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Apple Card users can now finance iPhone purchases for 24 months, interest-free

It’s not quite an “Apple Prime” subscription, but it’s compelling. Apple on Wednesday introduced a new program that will allow Apple Card users to finance their iPhone purchases for 24 months, without paying interest. The program aims to appeal to consumers who frequently upgrade their iPhone to the latest model, but often turn to their carrier to finance those purchases.

With the Goldman Sachs Apple Card, those iPhone users will have another option — and one without the associated interest and fees of a traditional credit card purchase, Apple says. In addition, the Apple Card offers 3% back on purchases from Apple, which further sweetens the deal.

The program helps to lay the groundwork for what some believe may eventually become a larger subscription product for Apple, or a so-called “Apple Prime” — a name that references the Amazon Prime membership program that includes a variety of perks alongside its fast, free shipping.

An Apple hardware subscription could see users instead paying for the privilege of using the latest Apple hardware, while also bundling in other services, like AppleCare, similar to its existing iPhone Upgrade Program today, which similarly offers 0% APR but can charge fees. But a true “Apple Prime” would include other Apple subscriptions under the same roof, like iCloud, Apple Music, Apple TV+, Apple News+ and/or Apple Arcade, in some sort of bundle deal. 

Already, Apple has begun to experiment with subscription bundles. This week, for example, it announced a bundle for students that includes Apple Music and Apple TV+ for the same price as a student Apple Music subscription alone ($5/mo). And in a sense, Apple is already bundling its new Apple TV+ streaming service with its hardware, as it’s giving the service away for free with a new device purchase in its first year.

Apple has been steadily moving toward a more robust iPhone subscription program for some time.

In recent years, it has promoted iPhone trade-ins as something of a no-brainer for bringing down the cost of a new iPhone purchase. At the company’s iPhone 11 event in September, for example, Apple put up a slide that emphasized the new iPhone 11’s low price, when viewed under this model. Instead of a starting price of $699, the iPhone 11 could be as little as $399 — or $17 per month, Apple said — when you traded in your iPhone 8. The iPhone 11 Pro was $25 per month with an X trade-in, and the Pro Max would be $29 per month with an X trade-in, Apple also said.

These sorts of promotions seem to be working, as more Apple customers are turning to trade-ins than in the past.

“We…continue to see great results from our trade-in program with more than five times the iPhone trade-in volume we had a year ago,” noted Apple CFO Luca Maestri on Apple’s earnings call.

The larger idea is to encourage Apple’s customer base to viewing the iPhone not as a big, expensive one-time purchase, but as just another monthly bill you have to pay. Tack on a few extras, like a warranty and some media and entertainment options, and Apple has the meat for a real iPhone-led subscription — its very own “Apple Prime,” so to speak. And thanks to the Goldman Sachs Apple Card, it has a way to incentive users to buy from Apple directly.

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Apple’s iOS and iPadOS 13 support multiple PS4 or Xbox One controllers, which could be huge for Arcade

Apple’s iOS 13 update (and the newly renamed iPadOS for iPad hardware) both support multiple simultaneous Bluetooth game controller connections. Apple added Xbox One and PlayStation 4 controller support in the updates, and after doing some digging, I can confirm that you can use multiple of either type of controller on one iOS device running the update, with each controlling a different player character.

That’s the good news: The bad news is that not many games take advantage of this right now. I wasn’t able to find a game in Apple’s new Arcade subscription service to try this out, for instance — and even finding a non-Arcade iOS game took a bit of digging. I finally was able to try local multi-controller multiplayer with “Horde,” a free-to-play two-player co-op brawler, and found that it worked exactly as you’d expect.

With Arcade, Apple has done more to re-invigorate the App Store, and gaming on iOS in particular, than it has since the original launch of the iPhone. The all-you-can-game subscription offering, which delivers extremely high-quality gaming experiences without ads or in-app purchases, has already impressed me immensely with the breadth and depth of its launch slate, which includes fantastic titles like “Where Cards Fall,” “Skate,” “Sayonara: Wild Hearts” and “What the Golf,” to name just a few.

Combine the quality and value of the library with cross-play on iOS, iPadOS, Apple TV and eventually Mac devices, and you have a killer combo that’s well-positioned to eat up a lot of the gaming market currently owned by Nintendo’s Switch and other home consoles.

Local multiplayer, especially on iPads, is another potential killer feature here. Already, iPad owners are likely to be using their tablets both at home and on the road, and providing quality local gaming experiences on that big display, with just the added requirement that you pack a couple of PS4 or Xbox controllers in your suitcase or carry-on, opens up a lot of potential value for device owners.

