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Outvote, a new Y Combinator-backed startup, wants to make grassroots-style campaigning easier and more personal, with the launch of an app that allows people to text their friends with reminders to vote. The idea is to take advantage of people’s willingness to use social sharing to communicate about political issues, while also leveraging the simplicity that comes with tweeting or posting to Facebook and turning that into an actionable reminder that can actually drive people to the polls during critical times.
The startup was founded by Naseem Makiya, a Harvard-educated software engineer with a background in startups, including San Francisco-based Moovweb and Cambridge area’s DataCamp; along with Nadeem Mazen, an MIT grad and interactive designer who once worked with OK GO on one of its viral music videos, and who now owns the Cambridge-based creative agency Nimblebot.
Mazen, who has since moved into an advisory role with Outvote, also has more direct political experience, having run for public office himself. In fact, he learned first-hand how every vote counts, having won his Cambridge City Council position in 2013 by just six votes.
He also attributed his second election win to organizing low propensity, minority and younger voters — plus “really doing a lot of texting and a lot of outreach through my friend networks,” says Mazen.
When Mazen’s time in politics ended, he then helped others get elected using similar means. Later, he and Makiya brought together a group of Harvard and MIT folks to formalize a company around the technology they were using. This became Outvote.

While today there are a lot of tools for voter outreach, many of those operated by well-known organizations, like MoveOn, for example, involve people opting in to receive texts from the group in question. Outvote is different because it’s a tool that helps individual voters reach out to their own personal acquaintances, family and friends.
“The way campaigns are run right now is most of the budget is spent on ads that are really low ROI — they have some effect on persuasion, but less effect on actual voter turnout,” explains Makiya. “With this effort, we’re trying to bring politics back to more of word-of-mouth and conversations between friends,” he says.
The team began working on the technology for Outvote last summer, and officially founded the company early this year.
While individuals are the app’s end users, they’re brought into the app by a campaign.
Users give the app permission to upload their phone’s contacts, which Outvote matches up with registered voter databases. That way, you’ll only be texting those who can actually go vote in your district. When the matching completes, the app has scripts that allow users to just click to text your friends a message from your own phone number.
In other words, it’s no longer a political campaign or organization bugging people to go vote via text — it’s a friend. If your friends have a problem with the unsolicited text, they’ll have to tell you.
The app also uses some sort of basic modeling to figure out who best to text, based on things like past voter history, whether that person tends to vote in the primaries, if they’re a registered Democrat and so on.
Oh, yes, that’s right — this app is built for Democratic campaigns only.
Outvote makes no apologies about the fact that it is a tool designed to help Democrats win back seats across the U.S., both on local and national levels.
“We think it’s really critical that Democrats begin to invest in and promote technology. The right is doing a much better job of investing in some of the niche technology,” says Mazen. “And, obviously, groups like Cambridge Analytica and folks have been, I would say, underhanded, in their use of technology,” he adds. “We have to work twice as hard to be twice as resolute, as a result.”
The company says it has turned down right-leaning independents and Republican campaigns that wanted to use its technology, and is instead piloting with around 50 Democratic campaigns at present. Campaigns will be charged a low monthly fee for using Outvote that will vary depending on their size. However, many of the pilot customers are using Outvote for free at this time.
The goal is to make Outvote far more affordable than the existing mass-texting services that charge as much as 30 cents per person per month, which can cost campaigns hundreds of thousands of dollars at scale. Outvote aims to be around 2 to 5 cents per text, it says.
For now, its focus is on raising awareness about the candidate and their issues, and getting people to the polls. It’s not offering the sort of “call your congressman”-style outreach efforts you’ll find in some other political apps.
Outvote is also partnered with The Movement Cooperative, Represent.Us, Flippable, the DNC, Vote.org and Swing Left, according to its website.
The startup is already reporting some early successes. When used last November, it found millennials contacted through Outvote were twice as likely to vote, while non-millennials were 50 percent more likely to vote. The company doesn’t have the data yet from how it’s been doing in the primaries, but says it’s been getting good feedback from the participating campaigns.
In addition to the Y Combinator backing, Outvote has raised $300,000 in seed funding from 2enable Partners ahead of Demo Day.
Outvote’s app is available on both iOS and Android.
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Apple’s App Store continues to outpace Google Play on revenue. In the first half of the year, the App Store generated nearly double the revenue of Google Play on half the downloads, according to a new report from Sensor Tower out today. In terms of dollars and cents, that’s $22.6 billion in worldwide gross app revenue on the App Store versus $11.8 billion for Google Play – or, 1.9 times more spent on the App Store compared with what was spent on Google Play.

