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Mobile app spending to double by 2024, despite economic impacts of COVID-19

The spread of COVID-19 has already had a significant impact on the mobile app industry, and that will continue in the years to come. According to a revised 2020-2024 market forecast from app intelligence firm Sensor Tower, a sizable increase in app downloads for industries like remote work and education will lead to a large surge in app installs for the early part of 2020 and beyond, despite other decreases in downloads for ridesharing and fast food apps. However, the expected economic downturn resulting from COVID-19 will somewhat dampen revenue growth in the years ahead, the report found. Despite this, mobile app spending worldwide will continue to grow and will even double by 2024.

COVID-19’s impact on app stores’ revenue

Though COVID-19 is having an impact on the app stores’ revenue, growth remains strong.

Worldwide consumer spending in mobile apps is projected to reach $171 billion by 2024, which is more than double the $85 billion from 2019. This total, however, is about $3 billion (or 2%) less than the forecast the firm had released prior to the COVID-19 outbreak.

Still, it’s notable that even the slowest-growing regions on both app stores, Apple’s App Store and Google Play, will see revenue that’s over 80% higher than their 2019 levels by the year 2024.

The app stores will also hit several milestones during the next five years.

For starters, global spending in mobile apps will surpass $100 billion for the first time in 2020, growing at approximately 20% year-over-year to hit $102 billion.

Remarkably, the forecast also predicts that revenue from non-game mobile apps is expected to surpass that of mobile games for the first time by 2024, driven by the growth in subscriptions — particularly Entertainment, Social Networking, Music and Lifestyle app subscriptions.

By this time, mobile games will reach $97.8 billion, or around 41% of total consumer spending. The App Store will account for a sizable chunk of that spending, with ~$57 billion in mobile game revenue in 2024 versus Google Play’s ~$41 billion.

The App Store, not as surprisingly, will also maintain its sizable lead in consumer spending through 2024, accounting for 67% of total revenue across both it and Google Play. It will grow at a compound annual growth rate of 15.8% compared with Google Play’s 13.2%.

The top five countries by revenue will remain unchanged through 2024: China, U.S., Japan, Great Britain and Taiwan. China will continue to be a top market, despite regulations on app and game publishing, and will reach $35 billion in App Store spending alone by 2024.

COVID-19’s impact on downloads

In terms of app downloads, the forecast predicts a lasting lift from the impacts of COVID-19.

By 2024, downloads will reach 183.7 billion, up 9% from the earlier forecast that came out before COVID-19 that had initially accounted for 7 billion fewer installs.

Much of this download growth is happening this year, when first-time app downloads are poised to reach 140.3 billion, up 22% from 2019.

In addition to increases in non-game apps — like education, grocery delivery or remote work apps — mobile game downloads will grow 30% year-over-year in 2020 to reach 56.2 billion, compared with 10.4% growth between 2018 and 2019.

By 2024, mobile games will account for 41% of new installs, or 74.8 billion.

The early indication is that China will see a massive increase in downloads in 2020, particularly in the Games and Education categories. This follows a drop in downloads over the past few years, due to government regulatory practices, like the games licensing freeze.

The U.S. will see a similar spike in downloads this year, also due to COVID-19. For 2020, this will lead to a 27% year-over-year increase in downloads. But by 2021 and in the years that follow, growth will settle around 7% annually from 2021 to 2024 in this market.

During the forecast time frame, download growth will slow in India and Brazil, as the markets become more saturated, while growing in Latin America (up 58%) and Asian markets outside of China (up 82%).

Another notable milestone may take place in 2022, when the U.S. pulls ahead of China in terms of App Store downloads to reach number one. The U.S. has been narrowing the gap between the two in recent years, from 3.5 billion in 2017 to 1.1 billion in 2019. It will continue to close the gap during parts of 2020 and 2021, as well.

Other top countries for downloads in 2024, besides the U.S. and China, include Japan, Great Britain and Russia.

