iOS apps

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Downloads needed to rank No. 1 on App Store is down 30+% since 2016 for apps, up 47% for games

With the App Store’s big makeover in fall 2017, Apple attempted to shift consumers’ attention away from the Top Charts and more toward editorial content. But app developers still want to make it to the No. 1 position. According to new research from app store intelligence firm Sensor Tower, it’s become easier for non-game apps over the past few years to achieve the top ranking.

Specifically, the firm found that the median number of daily downloads required for non-game applications on the U.S. iPhone App Store to reach No. 1 decreased around 34%, from 136,000 to 90,000 in 2018, then increased a little more than 4% to 94,000 this year.

At the same time, the number of non-game installs on the U.S. App Store had increased by 33% between Q1 2016 and Q1 2019.

These findings, Sensor Tower suggests, indicate that the U.S. market for the top social and messaging apps has become saturated, with downloads for top apps like Facebook and Messenger decreasing over time. In addition, no other apps have found the same level of success that Snapchat and Bitmoji did back in 2016 and 2017, the report adds.

median downloads no 1 ios

For example, Messenger saw 5 million U.S. App Store installs in November 2016 while Bitmoji and Snapchat passed 5 million installs in August 2016 and March 2017, respectively. And no other non-game app has topped 3.5 million installs in a single month since March 2017.

Meanwhile, the decline in downloads needed to reach the No. 1 spot on Google Play was even more significant.

The median daily downloads for the top non-game app decreased by 65%, from 209,000 in 2016 to 74,000 so far in 2019.

Similarly, the store saw a decrease in installs among top apps, including Messenger, Facebook, Snapchat, Pandora and Instagram. Messenger, for example, saw its yearly installs fall by 68% from nearly 80 million in 2016 to 26 million in 2018.

Games

With mobile games, however, it’s a different story across both app stores.

On the Apple App Store, it has taken 174,000 downloads for a game to reach the top of the rankings on any given day in 2019 — 85% more the 94,000 installs required for non-game app to reach the top of the charts.

This figure also represents an increase of 47% compared to the 118,000 median daily downloads required to top the charts back in 2016, Sensor Tower said.

median downloads no 1 google play

In part, this trend is due to the rise of hyper-casual gaming. So far in 2019, 28 games have reached the No. 1 position on the U.S. App Store, with hyper-casual games making up all but four of those. And of those four, only Harry Potter: Wizards Unite spent more than one day at the top of the charts. Meanwhile, hyper-casual games like aquapark.io and Colorbump 3D have spent 25 and 30 days at No. 1, respectively.

On Google Play, the median daily installs to reach the No. 1 position increased from 70,000 in 2017 to 116,000 so far in 2019, or 66% growth. Overall game downloads, however, decreased 16% from 646 million in Q1 2017 to 544 million in Q1 2019.

Similarly, 21 out of the 23 games that reached the top spot this year have been hyper-casual titles, like Words Story or Traffic Run.

Breaking the top 10

While topping the charts has gotten easier for non-game apps over the years, breaking into the top 10 has gotten more difficult. Median U.S. daily installs for the No. 10 free non-game app increased 11%, from 44,000 in 2016 to 49,000 in 2019.

median downloads top 10 ios

On Google Play, median daily installs for non-game apps fell nearly 50%, from 55,000 median daily installs in 2016 to 31,000 in 2019.

For games, the No. 10 game’s spot on the App Store increased from 25,000 median daily installs in 2016 to 43,000 so far in 2019, and Google Play saw 26% growth, from 27,000 to 34,000 during the same period.

median downloads top 10 google play

Categories making the Top 10

In terms of breaking into the top 10 by category, Photo & Video apps on the App Store present the most challenge. The category where YouTube, Instagram, TikTok and Snapchat reside saw a median daily amount of more than 16,000 downloads for the No. 10 app.

This was followed by Shopping (15,300 daily downloads for the No. 10 app), Social Networking (14,500), Entertainment (12,600) and Productivity (12,400).

On Google Play, Entertainment apps — like Hulu, Netflix and Bitmoji — need around 17,100 U.S. installs in a day to reach the top 10. This is followed by Shopping (10,800), Social (9,100), Music (8,200) and Finance (8,000).