This trend is not new. Apple’s iOS store has consistently generated more revenue than its Android counterpart for years due to a number of factors – including the fact that Android users historically have spent less on apps than iOS users, as well as the fact that there are other Android app stores consumer can shop – like the Amazon Appstore or Samsung Store, for example. In addition, Google Play is not available in China, but Apple’s App Store is.
Last year, consumer spending on the App Store reached $38.5 billion, again nearly double that of Google Play’s $20.1 billion.
As the new figures for the first half of 2018 indicate, consumer spending is up this year.
Sensor Tower estimates it has increased by 26.8 percent on iOS compared with the same period in 2017, and it’s up by 29.7 percent on Google Play.
The growth in spending can be partly attributed to subscription apps like Netflix, Tencent Video, and even Tinder, as has been previously reported.
Subscription-based apps are big businesses these days, having helped to boost app revenue in 2017 by 77 percent to reach $781 million, according to an earlier study. Netflix was also 2017’s top non-game app by revenue, and recently became ranked as the top (non-game) app of all-time by worldwide consumer spend, according to App Annie’s App Store retrospective.
Many of the other all-time top apps following Netflix were also subscription-based, including Spotify (#2), Pandora (#3), Tencent Video (#4), Tinder (#5), and HBO NOW (#8), for example.
And Netflix is again the top non-game app by consumer spending in the first half of 2018, notes Sensor Tower.

Game spending, however, continues to account for a huge chunk of revenue.
Consumer spending on games grew 19.1 percent in the first half of 2018 to $26.6 billion across both stores, representing roughly 78 percent of the total spent ($16.3 billion on the App Store and $10.3 billion on Google Play). Honor of Kings from Tencent, Monster Strike from Mixi, and Fate/Grand Order from Sony Aniplex were the top grossing games across both stores.

App downloads were also up in the first half of the year, if by a smaller percentage.
Worldwide first-time app installs grew to 51 billion in 1H18, or up 11.3 percent compared with the same time last year, when downloads were then 45.8 billion across the two app stores.
Facebook led the way on this front with WhatsApp, Messenger, Facebook and Instagram as the top four apps across both the App Store and Google Play combined. The most downloaded games were PUBG Mobile from Tencent, Helix Jump from Voodoo, and Subway Surfers from Kiloo.
Google Play app downloads were up a bit more (13.1 percent vs iOS’s 10.6 percent) year-over-year due to Android’s reach in developing markets, reaching 36 billion. That’s around 2.4 times the App Store’s 15 billion.
Despite this, Apple’s platform still earned more than double the revenue with fewer than half the downloads, which is remarkable. And it can’t all be chalked up to China. (The country contributed about 31.7 percent of the App Store revenue last quarter, or $7.1 billion, to give you an idea.)
Sensor Tower tells TechCrunch that even if China was removed from the picture, the App Store would have generated $15.4 billion gross revenue for first half of 2018, which is still about 30 percent higher than Google Play’s $11.8 billion.
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Tel Aviv-based Photomyne, an A.I.-powered app that helps you bring your old photo prints online, has been benefitting from the subscription app boom to the tune of $5 million in Series A funding. Today, the app is used by a million people every month, and 250,000 people pay the $20 annual subscription for the expanded service. This adds a handful of additional features, including the option to build a family website where all your photos are uploaded immediately after being scanned.
There is something of a limited lifetime for apps that convert physical media to digital – at some point, everyone who wants to transition their old media to the web will have done so. Another issue is that some people will make scanning photos a one-time project. They’ll then save all their photos to their own device and cloud storage, and cancel their subscription.
And as those users drop off, physical media will continue to die out.
For those reasons, Photomyne will eventually need to expand into other areas – perhaps scanning other things beyond photos. As it has a couple of patents for things like scanning business cards, documents, and sticky notes, it’s clearly thinking about this, too.
But in the meantime, there’s still an audience of self-appointed family historians, who are making old photos available to their extended families, as well as older folks who grew up in the pre-smartphone era and now want to bring their memories online, too.
By leveraging A.I. technology which runs locally, in real-time, on mobile devices, Photomyne is able to speed up the fairly tedious process of photo scanning using a handheld device. That is, instead of having to focus on one photo – as with Google’s PhotoScan, for example – Photomyne lets you scan multiple photos in a single shot as you flip through the pages of old albums.
It then breaks those up into individual photos by auto-detecting the boundaries.
It also auto-rotates sideways photos, crops the photos, corrects the photo perspective, and saves them in a digital album where you can further filter them, share, or – with the subscription – save locally, backup to the cloud, sync to other devices, or publish to a family website.

