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US will reportedly seek criminal case against Huawei for stealing tech secrets

According to a new report from The Wall Street Journal, U.S. federal prosecutors are preparing a criminal indictment against Huawei for stealing trade secrets. The report, which cites sources with knowledge of the indictment, specifically mentions Huawei’s actions surrounding a T-Mobile smartphone testing tool known as “Tappy.” The report notes that the current investigation is far enough along that an indictment may come soon.

This isn’t the first we’ve heard of Tappy. In 2014, T-Mobile sued Huawei for allegedly gaining access to a company lab outside of Seattle and photographing and attempting to steal parts of the robotic smartphone testing device. In May 2017, T-Mobile won $4.8 million against Huawei, only a fraction of the $500 million the U.S. mobile carrier sought. The current federal criminal investigation reportedly arose from that civil suit.

The Chinese phone maker has faced increased scrutiny, escalating to open hostility from U.S. agencies and lawmakers who believe that Huawei poses a security threat due to its close relationship with the Chinese government. The tension escalated considerably last December, when Canada arrested Huawei CFO Meng Wanzhou at the request of the U.S. Meng was charged with fraud for deceptive practices that allowed the Chinese company to avoid U.S. sanctions against Iran.

Huawei, now the world’s number two smartphone maker, trails only Samsung when it comes to mobile device sales, beating Apple for the second slot in late 2018.

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Apple’s increasingly tricky international trade-offs

Far from Apple’s troubles in emerging markets and China, the company is attracting the ire of what should really be a core supporter demographic naturally aligned with the pro-privacy stance CEO Tim Cook has made into his public soapbox in recent years — but which is instead crying foul over perceived hypocrisy.

The problem for this subset of otherwise loyal European iPhone users is that Apple isn’t offering enough privacy.

These users want more choice over key elements such as the search engine that can be set as the default in Safari on iOS (Apple currently offers four choices: Google, Yahoo, Bing and DuckDuckGo, all U.S. search engines; and with ad tech giant Google set as the default).

It is also being called out over other default settings that undermine its claims to follow a privacy by design philosophy. Such as the iOS location services setting which, once enabled, non-transparently flip an associated sub-menu of settings — including location-based Apple ads. Yet bundled consent is never the same as informed consent…

6/ and @Apple also defaults to ON, approx 13 location settings the moment a user enables location settings 🤔 that includes using YOUR location to support APPLE’s advertising business interests & $$$. By ‘enabling location based services’ you give your consent to this 🤔@tim_cook pic.twitter.com/scYSg94QgY

— Privacy Matters (@PrivacyMatters) October 19, 2018

As the saying goes you can’t please all of the people all of the time. But the new normal of a saturated smartphone market is imposing new pressures that will require a reconfiguration of approach.

Certainly the challenges of revenue growth and user retention are only going to step up from here on in. So keeping an otherwise loyal base of users happy and — crucially — feeling listened to and well served is going to be more and more important for the tech giant as the back and forth business of services becomes, well, essential to its fortunes going forward.

(At least barring some miracle new piece of Apple hardware — yet to be unboxed but which somehow rekindles smartphone-level demand afresh. That’s highly unlikely in any medium term timeframe given how versatile and capable the smartphone remains; ergo Apple’s greatest success is now Apple’s biggest challenge.)

With smartphone hardware replacement cycles slowing, the pressure on Cook to accelerate services revenue naturally steps up — which could in turn increase pressure on the core principles Cupertino likes to flash around.

Yet without principles there can be no brand premium for Apple to command. So that way ruin absolutely lies.

Control shift

It’s true that controlling the iOS experience by applying certain limits to deliver mainstream consumer friendly hardware served Apple well for years. But it’s also true iOS has grown in complexity over time having dropped some of its control freakery.

Elements that were previously locked down have been opened up — like the keyboard, for instance, allowing for third party keyboard apps to be installed by users that wish to rethink how they type.

This shift means the imposed limit on which search engines users can choose to set as an iOS default looks increasingly hard for Apple to justify from a user experience point of view.

Though of course from a business PoV Apple benefits by being able to charge Google a large sum of money to remain in the plum search default spot. (Reportedly a very large sum, though claims that the 2018 figure was $9BN have not been confirmed. Unsurprisingly neither party wants to talk about the terms of the transaction.)

The problem for Apple is that indirectly benefiting from Google eroding the user privacy it claims to champion — by letting the ad tech giant pay it to suck up iOS users’ search queries by default — is hardly consistent messaging.

Not when privacy is increasingly central to the premium the Apple brand commands.

Cook has also made a point of strongly and publicly attacking the ‘data industrial complex‘. Yet without mentioning the inconvenient side-note that Apple also engages in trading user data for profit in some instances, albeit indirectly.

In 2017 Apple switched from using Bing to Google for Siri web search results. So even as it has stepped up its rhetoric around user privacy it has deepened its business relationship with one of the Western Internet’s primary data suckers.

All of which makes for a very easy charge of hypocrisy.

Of course Apple offers iOS users a non-tracking search engine choice, DuckDuckGo, as an alternative choice — and has done so since 2014’s iOS 8.

Its support for a growing but still very niche product in what are mainstream consumer devices is an example of Apple being true to its word and actively championing privacy.