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

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

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

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

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

Headlines

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

One of the many economic fallouts related to COVID-19 coronavirus concerns is a significant decline in the usage of Chinese ride-hailing applications. According to Sensor Tower data, downloads of the three most popular apps — Hello, Didi and Dida — were down 75% year-over-year during the week of February 10 compared with the same time frame in 2019. Meanwhile, people staying home have been ordering food and groceries more often. Overall downloads of the top 10 apps in the food-ordering category increased by 68% from January 13 to the week of February 3.

Also on the rise are mobile games. According to a recent report by the FT, users in China downloaded a record number of games and apps as the virus outbreak confined people to their homes. More than 22 million downloads were registered in Apple’s App Store in China during the week of February 2, according to App Annie, and average weekly downloads during the first two weeks of February were up 40% over the same time last year.

Meanwhile, Chinese tech giants, including Alibaba and Tencent, have been deploying health-rating systems to help authorities track the movements of millions of Chinese. Alibaba had been tapped to explore the rollout of a rating app to help the government control who can travel into and around the city. Along with Ant Financial, it worked to develop a smartphone-based rating system in conjunction with the government of Hangzhou. Tencent created a program for Shenzhen, reported The WSJ.

Top mobile game Plague Inc. pulled from China’s App Store amid coronavirus outbreak

Plague Inc., a simulation game with more than 130 million players, was pulled from the Chinese App Store this week, a move that appears to be linked to the coronavirus outbreak. The company behind the game, Ndemic, posted a statement announcing that the game’s content is now considered “illegal in China as determined by the Cyberspace Administration of China.” Ndemic says it’s trying to reach out to find out what, specifically, it could change in order to get the game back in China.

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This Week in Apps: HQ Trivia’s dramatic death, Android 11, Apple mulls a more open iOS

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

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

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

This week we look at the sad, strange death of HQ Trivia, spying app ToTok getting booted from Google Play (again!), Android 11, an enticing Apple rumor about opening up iOS further to third-party apps, Google Stadia updates, the App Store book Apple wants banned, apps abusing subscriptions and much more.

Headlines

HQ Trivia burns to the ground

hq trivia app 1

Once-hot HQ Trivia believed it had invented a new kind of online gaming — live trivia played through your phone. Investors threw $15 million into the company hoping that was true. But the novelty wore off, cheaters came in, prize money dwindled and copycats emerged. Then co-founder Colin Kroll passed away and things at HQ Trivia got worse, including a failed internal mutiny, firings and layoffs. This week, HQ Trivia announced its demise. It then hosted one last, insane night of gaming featuring drunken and cursing hosts who sprayed champagne, called out trolls and begged for new jobs. (Sure, because they exited this one so professionally.)

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App stores saw record 204 billion app downloads in 2019, consumer spend of $120 billion

Consumers downloaded a record 204 billion apps in 2019, up 6% from 2018 and up 45% since 2016, and spent $120 billion on apps, subscriptions and other in-app spending in the past year. The average mobile user, meanwhile, is spending 3.7 hours per day using apps. This data and more comes from App Annie’s annual report, “State of Mobile,” which highlights the biggest app trends for the past year, and sets forecasts for the years ahead.

According to App Annie, the record growth in mobile downloads in 2019 can be attributed to the growth taking place in emerging markets like India, Brazil and Indonesia, which have seen downloads soar 190%, 40% and 70%, respectively, since 2016. Meanwhile, download growth in the U.S. has slowed to just 5% during that same time, while China saw 80% growth.

That doesn’t mean users in mature markets aren’t downloading apps, only that the growth in year-over-year download numbers is starting to level off. Still, these more mature markets continue to see large numbers of installs, with more than 12.3 billion downloads in the U.S. in 2019, 2.5 billion in Japan and 2 billion in South Korea.

The record numbers are notable also, given that App Annie’s analysis excludes re-installs and app updates.

App store consumer spending was on the rise in 2019, as well, with $120 billion spent on apps — a figure that’s up 2.1x from 2016. Games continue to account for the majority (72%) of that spending, but the shift toward subscriptions has played a role, too. Last year, subscriptions in non-gaming apps accounted for 28% of consumer spending, up from 18% in 2016.

Subscriptions are now the primary way many non-gaming apps generate revenue. For example, 97% of consumer spending in the top 250 U.S. iOS apps was driven by subscriptions, and 94% of the apps used subscriptions. On Google Play, 91% of the consumer spending was subscription-based, while 79% of the top 250 apps used subscriptions.