The ability to scan more photos in one shot makes the app appealing to those who want to upload their entire collection of old photos to the web, instead of picking and choosing specific photos to import.
In addition, the app’s A.I.-based technology improves over time the more you use it, says Photomyne’s co-founder and CFO Yair Segalovitz.
And soon, the company plans to roll out other advanced features, too, he notes.
“We are focused on a new set of exciting features that we expect to release in the very near future. We intend to offer automatic color correction – such as fixing color decay – and the ability to search interesting photos in our 70 million-plus photo archive,” says Segalovitz.
To date, Photomyne has been downloaded 7 million times and is largely used in the U.S. and in Western Europe, though it’s starting to see growth in China, too.
The Series A round was led by Luxembourg-based Maor, a co-investment tech fund from Philippe Guez and Eric Elalouf. It also included participation from Israeli investors and others from its seed round a couple of years ago.
With the new funding, the company plans to expand its team of 16 to around 25 and scale the business in Japan and South East Asia, in particular.
Photomyne is a free download on iOS and Android, but the full range of feature is only available to subscribers.
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The App Store has seen over 170 billion downloads over the past decade, totaling over $130 billion in consumer spend. This data was shared this morning by app intelligence firm App Annie, which is marking the App Store’s 10th Anniversary with a look back on the store’s growth and the larger trends it’s seen. These figures aren’t the full picture, however – the App Store launched on July 10, 2008 with just 500 applications, but App Annie arrived in 2010. The historical data for this report, therefore, goes from July 2010 through December 2017.
That means the true numbers are even higher that what App Annie can confirm.
The report paints a picture of the continued growth of the App Store over the years, noting that iOS App Store revenue growth outpaces downloads, and that nearly doubled between 2015 to 2017.

iOS device owners apparently love to spend on apps, too.
The iOS App Store only has a 30 percent share of worldwide downloads, but accounts for 66 percent of consumer spend, the report says.
But this isn’t a complete picture of the iOS vs. Android battle, as Google Play isn’t available in China. App Annie’s data is incomplete on this front as it’s not accounting for the third-party Android app stores in China.

China today plays an outsized role, as App Annie has repeatedly reported, in terms of App Store revenue, even without Google Play. In fact, the APAC region accounts for nearly 60 percent of consumer spend – a trend that began in earnest with the October 2014 release of the iPhone 6 and 6 Plus in China.

But when you look back at the App Store trends to date (or, as of July 2010 – which is as far back as App Annie’s data goes), it’s the U.S. that leads by a slim margin. China has quickly caught up but the U.S. is still the top country for all-time downloads, with 40.1 billion to China’s 39.9 billion; and it has generated $36 billion in consumer spend to China’s $27.7 billion.

iPhone users are heavy app users, too, the report notes.
In several markets, users have 100 or more apps installed, including Australia, India, China, Germany, Brazil, Japan, South Korea, Indonesia, and France. The U.S., U.K., and Mexico come close, with 96, 90, and 89 average monthly apps installed in 2017, respectively.
Of course the numbers of apps used monthly are much smaller, but still range in the high 30’s to low 40’s, App Annie claims.

The report additionally examines the impact of games, which accounted for only 31 percent of downloads in 2017, but generated 75 percent of the revenue. The APAC regions plays a large role here as well, with 3.4 billion game downloads last year, and $19.3 billion in consumer spend.

Subscriptions, meanwhile, are a newer trend, but one that’s already boosting App Store revenues considerably, accounting for $10.6 billion in consumer spend in 2017. This is driven mainly by media streaming apps like Netflix, Pandora, and Tencent Video, for example, but Tinder makes a notable showing as one of the top five worldwide apps by revenue.

Thanks to subscriptions and other trends, App Annie predicts the worldwide iOS App Store revenue will grow 80 percent from 2017 to $75.7 billion by 2022.

