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SmartNews, a Tokyo-headquartered news aggregation website and app that’s grown in popularity despite hefty competition from built-in aggregators like Apple News, today announced it has closed on $230 million in Series F funding. The round brings SmartNews’ total raise to date to over $400 million and values the business at $2 billion — or as the company touts in its press release, a “double unicorn.” (Ha!)
The funding included new U.S. investors Princeville Capital and Woodline Partners, as well as JIC Venture Growth Investments, Green Co-Invest Investment, and Yamauchi-No.10 Family Office in Japan. Existing investors participating in this round included ACA Investments and SMBC Venture Capital.
Founded in 2012 in Japan, the company launched to the U.S. in 2014 and expanded its local news footprint early last year. While the app’s content team includes former journalists, machine learning is used to pick which articles are shown to readers to personalize their experience. However, one of the app’s key differentiators is how it works to pop users’ “filter bubbles” through its “News From All Sides” feature, which allows its users to access news from across a range of political perspectives.
It has also developed new products, like its COVID-19 vaccine dashboard and U.S. election dashboard, that provide critical information at a glance. With the additional funds, the company says it plans to develop more features for its U.S. audience — one of its largest, in addition to Japan — that will focus on consumer health and safety. These will roll out in the next few months and will include features for tracking wildfires and crime and safety reports. It also recently launched a hurricane tracker.
The aggregator’s business model is largely focused on advertising, as the company has said before that 85-90% of Americans aren’t paying to subscribe to news. But SmartNews’ belief is that these news consumers still have a right to access quality information.
In total, SmartNews has relationships with more than 3,000 global publishing partners whose content is available through its service on the web and mobile devices.
To generate revenue, the company sells inline ads and video ads, where revenue is shared with publishers. Over 75% of its publishing partners also take advantage of its “SmartView” feature. This is the app’s quick-reading mode, an alternative to something like Google AMP. Here, users can quickly load an article to read, even if they’re offline. The company promises publishers that these mobile-friendly stories, which are marked with a lightning bolt icon in the app, deliver higher engagement — and its algorithm rewards that type of content, bringing them more readers. Among SmartView partners are well-known brands like USA Today, ABC, HuffPost and others. Currently, over 70% of all SmartNews’ pageviews are coming from SmartView first.
SmartNews’ app has proven to be very sticky, in terms of attracting and keeping users’ attention. The company tells us, citing App Annie July 2021 data, that it sees an average time spent per user per month on U.S. mobile devices that’s higher than Google News or Apple News combined.
Image Credits: App Annie data provided by SmartNews
The company declined to share its monthly active users (MAUs), but had said in 2019 it had grown to 20 million in the U.S. and Japan. Today, it says its U.S. MAUs doubled over the last year.
According to data provided to us by Apptopia, the SmartNews app has seen around 85 million downloads since its October 2014 launch, and 14 million of those took place in the past 365 days. Japan is the largest market for installs, accounting for 59% of lifetime downloads, the firm noted.
“This latest round of funding further affirms the strength of our mission, and fuels our drive to expand our presence and launch features that specifically appeal to users and publishers in the United States,” said SmartNews co-founder and CEO Ken Suzuki. “Our investors both in the U.S. and globally acknowledge the tremendous growth potential and value of SmartNews’s efforts to democratize access to information and create an ecosystem that benefits consumers, publishers and advertisers,” he added.
The company says the new funds will be used to invest in further U.S. growth and expanding the company’s team. Since its last fundraise in 2019, where it became a unicorn, the company more than doubled its headcount to approximately 500 people globally. it now plans to double its headcount of 100 in the U.S., with additions across engineering, product, and leadership roles.
The Wall Street Journal reports SmartNews is exploring an IPO, but the company declined to comment on this.
The SmartNews app is available on iOS and Android across more than 150 countries worldwide.
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Employee location has become a bit more complicated as some return to the office, while others work remotely. To embrace those hybrid working conditions, Google is making more changes to its Google Workspace offering by going live with spaces in Google Chat for all users.
Spaces integrates with Workspace tools, like the calendar, Drive and documents, to provide a more hybrid work experience where users can see the full history, content and context of conversations, regardless of their location.
Google’s senior director of product management, Sanaz Ahari, wrote in a blog post Wednesday that customers wanted spaces to be more like a “central hub for collaboration, both in real time and asynchronously. Instead of starting an email chain or scheduling a video meeting, teams can come together directly in a space to move projects and topics along.”