Beyond the U.S.

Outside the U.S., a non-game app needs approximately 91,000 downloads to reach the top 10 on the App Store in China — higher than the 49,000 installs needed in the U.S. For games, the U.S. is the most difficult to crack the top 10, with a median of 43,000 daily downloads for the No. 10 game.

median downloads top 10 by country ios

On Google Play, India required the most downloads to reach the top 10, with apps needing 256,000 downloads in a day and games needing 117,000 downloads.

median downloads top 10 by country google play

Of course, the App Store’s ranking algorithms — nor Google Play’s algorithms — don’t rely on downloads alone to determine an app’s ranking. Apple takes into consideration downloads and velocity, among other undocumented factors. Google Play does something similar.

But these days, developers are more concerned with showing up highly ranked in app store searches than they are on top charts, where they’ll need to consider numerous other factors beyond downloads — like keywords, description, user engagement and even app quality, among other things.

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App revenue tops $39 billion in first half of 2019, up 15% from first half of last year

App store spending is continuing to grow, although not as quickly as in years past. According to a new report from Sensor Tower, the iOS App Store and Google Play combined brought in $39.7 billion in worldwide app revenue in the first half of 2019 — that’s up 15.4% over the $34.4 billion seen during the first half of last year. However, at that time, the $34.4 billion was a 27.8% increase from 2017’s numbers, then a combined $26.9 billion across both stores.

Apple’s App Store continues to massively outpace Google Play on consumer spending, the report also found.

In the first half of 2019, global consumers spent $25.5 billion on the iOS App Store, up 13.2% year-over-year from the $22.6 billion spent in the first half of 2018. Last year, the growth in consumer spending was 26.8%, for comparison’s sake.

Still, Apple’s estimated $25.5 billion in the first half of 2019 is 80% higher than Google Play’s estimated gross revenue of $14.2 billion — the latter a 19.6% increase from the first half of 2018.

The major factor in the slowing growth is iOS in China, which contributed to the slowdown in total growth. However, Sensor Tower expects to see China returning to positive growth over the next 12 months, we’re told.

To a smaller extent, the downturn could be attributed to changes with one of the top-earning apps across both app stores: Netflix.

Last year, Netflix dropped in-app subscription sign-ups for Android users. Then, at the end of December 2018, it did so for iOS users, too. That doesn’t immediately drop its revenue to zero, of course — it will continue to generate revenue from existing subscribers. But the number will decline, especially as Netflix expands globally without an in-app purchase option, and as lapsed subscribers return to renew online with Netflix directly.

In the first half of 2019, Netflix was the second highest earning non-game app with consumer spending of $339 million, Sensor Tower estimates, down from $459 million in the first half of 2018. (We should point out the firm bases its estimates on a 70/30 split between Netflix and Apple’s App Store that drops to 85/15 after the first year. To account for the mix of old and new subscribers, Sensor Tower factors in a 25% cut. But Daring Fireball’s John Gruber claims Netflix had a special relationship with Apple where it had an 85/15 cut from year one.)

In any event, Netflix’s contribution to the app stores’ revenue is on the decline.

In the first half of last year, Netflix had been the No. 1 non-game app for revenue. This year, that spot went to Tinder, which pulled in an estimated $497 million across the iOS App Store and Google Play, combined. That’s up 32% over the first half of 2018.

1h 2019 app revenue worldwide

But Tinder’s dominance could be a trend that doesn’t last.

According to recent data from eMarketer, dating app audiences have been growing slower than expected, causing the analyst firm to revise its user estimates downward. It now expects that 25.1 million U.S. adults will use a dating app monthly this year, down from its previous forecast of 25.4 million. It also expects that only 21% of U.S. single adults will use a dating app at all in 2019, and that will only grow to 23% by 2023.

That means Tinder’s time at the top could be overrun by newcomers in later months, especially as new streaming services get off the ground (assuming they offer in-app subscriptions); if TikTok starts taking monetization seriously; or if any other large apps from China find global audiences outside of China’s third-party app stores.