And while the App Store today has over 2 million apps, it has seen over 4.5 million apps released on its store to date. Many of these have been removed by Apple or the developers, which is why the number of live apps is so much lower.

The full report with the charts included is here.
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Following the success of the live mobile game show HQ Trivia, a team of serial entrepreneurs have begun testing the market to see if another game show concept can work, too. Their new game show-inspired app, Gravy, is meant to be a riff on the “Price is Right” combined with a QVC-style shopping experience. That is, the “contestants” compete for discounts of 30 to 70 percent off the products advertised, with a portion of the proceeds going to charity. In addition, through a side game, users can guess when the product – whose quantities are unknown – will sell out and at what price. Those who guess closest win a cash prize.
The startup was created by Mark McGuire, Brian Wiegand, and Craig Andler – the founding team behind Jellyfish.com, an older social shopping network that was acquired by Microsoft back in 2007, to help create Bing Shopping. They’ve also paired up on other projects, including NameProtect (before Jellyfish), printable coupons resource Hopster, social network Nextt, and e-commerce subscription retail site, Alice.com. These have either exited or shut down or both.
The team’s efforts imply a clear passion for working with brands, but getting consumers to connect with brands in new ways is far more difficult, as their track record shows.
That’s why they’re now trying Gravy.
The hope is that the excitement around seeing the product unveiled nightly – and knowing you’ll get a big discount if you buy – will become an entirely new ad unit of sorts, while keeping players engaged in a game-show like experience.

“One of the challenges with millennials is their short attention spans, and they don’t respond well to interruptive advertising,” explains Wiegand, of why the team wanted to build this startup. “I don’t think anyone’s really mastered how to monetize live video. So we came up with this opportunity to create this new ad unit where brands could tell their story, and – for seven or eight or nine minutes – create a live shopping event where millennials can tune in and hear that story but in a fun, gamified kind of manner,” he says.
Here’s how Gravy works. Every night, at 8:30 PM ET in the Gravy iOS app, a live host will unveil the product users can buy. Currently, there’s a rotating selection of hosts who work on a per-show contract basis, usually local comedians – not brand reps.
Players are not told how many items are available, but it’s typically anywhere from two to twenty.
Then the price starts to drop. If you buy early, you’ll have a chance to snag it at a slight discount. But the longer you wait, the higher the percentage off will become. However, you don’t know who else could snatch it up first and when. If you wait too long, the product will sell out.
Meanwhile, if you’re not interested in the product itself, you can guess when you expect it to sell out (meaning, at which price.) Those ten or so closest will receive a small cash prize – a split of maybe $200 or $300, with first place receiving the largest chunk.
At least 20 percent of sales are given away to charity – a nod, I suppose, to millennials’ interest in do-gooder style companies. But ultimately, that decision that has more to do with the fact that Gravy doesn’t aim to be a retailer – it’s not another deal-of-the-day destination like Woot!, despite the similarities around generating product excitement.
Instead, it expects brands to donate products and pay a fee for the “advertising opportunity” Gravy offers.
Brands will like Gravy because they get millennials’ attention for seven minutes or more, Wiegand says. “They love the engagement. It’s a highly engaged audience…I have a chance to buy the products, so I’m heavily engaged in thinking about that product. The recall, memorability, and all of the subsequent buzz – tweeting and all the social media that gets created because of that – is great,” he adds.
However, none of this is proven out yet – Gravy is just a couple of weeks old.
So far, around 50 percent of the products it has featured have actually been donated by brands, including 23andMe, 3D Doodler, Tapplock, and others. The rest have been subsidized by Gravy, including the bigger draws – like a DJI drone, for example.
It’s not yet charging for the ad opportunity, either, as it’s hoping to grow the audience first.
The company says that’s already underway. After alerting friends and family to the app’s launch, the games are seeing 600+ players nightly, Wiegand claims, and is growing its audience 15 percent week-over-week. Around half of those who signed up to play are returning to watch around three shows per week, he says.
While the early numbers are promising if true, and it’s clear the team likes to work in the general space of connecting brands with consumers, Gravy still feels – like much of what the founders have created before – designed primarily with the needs of brands in mind, before that of consumers.
A “Price is Right”-style app would be a lot of fun, but this isn’t it – it’s, at the end of the day, an invitation to watch an ad and shop at a discount. That’s not something consumers may want to do every day, long-term – even if you try to woo them with a small cash prize won through a guessing game.
And like Trivia HQ , which has dropped from a top 20 app to the 140’s (by App Store overall rank, the shine may eventually wear off for Gravy, too. Especially because it’s not primarily a game – and millennials, as fickle and short attention-spanned as they may be (really? the generation that binges entire TV seasons in a few days?), will know it.
Wiegand isn’t concerned, though.
He says he gets bored with trivia apps in a few weeks, but Gravy is different.
“I always shop and I always like a deal. The deal industry and the shopping industry are so much larger than the trivia space,” Wiegand insists. “And the thrill of seeing a product that you like going down into the sixties and seventies percent off is unbelievably thrilling,” he enthuses. “We are able to feature things that have the best price on the planet of first-run products…it creates this heart-pounding, exhilarating and experience like, ‘Should I buy? Oh my God, look at this price. I can’t turn it down,’” he says.
The company raised $2.1 million in seed funding from a range of investors, including the founders at the turn of the year. Around eighty percent was outside capital, led by New Capital. The under-20 person team is based in both Madison and Minneapolis.
Gravy is on the App Store here.
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When Apple introduced its completely redesigned App Store last fall, one of its goals was to improve app discovery by placing a larger emphasis on editorial content – including things like “app of the day” picks, lists, how-to’s and even interviews with app developers, among other things. Now, a new study from Sensor Tower reveals those changes appear to have been working.
According to Sensor Tower’s findings, more apps are being discovered by way of browsing the App Store following the redesign launched in September.
Before, browse-driven downloads accounted for around 10 percent of all downloads. With the new App Store, they’ve grown to more than 15 percent. And that increase has held steady into 2018, even as the initial excitement around the App Store revamp has worn off.