The presence of the DDG startup alongside three data-mining tech giants has allowed those ‘in the know’ iOS users to flip the bird at Google for years, meaning Apple has kept privacy conscious consumers buying its products (if not fully on side with all its business choices).

But that sort of compromise position looks increasingly difficult for Apple to defend.

Not if it wants privacy to be the clear blue water that differentiates its brand in an era of increasingly cut-throat and cut-price Android -powered smartphone competition that’s serving up much the same features at a lower up-front price thanks to all the embedded data-suckers.

There is also the not-so-small matter of the inflating $1,000+ price-tags on Apple’s top-of-the-range iPhones. $1,000+ for a smartphone that isn’t selling your data by default might still sound very pricy but at least you’d be getting something more than just shiny glass for all those extra dollars. But the iPhone isn’t actually that phone. Not by default.

Apple may be taking a view that the most privacy sensitive iPhone users are effectively a captive market with little option but to buy iOS hardware, given the Google-flavored Android competition. Which is true but also wouldn’t bode well for the chances of Apple upselling more services to these people to drive replacement revenue in a saturated smartphone market.

Offending those consumers who otherwise could be your very best, most committed and bought in users seems short-sighted and short-termist to say the least.

Although removing Google as the default search provider in markets where it dominates would obviously go massively against the mainstream grain that Apple’s business exists to serve.

This logic says Google is in the default position because, for most Internet users, Google search remains their default.

Indeed, Cook rolled out this exact line late last year when asked to defend the arrangement in an interview with Axios on HBO — saying: “I think their search engine is the best.”

He also flagged various pro-privacy features Apple has baked into its software in recent years, such as private browsing mode and smart tracker prevention, which he said work against the data suckers.

Albeit, that’s a bit like saying you’ve scattered a few garlic cloves around the house after inviting the thirsty vampire inside. And Cook readily admitted the arrangement isn’t “perfect”.

Clearly it’s a trade off. But Apple benefitting financially is what makes this particular trade-off whiff.

It implies Apple does indeed have an eye on quarterly balance sheets, and the increasingly important services line item specifically, in continuing this imperfect but lucrative arrangement — rather than taking a longer term view as the company purports to, per Cook’s letter to shareholders this week; in which he wrote: “We manage Apple for the long term, and Apple has always used periods of adversity to re-examine our approach, to take advantage of our culture of flexibility, adaptability and creativity, and to emerge better as a result.”

If Google’s search product is the best and Apple wants to take the moral high ground over privacy by decrying the surveillance industrial complex it could maintain the default arrangement in service to its mainstream base but donate Google’s billions to consumer and digital rights groups that fight to uphold and strengthen the privacy laws that people-profiling ad tech giants are butting hard against.

Apple’s shareholders might not like that medicine, though.

More palatable for investors would be for Apple to offer a broader choice of alternative search engines, thereby widening the playing field and opening up to more pro-privacy Google alternatives.

It could also design this choice in a way that flags up the trade-off to its millions of users. Such as, during device set-up, proactively asking users whether they want to keep their Internet searches private by default or use Google?

When put like that rather more people than you imagine might choose not to opt for Google to be their search default.

Non-tracking search engine DDG has been growing steadily for years, for example, hitting 30M daily searches last fall — with year-on-year growth of ~50%.

Given the terms of the Apple-Google arrangement sit under an NDA (as indeed all these arrangements do; DDG told us it couldn’t share any details about its own arrangement with Apple, for e.g.) it’s not clear whether one of Google’s conditions requires there be a limit on how many other search engines iOS users can pick from.

But it’s at least a possibility that Google is paying Apple to limit how many rivals sit in the list of competitors iOS users can pick out an alternative default. (It has, after all, recently been spanked in Europe for anti-competitive contractual limits imposed on Android OEMs to limit their ability to use alternatives to Google products, including search. So you could say Google has history where search is concerned.)

Equally, should Google actually relaunch a search product in China — as it’s controversially been toying with doing — it’s likely the company would push Apple to give it the default slot there too.

Though Apple would have more reason to push back, given Google would likely remain a minnow in that market. (Apple currently defaults to local search giant Baidu for iOS users in China.)

So even the current picture around search on iOS is a little more fuzzy than Cook likes to make out.

Local flavor

China is an interesting case, because if you look at Apple’s growth challenges in that market you could come to a very different conclusion vis-a-vis the power of privacy as a brand premium.

In China it’s convenience, via the do-it-all ‘Swiss army knife’ WeChat platform, that’s apparently the driving consumer force — and now also a headwind for Apple’s business there.

At the same time, the idea of users in the market having any kind of privacy online — when Internet surveillance has been imposed and ‘normalized’ by the state — is essentially impossible to imagine.

Yet Apple continues doing business in China, netting it further charges of hypocrisy.

Its revised guidance this week merely spotlights how important China and emerging markets are to its business fortunes. A principled pull-out hardly looks to be on the cards.

All of which underscores growing emerging market pressures on Apple that might push harder against its stated principles. What price privacy indeed?

It’s clear that carving out growth in a saturated smartphone market is going to be an increasingly tricky business for all players, with the risk of fresh trade-offs and pitfalls looming especially for Apple.

