes, and a delay to early next year didn’t allay anyone’s fears. That said, many a gamer will cherish the idea of playing the latest in this venerable series day one, so pre-ordering a copy is a possibility if none of the other games really ring their bell.

Price: $60 from Amazon

Switch

Mario Kart Live: Home Circuit

Image Credits: Bryce Durbin

Technically this is also a “toy,” because it’s real-life RC carts zooming around your home on an augmented-reality racetrack. We thought it was tons of fun, and it’s a great way to take video games off the TV and into real life… kind of. Just be aware that every player needs their own cart and their own Switch.

Price: $99 from Best Buy

Hyrule Warriors: Age of Calamity

Don’t go into this game expecting a full-on new Zelda title and you’ll do just fine. This is definitely an action game, and a big, rather mindless one at that. But it’s hard to resist the concept of playing as Link, Zelda or any of the champions from Breath of the Wild and dispatching enemies by the hundreds.

Price: $50 on Amazon

Super Mario 3D All-Stars

Image Credits: Ninendo

Okay, I gave Nintendo some guff over the perfunctory nature of this collection of amazing games. I’ve wanted to replay Mario 64 for years and was waiting for Nintendo to touch it up just a bit — but it, and Super Mario Sunshine, and Super Mario Galaxy, are virtually unchanged in this retro package. Really, you couldn’t make it widescreen? But for most, the chance to play these games again (or for the first time) on the Switch is worth the price of admission, period.

Price: $60 from Amazon

PC

Spelunky 2 and/or Hades

The “roguelite” genre, with its randomly generated levels and complex interlocking systems, has grown in popularity and sophistication for years — and here we have two fine examples that take the genre in different directions.

Spelunky 2 is the most traditional, in a way. Sequel to one of the best games out there, this one adds more variety, more weirdness and more challenge to the unforgiving platforming of the original. Like before, every death (and there will be a lot) is avoidable and while some runs may last only seconds, it’s hard to be deterred when you know that if you just paid a little more attention, or saved your bombs, or went over that other way… just one more game. (Pro tip: Buy a couple copies for friends and indulge in jolly cooperation.)

Hades combines the procedurally generated levels with an incredibly beautiful art style and an ingenious story and progression system. Escaping from the ever-shifting landscape of Hades, you’re going to die over and over, but as a young god, that’s more inconvenience than obstacle. Meanwhile every death and every inch of progress moves you closer to the mystery of your birth in a clever modern take on Greek mythology. It’s honestly hard to imagine how Hades could be improved in almost any way.

Price: $20 for Spelunky 2 on Steam | $25 for Hades on Steam

Crusader Kings III

Image Credits: Paradox

This long-awaited strategy title puts you in the throne room of a European medieval dynasty, where you can do… pretty much anything to get ahead. Assassinations, proxy wars, brutal taxes, religious cannibalism, strategic marriages… it’s all on the table. This is a story-telling engine that’s remarkably robust and, once you get past the initial learning curve, very fun. It’s also very, very nerdy, and proud of it.

Price: $50 on Steam

Other options

Game & Watch: Super Mario Bros

Nintendo's Super Mario Bros handheld system

Image Credits: Devin Coldewey / TechCrunch

This little gadget has the original Super Mario Bros., its sequel (not the weird one — what we knew as “The Lost Levels”) and a remade LCD game all built in. It’s a charming device and the games play well, plus you can turn it off and resume progress later, making it that much easier to get through the whole game.

Price: $50 (but finding one in stock can be challenging.)

Backbone One for iPhone

Image Credits: Backbone

Got a friend who prefers to game on their phone? The Backbone is built for them. This snap-on controller brings buttons and analog triggers (and good ones, at that!) into the iOS gaming world, along with a surprisingly solid companion app that can do things like record your gameplay and help you edit and post your highlight reels. It only works with select iOS titles, but the library is growing. TechCrunch Editor-In-Chief Matthew Panzarino reviewed it in October and gave it his stamp of approval with very little reservation.