Despite the growth in app discovery by browsing, searching for app by typing keywords into the search box is still, by far, the primary way consumers are finding and downloading new apps. Today, search accounts for 65 percent of downloads – well ahead of browse, referrals, or other methods.
Sensor Tower based its findings on data collected on app downloads between May 2017 and April 2018, it says.
The report also delved into the differences between how consumers discover apps and games.

As it turns out, browsing plays a much more significant role in game discovery than it does for non-game apps. Only 56 percent of game downloads came from search, compared with 69 percent for non-games. Meanwhile, browse contributed to 24 percent of game downloads, compared to just 9 percent of non-game downloads.
What this seems to indicate is that iOS users are turning to the App Store and its editorial recommendations in greater numbers to learn about what new game to try next. Plus, the fact that games can now include a video preview, and labels like “Editor’s Choice” are better highlighted in the new App Store also likely help people get a better sense of which ones to install, as they browse.
Sensor Tower’s findings about game downloads line up with research released last month where it found that games that were featured as the “Game of the Day” could see their downloads increase by 802 percent, compared to the week prior to being featured. Apps, by comparison, saw boosts of 685 percent.
The new report’s findings are good news for Apple which had a sizable challenge to tackle with its App Store redesign. Its app marketplace had grown almost over-crowded over the years. And even after the big app cleanup, it still stands at over 2 million apps. Finding a way to better introduce favorites and newcomers to iOS users at this scale was a tall order, but the growth in apps discovered by way of browsing indicates Apple has seen some success on this front.
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OfferUp, the mobile marketplace for buying and selling locally, is expanding its sights beyond your neighborhood. Today, the company is announcing an expansion of its service that will now allow sellers to ship their items nationwide to interested buyers, potentially netting them a larger audience than if trying to sell only within their local community.
The feature to browse the items outside your area will appear in a separate “shipping” tab in the new version of the OfferUp app for iOS and Android, arriving today.
When sellers list an item, they’ll have the option to toggle on a switch to “sell & ship” nationwide. They then pick the item’s weight from the options that appear (up to 20 lbs). Items must also be under $500, and are shipped via USPS. Buyers are kept up-to-date on the item’s status through the app, as well.