As I said above, there’s not much in the way of games that support this right now, but it’s refreshing to know that the features are there for when game developers want to take advantage.

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Nintendo’s ‘Mario Kart Tour’ is out now for iPhone, iPad and Android

Mario Kart Tour, Nintendo’s latest mobile game, is now available on iOS for iPhone, iPad and iPod touch, as well as on Android devices. The game, like Nintendo’s other mobile releases, is free to play, with in-app purchases (in-game currency called “rubies”) that you use for upgrades and unlocks.

Players immediately unlock one rider and get a tutorial to start, which introduces them to the Mario Kart Tour driving mechanics, which are slightly different than the ones you’re probably used to if you’ve played Mario Kart games for Nintendo’s various consoles. Specifically, your kart will always be moving forward, so there’s no acceleration to press; instead, you slide your finger side to side on the screen to steer left and right, with a tap firing off any items or weapons you might pick up.

High scores earn you points that can be redeemed for in-game unlocks, and the game also features other new mechanics, like “frenzy mode,” which gives you a timed period of unlimited item use whenever you pick up three of the same. Special challenges are also new in this mobile iteration, which introduce new ways to win instead of just placing first in a race with other kart drivers. Mario Kart Tour also features online ranking with other mobile players worldwide.

The “Tour” component of the game is also a new twist: Nintendo is mixing courses inspired by real-world cities in with levels that are taken from classic Mario Kart games, and these will be cycling every two weeks for a fresh global tour on a regular basis. In-game characters will also get costume variants that are inspired by these globe-trotting destinations.

Based on Nintendo’s track record, Mario Kart Tour should be perfectly playable without any in-game purchases, but players may feel that they hit a progression wall pretty quickly without picking up some currency. It’ll be interesting to see how this one fares, given that Apple has just introduced its own Arcade subscription service focused on games that eschew in-app purchase mechanics — including cart racer Sonic Racing, which looks very much like it was once intended to offer similar in-app mechanics before Arcade came along.

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Tibetans hit by the same mobile malware targeting Uyghurs

A recently revealed mobile malware campaign targeting Uyghur Muslims also ensnared a number of senior Tibetan officials and activists, according to new research.

Security researchers at the University of Toronto’s Citizen Lab say some of the Tibetan targets were sent specifically tailored malicious web links over WhatsApp, which, when opened, could have stealthily gained full access to their phone, installed spyware and silently stole private and sensitive information.

The exploits shared “technical overlaps” with a recently disclosed campaign targeting Uyghur Muslims, an oppressed minority in China’s Xinjiang state. Google last month disclosed the details of the campaign, which targeted iPhone users, but did not say who was targeted or who was behind the attack. Sources told TechCrunch that Beijing was to blame. Apple, which patched the vulnerabilities, later confirmed the exploits targeted Uyghurs.

Although Citizen Lab would not specify who was behind the latest round of attacks, the researchers said the same group targeting both Uyghurs and Tibetans also utilized Android exploits. Those exploits, recently disclosed and detailed by security firm Volexity, were used to steal text messages, contact lists and call logs, as well as watch and listen through the device’s camera and microphone.

It’s the latest move in a marked escalation of attacks on ethnic minority groups under surveillance and subjection by Beijing. China has long claimed rights to Tibet, but many Tibetans hold allegiance to the country’s spiritual leader, the Dalai Lama. Rights groups say China continues to oppress the Tibetan people, just as it does with Uyghurs.

A spokesperson for the Chinese consulate in New York did not return an email requesting comment, but China has long denied state-backed hacking efforts, despite a consistent stream of evidence to the contrary. Although China has recognized it has taken action against Uyghurs on the mainland, it instead categorizes its mass forced detentions of more than a million Chinese citizens as “re-education” efforts, a claim widely refuted by the west.

The hacking group, which Citizen Lab calls “Poison Carp,” uses the same exploits, spyware and infrastructure to target Tibetans as well as Uyghurs, including officials in the Dalai Lama’s office, parliamentarians and human rights groups.

Bill Marczak, a research fellow at Citizen Lab, said the campaign was a “major escalation” in efforts to access and sabotage these Tibetans groups.

In its new research out Tuesday and shared with TechCrunch, Citizen Lab said a number of Tibetan victims were targeted with malicious links sent in WhatsApp messages by individuals purporting to work for Amnesty International and The New York Times. The researchers obtained some of those WhatsApp messages from TibCERT, a Tibetan coalition for sharing threat intelligence, and found each message was designed to trick each target into clicking the link containing the exploit. The links were disguised using a link-shortening service, allowing the attackers to mask the full web address but also gain insight into how many people clicked on a link and when.