Negotiating this terrain certainly demands a fresh approach, as Cook implies is on his mind, per the shareholder letter.

Arguably the new normal may also call for an increasingly localized approach as a way to differentiate in a saturated and samey smartphone market.

The old Apple ‘one-sized fits all’ philosophy is already very outdated for some users and risks being caught flat-footed on a growing number of fronts — be that if your measure is software ‘innovation’ or a principled position on privacy.

An arbitrary limit on the choice of search engine your users can pick seems a telling example. Why not offer iOS users a free choice?

Or are Google’s billions really standing in the way of that?

It’s certainly an odd situation that iPhone owners in France, say, can pick from a wide range of keyboard apps — from mainstream names to superficial bling-focused glitter and/or neon LED keyboard skins or indeed emoji and GIF-obsessed keyboards — but if they want to use locally developed pro-privacy search engine Qwant on their phone’s native browser they have to tediously surf to the company’s webpage every time they want to look something up.

Google search might be the best for a median average ‘global’ (excluding China) iOS user but in an age of increasingly self-focused and self-centred technology, with ever more demanding consumers, there’s really no argument against letting people who want to choose for themselves.

In Europe there’s also the updated data protection framework, GDPR, to consider. Which may yet rework some mainstream ad tech business models.

On this front Qwant questions how even non-tracking rival DDG can protect users’ searches from government surveillance given its use of AWS cloud hosting and the U.S. Cloud Act. (Though, responding to a discussion thread about the issue on Github two years ago, DDG’s founder noted it has servers around the world, writing: “If you are in Europe you will be connected to our European servers.” He also reiterated that DDG does not collect any personal data from users — thereby limiting what could be extracted from AWS via the Act.)

Asked what reception it’s had when asking about getting its search engine on the Safari iOS list, Qwant told us the line that’s been (indirectly) fed back to it is “we are too European according to Apple”. (Apple declined to comment on the search choices it offers iOS users.)

“I have to work a lot to be more American,” Qwant co-founder and CEO Eric Leandri told us, summing up the smoke signals coming out of Cupertino.

“I understand that Apple wants to give the same kind of experience to their customers… but I would say that if I was Apple now, based on the politics that I want to follow — about protecting the privacy of customers — I think it would be great to start thinking about Europe as a market where people have a different point of view on their data,” he continued.

“Apple has done a lot of work to, for example, not let applications give data to each by a very strict [anti-tracking policy]; Apple has done a lot of work to guarantee that cookies and tracking is super difficult on iOS; and now the last problem of Apple is Google search.”

“So I hope that Apple will look at our proposal in a different way — not just one-fits-all. Because we don’t think that one-fits-all today,” he added.

Qwant too, then, is hoping for a better Apple to emerge as a result of a little market adversity.

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Epic Games, the creator of Fortnite, banked a $3 billion profit in 2018

Epic Games had as good a year in 2018 as any company in tech. Fortnite became the world’s most popular game, growing the company’s valuation to $15 billion, but it has helped the company pile up cash, too. Epic grossed a $3 billion profit for this year fueled by the continued success of Fortnite, a source with knowledge of the business told TechCrunch.

Epic did not respond to a request for comment.

Fortnite, which is free to play but makes money selling digital items, has popularized the battle royale category — think Lord of the Flies meets Hunger Games — almost single-handedly, and it has been the standout title for the U.S.-based game publisher.

Founded way back in 1991, Epic hasn’t given revenue figures for its smash hit — which has 125 million players — but this new profit milestone, combined with other pieces of data, gives an idea of the success the company is seeing as a result of a prescient change in strategy made six years ago.

This past September, Epic commanded a valuation of nearly $15 billion, according to The Wall Street Journal, as marquee investors like KKR, Kleiner Perkins and Lightspeed piled on in a $1.25 billion round to grab a slice of the red-hot development firm. However, the investment cards haven’t always been stacked in Epic’s favor.

China’s Tencent, the maker of blockbuster chat app WeChat and a prolific games firm in its own right, became the first outside investor in Epic’s business back in 2012 when it injected $330 million in exchange for a 40 percent stake in the business.

Back then, Epic was best known for Unreal Engine, the third-party development platform that it still operates today, and top-selling titles like Gears of War.

Why would a proven company give up such a huge slice of its business? Executives believed that Epic, as it was, was living on borrowed time. They sensed a change in the way games were headed based on diminishing returns and growing budgets for console games, the increase of “live” games like League of Legends and the emerging role of smartphones.

Speaking to Polygon about the Tencent deal, Epic CEO Tim Sweeney explained that the investment money from Tencent allowed the company to go down the route of freemium games rather than big box titles. That’s a strategy Sweeney called “Epic 4.0.”

“We realized that the business really needed to change its approach quite significantly. We were seeing some of the best games in the industry being built and operated as live games over time rather than big retail releases. We recognized that the ideal role for Epic in the industry is to drive that, and so we began the transition of being a fairly narrow console developer focused on Xbox to being a multi-platform game developer and self publisher, and indie on a larger scale,” he explained.

Tencent, Sweeney added, has provided “an enormous amount of useful advice,” while the capital enabled Epic to “make this huge leap without the immediate fear of money.”