Here are some new features users can see in spaces:
Employees can now indicate if they will be virtual or in-person on certain days in Calendar for collaboration expectations. As a complement, users can call colleagues on both mobile and desktop devices in Google Meet.
Calendar work location. Image Credits: Google
In November, all customers will be able to use Google Meet’s Companion Mode to join a meeting from a personal device while tapping into in-room audio and video. Also later this year, live-translated captions will be available in English to French, German, Portuguese and Spanish, with more languages being added in the future.
In addition, Google is also expanding its Google Meet hardware portfolio to include two new all-in-one video conferencing devices, third-party devices — Logitech’s video bar and Appcessori’s mobile device speaker dock — and interoperability with Webex by Cisco.
Google is tying everything together with a handbook for navigating hybrid work, which includes best practice blueprints for five common hybrid meetings.
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The livestreaming boom is driving a significant uptick in the creator economy, as a new forecast estimates consumers will spend $6.78 billion in social apps in 2021. That figure will grow to $17.2 billion annually by 2025, according to data from mobile data firm App Annie, which notes the upward trend represents a five-year compound annual growth rate (CAGR) of 29%. By that point, the lifetime total spend in social apps will reach $78 billion, the firm reports.
Image Credits: App Annie
Initially, much of the livestream economy was based on one-off purchases like sticker packs, but today, consumers are gifting content creators directly during their livestreams. Some of these donations can be incredibly high, at times. Twitch streamer ExoticChaotic was gifted $75,000 during a live session on Fortnite, which was one of the largest-ever donations on the game-streaming social network. Meanwhile, App Annie notes another platform, Bigo Live, is enabling broadcasters to earn up to $24,000 per month through their livestreams.
Apps that offer livestreaming as a prominent feature are also those that are driving the majority of today’s social app spending, the report says. In the first half of this year, $3 out every $4 spent in the top 25 social apps came from apps that offered livestreams, for example.
Image Credits: App Annie
During the first half of 2021, the U.S. become the top market for consumer spending inside social apps, with 1.7x the spend of the next largest market, Japan, and representing 30% of the market by spend. China, Saudi Arabia and South Korea followed to round out the top 5.
Image Credits: App Annie
While both creators and the platforms are financially benefitting from the livestreaming economy, the platforms are benefitting in other ways beyond their commissions on in-app purchases. Livestreams are helping to drive demand for these social apps and they help to boost other key engagement metrics, like time spent in app.
One top app that’s significantly gaining here is TikTok.
Last year, TikTok surpassed YouTube in the U.S. and the U.K. in terms of the average monthly time spent per user. It often continues to lead in the former market, and more decisively leads in the latter.
Image Credits: App Annie
Image Credits: App Annie
In other markets, like South Korea and Japan, TikTok is making strides, but YouTube still leads by a wide margin. (In South Korea, YouTube leads by 2.5x, in fact.)
Image Credits: App Annie
Beyond just TikTok, consumers spent 740 billion hours in social apps in the first half of the year, which is equal to 44% of the time spent on mobile globally. Time spent in these apps has continued to trend upwards over the years, with growth that’s up 30% in the first half of 2021 compared to the same period in 2018.
Today, the apps that enable livestreaming are outpacing those that focus on chat, photo or video. This is why companies like Instagram are now announcing dramatic shifts in focus, like how they’re “no longer a photo sharing app.” They know they need to more fully shift to video or they will be left behind.
The total time spent in the top five social apps that have an emphasis on livestreaming are now set to surpass half a trillion hours on Android phones alone this year, not including China. That’s a three-year CAGR of 25% versus just 15% for apps in the Chat and Photo & Video categories, App Annie noted.
Image Credits: App Annie
Thanks to growth in India, the Asia-Pacific region now accounts for 60% of the time spent in social apps. As India’s growth in this area increased over the past 3.5 years, it shrunk the gap between itself and China from 115% in 2018 to just 7% in the first half of this year.
Social app downloads are also continuing to grow, due to the growth in livestreaming.
To date, consumers have downloaded social apps 74 billion times, and that demand remains strong, with 4.7 billion downloads in the first half of 2021 alone — up 50% year-over-year. In the first half of the year, Asia was the largest region region for social app downloads, accounting for 60% of the market.
This is largely due to India, the top market by a factor of 5x, which surpassed the U.S. back in 2018. India is followed by the U.S., Indonesia, Brazil and China, in terms of downloads.