In particular, dating apps like Tinder and video apps like Netflix and Tencent Video topped 2019’s consumer spend charts, thanks to subscription revenue.

Mature markets, including the U.S., Japan, South Korea and the U.K. are helping to fuel consumer spending across both games and subscriptions, App Annie found. But China remains the largest market by far, accounting for 40% of global spend.

App Annie also forecast that the mobile industry will contribute $4.8 trillion to the global GDP by 2023.

The report additionally identified several mobile trends from 2019, including the mobile app connection to the Internet of Things and smart home devices (106 million downloads for the top 20 IoT apps last year); the huge mobile engagement by Gen Z (3.8 hours per app per month, among the top 25 non-game apps, on avgerage); and mobile ad spend’s growth ($190 billion in 2019 to $240 bilion in 2020).

Ad spending combined with consumer spending is expected to reach $380 billion worldwide by 2020, App Annie forecast.

Gaming was given a big breakout section, given its contribution to consumer spending.

Consumer spending in mobile gaming was 2.4x that of Mac/PC gaming, and 2.9x more than game consoles. In 2019, mobile gaming saw 25% more spending than all other gaming, and is on track to surpass $100 billion across all app stores by next year.

Casual gaming (led by Puzzle and Arcade) was the most downloaded type of games in 2019. Meanwhile, core games (e.g. Action, RPG, etc.) — which were only 18% of downloads — accounted for 55% of time spent in top games. PUBG Mobile was the No. 1 core game (action) on Android in 2019, in terms of time spent, while Anipop (puzzle) was the top casual game.

Core games also accounted for the majority (76%) of game spending, followed by casual (18%), then casino (6%).

In 2019, 17% more games surpassed $5 million in consumer spending versus 2017. And the number of games to top $100 million grew 59% compared to two years prior. Despite the sizable growth in revenues, App Annie also pointed to new models in mobile gaming, like Apple Arcade, which is giving other types of games a chance to thrive. Unfortunately, no third-party firm is able to track Arcade revenues, which will become a glaring blind spot for App Annie in the years ahead.

App Annie also examined other sizable segments of the mobile market for trends, including fintech, retail, streaming and social. Some of the more significant findings included: the fintech app user base growth topping that of traditional banking apps; shopping app downloads saw 20% year-over-year growth to reach 5.4 billion downloads; streaming growth that included 50% sessions in 2019 compared to 2017; and 50% of time spent on mobile was spent in social networking and communication apps.

TikTok was given special attention, given its rapid growth last year. Time spent in the short-form video app grew 210% year-over-year in 2019 globally. Even though eight out of every 10 minutes spent in TikTok were by users in China, the app’s usage skyrocketed in other markets as well, App Annie said.

Industries App Annie identified as being transformed by mobile in 2019 included ridesharing, fast food/food delivery, dating, sports streaming, plus health and fitness. The full report offers a few more details and mobile trends for each of these.

One bigger highlight was that digital-first shopping apps still had 3.2x more average monthly sessions per user compared with apps from traditional brick-and-mortar retailers (dubbed “bricks-and-clicks” apps in the report).

App Annie also compiled its own list of the top apps of 2019 by active users, downloads and revenue. Facebook apps still led by engagement, with WhatsApp, Facebook and Messenger in the top three spots and Instagram as No. 5. And they maintained similar positions by downloads, only swapping places with one another.

Consumer spending was a different story, with Tinder generating the most revenue in 2019, followed by entertainment and streaming apps like Netflix, Tencent Video, iQIYI, YouTube and others.

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App revenue climbs 23% year-over-year to $21.9B in Q3

Global app revenue continues to climb, thanks to the growth in mobile gaming and the subscription economy. In the third quarter of 2019, consumer revenue grew 22.9% year-over-year from $17.9 billion to reach an estimated $21.9 billion across both the App Store and Google Play worldwide, according to new data from Sensor Tower.

Notably, the App Store continues to account for the large majority of this revenue, the report found, making up 65% of total spending compared with just 35% on Google Play.