For example, Tencent Video grossed $278 million globally in the first half of 2019, outside of the third-party Chinese Android app stores. That made it the third-largest non-game app by revenue. And Chinese video platform iQIYI and YouTube were the No. 4 and No. 5 top-grossing apps, respectively.

Meanwhile, iOS app installs actually declined in the first half of the year, following the first quarter that saw a decline in downloads, Q1 2019, attributed to the downturn in China.

The App Store in the first half of 2019 accounted for 14.8 billion of the total 56.7 billion app installs.

Google Play installs in the first half of the year grew 16.4% to 41.9 billion, or about 2.8 times greater than the iOS volume.

1h 2019 app downloads worldwide

The most downloaded apps in the first half of 2019 were the same as before: WhatsApp, Messenger and Facebook led the top charts. But TikTok inched ahead of Instagram for the No. 4 spot, and it saw its installs grow around 28% to nearly 344 million worldwide.

In terms of mobile gaming specifically, spending was up 11.3% year-over-year in the first half of 2019, reaching $29.6 billion across the iOS App Store and Google Play. Thanks to the fallout of the game licensing freeze in China, App Store revenue growth for games was at $17.6 billion, or 7.8% year-over-year growth. Google Play game spending grew by 16.8% to $12 billion.

The top-grossing games, in order, were Tencent’s Honor of Kings, Fate/Grand Order, Monster Strike, Candy Crush Saga and PUBG Mobile.

1h 2019 game revenue worldwide

Meanwhile, the most downloaded games were Color Bump 3D, Garena Free Fire and PUBG Mobile.

Image credits: Sensor Tower

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Mobile games now account for 33% of installs, 10% of time and 74% of consumer spend

Mobile gaming continues to hold its own, accounting for 10% of the time users spend in apps — a percentage that has remained steady over the years, even though our time in apps overall has grown by 50% over the past two years. In addition, games are continuing to grow their share of consumer spend, notes App Annie in a new research report out this week, timed with E3.

Thanks to growth in hyper-casual and cross-platform gaming in particular, mobile games are on track to reach 60% market share in consumer spend in 2019.

The new report looks at how much time users spend gaming versus using other apps, monetization and regional highlights within the gaming market, among other things.

Despite accounting for a sizable portion of users’ time, games don’t lead the other categories, App Annie says.

Instead, social and communications apps account for half (50%) of the time users spent globally in apps in 2018, followed by video players and editors at 15%, then games at 10%.

In the U.S., users generally have eight games installed per device; globally, we play an average of two to five games per month.

The number of total hours spent on games continues to grow roughly 10% year-over-year, as well, thanks to existing gamers increasing their time in games and from a broadening user base, including a large number of mobile app newcomers from emerging markets.

This has also contributed to a widening age range for gamers.

Today, the majority of time spent in gaming is by those aged 25 and older. In many cases, these players may not even classify themselves as “gamers,” App Annie noted.

While games may not lead the categories in terms of time spent, they do account for a large number of mobile downloads and the majority of consumer spending on mobile.

One-third of all worldwide downloads are games across iOS, Google Play and third-party app stores.

Last year, 1.6+ million games launched on Google Play and 1.1+ million arrived on iOS.

On Android, 74 cents of every dollar is spent on games, with 95% of those purchases coming as in-app purchases, not paid downloads. App Annie didn’t have figures for iOS.

Google Play is known for having more downloads than iOS, but continues to trail on consumer spend. In 2018, Google Play grabbed a 72% share of worldwide downloads, compared with 28% on iOS. Meanwhile, Google Play only saw 36% of consumer spend versus 64% on iOS.

One particular type of gaming jumped out in the new report: racing games.

Consumer spend in this subcategory of gaming grew 7.9 times as fast as the overall mobile gaming market. Adventure games did well, too, growing roughly five times the rate of games in general. Music games and board games were also popular.

Of course, gaming expands beyond mobile. But it’s surprising to see how large a share of the broader market can be attributed to mobile gaming.

