iPhone
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More than any other iPhone event in recent memory, today’s big launch was content-first. Apple began the show with several gaming demos from Arcade, before moving along to TV+ premieres. The new iPhone didn’t necessarily take a backseat, but there’s little question that this event was a key piece in shifting messaging for the company.
The big announcement also saw a shift in iPhone positioning against a backdrop of declining smartphone sales. There are a number of reasons why device sales are down across the board, of course — I along with everyone else in the industry have written about them dozens if not hundreds of times. Price creep is a big one, and the iPhone 11 finds the company readjusting accordingly.
The device takes the spot of the R line — a big seller for Apple. This time the entry-level “flagship” is $699, while the Pro and Pro Max step in for the premium-tier devices, priced at $999 and $1,099, respectively. Apple set those prices with the iPhone X two years ago and hasn’t looked back.
Apple has also really settled into a style. The 11s are virtually indistinguishable from their predecessors, head on. The screens have been souped-up to “Super Retina XDR” on the Pros. Both are 458 PPI, at 5.8 and 6.5 inches, respectively.

The notch remains, even as companies like Samsung push into a subtler cut-out model (not to mention all of those companies currently experimenting with pop-up cameras). Ditto, unfortunately, for the Lightning port. Apple’s ditched it for USB-C on the iPad Pro and, honestly, I can’t wait for it to follow suit on the iPhone. I go through what feels like a Lightning cable a month, due to wear and tear on the connection.
That will have to wait until 2020 (fingers crossed). So, too, will 5G, though the company did allude to “faster cellular” in a quick rundown of all the features it didn’t have time to announce onstage. Ditto for the rumored improved FaceTime camera. That should work faster and from more angles, so you’ll (theoretically) be able to check messages while the phone is laying flush on a table. Huge, if true.

Speaker of cameras, that’s the biggie here, of course. It continues to be the last vestige for smartphone innovation. Again, hardware is just kind of good on smartphones. There doesn’t appear to be a ton of room for innovation, but for the camera. The iPhone 11 ditches telephoto, for wide and ultra-wide-angle lenses. The Pros, meanwhile, add telephoto it back in.
The three cameras on the Pros are as follows:
12MP wide angle camera (26mm f/1.8), a 12MP ultra wide (13mm f/2.4), plus a 12MP telephoto camera (52mm f/2.0). All are capable of shooting 4K video at 60FPS.
They’re in an odd square array (versus, say, the three down vertical on Samsung’s latest). In fact, all versions of the iPhone 11 have a camera box bump on the rear, for the sake, one imagines, of aesthetic uniformity. As we’ve noted before, most of the innovation in smartphone cameras is happening on the software side, and that appears to be the case here. The big feature is Deep Fusion.