App Store users spent $14.2 billion, up 22.3% from the $11.6 billion they spent in Q3 2018. Google Play generated $7.7 billion in revenue, up 24% from the $6.2 billion spent in the year-ago quarter.

q3 2019 app revenue worldwide

Sensor Tower’s revenue estimates are a bit lower than those provided by App Annie’s recent report, which said the quarter saw $23 billion in consumer spending, not ~$22 billion.

App Annie also estimated nearly 31 billion downloads in Q3, while Sensor Tower claimed 29.6 billion.

In both cases, Google Play is still said to be the main source for downloads, with nearly three times more first-time installs than the App Store. In Q3, the total number of downloads was up 9.7% year-over-year to 29.6 billion, said Sensor Tower, with Google Play accounting for 21.6 billion of those.

Despite the overall growth, one big app market — China — saw a slight decline, Sensor Tower found. Its installs dropped 6% year-over-year to 2.2 billion in the quarter. But its revenue grew by 26.9% to $4.1 billion, up from $3.2 billion the year prior. This could be attributed to the nine-month game license freeze in China which, though now lifted, had slowed momentum.

Sensor Tower’s charts don’t include third-party app stores, so it’s not a full picture of the Chinese app market, it’s worth noting.

q3 2019 top apps worldwide

The top money-making (non-game) app in the quarter was again Tinder, which generated $233 million in consumer spending, up 7% over the prior quarter. Netflix was No. 2 and YouTube clocked in at No. 3, at $164 million in Q3.

App Annie has a slightly different ranking. It has Tinder and Netflix leading the top-grossing charts, but puts IQIYI ahead of YouTube. This could be because App Annie has a bigger window into the Chinese app market.

In terms of downloads, TikTok is continuing to disrupt Facebook-owned apps’ dominance over the top of the charts. In Sensor Tower’s rankings, WhatsApp was No. 1 and Messenger was No. 3, but Facebook and Instagram dropped to No. 4 and No. 5, respectively. And TikTok reached No. 2.

q3 2019 app downloads worldwide

This isn’t the first time TikTok has passed Facebook, Sensor Tower said — it did so back in Q4 2018 and in Q1 2019, before dropping to No. 4 again last quarter. But with 177 million downloads in Q3, it’s inching its way up to the top.

App Annie, on the other hand, sees TikTok having just a bit more of climb, sticking it at No. 3 in the quarter, behind Messenger and Facebook. It also called out some Q3 break-out hits, like the return of FaceApp’s popularity (No. 9 in downloads) and the growing subscription revenue of Google One (No. 7 in non-game revenue). Sensor Tower put FaceApp at No. 6 instead, but agreed on Google One.

Mobile gaming continues to generate most of the cash, and did so again in Q3 with $16.3 billion in mobile game gross revenue — or 74% of the total in-app spending, the new report said. The App Store accounted for $9.8 billion of that figure, with Google Play users spending $6.5 billion.

Game downloads across both Google Play and the App Store increased by 17.6% in Q3 from 9.5 billion last year to 11.1 billion.

q3 2019 game revenue worldwide

The top three games in the quarter by downloads were Fun Race 3D (123 million downloads), PUBG Mobile (94 million) and newcomer Mario Kart Tour, which hit 86 million downloads despite only launching in late September.

q3 2019 top games worldwide

PUBG Mobile was the top-grossing game with $496 million in revenue, up 652% over last year. The No. 2 title, Tencent’s Honor of Kings, and No. 3 Aniplex’s Fate/Grand Order generated $377 million and $354 million, respectively.

q3 2019 game downloads worldwide

Image credits: Sensor Tower

Correction: App Annie estimated nearly 31 billion downloads in Q3, not 23 billion as first written. We corrected this. Apologies for the error. 

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Amazon’s Prime Video app disappears from the App Store [Updated]

In what we understand was a “technical issue”, the Amazon Prime Video app disappeared from the Apple App Store, making it unavailable for new downloads or updates to users both on iOS and Apple TV. Twitter users began to tweet to Amazon for help about the problem on Friday morning, to which Amazon’s support channels have yet to reply.

[Update: we’ve learned the issue is technical in nature, but we have no further information as to the details of the problem. The app should be back shortly.]