According to App Annie, mobile gaming is larger than all other channels, including home game consoles, handheld consoles and computers (Mac and PC). It’s also 20% larger than all these other categories combined — a shift from only a few years ago, attributed to the growth in the mobile consumer base, which allows mobile gaming to reach more people.

Cross-platform gaming is a key gaming trend today, thanks to titles like PUBG and Fortnite in particular, which were among the most downloaded games across several markets last year.

Meanwhile, hyper-casual games are appealing to those who don’t think of themselves as gamers, which has helped to broaden the market further.

App Annie is predicting the next big surge will come from AR gaming, with Harry Potter: Wizards Unite expected to bring Pokémon Go-like frenzy back to AR, bringing the new title $100 million in its first 30 days. The game is currently in beta testing in select markets, with plans for a 2019 release.

In terms of regions, China’s impact on gaming tends to be outsized, but its growth last year was limited due to the game license regulations. This forced publishers to look outside the country for growth — particularly in markets like North America and Japan, App Annie said.

Meanwhile, India, Brazil, Russia and Indonesia lead the emerging markets with regard to game
downloads, but established markets of the U.S. and China remain strong players in terms of sheer numbers.

With the continued steady growth in consumer spend and the stable time spent in games, App Annie states the monetization potential for games is growing. In 2018, there were 1,900 games that made more than $5 million, up from 1,200 in 2016. In addition, consumer spend in many key markets is still growing too — like the 105% growth in two years in China, for example, and the 45% growth in the U.S.

The full report delves into other regions as well as game publishers’ user acquisition strategies. It’s available for download here.

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Skype publicly launches screen sharing on iOS and Android

Skype is taking one of its most popular desktop features to mobile devices: screen sharing. The company announced on Tuesday that its mobile screen sharing feature is now out of beta testing, allowing both iOS and Android users to share their phone’s screen while on a call.

The feature could be used for work-related purposes, as Microsoft has suggested in the past — like sharing a PowerPoint presentation. But it also could be used for fun — like swiping through a dating app while a friend gives their feedback, or for online shopping alongside a friend. More practically, it could be used to give remote tech help, like when your dad can’t find a setting on his iPhone (true story).

Mobile screen sharing was first introduced into beta in April for testers, but is now available to all mobile users.

To access the option, Skype users will tap the newly added “…” (more) menu in the app. This is where you’ll find other recently launched features, as well, including call recording and subtitles.

Also new in this release of Skype for mobile is a redesigned calling screen that now lets you dismiss the call controls with one tap. A second tap dismisses all the controls to make the video call itself the focus. And another tap brings all the controls back.

Despite Skype’s advanced age, the mobile communications app still has some 300 million monthly users. It hasn’t stopped the rollout of new features that allow it to remain relevant in an age where so much messaging is done through chat apps like WhatsApp, Messenger, Snapchat or through built-in communication services like iMessage and FaceTime.

While not all its changes have been a success — last year Skype had to roll back its overly colorful Snapchat-inspired makeover, for example — it still often adds useful features like HD video, encryption by way of the Signal Protocol and call recording, to name a few.

Mobile screen sharing works on Android 6.0 and higher, and on iOS (iPhone and iPad) with iOS 12 and up. You will only see the option if you’ve updated to the latest release.

Other platforms that support screen sharing include Linux, Mac, Windows and Skype for Windows 10 (version 14).

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Indie travel app Lambus makes group trip planning easier

There are plenty of travel apps for researching flights and hotels or generally organizing your trips, but indie German developer Hans Knöechel struggled to find one that could gather all his travel-related information in one place, in addition to allowing a group of friends to collaborate on the trip-planning process. So he built one for himself: Lambus, an app that lets you organize your travel documents, manage expenses, plus collaborate and chat with fellow co-travelers about the trip being planned.

Previously a senior software engineer at Appcelerator in San Jose, Knöechel came up with the idea for Lambus after being on the road a lot himself, and finding existing travel apps lacking.

“When traveling, you either use a manual folder with dozens of pages for all your information — or countless apps to display travel expenses, booking confirmations and waypoint planning. Alternatives like Google Trips, Sygic and Roadtrippers were always limited to one person and never offered all the features I needed during the trip,” he explains. “This gave me the idea for Lambus: A collaborative platform on which travel groups — in real-time — can display all the properties of the trip in an easy-to-use platform: Waypoints, travel expenses, booking documents, notes, photos and chat,” he says.