Image Credits: App Annie
The shift toward livestreaming and video has also impacted what sort of apps consumers are interested in downloading, not just the number of downloads.
A chart that shows the top global apps from 2012 to the present highlights Facebook’s slipping grip. While its apps (Facebook, Messenger, Instagram and WhatsApp) have dominated the top spots over the years in various positions, TikTok popped into the number one position last year, and continues to maintain that ranking in 2021.
Further down the chart, other apps that aid in video editing have also overtaken others that had been more focused on photos or chat.
Image Credits: App Annie
Video apps like YouTube (#1), TikTok (#2) Tencent Video (#4), Bigo Live (#5), Twitch (#6), and others also now rank at the top of the global charts by consumer spending in the first half of 2021.
But YouTube (#1) still dominates in time spent compared with TikTok (#5), and others from Facebook — the company holds the next three spots for Facebook, WhatsApp and Instagram, respectively.
This could explain why TikTok is now exploring the idea of allowing users to upload even longer videos, by increasing the limit from 3 minutes to 5, for instance.
In addition, because of livestreaming’s ability to drive growth in terms of time spent, it’s also likely the reason why TikTok has been heavily investing in new features for its TikTok LIVE platform, including things like events, support for co-hosts, Q&As and more, and why it made the “LIVE” button a more prominent feature in its app and user experience.
App Annie’s report also digs into the impact livestreaming has had on specific platforms, like Twitch and Bigo Live, the former which doubled its monthly active user base from the pre-pandemic era, and the latter which saw $314.2 million in consumer spend during H1 2021.
“The ability of social media users to communicate with each other using live video – or watch others’ live broadcasts – has not only maintained the growth of a social media app market, but contributed to its exponential growth in engagement metrics like time spent, that might otherwise have saturated some time ago,” wrote App Annie’s Head of Insights, Lexi Sydow, when announcing the new report.
The full report is available here.
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A startup called Playbyte wants to become the TikTok for games. The company’s newly launched iOS app offers tools that allow users to make and share simple games on their phone, as well as a vertically scrollable, fullscreen feed where you can play the games created by others. Also like TikTok, the feed becomes more personalized over time to serve up more of the kinds of games you like to play.
While typically, game creation involves some aspect of coding, Playbyte’s games are created using simple building blocks, emoji and even images from your Camera Roll on your iPhone. The idea is to make building games just another form of self-expression, rather than some introductory, educational experience that’s trying to teach users the basics of coding.
At its core, Playbyte’s game creation is powered by its lightweight 2D game engine built on web frameworks, which lets users create games that can be quickly loaded and played even on slow connections and older devices. After you play a game, you can like and comment using buttons on the right-side of the screen, which also greatly resembles the TikTok look-and-feel. Over time, Playbyte’s feed shows you more of the games you enjoyed as the app leverages its understanding of in-game imagery, tags and descriptions, and other engagement analytics to serve up more games it believes you’ll find compelling.
At launch, users have already made a variety of games using Playbyte’s tools — including simulators, tower defense games, combat challenges, obbys, murder mystery games, and more.
According to Playbyte founder and CEO Kyle Russell — previously of Skydio, Andreessen Horowitz, and (disclosure!) TechCrunch — Playbyte is meant to be a social media app, not just a games app.
“We have this model in our minds for what is required to build a new social media platform,” he says.
What Twitter did for text, Instagram did for photos and TikTok did for video was to combine a constraint with a personalized feed, Russell explains. “Typically. [they started] with a focus on making these experiences really brief…So a short, constrained format and dedicated tools that set you up for success to work within that constrained format,” he adds.
Similarly, Playbyte games have their own set of limitations. In addition to their simplistic nature, the games are limited to five scenes. Thanks to this constraint, a format has emerged where people are making games that have an intro screen where you hit “play,” a story intro, a challenging gameplay section, and then a story outro.
In addition to its easy-to-use game building tools, Playbyte also allows game assets to be reused by other game creators. That means if someone who has more expertise makes a game asset using custom logic or which pieced together multiple components, the rest of the user base can benefit from that work.
“Basically, we want to make it really easy for people who aren’t as ambitious to still feel like productive, creative game makers,” says Russell. “The key to that is going to be if you have an idea — like an image of a game in your mind — you should be able to very quickly search for new assets or piece together other ones you’ve previously saved. And then just drop them in and mix-and-match — almost like Legos — and construct something that’s 90% of what you imagined, without any further configuration on your part,” he says.