[Update 2: Amazon has now offered a comment on the disappearance.

“Earlier today, there was a technical glitch that impacted the Prime Video app on iOS and tvOS devices,” an Amazon spokesperson said. “The issue has been resolved, and the Prime Video app is now once again available in the App Store.”

Earlier post continues below:

The app’s disappearance was earlier reported by AppleInsider, iMore and others.

The most likely reason for the app’s removal is a technical one — an issue with the update could have caused it to be temporarily pulled, perhaps.

What’s not likely is that Amazon Prime Video is gone for good.

The company just released an X-Ray upgrade to the app across platforms, including iOS, allowing users to get more information about what they’re streaming, including Amazon’s run of Thursday Night Football games.

Nor is it likely that Apple has for some reason booted out Prime Video, given the anti-competitive nature of such a move (Apple TV+ is soon to launch), at a time when the tech giants are under increased regulatory scrutiny.

Not just you – https://t.co/DTgGRZwsUc

— Jared DiPane (@jareddipane) October 4, 2019

Was ist da los? Amazon Prime Video wurde aus dem App Store entfernt? pic.twitter.com/w6urAq7X70

— Pino (@madphone) October 4, 2019

The amazon prime video app is gone from the App Store? 🤔 @PrimeVideo pic.twitter.com/wtiyIBCI3u

— Adrian (@emoflipsan) October 4, 2019

@PrimeVideo is it just me or is the Amazon Prime Video app gone from the Apple App Store??

— Gary Schafer (@GaryLSchafer) October 4, 2019

Does the Amazon Prime Video app not exist on the App Store anymore?

— Swapnanil Dhol (@SwapnanilDhol) October 4, 2019

Whaaat!!! Amazon Prime Video App removed pic.twitter.com/ayxtrGAHuz

— Jesús Cruz (@jesusmisanador) October 4, 2019

Amazon video is no longer in App Store @amazon @PrimeVideo pic.twitter.com/JuY3s9Ygs0

— Ahmad Najim Noori (@Ah_najeem_noori) October 4, 2019

The issue isn’t only impacting users in the U.S., nor is it limited to iPhone, as Apple TV is also affected.

According to data from app store intelligence firm Sensor Tower, the app was removed today in all regions except Australia, Guatemala, Hong Kong, Hungary, Israel, India, Kenya, Kuwait, Lithuania, Luxembourg, Madagascar and Saudi Arabia.

Amazon has not responded publicly to users asking for help.

TechCrunch has also reached out to Amazon for comment and will update when we hear back.

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This Week in Apps: AltStore, acquisitions and Google Play Pass

The app industry shows no signs of slowing down, with 194 billion downloads in 2018 and over $100 billion in consumer spending. People spend 90% of their mobile time in apps and more time using their mobile devices than watching TV. In other words, apps aren’t just a way to spend idle hours — they’re a big business. And one that often seems to change overnight. In this new Extra Crunch series, we’ll help you keep up with the latest news from the world of apps — including everything from the OS’s to the apps that run upon them, as well as the money that flows through it all.

This week, alternatives to the traditional app store is a big theme. Not only has a new, jailbreak-free iOS marketplace called AltStore just popped up, we’ve also got both Apple and Google ramping up their own subscription-based collections of premium apps and games.

Meanwhile, the way brands and publishers want to track their apps’ success is changing, too. And App Annie — the company that was the first to start selling pickaxes for the App Store gold rush — is responding with an acquisition that will help app publishers better understand the return on investment for their app businesses.

Headlines

AltStore is an alternative App Store that doesn’t need a jailbreak

An interesting alternative app marketplace has appeared on the scene, allowing a way for developers to distribute iOS apps outside the official App Store, reports Engadget — without jailbreaking, which can be difficult and has various security implications. Instead, the new store works by tricking your device into thinking you’re a developer sideloading apps. And it uses a companion app on your Mac or PC to re-sign the apps every 7 days via iTunes WiFi syncing protocol. Already, it’s offering a Nintendo emulator and other games, says The Verge. And Apple is probably already working on a way to shut this down. For now, it’s live at Altstore.io.