“The ruse was persuasive,” the researchers wrote. During a week-long period in November 2018, the targeted victims opened more than half of the attempted infections. Not all were infected, however; all of the targets were running non-vulnerable iPhone software.

One of the specific social engineering messages, pretending to be an Amnesty International aid worker, targeting Tibetan officials (Image: Citizen Lab/supplied)

The researchers said tapping on a malicious link targeting iPhones would trigger a chain of exploits designed to target a number of vulnerabilities, one after the other, in order to gain access to the underlying, typically off-limits, iPhone software.

The chain “ultimately executed a spyware payload designed to steal data from a range of applications and services,” said the report.

Once the exploitation had been achieved, a spyware implant would be installed, allowing the attackers to collect and send data to the attackers’ command and control server, including locations, contacts, call history, text messages and more. The implant also would exfiltrate data, like messages and content, from a hardcoded list of apps — most of which are popular with Asian users, like QQMail and Viber.

Apple had fixed the vulnerabilities months earlier (in July 2018); they were later confirmed as the same flaws found by Google earlier this month.

“Our customers’ data security is one of Apple’s highest priorities and we greatly value our collaboration with security researchers like Citizen Lab,” an Apple spokesperson told TechCrunch. “The iOS issue detailed in the report had already been discovered and patched by the security team at Apple. We always encourage customers to download the latest version of iOS for the best and most current security enhancements.”

Meanwhile, the researchers found that the Android-based attacks would detect which version of Chrome was running on the device and would serve a matching exploit. Those exploits had been disclosed and were “obviously copied” from previously released proof-of-concept code published by their finders on bug trackers, said Marczak. A successful exploitation would trick the device into opening Facebook’s in-app Chrome browser, which gives the spyware implant access to device data by taking advantage of Facebook’s vast number of device permissions.

The researchers said the code suggests the implant could be installed in a similar way using Facebook Messenger, and messaging apps WeChat and QQ, but failed to work in the researchers’ testing.

Once installed, the implant downloads plugins from the attacker’s server in order to collect contacts, messages, locations and access to the device’s camera and microphone.

When reached, Google did not comment. Facebook, which received Citizen Lab’s report on the exploit activity in November 2018, did not comment at the time of publication.

“From an adversary perspective what makes mobile an attractive spying target is obvious,” the researchers wrote. “It’s on mobile devices that we consolidate our online lives and for civil society that also means organizing and mobilizing social movements that a government may view as threatening.”

“A view inside a phone can give a view inside these movements,” they said.

The researchers also found another wave of links trying to trick a Tibetan parliamentarian into allowing a malicious app access to their Gmail account.

Citizen Lab said the threat from the mobile malware campaign was a “game changer.”

“These campaigns are the first documented cases of iOS exploits and spyware being used against these communities,” the researchers wrote. But attacks like Poison Carp show mobile threats “are not expected by the community,” as shown by the high click rates on the exploit links.

Gyatso Sither, TibCERT’s secretary, said the highly targeted nature of these attacks presents a “huge challenge” for the security of Tibetans.

“The only way to mitigate these threats is through collaborative sharing and awareness,” he said.

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North now offers Focals smart glasses fittings and purchases via app

North’s Focals smart glasses are the first in the category to even approach mainstream appeal, but to date, the only way to get a pair has been to go into a physical North showroom and get a custom fitting, then return once they’re ready for a pickup and final adjustment. Now, North has released its Showroom app, which makes Focals available across the U.S. and Canada without an in-person appointment.

This approach reduces considerable friction, and it’s able to do so thanks to technology available on board the iPhone X or later — essentially the same tech that makes Face ID possible. People can go through the sizing and fitting process using these later model iPhones (and you can borrow a friend’s if you’re on Android or an older iOS device) and then North takes those measurements and can produce either prescription or non-prescription Focals, shipped directly to your door after a few weeks.

The Showroom app also includes an AR-powered virtual try-on feature for making sure you like the look of the frames, and for picking out your favorite color. Once the Focals show up at your door, the final fitting process is also something you can do at home, guided by the app’s directions for getting the fit just right.

Should you still want to hit an actual physical showroom, North’s still going to be operating its Brooklyn and Toronto storefronts, and will be operating pop-ups across North America as well.