In time, Playbyte plans to monetize its feed with brand advertising, perhaps by allowing creators to drop sponsored assets into their games, for instance. It also wants to establish some sort of patronage model at a later point. This could involve either subscriptions or even NFTs of the games, but this would be further down the road.
The startup had originally began as a web app in 2019, but at the end of last year, the team scrapped that plan and rewrote everything as a native iOS app with its own game engine. That app launched on the App Store this week, after previously maxing out TestFlight’s cap of 10,000 users.
Currently, it’s finding traction with younger teenagers who are active on TikTok and other collaborative games, like Roblox, Minecraft, or Fortnite.
“These are young people who feel inspired to build their own games but have been intimidated by the need to learn to code or use other advanced tools, or who simply don’t have a computer at home that would let them access those tools,” notes Russell.
Playbyte is backed by $4 million in pre-seed and seed funding from investors including FirstMark (Rick Heitzmann), Ludlow Ventures (Jonathon Triest and Blake Robbins), Dream Machine (former Editor-in-Chief at TechCrunch, Alexia Bonatsos), and angels such as Fred Ehrsam, co-founder of Coinbase; Nate Mitchell, co-founder of Oculus; Ashita Achuthan, previously of Twitter; and others.
The app is a free download on the App Store.
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With two giants calling the shots and collecting whatever tolls they see fit, mobile software makers have long complained that app stores take an unfair cut of the cash that should be flowing directly to developers. Hearing those concerns, a group of senators introduced a new bill this week that, if passed, would greatly diminish Apple and Google’s ability to control app purchases in their operating systems and completely shake up the way that mobile software gets distributed.
The new bill, called the Open App Markets Act, would enshrine quite a few rights that could benefit app developers tired of handing 30% of their earnings to Apple and Google. The bill, embedded in full below, would require companies that control operating systems to allow third-party apps and app stores.
It would also prevent those companies from blocking developers from telling users about lower prices for their software that they might find outside of official app stores. Apple and Google would also be barred from leveraging “non-public” information collecting through their platforms to create competing apps.
“This legislation will tear down coercive anticompetitive walls in the app economy, giving consumers more choices and smaller startup tech companies a fighting chance,” said Senator Richard Blumenthal (D-CT), who introduced the bipartisan bill with Sen. Marsha Blackburn (R-TN), and Sen. Amy Klobuchar (D-MN). Klobuchar chairs the Senate’s antitrust subcommittee and Blackburn and Blumenthal are both subcommittee members.
Senator Blackburn called Apple and Google’s app store practices a “direct affront to a free and fair marketplace” and Sen. Klobuchar noted that their behavior raises “serious competition concerns.”
The bill draws on information collected earlier this year from that subcommittee’s hearing on app stores and competition. In the hearing, lawmakers heard from Apple and Google as well as Spotify, Tile and Match Group, three companies that argued their businesses have been negatively impacted by anti-competitive app store policies.
“… We urge Congress to swiftly pass the Open App Markets Act,” Spotify Chief Legal Officer Horacio Gutierrez said of the new bill. “Absent action, we can expect Apple and others to continue changing the rules in favor of their own services, and causing further harm to consumers, developers and the digital economy.”
The Coalition for App Fairness, a developer advocacy group, praised the bill for its potential to spur innovation in digital markets. “The bipartisan Open App Markets Act is a step towards holding big tech companies accountable for practices that stifle competition for developers in the U.S. and around the world,” CAF executive director Meghan DiMuzio said.
Hoping to head off future regulatory headaches, Apple dropped its own fees for companies that generate less than $1 million in App Store revenue from 30% to 15% last year. Google followed suit with its own gesture, dropping fees to 15% for the first $1 million in revenue a developer earns through the Play Store in a year. Some developers critical of the companies’ practices saw those changes as little more than a publicity stunt.
Developers have long complained about the high tolls they pay to distribute their software through the world’s two major mobile operating systems. That fight escalated over the last year when Epic Games circumvented Apple’s payments rules by allowing Fortnite players to pay Epic directly, setting off a legal fight that has huge implications for the mobile software world. Following a May trial, the verdict is expected later this year.
“This will make it easier for developers of all sizes to challenge these harmful practices and seek relief from retaliation, be it during litigation or simply because they dared speak up,” Epic Games VP of Public Policy Corie Wright said of the new bill.