Listing items for nationwide shipping is free. Sellers are paid after the item is sold, less a 7.9 percent fee, which goes to OfferUp. (This is less than eBay’s standard 10%).
The transaction fee represents a new revenue stream for OfferUp, which before had offered paid tools to promote items for sale, but not a cut of transactions.
The company declines to say how much it makes from its existing paid offerings and ads, or if it’s turning a profit. Likely it needs to enter into transactions like this, to grow its revenue and justify its $220 million in VC investment and unicorn valuation. (The Information reported in December it was having trouble raising, so it may have needed this new path to revenue.)
The move will also pit OfferUp in more direct competition with eBay, which it already outranks in the App Store’s Top Charts where it’s No. 3 to eBay’s No. 8 in the Shopping category. While eBay still has a much larger user base – 171 million globally active buyers, as of its most recent earnings for example – OfferUp has managed to grow to over 42 million uniques during the past 12 months, just here in the U.S.
Longer-term, OfferUp aims to go international and including a shipping feature would be the first step.
“We definitely have global ambitions as a company,” says OfferUp co-founder and CEO Nick Huzar. But, he cautions, “we want to feel like, as a company, that we’re in the right spot to do that. So we don’t have a date in mind to do that.”

The company claims to reach buyers and sellers across the country, and not just in urban metros. And it claims its buyers are interested in a range of products, as opposed to favoring those in a single category or two.
“I think that’s why people come back so often,” says Huzar, explaining why users will return to the app, on average, 2 or 3 times per day. While furniture is popular because it’s a local marketplace, he adds, OfferUp users browse all kinds of things – from electronics to clothing to baby needs and even cars.
“It’s not like Amazon where it’s very intent-based – where you know what you want. OfferUp is more discovery-based. You go in there and you kind of look around and you find that thing you didn’t think you wanted that you end up buying,” Huzar says.

The app has also grown in popularity because of its systems to make transactions more trusted than those on Craigslist, which has been one of OfferUp’s bigger competitors to date, along with Facebook’s Buy/Sell Groups. Users on OfferUp can optionally verify their identity with Driver’s License uploads, and/or by confirming their phone number, Facebook or email. Users can also rate transactions, and see sellers’ response rate to questions, among other things.
The shipping feature has been in testing for a few months prior to today’s nationwide launch across the 48 contiguous U.S. states. To gain access to the option, you’ll need to update to the latest version of the OfferUp app on iOS or Android.
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The buzz or chime of a push notification on your phone is, at best, a distraction, and at worst, a source of stress and anxiety. A new app called Aloe Bud wants to make those push notifications into something more welcome: gentle reminders to take care of yourself and your own needs. With its configurable reminders, Aloe Bud will encourage you to take a break, drink water, move your body, rest, breathe, and more.
The app is the latest to enter the booming “self-care” market, which caters to a largely younger demographic who are better handling the pressures of modern-day life by carving out time for themselves to mediate, relax, and practice other mindfulness techniques. Some older folks have scoffed at the movement, claiming millennials are too self-involved – or they just scratch their head in confusion. (“Mindfulness?”)
But there’s real demand for these self-care applications and services – in the first quarter of the year, the top ten self-care apps pulled in $15 million in revenue. Now who’s scoffing?
However, most of the self-care apps today are focused on meditation and calming techniques, not on the day-to-day aspects of self-care.
That’s where Aloe Bud comes in.
Even cynics will have to admit the app is kind of adorable with its soft color scheme and its original, retro-ish pixel art icons.

It’s also simple to use – there’s no sign-up process where you have to give your name, email or phone number. No “friend-finding” function, nor the competitive pressures of joining yet another social network, where people can track your activity and judge you accordingly. Instead, the app launches you right into a simple screen where you tap icons like “hydrate,” “breathe,” or “motivate” to set up when and how you want to be reminded. You can choose to use Aloe Bud without reminders by just checking in to those activities, if you prefer, and you can use it for journaling, too.
If you plan on using Aloe Bud long-term, you’ll probably want to pop for the $4.99 expansion pack which includes different versions of the reminder texts so your notifications’ messaging doesn’t become too routine. However, the app itself is free to use.