Very excited to officially announce AltStore: an alternative app store for iOS — no jailbreak required. Launching this Saturday, September 28, but you can download the preview TODAY https://t.co/M7nULBV28p

— Riles 🤷‍♂️ (@rileytestut) September 25, 2019

For the third time in a month, Google mass-deleted Android apps from a big Chinese developer.

Does Google Play have a malicious app problem? That appears to be the case as Google has booted some 46 apps from major Chinese mobile developer iHandy out of its app store, BuzzFeed reported. And it isn’t saying why. The move follows Google’s ban of two other major Chinese app developers, DO Global and CooTek, who had 1 billion total downloads.

Google Firebase gets new tools

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Spotify’s app for artists gets a big revamp, adds real-time stats for listeners

Spotify this morning is rolling out an updated version of its app for artists, across both iOS and Android. The new app includes a refreshed design, as well as new analytics like real-time stats on how many people are playing artists’ songs around the world, most notably. Educational materials are also for the first time available through the app’s new Home tab.

Launched two years ago, the Spotify app already offers a way to see real-time listening stats for new releases for the first week they go live. Now it’s expanding its listening stats so artists can see how many people are playing their songs right now.

It’s also now easier to track important milestones in the revamped app, Spotify says — like when a song gets added to a playlist or the artist gains new followers.

S4A 09092019 BlogImageMaster Home Tab

From the Home tab, Spotify will offer more recommendations on how to best use its tools and promote its Co.Lab events.

Here, artists will be able to read articles, watch videos and presentations, get advice from successful artists, learn about product updates and more.

S4A 09092019 BlogImageMaster Homecard Tab

The audience analytics and music sections have also gotten a visual refresh, designed to make it easier to see the latest stats related to who’s listening, where and similar artists these fans like.

S4A 09092019 BlogImageMaster Library Tab

And in a much-needed addition, artists or their managers can now update the artist’s profile in the app, including the ability to pick a new profile photo, rewrite the bio and update playlists and the Artist’s Pick directly from the Artists page in the app.

For those who are managing multiple artists, it’s now easier to switch between profiles.

S4A 09092019 BlogImageMaster Artist Profile

The update to the Spotify for Artists app is one of the more significant to arrive since the analytics dashboard moved to mobile back in 2017. And with the standout feature of real-time listening stats for listeners, the app is even more of a competitor to Apple’s artist dashboard, which just exited beta last month with the addition of Shazam data.

Spotify says the new app is rolling out this week across both iOS and Android.

Correction, 9/24/19 10:20 AM ET: The app offers real-time stats of current listeners for all songs overall, but not for any song. This was unclear. We’ve since corrected. Sorry for the confusion. 

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Tonic launches a personalized news reader that respects user privacy

Personalization technology can lead to better experiences as it allows apps to customize their content for each individual user. But it can also chip away at user privacy. A company called Canopy wants to change that. It has developed a personalization engine that works without requiring users to log in or even provide an email. Instead, it uses a combination of on-device machine learning and differential privacy to offer a personalized experience to an app’s users. Now it’s demonstrating how this works with the launch of the news reader app, Tonic.

The new app is designed to be completely private, while also learning what you like over time, in order to offer a customized experience. But unlike other personalization engines, all the raw interaction and behavioral data stays on your own device. That means the company itself never see it, nor does any content provider or partner it works with, it says.

As Canopy explains:

What we instead send over an encrypted connection to our server is a differentially private version of your personal interaction and behavior model. The local model of you that goes to Canopy never has a direct connection to the things you’ve interacted with, but instead represents an aggregate set of preferences of people like you. It’s a crucial difference for our approach: even in the worst case of the encryption failing, or our servers being hacked, no one could ever do anything with the private models because they do not represent any individual.

Another big differentiator is that Tonic puts you in control over your own personalization settings. This is not typical. If you’ve ever used an app powered by personalization technology, there’s probably been a point where you were recommended a song, video, or a news article, for example, that seemed to be entirely wrong and not representative of something you’d actually like. But you may have been at a loss as to why it was recommended, because most apps don’t detail this sort of information.