Unlike Apple, Google does allow apps to be “sideloaded,” installed onto devices outside of the Google Play Store. But documents unsealed in Epic’s parallel case against Google revealed that the Play Store’s creator knows the sideloading process is a terrible experience for users — something the company brings up when pressuring developers to stick with its official app marketplace.
The counterargument here is that official app stores make apps safer and smoother for consumers. While Apple and Google extract heavy fees for selling mobile software through the App Store and the Google Play Store, the companies both argue that streamlining apps through those official channels protects people from malware and allows for prompt software updates to patch security concerns that could jeopardize user privacy.
“At Apple, our focus is on maintaining an App Store where people can have confidence that every app must meet our rigorous guidelines and their privacy and security is protected,” an Apple spokesperson told TechCrunch.
Adam Kovacevich, a former Google policy executive who leads the new tech-backed industry group Chamber of Progress, called the new bill “a finger in the eye” for Android and iPhone owners.
“I don’t see any consumers marching in Washington demanding that Congress make their smartphones dumber,” Kovacevich said. “And Congress has better things to do than intervene in a multi-million-dollar dispute between businesses.”
At least in Google’s case, the counterargument has its own counterargument. Android has long been notorious for malware, but apparently most of that malicious software isn’t making its way onto devices through sideloading — it’s walking through the Google Play Store’s front door.
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In the wake of Apple’s advances into consumer privacy with initiatives like App Tracking Transparency and App Store privacy labels, Google recently announced its own plans to introduce a new “safety section” on Google Play that offers more information about the data apps collect and share, and other security and privacy details. Today, the company is sharing for the first time what the new section’s user interface will look like, along with other requirements for developers.
In May, Google explained the safety section would be designed to easily communicate to users how apps are handling their data so they could make informed choices. It said app developers would need to disclose to users whether their app uses security practices like data encryption, whether it follows Google Play’s Families policy for apps aimed at kids, whether users have a choice in data sharing, whether the app’s safety section had been verified by a third party, and if the app allowed users to request data deletion at the time of uninstalling, among other things.
In the user interface concept Google debuted today, developers are now able to see how this feature will look to the end user.
Image Credits: Google
In the safety section, users will be able to see the developer’s explanation of what data the app collects followed by those other details, each with its own icon to serve as a visual indicator.
When users tap into the summary, they’ll be able to then see other details like what data is collected or shared — such as location, contacts, personal information (e.g., name, email address), financial information and more.
They’ll also be able to see how the data is used — for app functionality, personalization, etc. — and whether data collection is optional.
Image Credits: Google
Google says it wants to give developers plenty of time to prepare for these Play Store changes, which is why it’s now sharing more information about the data type definitions, user journey and policy requirements of the new feature.
It notes that all developers will have to provide a privacy policy by April 2022. Before, only apps that collected personal and sensitive user data were required to do so. Developers will also be required to share accurate and complete information about all the data in their safety section, including how it’s used by the app’s third-party libraries and SDKs. This is in line with what Apple demands for its apps.
Image Credits: Google
In October 2021, developers will be able to submit their information in the Google Play Console for review ahead of the planned launch of the safety section in Google Play, which is scheduled for the first quarter of 2022.
The company also notes it’s offering some buffer time after the section’s launch before apps must have their safety section approved by Google. However, the company says apps will have to be approved by Q2 2022 or risk having their app submissions or app updates rejected. And if an app doesn’t provide an approved safety section, the app will say “No information available.”
The change will help highlight how many active developers are present on Google Play, because those will be the ones who will adopt the new policy and showcase how their apps collect and use data.
The question that remains is how stringent Google will be about enforcing its new guidelines and how carefully apps will be reviewed. One interesting note here is that conscientious developers will be able to submit their safety section for a third-party review and then be able to promote that to users concerned about app data privacy and security.
This could help to address some potential criticism that these safety sections aren’t factual. That’s been a problem for Apple since the launch of its App Store privacy labels. The Washington Post discovered that a number of apps were displaying false information, making them less helpful to the users whose data they aimed to protect.
When reached for comment, however, Google declined to share more details about how the third-party verification process will work.
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Instagram Reels are getting ads. The company announced today it’s launching ads in its short-form video platform and TikTok rival, Reels, to businesses and advertisers worldwide. The ads will be up to 30 seconds in length, like Reels themselves, and vertical in format, similar to ads found in Instagram Stories. Also like Reels, the new ads will loop, and people will be able to like, comment on, and save them, the same as other Reels videos.