Focals began shipping earlier this year, bringing practical smart notification, guidance and other software experiences to your field of view via a tiny projector and in-lens transparent display. North, which previously existed as Thalmic Labs and created the Myo gesture control armband, recognized that they were building control devices optimized for exactly this kind of application, but also found that no one was yet getting wearable tech like smart glasses right. Last year, Thalmic Labs pivoted to become North and focus on Focals as a result.

Since launching its smart glasses to consumers, it’s been iterating the software to consistently add new features, and making them more accessible to customers. An early price drop significantly lessened sticker shock, and now removing the requirement to actually visit a location in person to both order and collect the glasses should help expand their customer base further still.

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Natural lighting is the key to Apple’s remodeled Fifth Ave. store

When it opened in 2006, Apple’s Fifth Avenue flagship quickly became a top destination for New York City residents and tourists, alike. The big, glass cube was a radical departure from prior electronics stores, serving as the entrance to a 24-hour subterranean retail location. Location didn’t hurt either, with the company planting its flag across from the Plaza Hotel and Central Park and sharing a block with the iconic high-end toy store, FAO Schwarz.

Since early 2017, however, the store has been closed for renovations. Earlier this month, the company took the wraps off the outside of the cube (albeit with some multi-color reflective wrap still occupying the outside of the familiar retail landmark). Last week, the company offered more insight into the plan as retail SVP Deirdre O’Brien took to the stage during the iPhone 11 event to discuss the company’s plans for the reinvented space.

Fifth Ave 1

During a discussion with TechCrunch, Apple shed even more light on the underground store, which will occupy the full area of the Fifth Avenue plaza. As is the case with all of Apple’s flagships, light is the thing here — though that’s easier said than done when dealing with an underground space. Illuminating the store is done through a combination of natural lights and LEDs.

When the store reopens, a series of skylights flush on the ground of the plaza will be doing much of the heavy lifting for the lighting during the day. Each of those round portholes will be frosted to let the light in, while protecting the privacy of people walking above, with supplemental lighting from silver LED rings. That, in turn, is augmented by 18 (nine on each side of the cube) “sky lenses.” Oriented in two 3×3 configurations, the “sculptural furniture” will also provide seating in the outdoor plaza.

Of course, the natural lighting isn’t able to do all of the work for a 24-hour store. That’s complemented by a ceiling system that uses a similar stretched fabric-based lighting system as other Apple Stores. Here, however, the fabric will take on a more cloud-like structure with a more complicated geometrical shape than other Apple stores. The fabric houses tunable LED lights that react to the external environment. If it’s sunny outside, it will be brighter downstairs. When it’s cloudy, the lights will dim.

In all, there are five modes tuned to a 24-hour cycle, including:

  • Sunrise: 3,000K
  • Day: 4,500K-5,250K (depending on how bright it is outside)
  • Sunset: 3,000K
  • Evening: 3,250K
  • Night: 3,500K

Screen Shot 2019 09 17 at 12.21.48 PM

Sunrise and sunset are apparently the best time to check it out, as the lights glow warmly for about an hour or so. There are 80 ring lights in all, and around 500,000 LEDs, with about 2,500 LED spotlights used to illuminate tables and products inside the store. The natural lighting also will be used to keep alive eight trees and a green wall in the underground space. 

The newly remodeled store opens at 8AM on September 20, just in time to line up for the new iPhone.

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I hope Apple Arcade makes room for weird, cool shit

Apple Arcade seems purpose-built to make room in the market for beautiful, sad, weird, moving, slow, clever and heartfelt. All things that the action, shooter and MOBA-driven major market of games has done nothing to foster over the last decade.

I had a chance to play a bunch of the titles coming to Apple Arcade, which launched today in a surprise move for some early testers of iOS 13. Nearly every game I played was fun, all were gorgeous and some were really, really great.

A few I really enjoyed, in no particular order:

20190524 WCF GameplayScreenshot wcf screenShot mcFishShakeJump 1080

Where Cards Fall — A Snowman game from Sam Rosenthal. A beautiful game with a clever card-based mechanic that allows room for story moments and a ramping difficulty level that should be fantastic for short play sessions. Shades of Monument Valley, of course, in its puzzle + story interleave and in its willingness to get super emotional about things right away. More of this in gaming! Super satisfying gameplay and crisp animations abound.