It works similarly to HDR photos, creating a massive composite. Here it uses nine photos, with the optimal pixels chosen by on-board machine learning for super-fancy photos that should greatly reduce image noise.
The devices are the first to sport Apple’s new A13 chip, which promises much faster processing — the “fastest ever on a smartphone,” according to the company. That, naturally, means more and better gaming, bringing us right back around to the content play we were discussing at the top of this story.
Understandably, what you can do with the phone has become a much larger selling point for Apple than the phone itself. You’ll be able to get your hands on the device starting September 20.
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Apple announced in a press release that iOS 13 will be available on September 19. Even if you don’t plan to buy a new iPhone, you’ll be able to get a bunch of new features.
But that’s not all. iOS 13.1 will be available on September 30. Apple had to remove some features of iOS 13.0 at the last minute as they weren’t stable enough, such as Shortcuts automations and the ability to share your ETA in Apple Maps. That’s why iOS 13.1 will be released shortly after iOS 13.
As always, iOS 13 will be available as a free download. If you have an iPhone 6s or later, an iPhone SE or a 7th-generation iPod touch, your device supports iOS 13.
In addition, watchOS 6 will be released on September 19. Unfortunately, Apple will release iPadOS 13 on September 30. And it looks like tvOS 13 will also be released on September 30, according to a separate press release.
Here’s a quick rundown of what’s new in iOS 13. This year, in addition to dark mode, it feels like every single app has been improved with some quality-of-life updates. The Photos app features a brand new gallery view with autoplaying live photos and videos, smart curation and a more immersive design.
This version has a big emphasis on privacy, as well, thanks to a new signup option called “Sign in with Apple” and a bunch of privacy popups for Bluetooth and Wi-Fi consent. Apple Maps now features an impressive Google Street View-like feature called Look Around. It’s only available in a handful of cities, but I recommend… looking around, as everything is in 3D.
Many apps have been updated, such as Reminders with a brand new version, Messages with the ability to set a profile picture shared with your contacts, Mail with better text formatting options, Health with menstrual cycle tracking, Files with desktop-like features, Safari with a new website settings menu, etc. Read more on iOS 13 in my separate preview.
On the iPad front, for the first time Apple is calling iOS for the iPad under a new name — iPadOS. Multitasking has been improved, the Apple Pencil should feel snappier, Safari is now as powerful as Safari on macOS and more.
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Apple is set to announce new iPhone models today. The company is holding a keynote on its campus at 10 AM PT (1 PM in New York, 6 PM in London, 7 PM in Paris). And you’ll be able to watch the event right here as the company is streaming it live.
Update: And it’s over. The video of the event isn’t up just yet (Update 2: the video is up), but head over to our coverage of the event:
Rumor has it that the company plans to unveil three new smartphones. The iPhone 11 should replace the iPhone XR in the lineup, while the iPhone 11 Pro and 11 Pro Max should replace the iPhone XS and XS Max respectively.
Apple could also update the Apple Watch with a new titanium version. You can also expect to get the release date of iOS 13, iPadOS 13, tvOS 13, macOS Catalina and watchOS 6. Let’s see if Apple announces the launch dates of Apple TV+ and Apple Arcade as well.
When it comes to less likely announcements that could still happen, Apple has been working on new MacBooks, a new Apple TV with a more powerful system-on-a-chip and new iPads. All eyes are on the new iPhone, but Apple could use today’s conference to announce those other products.
You can watch the live stream directly on this page. For the first time, Apple is streaming its conference on YouTube.
If you have an Apple TV, you can download the Apple Events app in the App Store. It lets you stream today’s event and rewatch old ones. The app icon was updated a few days ago for the event.
And if you don’t have an Apple TV and don’t want to use YouTube, the company also lets you live-stream the event from the Apple Events section on its website. This video feed now works in all major browsers — Safari, Microsoft Edge, Google Chrome and Mozilla Firefox.
Of course, you also can read TechCrunch’s live blog if you’re stuck at work and really need our entertaining commentary track to help you get through your day. We have a team in the room.
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Here’s what we know for sure: Apple’s holding a big event on its campus at 10AM PT on September 10.
Here’s what we almost certainly know for sure: The iPhone 11 will launch with a new camera configuration. There will be probably be three different models.
From there, things get a bit more complicated.