LOS ANGELES, CA – JUNE 12: Gamers ‘Ninja’ (L) and ‘Marshmello’ compete in the Epic Games Fortnite E3 Tournament at the Banc of California Stadium on June 12, 2018 in Los Angeles, California. (Photo by Christian Petersen/Getty Images)

Epic never had a problem making money — Sweeney told Polygon the first Gear of Wars release grossed $100 million on a $12 million development budget. But with Fortnite, the company has redefined modern gaming, both by making true cross-platform experiences possible and by pulling in vast amounts of money.

As a private company, Epic keeps its financials closely guarded. But digging beyond the $3 billion figure — which, to be clear, is annual profit not revenue — there are clues as to just how big a money-spinner Fortnite is. Certainly, there’s room to wonder whether analyst predictions this summer that Fortnite would gross $2 billion this year were too conservative.

The most recent data comes from November when Sensor Tower estimates that iOS users alone were spending $1.23 million per day. That helped the game bank $37 million in the month and take its total earnings within Apple’s iOS platform to more than $385 million.

But, as mentioned, Fortnite is a cross-platform title that supports PlayStation, Xbox, Switch, PC, Mac, Android and iOS. Aggregating revenue across those platforms isn’t easy, and the only real estimate comes from earlier this year when Super Data Research concluded that the game made $318 million in May across all platforms.

That is, of course, when Fortnite was fresh on iOS, non-existent on Android and with fewer overall players.

We can deduce from Sensor Tower’s November estimate that iOS pulled in $385 million over eight months — between April and November — which is around $48 million per month on average. Android is harder to calculate since Epic skipped Google’s Play Store by distributing its own launcher. While it quickly picked up 15 million Android users within the first month, tracking that spending off-platform is a huge challenge. Some estimates predicted that Google would miss out on around $50 million in lost earnings this year because in-app purchases on Android would not cross its services.

There are a few factors to add further uncertainty.

Fortnite spending tends to spike around the release of new seasons — updated versions of the game — since users are encouraged to buy specific packages at the start. The latest, Season 7, dropped early this month with a range of tweaks for the Christmas period. Given the increased velocity at which Fortnite is picking up players and the appeal of the festive period, this could have been its biggest revenue generator to date, but there’s not yet any indicator of how it performed.

More broadly, Fortnite has undoubtedly lost out on revenue in China, which froze new game licenses nine months ago, thereby preventing any publishers from monetizing new titles over that period.

Tencent, which publishes Fortnite in China, did release the game in the country but it hasn’t been able to draw revenue from it yet. The Chinese government announced last week that it is close to approving its first batch of new titles, but it isn’t clear which games are included and when the process will be done.

Already, the effects have been felt.

Games are forecast to generate nearly $40 billion in revenue in China this year, according to market researcher Newzoo. However, the industry saw its slowest growth over the last 10 years as it grew 5.4 percent year-over-year during the first half of 2018, according to a report by Beijing-based research firm GPC and China’s official gaming association CNG.

Fortnite and PUBG — another battle royale title backed by Tencent — have perhaps suffered the most since they are universally popular worldwide but unable to monetize in China. It seems almost certain that those two titles will receive a major marketing push if, as and when they receive the license and, if Epic can keep the game competitive as Sweeney believed it could back in 2012, then it could go on and make even more money in 2019.

Epic Games is taking on Steam with its own digital game store, which includes higher take-home revenue rates for developers.

But Epic isn’t relying solely on Fortnite.

A more low-key but significant launch this month was the opening of the Epic Games store, which is aimed squarely at Steam, the leader in digital game sales.

While Fortnite is its most prolific release, Epic also makes money from other games, Unreal Engine and a recently launched online game store that rivals Steam. Epic’s big differentiator for the store is that it gives developers 88 percent of their revenue, as opposed to Value — the firm behind Steam — which keeps 30 percent, although it has added varying rates for more successful titles. Customers are promised a free title every two weeks.

Either way, Epic is betting that it can do a lot more than Fortnite, which could mean that its profit margin will be even higher come this time next year.

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We finally started taking screen time seriously in 2018

At the beginning of this year, I was using my iPhone to browse new titles on Amazon when I saw the cover of “How to Break Up With Your Phone” by Catherine Price. I downloaded it on Kindle because I genuinely wanted to reduce my smartphone use, but also because I thought it would be hilarious to read a book about breaking up with your smartphone on my smartphone (stupid, I know). Within a couple of chapters, however, I was motivated enough to download Moment, a screen time tracking app recommended by Price, and re-purchase the book in print.

Early in “How to Break Up With Your Phone,” Price invites her readers to take the Smartphone Compulsion Test, developed by David Greenfield, a psychiatry professor at the University of Connecticut who also founded the Center for Internet and Technology Addiction. The test has 15 questions, but I knew I was in trouble after answering the first five. Humbled by my very high score, which I am too embarrassed to disclose, I decided it was time to get serious about curtailing my smartphone usage.

Of the chapters in Price’s book, the one called “Putting the Dope in Dopamine” resonated with me the most. She writes that “phones and most apps are deliberately designed without ‘stopping cues’ to alert us when we’ve had enough—which is why it’s so easy to accidentally binge. On a certain level, we know that what we’re doing is making us feel gross. But instead of stopping, our brains decide the solution is to seek out more dopamine. We check our phones again. And again. And again.”