Price: $99 from Backbone

 

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ANYbotics, Swiss company behind quadrupedal ANYmal robot, announces $22M A round

ANYbotics, the creators of ANYmal, a four-legged autonomous robot platform intended for a variety of industrial uses, has raised a $20 million Swiss Franc (~$22.3 million) round A to continue developing and scaling the business. With similar robots just beginning to break into the mainstream, the market seems ready to take off.

The company spun out of ETH Zurich in 2016, at which point the robot was already well into development. ANYmal is superficially similar to Spot, the familiar quadrupedal robot from Boston Dynamics, but the comparison mustn’t be taken too far. A four-legged robot is a natural form for navigating and interacting with environments built for humans.

ANYbotics is on the third generation of the robot, which has progressively integrated computing units and sensors of increasing sophistication.

“Our current ANYmal C model features three built-in high-end Intel i7 computers that power the robot and customer-applications such as automated inspection tasks,” explained co-founder and CEO Péter Fankhauser in an email to TechCrunch. “The availability of smaller and more performant sensors, propelled by AR/VR and autonomous driving applications, has enabled us to equip the latest ANYmal model with 360-degree situational awareness and long-range scanning capabilities. Where commercially available components are not satisfactory, we invest in our proprietary technologies, which have resulted in core components such as custom motors, docking stations, and inspection payload units.”

The most obvious application for robots like ANYmal is inspection of facilities that would normally involve a human. If a robot can traverse the same paths, climb stairs, open doors and so on, it can do so more frequently and regularly than its human counterparts, who tire and take breaks. It also can monitor and relay its surroundings in detail, using lidar and RGB cameras, among other tools. Humans can then perform the more difficult (and human) work of integrating that information and making decisions based on it. An ANYmal at a factory, power plant, or data center could save costs and shoe leather.

Of course, that’s no use if the bot is fragile; fortunately, that’s not the case.

“In terms of mobility, we have focused on what matters most to our industrial customers: Operational reliability and robustness to harsh environmental conditions,” Fankhauser said. “For example, we design and test ANYmal for day and night usage in indoor and outdoor locations, including offshore platforms with salty air and large temperature ranges. It’s less about agility in these environments but more about reliably and safely performing the tasks multiple times a day over many months without human intervention.”

Swisscom Ventures leads the round, and partner Alexander Schläpfer said that good roots (ETHZ is of course highly respected) and good results from early commercial partnerships more than justified their investment.

“Over 10 years ago, some of our co-founders developed their first walking robots during their studies at ETH Zurich,” said Fankhauser. “Today, the industries are ready to adopt this technology, and we are deploying our robots to our early customers.”

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A tween tries Apple’s new ‘Family Setup’ system for Apple Watch

With the release of watchOS 7, Apple at last turned the Apple Watch into the GPS-based kid tracker parents have wanted, albeit at a price point that requires careful consideration. As someone in the target demographic for such a device — a parent of a “tween” who’s allowed to freely roam the neighborhood (but not without some sort of communication device) — I put the new Family Setup system for the Apple Watch through its paces over the past couple of months.

The result? To be frank, I’m conflicted as to whether I’d recommend the Apple Watch to a fellow parent, as opposed to just suggesting that it’s time to get the child a phone.

This has to do, in part, with the advantages offered by a dedicated family-tracking solution — like Life360, for example — as well as how a child may respond to the Apple Watch itself, and the quirks of using a solution that wasn’t initially designed with the needs of family tracking in mind.

As a parent of a busy and active tween (nearly 11), I can see the initial appeal of an Apple Watch as a family tracker. It has everything you need for that purpose: GPS tracking, the ability to call and text, alerts and access to emergency assistance. It’s easy to keep up with, theoretically, and it’s not as pricey as a new iPhone. (The new Apple Watch SE cellular models start at $329. The feature also works on older Apple Watch Series 4 or later models with cellular. Adding the Apple Watch to your phone plan is usually around $10 per month more.)

I think the Apple Watch as a kid tracker mainly appeals to a specific type of parent: one who’s worried about the dangers of giving a younger child a phone and thereby giving them access to the world of addictive apps and the wider internet. I understand that concern, but I personally disagree with the idea that you should wait until a child is “older,” then hand them a phone and say “ok, good luck with that!” They need a transition period and the “tween” age range is an ideal time frame to get started.