The idea for Aloe Bud – whose name is meant to invoke the soothing qualities of the Aloe plant – comes from Amber Discko.
Discko’s background in community, social, and development led to a number of opportunities over the years, including running social media for the popular Denny’s Twitter account, working as a creative strategist at Tumblr, founding the online publication and community Femsplain, and working on the digital organizing team for the Hillary for America campaign.
When the election was over, Discko needed to recover, and turned to self-care apps.
“I found myself destroyed mentally afterwards. I wasn’t leaving the house at all. I needed to find a way to get myself back to a grounded normal state,” they said.
Discko then tried a number of other self-care apps, but didn’t feel any of them did the trick.
“I didn’t find myself really keeping with it. I either forgot about the app, or I felt like they were shaming me, so I deleted them right away,” Discko said. “I couldn’t find one that felt like it worked for my personal needs – I’m a sensitive person. I work best with positive, encouraging reinforcement,” they added.
Aloe Bud was born of these frustrations, but originally as an online community where people could check in with their self-care routines. However, there was growing demand to turn the self-care system into an app. To raise the funds for the app’s development, Discko ran a Kickstarter campaign, which led to 1,538 backers donating over $50,000 to the cause.
A year later, Aloe Bud officially arrived, with help from the development team Lickability (Houseparty, Jet, Meetup), user interface designer Tin Kadoic, and pixel art icon designer Katie Belton.
The app went up on the Apple App Store this week, and was pre-ordered by 1,000 people. By day one, it had already gained 5,000 downloads.
Aloe Bud is deceptively simple. A lot of care and research actually went into its making, as it turns out.
Discko worked with a mental health researcher to help craft the app, and referenced other research in the space, as well. They even carefully selected language in the app so it wouldn’t be triggering – for example, the reminders to eat aren’t referenced as “food,” which people have hang-ups about (or possibly even eating disorders). Instead, it’s referenced as “fuel.”

Aloe Bud is not for everyone, but it will make sense for those who appreciate little reminders to take care of ourselves – like those in Apple Watch, which now alerts you to stand and to breathe, for example.
And it could be especially useful for those who work online, or who face ongoing harassment because of their work – something Discko is familiar with, too.
“I was getting toxic push notifications and it was really destroying my sanity for a while. I deleted Twitter off my phone and replaced it with Aloe Bud,” said Discko. “I encourage a lot of people to do that.”
Aloe Bud is a free download for iOS.
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When Apple launched its new App Store in iOS 11 back in September, it aimed to offer app developers better exposure, as well as a better app discovery experience for consumers. A new study from Sensor Tower out today takes a look at how well that’s been working in the months since. According to its findings, getting a featured spot on the new App Store can increase downloads by as much as 800 percent, with the “App of the Day” or “Game of the Day” spots offering the most impact.
The app store intelligence firm examined data from September 2017 to present day to come to its conclusions, it says.
During this time, median U.S. iPhone downloads for apps that snagged the “Game of the Day” spot increased by 802 percent for the week following the feature, compared to the week prior to being featured.
“App of the Day” apps saw a boost of 685 percent.
Being featured in other ways — like in one of the new App Store Stories or in an App List — also drove downloads higher, by 222 percent and 240 percent, respectively.

The numbers seem to indicate that Apple is achieving the results it wanted with the release of its redesigned App Store.
Over the years, Apple’s app marketplace had grown so large that finding new apps had become challenging. And developers sometimes found ways to bump their apps higher in the top charts for exposure, leaving iPhone owners wondering if a new app was really that popular, or if it was some sort of paid promotion.
The iOS 11 App Store, on the other hand, has taken more of an editorial viewpoint to its app recommendations. While the top charts haven’t gone away, the focus these days is on what Apple thinks is best — not the wisdom of the masses. Apple has applied its editorial eye to things like timely round-ups of apps; curated, thematic collections; as well as articles about apps and interviews with developers. Apple also picks an app and game to feature daily, so the App Store always has fresh content and a reason for users to return.
The end result is something that’s more akin to a publication about apps, instead of a just an app marketplace.
What’s most interesting, then, in Sensor Tower’s report, are what sort of app publishers Apple has chosen to feature.
Apple had touted the App Store changes would be a way to give smaller developers more exposure. But if you’ve popped into the App Store from time to time, you may have noticed that big publishers — not indies — were having their apps featured.

In fact, an early report about the App Store revamp criticized Apple for giving big publishers too much attention. It said that apps from brands like Starbucks and CBS, or game makers like EA and Glu, weren’t exactly hurting for downloads.
But Apple’s favoring of big publishers is only true to a point, says Sensor Tower.
It found that 13 of the top 15 featured publishers (by number of features) had at least one million U.S. iPhone downloads since the launch of the new App Store last September. It’s not surprising that Apple wants to highlight these publishers. Many of them, and particularly the game publishers, have multiple popular apps. So when their apps get an update or they have a new release, consumers pay attention.
Apple, of course, wants to capitalize on that consumer interest because it shares in the revenue app publishers generate through things like paid downloads, in-app purchases and subscriptions.