There’s some speculation around whether the company will continue to offer the budget-minded iPhone R as an alternative to the flagship devices. Some rumors thus far have suggested that this year’s models will present a kind of paradigm shift for the line. Rather than introducing an iPhone 11R, the cheaper model could become the base level iPhone 11, with two pricier models taking up the Pro moniker, with a Pro and Pro Max model distinguishing the different screen sizes.
The shift would make some sense from the standpoint of the broader smartphone market. Pricing is one of the key reasons smartphone adoption has slowed considerably. Premium devices like the iPhone and Samsung’s S series routinely top $1,000. If Apple can reposition the price point, that could go a ways toward justifying a faster upgrade cycle.
One of the key distinguishing factors between the iPhone 11 and the Pro models is likely to be the camera. The base model will retain the XS’s two-camera setup, while the Pros will move to a three-camera array in a square configuration. The third lens will bring an additional wide angle to the device, similar to a number of Android handsets.
Using on-board AI and software, the cameras are said to create a composite image that can correct certain shooting errors, offer higher-resolution shots and get better images in low light. The video software on the Pro models is said to be significantly improved, as well, letting users correct color balances and apply effects on-device. The front-facing camera, meanwhile, is said to have a wider field of view, which should help face unlock work from more angles, including while lying down on a table — one of the biggest complaints with the current Face ID configuration.
The device build is largely expected to stay the same, including the top notch, which has remained unchanged since the introduction of the iPhone X. Some have suggested that the invitation hints at additional colors for the handset, which would be in keeping with other entry-level devices, like the iPhone R. The Lightning port, for better and worse, is expected to remain, in spite of the addition of USB-C on the iPad Pro.
Jeff Williams, chief operating officer of Apple Inc., speaks during an event at the Steve Jobs Theater in Cupertino, California, U.S., on Wednesday, Sept. 12, 2018. Apple will kick off a blitz of new products this week, ending a year of minor updates and setting the technology giant up for a potentially strong holiday quarter. Photographer: David Paul Morris/Bloomberg via Getty Images
A couple of rumors have been floating around hinting at the arrival of a new Apple Watch. The Series 4 device is reportedly getting a new (likely very pricey) Titanium version. The line is also set to finally add some solid sleep tracking into the mix.
The event may well see some new MacBooks, the first to include new switch mechanisms for the keyboard. That will hopefully alleviate longstanding complaints against several generations of keyboard switches.
Expect some firm dates on the software and content front, as well, including availability for the public launch of MacOS Catalina, iPadOS and iOS 13. There’s a pretty good chance that the company will also firm up launch dates for long-awaited content plays like Apple TV+ and Arcade.
All (or some) of this and more (or less) will be revealed on Tuesday September 10. TechCrunch will, as always, be on hand, bringing it to you live.
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Your iPhone is capable of some impressive feats of computational photography, and a new app created by developer Gabriel O’Flaherty-Chan shows one way all that power can be put to creative use. Emojivision lets you see the world as if it were made up entirely of emojis.
The free app (which induces an in-app purchase for $2.79 that unlocks more emoji packs) works by breaking down your iPhone’s camera sensor input to its color palette fundamentals, finding its nearest neighbor from a subset of emojis (organized thematically within the app) and then rebuilding the image with a filter that overlays the image, and that can run at 60fps, so you’d be hard-pressed to spot any lag between it and a real-time feed.
You can use the app to take selfies, interpret photos from your phone’s photo gallery or just mess around with resolution to see how finely detailed, or how abstractly and yet obviously emoji-based, you can get. This isn’t the app to go to if you’re looking for a hyper-realistic or clear visual interpretation of your face, but it is a fun thing to show your friends — and an impressive bit of software engineering, too.
O’Flaherty-Chan has created some noteworthy mobile software projects in the past — including when he managed to hack a fully playable version of Pokémon Yellow onto an Apple Watch. He’s currently working on building a gigantic real-time strategy game set within a procedurally generated universe – like a “No Man’s Sky” but with a focus on the RTS elements, which should make for a very compelling and evolving approach to gathering resources and expanding your empire.
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Apple has fixed a security flaw for a second time after it accidentally reintroduced an old bug in a recent software update.
Released Monday, iOS 12.4.1 contains a security fix that was first patched months earlier in iOS 12.3. Apple rolled out a fix in May, but accidentally undid the security patch in its latest update, iOS 12.4, in July.
In a brief security advisory published after the software’s release, Apple said it fixed a kernel vulnerability that could have allowed an attacker to execute code on an iPhone or iPad with the highest level of privileges.
Apple’s latest security advisory for iOS 12.4.1
Those privileges, also known as system or root privileges, can open up a device to running apps that are not normally allowed by Apple’s strict rules. Known as jailbreaking, apps can access parts of a device that are normally off-limits. On one hand that allows users to extensively customize their devices, but it can also expose the device to malicious software, like malware or spyware apps.
Spyware apps often rely on undisclosed jailbreak exploits to get access to a user’s messages, track their location and listen to their calls without their knowledge. Nation states are known to hire mobile spyware makers to remotely install malware on the devices of activists, dissidents and journalists. Washington Post journalist Jamal Khashoggi, who was murdered by agents of the Saudi regime, is believed to have been targeted by mobile spyware, according to reports. The company accused of supplying the spyware, Israel-based NSO Group, has denied any involvement.
Apple confirmed it pushed out a fix in its security notes, which included a short acknowledgement to Pwn20wnd, the team that confirmed last week that its jailbreak was working again.
The same kernel vulnerability was fixed in a supplemental update for macOS 10.14.6.
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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.

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.

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.

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.

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.

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.