The reality is that smartphones and technology are unavoidable. As a parent, I believe it’s my job to introduce these things in small measures — with parental controls and screen time limits, for example. And then I need to monitor their usage. I may make mistakes, and so will my daughter, but we both need these extra years to figure out how to balance parenting and the use of digital tools. With a phone, I know I will have to have the hard conversations about the problems we run into. I understand, too, why parents want to put that off, and just buy a watch instead.

Image Credits: TechCrunch

After my experience, I feel the only cases where I’d fully endorse the Apple Watch would be for those tech-free or tech-light families where kids will not be given phones at any point, households where kids’ phone usage is highly restricted (like those with Wi-Fi-only phones) or those where kids don’t get phones until their later teenage years. I am not here to convince them of my alternative, perhaps more progressive view on when to give a kid a phone. The Apple Watch may make sense for these families, and that’s their prerogative.

However, a number of people may be wondering if the Apple Watch can be a temporary solution for perhaps a year or two before they buy the child a smartphone. To them, I have to say this feels like an expensive way to delay the inevitable, unavoidable task of having to parent your child through the digital age.

Given my position on the matter, my one big caveat to this review is that my daughter does, in fact, have a smartphone. Also, let’s be clear: this is not meant to be a thorough review of the Apple Watch itself, or a detailed report of its various “tech specs.” It’s a subjective report as to how things went for us, from which, hopefully, you can learn.

Image Credits: Apple

To begin, the process of configuring the new Apple Watch with Family Setup was easy. “Set Up for a Family Member” is one of two setup options to tap on as you get started. Apple offers a simple user interface that walks you through pairing the Watch with your phone and all the choices that have to be made, like enabling cellular, turning on “Ask to Buy” for app purchases, enabling Schooltime and Activity features and more.

What was harder was actually using the Apple Watch as intended after it was configured. I found it far easier to launch an iPhone app (like Life360, which we use) where everything you need is in one place. That turned out not to be true for the Apple Watch Family Setup system.

For the purpose of testing the Apple Watch with Family Setup, my daughter would leave her iPhone behind when she went out biking or when meeting up with friends for outdoor activities.

As a child who worked her way up to an iPhone over a couple of years, I have to admit I was surprised at how irresponsible she was with the watch in the early weeks.

She didn’t at all respect the multi-hundred-dollar device it was, at first, but rather treated it like her junk jewelry or her wrist-worn scrunchies. The Apple Watch was tossed on a dresser, a bathroom counter, a kitchen table, on a beanbag chair and so on.

Thankfully, the “Find My” app can locate the Apple Watch, if it has battery and a signal. But I’m not going to lie — there were some scary moments where a dead watch was later found on the back of a toilet (!!), on the top of the piano and, once, abandoned at a friend’s house.

And this, from a child who always knows where her iPhone is!

The problem is that her iPhone is something she learned to be responsible for after years of practice. This fooled me into thinking she actually was responsible for expensive devices. For two years, we painfully went through a few low-end Android phones while she got the hang of keeping up with and caring for such a device. Despite wrapping those starter phones in protective cases, we still lost one to a screen-destroying crash on a tile floor and another to being run over by a car. (How it flew out of a pocket and into the middle of the road, I’ll never understand!)

But, eventually, she did earn access to a hand-me-down iPhone. And after initially only being allowed to use it in the house on Wi-Fi, that phone now goes outdoors and has its own phone number. And she has been careful with it in the months since. (Ahem, knocks on wood.)

The Apple Watch, however, held no such elevated status for her. It was not an earned privilege. It was not fun. It was not filled with favorite apps and games. It was, instead, thrust upon her.

While the iPhone is used often for enjoyable and addictive activities like Roblox, TikTok, Disney+ and Netflix, the Apple Watch was boring by comparison. Sure, there are a few things you can do on the device — it has an App Store! You can make a Memoji! You can customize different watch faces! But unless this is your child’s first-ever access to technology, these features may have limited appeal.