However, Apple isn’t only giving the limelight to large publishers, says Sensor Tower.
It also found that 29 percent of the apps it has featured since the launch of the revamped App Store were from publishers who had fewer than 10,000 downloads during that time.
“While it’s clearly the case that big publishers are more likely to receive the largest number of features, small publishers still very much have their chance to benefit from a feature on the App Store,” said Sensor Tower’s Mobile Insights Analyst, Jonathan Briskman.
Though Sensor Tower’s published report focused only on the iOS App Store, it’s worth noting how it compares with Google Play.
Getting a featured spot on Google’s app store isn’t as impactful, the firm tells TechCrunch. The largest week-over-week increase to the median it saw there was only around 200 percent.
Image credits, all: Sensor Tower
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Games, dating apps and streaming services contributed to a rise in consumer spending in iPhone apps last year, according to new data from app store intelligence firm, Sensor Tower. The firm found that U.S. iPhone users spent 23 percent more on in-app purchases in 2017 than they did the year prior – or, an average of $58 per active user was spent on in-app purchases, up from $47 in 2016.
To be clear, this is only on purchases made within an app using Apple’s in-app purchase or subscription mechanisms. It’s not tracking e-commerce purchases – like things users bought in Amazon – or payments made to service providers in an app like Uber or Lyft.
Games were the largest category of consumers spending in 2017, accounting for roughly $36 of the $58 spent per device; or 62 percent of the spending. That’s a 13 percent increase over 2016’s $32 spent.

It’s no surprise that the biggest driver of iPhone spending is games.
The category typically outweighs all others in terms of revenue, not only for paid downloads, but for the ongoing purchases of things like virtual goods, unlocking levels, in-app currency, and the other extra features that mobile games offer. And because people play some types of games for long periods of time – like MMORPGs – they have many opportunities to spend on in-game items.
So while it’s notable that in-app spending in games is up by a few dollars, year-over-year, the more interesting trend is the rise in in-app spending generated by Lifestyle apps and subscription-based streaming services.
Specifically, outside of games, Entertainment apps – which includes streaming services like Netflix, Hulu, HBO NOW, etc. – grew 57 percent year-over-year to reach $4.40 in consumer spending per device. That makes it the largest category of spending outside games.
Music is also another big category for spending, up 8 percent year-over-year to $4.10. Much of what people are paying for in a music app is a subscription for the premium tier of the service, as with Pandora or Spotify. If this category was combined with Entertainment – which is also growing thanks to subscriptions – you’d see that streaming services are now a big factor contributing to the overall rise in U.S. consumer spending in iPhone apps.
But subscriptions to other types of services are growing, too.
Lifestyle apps, led by dating apps like Tinder and Bumble, grew 110 percent from 2016 to 2017 to reach $2.10 in iPhone consumer spending per device.
Spending in social media apps was up by 38 percent, to $3.60 thanks to things like in-app tipping (e.g. Live.me, Periscope, YouTube Gaming), subscriptions (e.g. LinkedIn memberships), and other activity (e.g. call credits in Skype).
Twitch has oddly categorized itself as a “Photo & Video” app, in case you’re wondering where it fits in.
While Sensor Tower’s published report focused on iPhone consumer spending, the company tells TechCrunch that Android spending on Google Play was much lower last year.
“We estimate that for each active Android device in the U.S. last year, approximately $38 was spent on Google Play – on and in apps – so about $20 less than iOS,” said Sensor Tower’s head of mobile insights, Randy Nelson. “That tracks with the disparity in revenue generation we see between the stores outside the per-device level,” he added. “Android users generally spend less on or in apps, Google Play generated about 60 percent of the App Store’s revenue last year in the U.S.”
However, he pointed that Android users have more than one official store to buy from – like the Amazon Appstore or Samsung Store, for example. Some apps also choose not to monetize directly through Google Play, which is an option not permitted on Apple’s App Store.

The increase in consumer spending isn’t the only significant trend Sensor Tower spotted.
iPhone app installs in the U.S. were up nearly 10 percent from 2016 to 2017, with users installing an average of 4 more apps in 2017 compared with the prior year.
Games, again, were a big source for installs, followed by Photo & Video apps, Entertainment apps, Social Networking and Utilities.
In total, users had installed an average of 45 apps on their iPhone apps in 2017, the firm found.
Correction, 4/13/17, 1 PM ET: users have installed 45 apps over the past year; that’s not the number of installed app; the post has been updated with clarified wording. Apologies for the confusion.
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