The company had previously tested Reels ads in select markets earlier this year, including India, Brazil, Germany and Australia, then expanded those tests to Canada, France, the U.K. and the U.S. more recently. Early adopters of the new format have included brands like BMW, Nestlé (Nespresso), Louis Vuitton, Netflix, Uber and others.
Instagram tells us the ads will appear in most places users view Reels content, including on the Reels tab, Reels in Stories, Reels in Explore and Reels in your Instagram Feed, and will appear in between individual Reels posted by users. However, in order to be served a Reels ad, the user first needs to be in the immersive, full-screen Reels viewer.
Image Credits: Instagram
The company couldn’t say how often a user might see a Reels ad, noting that the number of ads a viewer may encounter will vary based on how they use Instagram. But the company is monitoring user sentiment around ads themselves, and the overall commerciality of Reels, it says.
Like Instagram’s other advertising products, Reels ads will launch with an auction-based model. But so far, Instagram is declining to share any sort of performance metrics around how those ads are doing, based on tests. Nor is it yet offering advertisers any creator tools or templates that could help them get started with Reels ads. Instead, Instagram likely assumes advertisers already have creative assets on hand or know how to make them, because of Reels ads’ similarities to other vertical video ads found elsewhere, including on Instagram’s competitors.
While vertical video has already shown the potential for driving consumers to e-commerce shopping sites, Instagram hasn’t yet taken advantage of Reels ads to drive users to its built-in Instagram Shops, though that seems like a natural next step as it attempts to tie the different parts of its app together.
But perhaps ahead of that step, Instagram needs to make Reels a more compelling destination — something other TikTok rivals, which now include both Snap and YouTube — have done by funding creator content directly. Instagram, meanwhile, had made offers to select TikTok stars directly.
The launch of Instagram Reels ads follows news of TikTok’s climbing ad prices. Bloomberg reported this month that TikTok is now asking for more than $1.4 million for a home page takeover ad in the U.S., as of the third quarter, which will jump to $1.8 million by Q4 and more than $2 million on a holiday. Though the company is still building its ads team and advertisers haven’t yet allocated large portions of their video budget to the app, that tends to follow user growth — and TikTok now has over 100 million monthly active users in the U.S.
Both apps, Instagram and TikTok, now have more than a billion monthly active users on a global basis, though Reels is only a part of the larger Instagram platform. For comparison, Instagram Stories is used by some 500 million users, which demonstrates Instagram’s ability to drive traffic to different areas of its app. Instagram declined to share how many users Reels has as of today.
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Google Workspace, the company’s productivity platform you’ll forever refer to as G Suite (or even “Google Docs”), is launching a large update today that touches everything from your calendar to Google Meet and how you can use Workspace with Google Assistant.
Indeed, the highlight here is probably that you can now use Assistant in combination with Google Workspace, allowing you to check your work calendar or send a message to your colleagues. Until now, this feature was available in beta and even after it goes live, your company’s admins will have to turn on the “Search and Assistant” service. And this is a bit of a slow rollout, too, with this capability now being generally available on mobile but still in beta for smart speakers and displays like Google’s own Nest Hub. Still, it’s been a long time coming, given that Google promised these features a very long time ago now.
The other new feature that will directly influence your day-to-day work is support for recurring out-of-office entries and segmentable working hours, as well as a new event type, Focus Time, to help you minimize distractions. Focus Time is a bit cleverer than the three-hour blocks of time you may block off on your calendar anyway in that it limits notifications during those event windows. Google is also launching a new analytics feature that tells you how much time you spend (waste) in meetings. This isn’t quite as fully featured (and potentially creepy) as Microsoft’s Productivity Score, since it only displays how much time you spend in meetings, but it’s a nice overview of how you spend your days (though you know that already). None of this data is shared with your managers.
For when you go back to an office, Google is also adding location indicators to Workspace so you can share when you will be working from there and when you’ll be working from home.
And talking about meetings, since most of these remain online for the time being, Google is adding a few new features that now allow those of you who use their Google Nest Hub Max to host meetings at home and to set up a laptop as their own second-screen experience. What’s far more important, though, is that when you join a meeting on mobile, Google will now implement a picture-in-picture mode so you can be in that Meet meeting on your phone and still browse the web, Gmail and get important work done during that brainstorming session.