Gross was exactly how I felt. I bought my first iPhone in 2011 (and owned an iPod Touch before that). It was the first thing I looked at in the morning and the last thing I saw at night. I would claim it was because I wanted to check work stuff, but really I was on autopilot. Thinking about what I could have accomplished over the past eight years if I hadn’t been constantly attached to my smartphone made me feel queasy. I also wondered what it had done to my brain’s feedback loop. Just as sugar changes your palate, making you crave more and more sweets to feel sated, I was worried that the incremental doses of immediate gratification my phone doled out would diminish my ability to feel genuine joy and pleasure.

Price’s book was published in February, at the beginning of a year when it feels like tech companies finally started to treat excessive screen time as a liability (or at least do more than pay lip service to it). In addition to the introduction of Screen Time in iOS 12 and Android’s digital wellbeing tools, Facebook, Instagram and YouTube all launched new features that allow users to track time spent on their sites and apps.

Early this year, influential activist investors who hold Apple shares also called for the company to focus on how their devices impact kids. In a letter to Apple, hedge fund Jana Partners and California State Teachers’ Retirement System (CalSTRS) wrote “social media sites and applications for which the iPhone and iPad are a primary gateway are usually designed to be as addictive and time-consuming as possible, as many of their original creators have publicly acknowledged,” adding that “it is both unrealistic and a poor long-term business strategy to ask parents to fight this battle alone.”

The growing mound of research

Then in November, researchers at Penn State released an important new study that linked social media usage by adolescents to depression. Led by psychologist Melissa Hunt, the experimental study monitored 143 students with iPhones from the university for three weeks. The undergraduates were divided into two groups: one was instructed to limit their time on social media, including Facebook, Snapchat and Instagram, to just 10 minutes each app per day (their usage was confirmed by checking their phone’s iOS battery use screens). The other group continued using social media apps as they usually did. At the beginning of the study, a baseline was established with standard tests for depression, anxiety, social support and other issues, and each group continued to be assessed throughout the experiment.

The findings, published in the Journal of Social and Clinical Psychology, were striking. The researchers wrote that “the limited use group showed significant reductions in loneliness and depression over three weeks compared to the control group.”

Even the control group benefitted, despite not being given limits on their social media use. “Both groups showed significant decreases in anxiety and fear of missing out over baselines, suggesting a benefit of increased self-monitoring,” the study said. “Our findings strongly suggest that limiting social media use to approximately 30 minutes a day may lead to significant improvement in well-being.”

Other academic studies published this year added to the growing roster of evidence that smartphones and mobile apps can significantly harm your mental and physical wellbeing.

A group of researchers from Princeton, Dartmouth, the University of Texas at Austin, and Stanford published a study in the Journal of Experimental Social Psychology that found using smartphones to take photos and videos of an experience actually reduces the ability to form memories of it. Others warned against keeping smartphones in your bedroom or even on your desk while you work. Optical chemistry researchers at the University of Toledo found that blue light from digital devices can cause molecular changes in your retina, potentially speeding macular degeneration.

So over the past 12 months, I’ve certainly had plenty of motivation to reduce my screen time. In fact, every time I checked the news on my phone, there seemed to be yet another headline about the perils of smartphone use. I began using Moment to track my total screen time and how it was divided between apps. I took two of Moment’s in-app courses, “Phone Bootcamp” and “Bored and Brilliant.” I also used the app to set a daily time limit, turned on “tiny reminders,” or push notifications that tell you how much time you’ve spent on your phone so far throughout the day, and enabled the “Force Me Off When I’m Over” feature, which basically annoys you off your phone when you go over your daily allotment.

At first I managed to cut my screen time in half. I had thought some of the benefits, like a better attention span mentioned in Price’s book, were too good to be true. But I found my concentration really did improve significantly after just a week of limiting my smartphone use. I read more long-form articles, caught up on some TV shows, and finished knitting a sweater for my toddler. Most importantly, the nagging feeling I had at the end of each day about frittering all my time away diminished, and so I lived happily after, snug in the knowledge that I’m not squandering my life on memes, clickbait and makeup tutorials.

Just kidding.

Holding my iPod Touch in 2010, a year before I bought my first smartphone and back when I still had an attention span.

After a few weeks, my screen time started creeping up again. First I turned off Moment’s “Force Me Off” feature, because my apartment doesn’t have a landline and I needed to be able to check texts from my husband. I kept the tiny reminders, but those became easier and easier to ignore. But even as I mindlessly scrolled through Instagram or Reddit, I felt the existentialist dread of knowing that I was misusing the best years of my life. With all that at stake, why is limiting screen time so hard?

I wish I knew how to quit you, small device

I decided to talk to the CEO of Moment, Tim Kendall, for some insight. Founded in 2014 by UI designer and iOS developer Kevin Holesh, Moment recently launched an Android version, too. It’s one of the best known of a genre that includes Forest, Freedom, Space, Off the Grid, AntiSocial and App Detox, all dedicated to reducing screen time (or at least encouraging more mindful smartphone use).