“Do you want to download this game? This looks fun,” I suggested, pointing to a coloring game, as we looked at her Watch together one night.

“No thanks,” she replied.

“Why not?”

“I just don’t think it would be good on the little screen.”

“Maybe a different game?”

“Nah.”

And that was that. I could not convince her to give a single Apple Watch app a try in the days that followed.

She didn’t even want to stream music on the Apple Watch — she has Alexa for that, she pointed out. She didn’t want to play a game on the watch — she has Roblox on the bigger screen of her hand-me-down laptop. She also has a handheld Nintendo Switch.

Image Credits: TechCrunch

Initially, she picked an Apple Watch face that matched her current “aesthetic” — simple and neutral — and that was the extent of her interest in personalizing the device in the first several weeks.

Having already burned herself out on Memoji by borrowing my phone to play with the feature when it launched, there wasn’t as much interest in doing more with the customized avatar creation process, despite my suggestions to try it. (She had already made a Memoji her Profile photo for her contact card on iPhone.)

However, I later showed her the Memoji Watch Face option after I set it up, and asked her if she liked it. She responded “YESSSS. I love it,” and snatched the watch from my hand to play some more.

Demo’ing features is important, it seems.

But largely, the Apple Watch was strapped on only at my request as she walked out the door.

Soon, this became a routine.

“Can I go outside and play?”

“Yes. Wear the watch!” I’d reply.

“I knowwww.”

It took over a month to get to the point that she would remember the watch on her own.

I have to admit that I didn’t fully demo the Apple Watch to her or explain how to use it in detail, beyond a few basics in those beginning weeks. While I could have made her an expert, I suppose, I think it’s important to realize that many parents are less tech-savvy than their kids. The children are often left to fend for themselves when it comes to devices, and this particular kid has had several devices. For that reason, I was curious how a fairly tech-literate child who has moved from iPad to Android to now iPhone, and who hops from Windows to Mac to Chromebook, would now adapt to an Apple Watch.

As it turned out, she found it a little confusing.

“What do you think about the Watch?” I asked one evening, feeling her out for an opinion.

“It’s fun…but sometimes I don’t really understand it,” she replied.

“What don’t you understand?”

“I don’t know. Just…almost everything,” she said, dramatically, as tweens tend to do. “Like, sometimes I don’t know how to turn up and down the volume.”

Upon prodding, I realize she meant this: she was confused about how to adjust the alert volume for messages and notifications, as well as how to change the Watch from phone calls to a vibration or to silence calls altogether with Do Not Disturb. (It was her only real complaint, but annoying enough to be “almost everything,” I guess!)

I’ll translate now from kid language what I learned here.

First, given that the “Do Not Disturb” option is accessible from a swipe gesture, it’s clear my daughter hadn’t fully explored the watch’s user interface. It didn’t occur to her that the swipe gestures of the iPhone would have their own Apple Watch counterparts. (And also, why would you swipe up from the bottom of the screen for the Control Center when that doesn’t work on the iPhone anymore? On iPhone, you now swipe down from the top-right to get to Control Center functions.)

And she definitely hadn’t discovered the tiny “Settings” app (the gear icon) on the Apple Watch’s Home Screen to make further changes.

Instead, her expectation was that you should be able to use either a button on the side for managing volume — you know, like on a phone — or maybe the digital crown, since that’s available here. But these physical features of the device — confusingly — took her to that “unimportant stuff” like the Home Screen and an app switcher, when in actuality, it was calls, notifications and alerts that were the app’s main function, in her opinion.

And why do you need to zoom into the Home Screen with a turn of the digital crown? She wasn’t even using the apps at this point. There weren’t that many on the screen.

Curious, since she didn’t care for the current lineup of apps, I asked for feedback.

“What kind of apps do you want?,” I asked.

“Roblox and TikTok.”

“Roblox?!,” I said, laughing. “How would that even work?”

As it turned out, she didn’t want to play Roblox on her watch. She wanted to respond to her incoming messages and participate in her group chats from her watch.

Oh. That’s actually a reasonable idea. The Apple Watch is, after all, a messaging device.