20190729 Overland GameplayScreenshot 09 Basin

Overland — Finji — Overland is one of my most anticipated games from the bunch, I’ve been following the development of this game from the Night in the Woods and Canabalt creators for a long time. It does not disappoint, with a stylized but somehow hyper-realized post apocalyptic turn-based system that transmits urgency through economy of movement. Every act you take counts. Given that it’s a roguelike, the story is told through the world rather than through an individual character’s narrative and the world does a great job of it.

20190517 Oceanhorn2 Oceanhorn2 Screenshot 7

Oceanhorn 2 — Cornfox & Brothers — The closest to a native Zelda you’ll get on iOS — this plays great on a controller. Do yourself a favor and try it that way.

20190712 Spek GameplayScreenshot Spek Screen C 3

Spek — RAC7 — One of those puzzle games people will plow through, it makes the mechanics simple to understand, then begins to really push and prod at your mastery of them over time. The AR component of the app seems like it will be a better party game than solo experience, but the effects used here are great and it really plays with distance and perspective in a way that an AR game should. A good totem for the genre going forward.

I was able to play several of the games across all three platforms, including Apple TV with an Xbox controller, iPhone and iPad. While some favored controller (Skate City) and others touch controls (Super Impossible Road), all felt like I could play them either way without much difficulty.

There are also some surprises in the initial batch of games, like Lego Brawls — a Smash Brothers clone that will be a big hit for car rides and get-togethers, I think.

My hope is that the Apple Arcade advantage, an aggressive $4.99 price and prime placement in the App Store, may help create an umbrella of sorts for games that don’t fit the “big opening weekend” revenue mold, and I hope Apple leans into that. I know that there may be action-oriented and big-name titles in the package now and in the future, and that’s fine. But there are many kinds of games out there that are fantastic, but “minor” in the grand scheme of things, and having a place that could create sustainability in the market for these gems is a great thing.

The financial terms were not disclosed by Apple, but many of the developers appear to have gotten upfront money to make games for the platform and, doubtless, there is a rev share on some sort of basis, probably usage or installs. Whatever it is, I hope the focus is on sustainability, but the people responsible for Arcade inside Apple are making all the right noises about that, so I have hope.

I am especially glad that Apple is being aggressive with the pricing and with the restrictions it has set for the store, including no in-app purchases or ads. This creates an environment where a parent (ratings permitting) can be confident that a kid playing games from the Arcade tab will not be besieged with casino ads in the middle of their puzzle game.

There is, however, a general irony in the fact that Apple had to create Apple Arcade because of the proliferation of loot box/currency/in-app purchase revenue models. An economy driven by the App Store’s overall depressive effect on the price of games and the decade long acclimation people have had to spending less and less, down to free, for games and apps on the store.

By bundling them into a subscription, Apple sidesteps the individual purchase barrier that it has had a big hand in creating in the first place. While I don’t think it is fully to blame — plenty of other platforms aggressively promote loot box mechanics — a big chunk of the responsibility to fix this distortion does rest on Apple. Apple Arcade is a great stab at that and I hope that the early titles are an indicator of the overall variety and quality that we can expect.

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iFixit gives Fairphone 3 a perfect 10 for repairability

Here’s something the hermetically sealed iPhone can’t do: Score a perfect 10 for repairability.

Smartphone startup and social enterprise Fairphone’s latest repairable-by-design smartphone has done just that, getting 10/10 in an iFixit Teardown vs scores of just 6/10 for recent iPhone models.

The Fairphone 3, which was released in Europe last week with an RRP of €450, gets thumbs up across the board in iFixit’s hardware Teardown. It found all the internal modules to be easily accessible and replaceable — with only basic tools required to get at them (Fairphone includes a teeny screwdriver in the box). iFixit also lauds visual cues that help with disassembly and reassembly, and notes that repair guides and spare parts are available on Fairphone’s website.

iFixit’s sole quibble is that while most of the components inside the Fairphone 3’s modules are individually replaceable “some” are soldered on. A tiny blip that doesn’t detract from the 10/10 repairability score

Safe to say, such a score is the smartphone exception. The industry continues to encourage buyers to replace an entire device, via yearly upgrade, instead of enabling them to carry out minor repairs themselves — so they can extend the lifespan of their device and thereby shrink environmental impact.

Dutch startup Fairphone was set up to respond to the abject lack of sustainability in the electronics industry. The tiny company has been pioneering modularity for repairability for several years now, flying in the face of smartphone giants that are still routinely pumping out sealed tablets of metal and glass which often don’t even let buyers get at the battery to replace it themselves.