Kendall told me that I’m not alone. Moment has 7 million users and “over the last four years, you can see that average usage goes up every year,” he says. By looking at overall data, Moment’s team can tell that its tools and courses do help people reduce their screen time, but that often it starts creeping up again. Combating that with new features is one of the company’s main goals for next year.

“We’re spending a lot of time investing in R&D to figure out how to help people who fall into that category. They did Phone Bootcamp, saw nice results, saw benefits, but they just weren’t able to figure out how to do it sustainably,” says Kendall. Moment already releases new courses regularly (recent topics have included sleep, attention span, and family time) and recently began offering them on a subscription basis.

“It’s habit formation and sustained behavior change that is really hard,” says Kendall, who previously held positions as president at Pinterest and Facebook’s director of monetization. But he’s optimistic. “It’s tractable. People can do it. I think the rewards are really significant. We aren’t stopping with the courses. We are exploring a lot of different ways to help people.”

As Jana Partners and CalSTRS noted in their letter, a particularly important issue is the impact of excessive smartphone use on the first generation of teenagers and young adults to have constant access to the devices. Kendall notes that suicide rates among teenagers have increased dramatically over the past two decades. Though research hasn’t explicitly linked time spent online to suicide, the link between screen time and depression has been noted many times already, as in the Penn State study.

But there is hope. Kendall says that the Moment Coach feature, which delivers short, daily exercises to reduce smartphone use, seems to be particularly effective among millennials, the generation most stereotypically associated with being pathologically attached to their phones. “It seems that 20- and 30-somethings have an easier time internalizing the coach and therefore reducing their usage than 40- and 50-somethings,” he says.

Kendall stresses that Moment does not see smartphone use as an all-or-nothing proposition. Instead, he believes that people should replace brain junk food, like social media apps, with things like online language courses or meditation apps. “I really do think the phone used deliberately is one of the most wonderful things you have,” he says.

Researchers have found that taking smartphone photos and videos during an experience may decrease your ability to form memories of it. (Steved_np3/Getty Images)

I’ve tried to limit most of my smartphone usage to apps like Kindle, but the best solution has been to find offline alternatives to keep myself distracted. For example, I’ve been teaching myself new knitting and crochet techniques, because I can’t do either while holding my phone (though I do listen to podcasts and audiobooks). It also gives me a tactile way to measure the time I spend off my phone because the hours I cut off my screen time correlate to the number of rows I complete on a project. To limit my usage to specific apps, I rely on iOS Screen Time. It’s really easy to just tap “Ignore Limit,” however, so I also continue to depend on several of Moment’s features.

While several third-party screen time tracking app developers have recently found themselves under more scrutiny by Apple, Kendall says the launch of Screen Time hasn’t significantly impacted Moment’s business or sign ups. The launch of their Android version also opens up a significant new market (Android also enables Moment to add new features that aren’t possible on iOS, including only allowing access to certain apps during set times).

The short-term impact of iOS Screen Time has “been neutral, but I think in the long-term it’s really going to help,” Kendall says. “I think in the long-term it’s going to help with awareness. If I were to use a diet metaphor, I think Apple has built a terrific calorie counter and scale, but unfortunately they have not given people nutritional guidelines or a regimen. If you talk to any behavioral economist, not withstanding all that’s been said about the quantified self, numbers don’t really motivate people.”

Guilting also doesn’t work, at least not for the long-term, so Moment tries to take “a compassionate voice,” he adds. “That’s part of our brand and company and ethos. We don’t think we’ll be very helpful if people feel judged when we use our product. They need to feel cared for and supported, and know that the goal is not perfection, it’s gradual change.”

Many smartphone users are probably in my situation: alarmed by their screen time stats, unhappy about the time they waste, but also finding it hard to quit their devices. We don’t just use our smartphones to distract ourselves or get a quick dopamine rush with social media likes. We use it to manage our workload, keep in touch with friends, plan our days, read books, look up recipes, and find fun places to go. I’ve often thought about buying a Yondr bag or asking my husband to hide my phone from me, but I know that ultimately won’t help.

As cheesy as it sounds, the impetus for change must come from within. No amount of academic research, screen time apps, or analytics can make up for that.

One thing I tell myself is that unless developers find more ways to force us to change our behavior or another major paradigm shift occurs in mobile communications, my relationship with my smartphone will move in cycles. Sometimes I’ll be happy with my usage, then I’ll lapse, then I’ll take another Moment course or try another screen time app, and hopefully get back on track. In 2018, however, the conversation around screen time finally gained some desperately needed urgency (and in the meantime, I’ve actually completed some knitting projects instead of just thumbing my way through #knittersofinstagram).

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The top smartphone trends to watch in 2019

This was a bad year for the smartphone. For the first time, its seemingly unstoppable growth began to slow.

Things started off on a bad note in February, when Gartner recorded its first year-over-year decline since it began tracking the category. Not even the mighty Apple was immune from the trend. Last week, stocks took a hit as influential analyst Ming-Chi Kuo downgraded sales expectations for 2019.

People simply aren’t upgrading as fast as they used to. This is due in part to the fact that flagship phones are pretty good across the board. Manufacturers have painted themselves into a corner as they’ve battled it out over specs. There just aren’t as many compelling reasons to continually upgrade.