Tonic, on the other hand, lets you view, change and even reset your personalization settings whenever you want.

tonic app phones

While Tonic is mainly meant to demonstrate of its engine in action — Canopy’s larger goal is to license the technology — the app itself has several other features that make it worth a look.

The company employs a human editorial team to help select the app’s news content, to ensure that it’s not offering a bunch of noise, like clickbait or “hate-reads.” It also avoids breaking news and “hot takes,” it says, as it’s not designed to be an app you use to track the latest news with urgency.

Instead, Tonic pulls from a diversity of sources with its core focus on bringing you a curated, personalized selection of daily reads to inform and inspire. And in the spirit of digital well-being, it’s a finite list of articles — not an endless news feed.

“We made Tonic because we were tired of having to give up our digital selves to get great recommendations, and because we wanted to build an alternative to endless feeds optimized for maximum engagement, breaking news, and outrage,” the company explains in its announcement of the app’s launch.

The technology’s arrival comes at a time when big tech is being investigated for carelessness with user data, and there’s increased attention on user privacy in general. Apple, for example, has made its respect for user privacy a key selling point for its hardware and software.

The New York-based startup was founded by Brian Whitman, formerly the founder of The Echo Nest and a former principal scientist at Spotify. The team also includes several ex-Spotify, Instagram, Google and New York Times execs. It’s seed-funded by Matrix Partners, and other investors from Spotify, WeWork, Splice, MIT Media Lab, Keybase, and more to the tune of $4.5 million dollars.

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Hulu redesigns its mobile app for better discovery

At this year’s CES event, Hulu announced plans to trial an updated version of its user interface that would do away with the confusing landing page called “Lineup.” At the time, the company said it was considering both a “Hulu Picks” option or an “Unwatched in My Stuff” screen as a replacement for “Lineup.” Today, Hulu’s new interface is rolling out across iOS and Android devices, the company says, and “Lineup” is gone.

The Hulu interface launched in 2017 was not always well-liked — something Hulu had acknowledged after a complaint became the most upvoted item on Hulu’s customer feedback forums a couple of years ago. Users felt the interface was too difficult to navigate and the layout was confusing, among other things.

Some of Hulu’s challenges were around the fact that it was trying to merge an on-demand library with a live TV service, while also finding room to promote its original content.

But some of its other design choices were just odd — like its decision to make a single piece of content the main focus for many of its screens, for example. Meanwhile, its landing page “Lineup” never really made sense, either. Its name hinted at some form of personalization, but instead, it was more often filled with suggestions of what Hulu was promoting, like “The Handmaid’s Tale.”

The updated iOS interface ditches “Lineup,” and replaces it with “Hulu Picks.”

This is more clearly a collection of things to watch that’s curated by Hulu staff, rather than algorithmically derived by user viewing behavior.

Image from iOS 7

However, the other landing page Hulu had been considering, “Unwatched in My Stuff,” is still available just a few swipes over.

While Hulu still gives a single piece of content the focus on its main screens on the iPhone, it’s now easier to see there’s more content available if you swipe down, as the top of the next item’s card is peeking up from the bottom of the screen.

On the smartphone, this means you can see two items at a time. On iPad, you can see two rows totaling six cards on the app’s main screen when in landscape mode.

Image from iOS 8

This same format applies not only to “Hulu Picks,” but also to neighboring screens like “Live Now,” “Unwatched in My Stuff,” “My Channels” and the genre-based sections like “Sports,” “News,” “TV,” “Movies,” “Kids,” “Hulu Originals” and others.

Only the “Keep Watching” screen retains the more traditional thumbnails.

This seems like a small change, but it goes a long way to increase the discoverability of Hulu content, as it reduces how many times you have to swipe to see more suggestions.

Image from iOS 6

Other changes touted at CES, like adding expanded metadata next to content (genre, rating, year) or the ability to mark content as “unwatched,” haven’t made an appearance. (Plenty of items still lack a rating). The 14-day live TV guide mentioned at CES isn’t available on iOS, either.

Hulu didn’t publicly announce the launch of the iOS redesign, but did confirm it’s rolling out now, only to mobile devices. They said other devices will get the update “soon.”

Update: Hulu says the update is coming to Android as well now, but it’s only in A/B testing at present. The post has been updated since publication. 

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