The resulting app he refers to as a “Swiss Army Knife” for travel planning.

Like TripIt and others, travel documents can be shared with Lambus by forwarding emails to a unique personal email address. The imported documents — like plane tickets or Airbnb stays — will then be made available to all group attendees automatically. This is handy for group trips where often multiple people take turns making the various reservations, but don’t have any easy way to share the information with others beyond forwarding emails or writing down information in a shared online document.

Documents can also be uploaded through an “Import PDF” feature, as an alternative to email sharing. And photos can be added by snapping a picture or importing from the phone’s Camera Roll, as well.

The photo feature is handy for saving those miscellaneous pieces of travel information — like how to access an Airbnb upon arrival, travel directions posted on an event or venue’s website, a helpful online review you saved and more. It’s also a fast way to import any other information, without having to rely on email or uploads.

In the expenses section, you can keep track of either private or group expenses by entering the amount and what it was for, and, optionally, if it’s been paid.

While largely aimed at group travel because of the collaboration and built-in chat features, the app can be used for solo trips, too.


In testing the app, we found there were a few kinks that still needed to be corrected.

The calendar, for example, didn’t include the days of the week, only the dates — which was unusual. The app also had trouble finding some points of interest — like a convention center, for example, when it was entered directly in the search box. (It came up when we searched for a “nearby place” to an existing waypoint, oddly.) This appears to be a bug.

Some parts of the German app hadn’t been localized to English, either. For instance, when viewing the detail page for a waypoint, the “On My List” section read: “Noch keine Orte in der Nähe geplant.” (Meaning: “No places planned nearby.”) 

More importantly, Lambus didn’t turn imported documents into an easy-to-read itinerary, as TripIt does. The travel plan, instead, included a list of waypoints but not the dates and times, with all the details like flight numbers or hotel reservation numbers. That’s perhaps a deal-breaker in terms of dumping all other travel apps in favor of Lambus alone.

Despite its quirks, the concept here is solid and the app is nicely designed with a bright and clean look-and-feel. The app is only a couple of months old, so given a little more time, attention and a few more releases, it has the potential to become a seriously useful travel tool for group trip planning.

The name, “Lambus,” is an odd choice, we have to also note.

Knöechel says he was searching for a word that was easy to pronounce in many different languages, and settled on this — a domain name he already owned.

While Knöechel is the sole founder, Lambus is a team of seven, including mainly university friends, he says. The startup is seed-funded by the Ministry of Economics in Germany (~€120,000), and eventually has plans to generate affiliate revenue by offering hotel, flight, Airbnb and activity bookings in-app.

Lambus is live on iOS and Google Play.

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Spotify’s leanback instant listening app Stations hits iOS

Spotify has launched its instant listening app Stations on iOS, but only in Australia for the time being. The release comes nearly a year and a half after the Stations app first arrived on the market, initially for Android users in Australia. Dubbed an “experiment,” the app allows users to jump right into streaming instead of having to curate their own playlists or stations, or save favorite music to their library.

Unlike Spotify’s flagship application, the Stations app presents users with a minimalist interface where available playlists are displayed with an oversized font. You can scroll up and down between the playlists to select one, instead of typing in a search box or searching through voice commands.

When launching Stations, music begins playing automatically — a feature that had some calling it a “Pandora copycat” at the time of launch, given that instant music playback is something that Spotify’s rival Pandora already supports.

Stations was largely designed for those who want a more radio-like experience that involves less manual input. Free users will hear ads, be able to thumbs up and down songs, but can’t skip tracks. Premium users who download Stations get unlimited skips and ad-free listening.

The Stations app today features a range of playlists by genre, decade, activity and more, but also becomes personalized to the end-user over time. You can also opt to create your own stations by selecting from favorite artists in an experience that’s reminiscent of the customization offered today by YouTube Music — right down to the rounded artist profile photos you tap on.