Of course, that’s not going to stop them from trying. Along with the standard upgrades to things like cameras, you can expect some radical rethinks of smartphone form factors, along with the first few pushes into 5G in the next calendar year.

If we’re lucky, there will be a few surprises along the way as well, but the following trends all look like no-brainers for 2019.

5G

Attendees look at 5G mobile phones at the Qualcomm stand during China Mobile Global Partner Conference 2018 at Poly World Trade Center Exhibition Hall on December 6, 2018 in Guangzhou, Guangdong Province of China.

GUANGZHOU, CHINA – DECEMBER 06: Attendees look at 5G mobile phones at the Qualcomm stand during China Mobile Global Partner Conference 2018 at Poly World Trade Center Exhibition Hall on December 6, 2018 in Guangzhou, Guangdong Province of China. The three-day conference opened on Thursday, with the theme of 5G network. (Photo by VCG/VCG via Getty Images)

Let’s get this one out of the way, shall we? It’s a bit tricky — after all, plenty of publications are going to claim 2019 as “The Year of 5G,” but they’re all jumping the gun. It’s true that we’re going to see the first wave of 5G handsets appearing next year.

OnePlus and LG have committed to a handset and Samsung, being Samsung, has since committed to two. We’ve also seen promises of a Verizon 5G MiFi and whatever the hell this thing is from HTC and Sprint.

Others, most notably Apple, are absent from the list. The company is not expected to release a 5G handset until 2020. While that’s going to put it behind the curve, the truth of the matter is that 5G will arrive into this world as a marketing gimmick. When it does fully roll out, 5G has the potential to be a great, gaming-changing technology for smartphones and beyond. And while carriers have promised to begin rolling out the technology in the States early next year (AT&T even got a jump start), the fact of the matter is that your handset will likely spend a lot more time using 4G.

That is to say, until 5G becomes more ubiquitous, you’re going to be paying a hefty premium for a feature you barely use. Of course, that’s not going to stop hardware makers, component manufacturers and their carrier partners from rushing these devices to market as quickly as possible. Just be aware of your chosen carrier’s coverage map before shelling out that extra cash.

Foldables

We’ve already seen two — well, one-and-a-half, really. And you can be sure we’ll see even more as smartphone manufacturers scramble to figure out the next big thing. After years of waiting, we’ve been pretty unimpressed with the foldable smartphone we’ve seen so far.

The Royole is fascinating, but its execution leaves something to be desired. Samsung’s prototype, meanwhile, is just that. The company made it the centerpiece of its recent developer conference, but didn’t really step out of the shadows with the product — almost certainly because they’re not ready to show off the full product.

Now that the long-promised technology is ready in consumer form, it’s a safe bet we’ll be seeing a number of companies exploring the form factor. That will no doubt be helped along by the fact that Google partnered with Samsung to create a version of Android tailored to the form factor — similar to its embrace of the top notch with Android Pie.

Of course, like 5G, these designs are going to come at a major premium. Once the initial novelty has worn off, the hardest task of all will be convincing consumers they need one in their life.

Pinholes

Bezels be damned. For better or worse, the notch has been a mainstay of flagship smartphones. Practically everyone (save for Samsung) has embraced the cutout in an attempt to go edge to edge. Even Google made it a part of Android (while giving the world a notch you can see from space with the Pixel 3 XL).

We’ve already seen (and will continue to see) a number of clever workarounds like Oppo’s pop-up. The pin hole/hole punch design found on the Huawei Nova 4 seems like a more reasonable route for a majority of camera manufacturers.

Embedded Fingerprint Readers

The flip side of the race to infinite displays is what to do with the fingerprint reader. Some moved it to the rear, while others, like Apple, did away with it in favor of face scanning. Of course, for those unable to register a full 3D face scan, that tech is pretty easy to spoof. For that reason, fingerprint scanners aren’t going away any time soon.

OnePlus’ 6T was among the first to bring the in-display fingerprint scanner to market, and it works like a charm. Here’s how the tech works (quoting from my own writeup from a few months ago):

When the screen is locked, a fingerprint icon pops up, showing you where to press. When the finger is in the right spot, the AMOLED display flashes a bright light to capture a scan of the surface from the reflected light. The company says it takes around a third of a second, though in my own testing, that number was closer to one second or sometimes longer as I negotiated my thumb into the right spot.

Samsung’s S10 is expected to bring that technology when it arrives around the February time frame, and I wouldn’t be surprised to see a lot of other manufacturers follow suit.

Cameras, cameras, cameras (also, cameras)

What’s the reasonable limit for rear-facing cameras? Two? Three? What about the five cameras on that leaked Nokia from a few months back? When does it stop being a phone back and start being a camera front? These are the sorts of existential crises we’ll have to grapple with as manufacturers continue to attempt differentiation through imagining.

Smartphone cameras are pretty good across the board these days, so one of the simple solutions has been simply adding more to the equation. LG’s latest offers a pretty reasonable example of how this will play out for many. The V40 ThinQ has two front and three rear-facing cameras. The three on the back are standard, super wide-angle and 2x optical zoom, offering a way to capture different types of images when a smartphone camera isn’t really capable of that kind of optical zoom in a thin form factor.