And since many kids her age don’t have a phone or the ability to use a messaging app like Snapchat or Instagram, they trade Roblox usernames and friend each other in the game as a way to work around this restriction. They then message each other to arrange virtual playdates or even real-life ones if they live nearby.

But the iOS version of the Roblox mobile app doesn’t have an Apple Watch counterpart.

“And TikTok?” I also found this hilarious.

But the fact that Apple Watch is not exactly an ideal video player is lost on her. It’s a device with a screen, connected to the internet. So why isn’t that enough, she wondered?

“You could look through popular TikToks,” she suggested. “You wouldn’t need to make an account or anything,” she clarified, as if these details would fix the only problems she saw with her suggestion.

Even if the technology was there, a TikTok experience on the small screen would never be a great one. But this goes to show how much interest in technology is directly tied to what apps and games are available, compared with the technology platform itself.

Other built-in features had even less appeal than the app lineup.

Image Credits: Apple

Though I had set up some basic Activity features during the setup process, like a “Move Goal,” she had no idea what any of that was. So I showed her the “rings” and how they worked, and she thought it was kind of neat that the Apple Watch could track her standing. However, there was no genuine interest or excitement in being able to quantify her daily movement — at least, not until one day many weeks later when were hiking and she heard my watch ding as my rings closed and wanted to do the same on hers. She became interested in recording her steps for that hike, but the interest wasn’t sustained afterwards.

Apple said it built in the Activity features so kids could track their move goal and exercise progress. But I would guess many kids won’t care about this, even if they’re active. After all, kids play — they don’t think “how much did I play? Did I move enough today?” And nor should they, really.

As a parent, I can see her data in the Health app on my iPhone, which is the device I use to manage her Apple Watch. It’s interesting, perhaps, to see things like her steps walked or flights climbed. But it’s not entirely useful, as her Apple Watch is not continually worn throughout the day. (She finds the bands uncomfortable — we tried Sport Band and Sport Loop and she still fiddles with them constantly, trying to readjust them for comfort.)

In addition, if I did want to change her Activity goals later on for some reason, I’d have to do so from her Watch directly.

Of course, a parent doesn’t buy a child an Apple Watch to track their exercise. It’s for the location-tracking features. That is the only real reason a parent would consider this device for a younger child.

On that front, I did like that the watch was a GPS tracker that was looped into our household Apple ecosystem as its own device with its own phone number. I liked that I could ping the Watch with “Find My” when it’s lost — and it was lost a lot, as I noted. I liked that I could manage the Watch from my iPhone, since it’s very difficult to reacquire a device to make changes once it’s handed over to someone else.

I also liked that the Apple Watch was always available for use. This may have been one of its biggest perks, in fact. Unlike my daughter’s iPhone, which is almost constantly at 10-20% battery (or much less), the watch was consistently charged and ready when it was time for outdoor play.

I liked that it was easier for her to answer a call on the Apple Watch compared with digging her phone out of her bike basket or bag. I liked that she didn’t have to worry about constantly holding onto her phone while out and about.

I also appreciated that I could create geofenced alerts — like when she reached the park or a friend’s house, for example, or when she left. But I didn’t like that the ability to do so is buried in the “Find My” app. (You tap on the child’s name in the “People” tab. Tap “Add” under “Notifications.” Tap “Notify Me.” Tap “New Location.” Do a search for an address or venue. Tap “Done.”)

Image Credits: TechCrunch

I also didn’t like that when I created a recurring geofence, my daughter would be notified. Yes, privacy. I know! But who’s in charge here? My daughter is a child, not a teen. She knows the Apple Watch is a GPS tracker — we had that conversation. She knows it allows me to see where she is. She’s young, and, for now, doesn’t feel like this a privacy violation. We’ll have that discussion later, I’m sure. But at the present, she likes the feel of this electronic tether to home as she experiments with expanding the boundaries of her world.

When I tweak and update recurring alerts for geofenced locations, such alerts can be confusing or even concerning. I appreciate that Apple is being transparent and trying to give kids the ability to understand they’re being tracked — but I’d also argue that most parents who suddenly gift an expensive watch to their child will explain why they’re doing so. This is a tool, not a toy.