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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Today, Procore, a construction software company, announced Procore BIM (Building Information Modeling), a new tool that takes advantage of Apple hardware advances to bring the 3D construction model to iOS.
Dave McCool, senior product manager at Procore, says that for years architects and engineers have been working with 3D models of complex buildings on desktop computers and laptops, but these models never made it into the hands of the tradespeople actually working on the building. This forced them to make trips to the job site office to see the big picture whenever they ran into issues, a process that was inefficient and costly.
Procore has created a 3D model that corresponds to a virtual version of the 2D floor plan and runs on an iOS device. Touching a space on the floor plan opens a corresponding spot in the 3D model. What’s more, Procore has created a video game-like experience, so that contractors can use a virtual joystick to move around a 3D representation of the building, or they can use gestures to move around the rendering.
Procore BIM running on an iPhone (Photo: Procore)
The app has been designed so that it can run on an iPhone 7, but for optimal performance, Procore recommends using an iPad Pro. The software takes advantage of Apple Metal, which gives developers “near direct” access to the GPU running on these devices. This ability to tap into GPU power speeds up performance and allows this level of sophisticated rendering quickly on iOS devices.
McCool says that this enables tradespeople to find the particular area on the drawing where their part of the project needs to go much more easily and intuitively, whether it’s wiring, duct work or plumbing. As he pointed out, it can get crowded in the space above a ceiling or inside a utility room, and the various teams need to work together to make sure they are putting their parts in the correct spot. Working with this tool helps make that placement crystal clear.
It’s essentially been designed to gamify the experience in order to help tradespeople who aren’t necessarily technically savvy operate the tool themselves and find their way around a drawing in 3D, while reducing the number of trips to the office to have a discussion with the architects or engineers to resolve issues.
This is the latest tool from a company that has been producing construction software since 2002. As a company spokesperson said, early on the company founder had to wire routers on the site to allow workers to use the earliest versions. Today, it offers a range of construction software to track financials, project, labor and safety management information.
Procore BIM will be available starting next month.
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Ahead of the upcoming school year, Apple this morning announced it’s bringing contactless student IDs in Apple Wallet to several more U.S. universities. The expansion will allow more than 100,000 additional college students to carry their student ID on their iPhone or Apple Watch, where it can be used for a variety of tasks, including paying for their meals and snacks and entry into buildings, like the student’s dorm and other campus facilities.
The expanded list of universities includes: Clemson University, Georgetown University, University of Tennessee, University of Kentucky, University of San Francisco, University of Vermont, Arkansas State University, South Dakota State University, Norfolk State University, Louisburg College, University of North Alabama and Chowan University.
These join the previously supported schools: Duke University, University of Oklahoma, University of Alabama, Temple University, Johns Hopkins University, Marshall University and Mercer University.

Apple first announced its plans for contactless student IDs at WWDC 2018, then rolled out to its debut schools last October.
The contactless IDs not only serve as a means of student identification, but also work as a payment mechanism for on-campus transactions — like meals at the cafeteria or textbooks and supplies at the college’s bookstore, for example. Contactless entry into buildings is also now common on college campuses, and these digital IDs can work to open doors, too, as an alternative to swiping an entry card.

Support for college student IDs is only one way that Apple is trying to replace the physical wallet. The company also supports the ability to add your debit and credit cards, transit and loyalty cards, tickets and even paper money through Apple Pay Cash. And now it’s launching its own credit card, too, which rewards you with cashback for shopping Apple and using Apple Pay.
“We’re happy to add to the growing number of schools that are making getting around campus easier than ever with iPhone and Apple Watch,” said Jennifer Bailey, Apple’s vice president of Internet Services, in a statement about the expansion. “We know students love this feature. Our university partners tell us that since launch, students across the country have purchased 1.25 million meals and opened more than 4 million doors across campuses by just tapping their iPhone and Apple Watch.”
Related to this launch, Apple says it’s also adding support for CBORD, Allegion and HID — solution providers for campus credentials and mobile access. With these technologies on board, Apple will be able to reach other schools integrated with these systems in the future.
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In February 2013, China surpassed the United States to become the world’s largest smartphone market. More than half a decade on, it still proves an elusive target for international sellers. A glance at reports from the past several quarters reveals the top spots dominated by homegrown names: Huawei, Vivo, Oppo, Xiaomi.
Combined, the big four made up roughly 84% of the nearly 100 million smartphones shipped last quarter, per new numbers from Canalys. Even international giants like Apple and Samsung have trouble cracking double-digit market share. Of the two, Apple has generally done better, with around 6% of the market — around six times Samsung’s share.
But Apple’s struggles have been very visible nonetheless, as the company has invested a good deal of its own future success into the China market. At the beginning of the year, the company took the rare action of lowering its guidance for Q1, citing China as the primary driver.
“While we anticipated some challenges in key emerging markets, we did not foresee the magnitude of the economic deceleration, particularly in Greater China,” Tim Cook said in a letter to shareholders at the time. “In fact, most of our revenue shortfall to our guidance, and over 100 percent of our year-over-year worldwide revenue decline, occurred in Greater China across iPhone, Mac and iPad.”
When it came time to report, things were disappointing, as expected. The company’s revenue in the area dropped nearly $5 billion, year over year. On the tail of two rough quarters, things picked up a bit for Apple in the country. This week, Tim Cook noted “great improvement” in Greater China.
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