As you listen to music on Stations, you can thumbs up and down songs in order to have it create custom stations personalized to you — including a Discover Weekly playlist, Release Radar and a Favorites playlist.

Not much had been heard about Stations since its January 2018 debut. And its limited release — it never hit the U.S., for example — could have indicated it was an experiment that didn’t quite pan out.

But it now seems that’s not the case, given the new expansion to iOS.

By offering the app to more users, Spotify has the chance to learn and collect data from a larger and more representative group of people. Whether or not it takes any ideas from Stations to its main app remains to be seen.

The company declined to comment on its plans, when asked.

“At Spotify, we routinely conduct a number of tests in an effort to improve our user experience,” a spokesperson said. “Some of those tests end up paving the path for our broader user experience and others serve only as an important learning. We aren’t going to comment on specific tests at this time,” they added.

Stations is live now on iOS in Australia. More information on the app is on the (newly updated) Help site here.

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Tim Cook wants you to put down your iPhone

Tim Cook thinks people should get off their iPhones and decrease their engagement with apps. The Apple CEO, speaking at the TIME 100 Summit today, was discussing the addictive nature of our mobile devices and Apple’s role in the matter when he made these comments. He said the company hadn’t intended for people to be constantly using their iPhones, and noted he himself has silenced his push notifications in recent months.

“Apple never wanted to maximize user time. We’ve never been about that,” Cook explained.

It’s certainly an interesting claim, given that Apple designed a platform that allowed app developers to constantly ping their users with the most inane notifications — from getting a new follower on a social app to a sale in a shopping app to a new level added to a game and so much more.

The very idea behind the notification platform, opt-in as it may be, is that developers should actively — and in real time — try to capture users’ attention and redirect them back to their apps.

This is not how such an alert mechanism had to be designed.

An app notification platform could have instead been crafted to allow app developers to notify users in batches, at designed intervals within users’ control. For example, users could have specified that every day at noon they’d like to check in on the latest from their apps.

Or, in building out the iOS App Store, Apple could have implemented a “news feed” of sorts — a dedicated channel wherein users could opt to check in on all the latest news from their installed apps.

Or perhaps Apple could have structured a notification platform that would have allowed users to pick between different classes of notifications. Urgent messages — like alerts about a security breach — could have been a top-level tier; while general information could have been sent as a different type of notification. Users could have selected which types of alerts they wanted, depending on how important the app was to them.

These are just a few of many possible iterations. A company like Apple could have easily come up with even more ideas.

But the fact of the matter is that Apple’s notification platform was built with the idea of increasing engagement in mind. It’s disingenuous to say it was not.

At the very least, Apple could admit that it was a different era back then, and didn’t realize the potential damage to our collective psyche that a continually buzzing iPhone would cause. It could point out how it’s now working to fix this problem by putting users back in control, and how it plans to do more in the future.

Instead, it created a situation where users had to turn to the only defense left to them: switching off push notifications entirely. Today, when users install new apps they often say “No” to push notifications. And with Apple’s new tools to control notifications, users are now actively triaging which apps can get in touch.

In fact, that’s what Tim Cook says he did, too.

“If you guys aren’t doing this — if you have an iPhone and you’re not doing it, I would encourage you to really do this — monitor these [push notifications],” the CEO suggested to the audience.

“What it has done for me personally is I’ve gone in and gutted the number of notifications,” Cook said. “Because I asked myself: ‘Do I really need to be getting thousands of notifications a day?’ It’s not something that is adding value to my life, or is making me a better person. And so I went in and chopped that.”

Yep. Even Apple’s CEO is done with all the spam and noise from iPhone apps.

The comment, of course, was supposed to be a veiled reference to the addictive nature of some apps — social media apps in particular, and especially Facebook. Today, Apple throws barbs at Facebook any time it can, now that the company has fallen out of public favor due to its ongoing data privacy violations and constant scandals.

But a more truthful telling of the iPhone’s past would recall that Facebook’s app — and all its many notifications — was originally a big selling point for Apple’s mobile device.

When the App Store first launched in 2008, Facebook proudly sat in the top row in a featured position. It was heavily promoted to users because it was a prime example of the iPhone’s utility: here was this popular social network you could now get to right from your phone. Amazing! 