Also, the interface for configuring geofences is cumbersome. By comparison, the family-tracking app Life360 which we normally use has a screen where you simply tap add, search to find the location and you’re done. One tap on a bell icon next to the location turns on or off its alerts. (You can get all granular about it: recurring, one time, arrives, leaves, etc. — but you don’t have to. Just tap and be alerted. It’s more straightforward.)

Image Credits: Apple

One feature I did like on the Apple Watch, but sadly couldn’t really use, was its Schooltime mode — a sort of remotely-enabled, scheduled version of Do Not Disturb. This feature blocks apps and complications and turns on the Do Not Disturb setting for the kids, while letting emergency calls and notifications break through. (Make sure to set up Shared Contacts, so you can manage that aspect.)

Currently, we have no use for Schooltime, thanks to this pandemic. My daughter is attending school remotely this year. I could imagine how this may be helpful one day when she returns to class.

But I also worry that if I sent her to class with the Apple Watch, other kids will judge her for her expensive device. I worry that teachers (who don’t know about Schooltime) will judge me for having her wear it. I worry kids will covet it and ask to try it on. I worry a kid running off with it, causing additional disciplinary headaches for teachers. I worry it will get smashed on the playground or during PE, or somehow fall off because she meddled with the band for the umpteenth time. I worry she’ll take it off because “the strap is so annoying” (as I was told), then leave it in her desk.

I don’t worry as much about the iPhone at school, because it stays in her backpack the whole time due to school policy. It doesn’t sit on her arm as a constant temptation, “Schooltime” mode or otherwise.

The Apple Watch Family Setup is also not a solution that adapts as the child ages to the expanding needs of teen monitoring, compared with other family-tracking solutions.

To continue the Life360 comparison, the app today offers features for teen drivers, and its new privacy-sensitive location “bubbles” for teens now give them more autonomy. Apple’s family-tracking solution, meanwhile, becomes more limited as the child ages up.

For instance, Schooltime doesn’t work on an iPhone. Once the child upgrades to an iPhone, you are meant to use parental controls and Screen Time features to manage which apps are allowed and when she can use her device. It seems a good transitional step to the phone would be a way to maintain Schooltime mode on the child’s next device, too.

Instead, by buying into Apple Watch for its Family Setup features, what you’ll soon end up with is a child who now owns both an Apple Watch and a smartphone. (Sure, you could regift it or take it back, I suppose…I certainly do wish you luck if you try that!)

Beyond the overboard embrace of consumerism that is buying an Apple Watch for a child, the biggest complaint I had was that there were three different apps for me to use to manage and view data associated with my daughter’s Apple Watch. I could view her tracked activity was tracked in my Health app. Location-tracking and geofence configuration was in the Find My app. And remotely configuring the Apple Watch itself, including Schooltime, was found in my Watch mobile app.

I understand that Apple built the Watch to be a personal device designed for use with one person and it had to stretch to turn it into a family-tracking system. But what Apple is doing here is really just pairing the child’s watch with the parent’s iPhone and then tacking on extra features, like Schooltime. It hasn’t approached this as a whole new system designed from the ground-up for families or for their expanding needs as the child grows.

As a result, the whole system feels underdeveloped compared with existing family-tracking solutions. And given the numerous features to configure, adjust and monitor, Family Setup deserves its own app, or at the very least, its own tab in a parent’s Watch app to simplify its use.

At the end of the day, if you are letting your child out in the world — beyond school and supervised playdates — the Apple Watch is a solution, but it may not be the best solution for your needs. If you have specific reasons why your child will not get their own phone now or anytime soon, the Apple Watch may certainly work. But if you don’t have those reasons, it may be time to try a smartphone.

Both Apple and Google now offer robust parental control solutions for their smartphone platforms that can mitigate many parents’ concerns over content and app addiction. And considering the cost of a new Apple Watch, the savings just aren’t there — especially when considering entry-level Android phones or other hand-me-down phones as the alternative.

[Apple provided a loaner device for the purposes of this review. My daughter was cited and quoted with permission but asked for her name to not be used.]

 

 

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