To wit: An iFixit Teardown of the Google Pixel rates battery replacement as “difficult” with a full 20 steps and between 1-2 hours required. (Whereas the Fairphone 3 battery can be accessed in seconds, by putting a fingernail under the plastic back plate to pop it off and lifting the battery out.)

The Fairphone 3 goes much further than offering a removable backplate for getting at the battery, though. The entire device has been designed so that its components are accessible and repairable.

So it’s not surprising to see it score a perfect 10 (the startup’s first modular device, Fairphone 2, was also scored 10/10 by iFixit). But it is strong, continued external validation for the Fairphone’s designed-for-repairability claim.

It’s an odd situation in many respects. In years past replacement batteries were the norm for smartphones, before the cult of slimming touchscreen slabs arrived to glue phone innards together. Largely a consequence of hardware business models geared towards profiting from pushing for clockwork yearly upgrades cycle — and slimmer hardware is one way to get buyers coveting your next device.

But it’s getting harder and harder to flog the same old hardware horse because smartphones have got so similarly powerful and capable there’s precious little room for substantial annual enhancements.

Hence iPhone maker Apple’s increasing focus on services. A shift that’s sadly not been accompanied by a rethink of Cupertino’s baked in hostility towards hardware repairability. (It still prefers, for example, to encourage iPhone owners to trade in their device for a full upgrade.)

At Apple’s 2019 new product announcement event yesterday — where the company took the wraps off another clutch of user-sealed smartphones (aka: iPhone 11 and iPhone 11 Pro) — there was even a new financing offer to encourage iPhone users to trade in their old models and grab the new ones. ‘Look, we’re making it more affordable to upgrade!’ was the message.

Meanwhile, the only attention paid to sustainability — during some 1.5 hours of keynotes — was a slide which passed briefly behind marketing chief Phil Schiller towards the end of his turn on stage puffing up the iPhone updates, encouraging him to pause for thought.

Apple 2019 event

“iPhone 11 Pro and iPhone 11 are made to be designed free from these harmful materials and of course to reduce their impact on the environment,” he said in front of a list of some toxic materials that are definitely not in the iPhones.

Stuck at the bottom of this list were a couple of detail-free claims that the iPhones are produced via a “low-carbon process” and are “highly recyclable”. (The latter presumably a reference to how Apple handles full device trade-ins. But as anyone who knows about sustainability will tell you, sustained use is far preferable to premature recycling…)

“This is so important to us. That’s why I bring it up every time. I want to keep pushing the boundaries of this,” Schiller added, before pressing the clicker to move on to the next piece of marketing fodder. Blink and you’d have missed it.

If Apple truly wants to push the boundaries on sustainability — and not just pay glossy lip-service to reducing environmental impact for marketing purposes while simultaneously encouraging annual upgrades — it has a very long way to go indeed.

As for repairability, the latest and greatest iPhones clearly won’t hold a candle to the Fairphone.

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Razer made a case for cooling iPhones while gaming

Razer’s efforts to build a game-centric smartphone haven’t exactly caught the world on fire just yet. Still, mobile gaming is a huge business poised to get even bigger, with services from big names like Apple and Google waiting in the wings.

Seeing as how accessories have long been the company’s bread and butter, products like Arctech are probably an easier way for the company to ensure it’s got a horse in that race. The product is a phone case specifically designed to help stop phones from overheating during resource-intensive activities like gaming.

Thermaphene

The product uses Razer’s proprietary Thermaphene technology sandwiched between a microfiber lining and an outer casing with perforations to help let the heat out. Per Razer:

Thermaphene is a thermally – conductive material that dissipates heat. In independent testing against similar style cases, the Razer Arctech case maintained temperatures up to 6° Celsius (42.8 Fahrenheit) lower than the comparison case.

There are two versions of the case, Slim and Pro, the latter of which offers added protection for up to a 10-foot drop. As for why the company’s launching today, in addition to the Razer Phone 2, the Arctech will be available for all of Apple’s new iPhones. The Slim runs $30 and the Pro is $40. They’re both available starting today.

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What the iPhone 11 says about Apple’s present — and future

No matter how much polish and Apple magic the company put on today’s big event, there was one unshakable truth that colored the goings-on: phones just aren’t selling like they used to. And unlike other industry-wide trends, Apple isn’t immune. The large-scale slowdown of smartphone sales has had an undeniable impact on the company’s bottom line.

Casual observers may not have noticed, but that harsh truth impacted nearly every mobile announcement onstage today at the Steve Jobs theater. Two elements in particular really stood out, however:

  1. Content and services taking center stage.
  2. Apple rethinking how the iPhone is positioned.

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