The fact that Facebook — and every other app — later leveraged the iOS push notification platform to better its own business without regard to how that would impact users isn’t entirely app developers’ collective fault. The notification platform itself had left the door wide open for that sort of psychological abuse to occur, simply because of its lack of user-configured, user-friendly controls.

Above: The App Store at launch, via The NYT

A decade after the App Store launched, Apple finally started to dial back on the free-for-all on user attention.

It announced its suite of digital wellness tools at WWDC 2018, which included Screen Time (a dashboard for tracking and limiting usage); increased parental controls; and finally a way to silence the barrage of notifications, without having to dig around in iOS Settings.

Now Tim Cook wants to have us believe that Apple had never wanted to cause any of this addiction and distraction — despite having created the very platform that made it all possible in the first place, which in turn, helped sell devices.

Isn’t it telling that the exec has had to silence his own iPhone using these new tools? Isn’t that something of an admission of culpability here?

“Every time you pick up your phone, it means you’re taking your eyes off whoever you’re dealing with, are talking with, right?,” Cook continued. “And if you’re looking at your phone more than you’re looking at somebody else’s eyes, you’re doing the wrong thing,” he said. “We want to educate people on what they’re doing. This thing will improve through time, just like everything else that we do. We’ll innovate there as we do in other areas.”

“But basically, we don’t want people using their phones all the time. This has never been an objective for us,” said Cook.

Except, of course, for those 10 years when it was.

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Apple may combine ‘Find My iPhone’ & ‘Find My Friends’ apps, launch a Tile-like tracking device

Apple is working to combine its tracking apps “Find My iPhone” and “Find My Friends” into one unified app available on both iOS and Mac, according to a new report from the Apple news site 9to5Mac. In addition, the report says, Apple is developing a hardware product that can be attached to other items that Apple customers want to track — similar to what the Bluetooth tracker Tile offers today.

The idea is the new, unified app would then serve as a way to track anything — Apple devices, other important items like a handbag or backpack, as well as the location of family members and trusted friends. And all of this information would be securely synced to iCloud.

Meanwhile, the new hardware — codenamed “B389,” the report says — would represent a threat to Tile and other Bluetooth trackers on the market, as Apple would be able to capitalize on its massive install base of iPhones and other Apple devices to develop its own crowdsourced tracking-and-finding network.

The new hardware tag will be paired to a user’s iCloud account and users will be able to receive notifications when a device, like their iPhone, gets too far away from the tag. Users will also be able to configure locations to be ignored, and can opt to share a tag’s location with friends or family.

And like Tile, when the item with the tag attached goes missing, users could then put the tag into a “Lost” mode that would alert the owner when it’s found. The “finding” takes place by way of a crowdsourced network that includes every other Apple device owner who’s opted in to use this same tracking service, it would seem.

A large crowdsourced network is today one of Tile’s key advantages.

To date, the company has sold 24 million Tiles, which now connect to 4 million items daily with a 90 percent success rate, thanks to its own community-find feature. A competitive product from Apple could eat away at Tile’s business, while also serving as a new source of device revenue for Apple — and perhaps subscription revenues, too, for access to the crowd-finding network.

The reported merger of Apple’s two tracking applications comes at a time when Apple is rethinking how it wants to position its apps. Another recent report from 9to5Mac had confirmed Apple’s plans to break up iTunes, and instead bring new Music, podcasts and TV apps to Mac users. Apple will revamp its Books app as part of these changes, too, the report said.

It’s worth noting that there’s a big leak at Apple right now, and 9to5Mac is benefiting.

In addition to the news about the unified apps, Tile-like tracker and the breakup of iTunes, the site also leaked a big preview of iOS 13, which is said to include a system-wide dark mode, new gestures, visual changes and more. And just yesterday, the site reported that Apple is working on a feature that will allow users to pair a Mac with an iPad to use as a secondary display — something offered today by companies like Luna Display or Duet Display.

As for the new, unified “Find My…” app and hardware tag, no timeline to a public release is yet known.