Mobile support for background replace is also coming, as well as the addition of Q&As and polls on mobile. Currently, you can only blur your background on mobile.
For frontline workers, Google is adding something it calls Google Workspace Frontline, with new features for this group of users, and it is also making it easier for users to build custom AppSheet apps from Google Sheets and Drive, “so that frontline workers can digitize and streamline their work, whether it’s collecting data in the field, reporting safety risks, or managing customer requests.”
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An iPhone hacking team has released a new jailbreak tool for almost every iPhone, including the most recent models, by using the same vulnerability that Apple last month said was under active attack by hackers.
The Unc0ver team released its latest jailbreak this weekend, and says it works on iOS 11 (iPhone 5s and later) to iOS 14.3, which Apple released in December.
Jailbreaking is a cat-and-mouse game between security researchers who want greater control and customizations over their phones, and Apple, which says it locks down iPhones for security. Hackers build jailbreak tools by finding and exploiting vulnerabilities that can lift some of the restrictions that Apple puts in place, like installing apps outside of its app store, which most Android users are already used to.
In a tweet, the jailbreak group said it used its “own exploit” for CVE-2021-1782, a kernel vulnerability that Apple said was one of three flaws that “may have been actively exploited” by hackers. By targeting the kernel, the hackers are able to get deep hooks into the underlying operating system.
Apple fixed the vulnerability in iOS 14.4, released last month, which also prevents the jailbreak from working on later versions. It was a rare admission that the iPhone was under active attack by hackers, but the company declined to say who the hackers were and who they were targeting. Apple also granted anonymity to the researcher who submitted the bug.
The group’s last jailbreak, which supported iPhones running iOS 11 to iOS 13.5, was fixed in a matter of days last year. Apple works quickly to understand and fix the vulnerabilities found by jailbreak groups, since these same vulnerabilities can be exploited maliciously.
Security experts generally advise iPhone users against jailbreaking because it makes the device more vulnerable to attacks. And while keeping your phone up to date may introduce security fixes that remove the jailbreak, it’s one of the best ways of keeping your device secure.
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Buzzy live voice chat app Clubhouse has confirmed that it has raised new funding – without revealing how much – in a Series B round led by Andreessen Horowitz through the firm’s partner Andrew Chen. The app was reported to be raising at a $1 billion valuation in a report from The Information that landed just before this confirmation. While we try to track down the actual value of this round and the subsequent valuation of the company, what we do know is that Clubhouse has confirmed it will be introducing products to help creators on the platform get played, including subscriptions, tipping and ticket sales.
This funding round will also support a ‘Creator Grant Program’ being set up by Clubhouse, which will be used to “support emerging Clubhouse creators” according to the startup’s blog post. While the app has done a remarkable job attracting creator talent, including high-profile celebrity and political users, directing revenue towards creators will definitely help spur sustained interest, as well as more time and investment from new creators who are potentially looking to make a name for themselves on the platform, similar to YouTube and TikTok influencers before them.
Of course, adding monetization for users also introduces a method for Clubhouse itself to monetize. The platform is free to all users, and doesn’t yet offer any kind of premium plan or method of charging users, nor is it ad-supported. Adding ways for users to pay other users provides an opportunity for Clubhouse to retain a cut for its services.
The plans around monetization routes for creators appear to be relatively open-ended at this point, with Clubhouse saying it’ll be launching “first tests” around each of the three areas it mentions (tipping, tickets and subscriptions) over the “next few months.” It sounds like these could be similar to something like a Patreon built right into the platform. Tickets are a unique option that would go well with Clubhouse’s more formal roundtable discussions, and could also be a way that more organizations make use of the platform for hosting virtual events.
The startup also announced that it will be starting work on its Android app (it’s been iOS only for now) and that it will also invest in more backend scaling to keep up with demand, as well as support team growth and tools for detecting and prevuing abuse. Clubhouse has come under fire for its failure in regards to moderation and prevention of abuse in the past, so this aspect of its product development will likely be closely watched. The platform will also see changes to discovery aimed at surfacing relevant users, groups (‘clubs’ in the app’s parlance) and rooms.
During a regular virtual town hall the app’s founders host on the platform, CEO Paul Davison revealed that Clubhouse now has 2 million weekly active users. It’s also worth noting that Clubhouse says it now has “over 180 investors” in the company, which is a lot for a Series B – though many of those are likely small, independent investors with very little stake.
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