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CoParenter helps divorced parents settle disputes using AI and human mediation

A former judge and family law educator has teamed up with tech entrepreneurs to launch an app they hope will help divorced parents better manage their co-parenting disputes, communications, shared calendar and other decisions within a single platform. The app, called coParenter, aims to be more comprehensive than its competitors, while also leveraging a combination of AI technology and on-demand human interaction to help co-parents navigate high-conflict situations.

The idea for coParenter emerged from co-founder Hon. Sherrill A. Ellsworth’s personal experience and entrepreneur Jonathan Verk, who had been through a divorce himself.

Ellsworth had been a presiding judge of the Superior Court in Riverside County, California for 20 years and a family law educator for 10. During this time, she saw firsthand how families were destroyed by today’s legal system.

“I witnessed countless families torn apart as they slogged through the family law system. I saw how families would battle over the simplest of disagreements like where their child will go to school, what doctor they should see and what their diet should be — all matters that belong at home, not in a courtroom,” she says.

Ellsworth also notes that 80 percent of the disagreements presented in the courtroom didn’t even require legal intervention — but most of the cases she presided over involved parents asking the judge to make the co-parenting decision.

As she came to the end of her career, she began to realize the legal system just wasn’t built for these sorts of situations.

She then met Jonathan Verk, previously EVP Strategic Partnerships at Shazam and now coParenter CEO. Verk had just divorced and had an idea about how technology could help make the co-parenting process easier. He already had on board his longtime friend and serial entrepreneur Eric Weiss, now COO, to help build the system. But he needed someone with legal expertise.

That’s how coParenter was born.

The app, also built by CTO Niels Hansen, today exists alongside a whole host of other tools built for different aspects of the co-parenting process.

That includes those apps designed to document communication, like OurFamilyWizard, Talking Parents, AppClose and Divvito Messenger; those for sharing calendars, like Custody Connection, Custody X Exchange and Alimentor; and even those that offer a combination of features like WeParent, 2houses, SmartCoparent and Fayr, among others.

But the team at coParenter argues that their app covers all aspects of co-parenting, including communication, documentation, calendar and schedule sharing, location-based tools for pickup and drop-off logging, expense tracking and reimbursements, schedule change requests, tools for making decisions on day-to-day parenting choices like haircuts, diet, allowance, use of media, etc. and more.

Notably, coParenter also offers a “solo mode” — meaning you can use the app even if the other co-parent refuses to do the same. This is a key feature that many rival apps lack.

However, the biggest differentiator is how coParenter puts a mediator of sorts in your pocket.

The app begins by using AI, machine learning and sentiment analysis technology to keep conversations civil. The tech will jump in to flag curse words, inflammatory phrases and offensive names to keep a heated conversation from escalating — much like a human mediator would do when trying to calm two warring parties.

When conversations take a bad turn, the app will pop up a warning message that asks the parent if they’re sure they want to use that term, allowing them time to pause and think. (If only social media platforms had built features like this!)

 

When parents need more assistance, they can opt to use the app instead of turning to lawyers.

The company offers on-demand access to professionals as both monthly ($12.99/mo – 20 credits, or enough for two mediations) or yearly ($119.99/year – 240 credits) subscriptions. Both parents can subscribe for $199.99/year, each receiving 240 credits.

“Comparatively, an average hour with a lawyer costs between $250 and upwards of $500, just to file a single motion,” Ellsworth says.

These professionals are not mediators, but are licensed in their respective fields — typically family law attorneys, therapists, social workers or other retired bench officers with strong conflict resolution backgrounds. Ellsworth oversees the professionals to ensure they have the proper guidance.

All communication between the parent and the professional is considered confidential and not subject to admission as evidence, as the goal is to stay out of the courts. However, all the history and documentation elsewhere in the app can be used in court, if the parents do end up there.

The app has been in beta for nearly a year, and officially launched this January. To date, coParenter claims it has already helped to resolve more than 4,000 disputes and more than 2,000 co-parents have used it for scheduling. Indeed, 81 percent of the disputing parents resolved all their issues in the app, without needing a professional mediator or legal professional, the company says.

CoParenter is available on both iOS and Android.

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