On the flip side, companies will also be investing a fair deal in software to help bring better shots to existing components. Apple and Google both demonstrated how a little AI and ML can go a long way toward improving image capture on their last handsets. Expect much of that to be focused on ultra-low light and zoom.

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Apple says iPhones remain on sale in China following court injunction

Apple has filed an appeal to overturn a court decision that could ban iPhone sales in China, the company said on Monday, adding that all of its models remain available in its third-largest market.

The American giant is locked in a legal battle in the world’s biggest smartphone market. On Monday, Qualcomm announced that a court in Fujian Province has granted a preliminary injunction banning the import and sales of old iPhone models in China because they violated two patents owned by the American chipmaker.

The patents in question relate to features enabling consumers to edit photos and manage apps on smartphone touchscreens, according to Qualcomm.

“Apple continues to benefit from our intellectual property while refusing to compensate us. These Court orders are further confirmation of the strength of Qualcomm’s vast patent portfolio,” said Don Rosenberg, executive vice president and general counsel of Qualcomm, in a statement.

Apple fought back in a statement calling Qualcomm’s effort to ban its products “another desperate move by a company whose illegal practices are under investigation by regulators around the world.” It also claimed that Qualcomm is asserting three patents they had never raised before, including one which has already been invalidated.

It is unclear at this point what final effects the court injunction will have on Apple’s sales in China.

The case is part of an ongoing global patent dispute between Qualcomm and Apple, which saw the former seek to block the manufacturing and sale of iPhones in China over patent issues pertaining to payments last year.

Qualcomm shares were up 3 percent on Monday. Apple opened down more than 2 percent before closing up 0.7 percent. Citi lowered its Apple price target to $200 a share from $240 a share, saying in a note to investors that while it does not expect China to ban or impose additional tariffs on Apple, “should this occur Apple has material exposure to China.”

The Apple case comes as the tech giant faces intensifying competition in China, which represented 18 percent of its total sales from the third quarter. The American company’s market share in China shrunk from 7.2 percent to 6.7 percent year-over-year in the second quarter as local competitors Huawei and Oppo gained more ground, according to market research firm IDC.

The annual drop is due to Apple’s high prices, IDC suggests, but its name “is still very strong in China” and “the company will fare well should it release slightly cheaper options later in the year.”

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Enterprise AR is an opportunity to ‘do well by doing good,’ says General Catalyst

A founder-investor panel on augmented reality (AR) technology here at TechCrunch Disrupt Berlin suggests growth hopes for the space have regrouped around enterprise use-cases, after the VR consumer hype cycle landed with yet another flop in the proverbial ‘trough of disillusionment’.

Matt Miesnieks, CEO of mobile AR startup 6d.ai, conceded the space has generally been on another downer but argued it’s coming out of its third hype cycle now with fresh b2b opportunities on the horizon.

6d.ai investor General Catalyst‘s Niko Bonatsos was also on stage, and both suggested the challenge for AR startups is figuring out how to build for enterprises so the b2b market can carry the mixed reality torch forward.

“From my point of view the fact that Apple, Google, Microsoft, have made such big commitments to the space is very reassuring over the long term,” said Miesnieks. “Similar to the smartphone industry ten years ago we’re just gradually seeing all the different pieces come together. And as those pieces mature we’ll eventually, over the next few years, see it sort of coalesce into an iPhone moment.”

“I’m still really positive,” he continued. “I don’t think anyone should be looking for some sort of big consumer hit product yet but in verticals in enterprise, and in some of the core tech enablers, some of the tool spaces, there’s really big opportunities there.”

Investors shot the arrow over the target where consumer VR/AR is concerned because they’d underestimated how challenging the content piece is, Bonatsos suggested.

“I think what we got wrong is probably the belief that we thought more indie developers would have come into the space and that by now we would probably have, I don’t know, another ten Pokémon-type consumer massive hit applications. This is not happening yet,” he said.

“I thought we’d have a few more games because games always lead the adoption to new technology platforms. But in the enterprise this is very, very exciting.”

“For sure also it’s clear that in order to have the iPhone moment we probably need to have much better hardware capabilities,” he added, suggesting everyone is looking to the likes of Apple to drive that forward in the future. On the plus side he said current sentiment is “much, much much better than what it was a year ago”.


Discussing potential b2b applications for AR tech one idea Miesnieks suggested is for transportation platforms that want to link a rider to the location of an on-demand and/or autonomous vehicle.

Another area of opportunity he sees is working with hardware companies — to add spacial awareness to devices such as smartphones and drones to expand their capabilities.

More generally they mentioned training for technical teams, field sales and collaborative use-cases as areas with strong potential.

“There are interesting applications in pharma, oil & gas where, with the aid of the technology, you can do very detailed stuff that you couldn’t do before because… you can follow everything on your screen and you can use your hands to do whatever it is you need to be doing,” said Bonatsos. “So that’s really, really exciting.

“These are some of the applications that I’ve seen. But it’s early days. I haven’t seen a lot of products in the space. It’s more like there’s one dev shop is working with the chief innovation officer of one specific company that is much more forward thinking and they want to come up with a really early demo.

“Now we’re seeing some early stage tech startups that are trying to attack these problems. The good news is that good dollars is being invested in trying to solve some of these problems — and whoever figures out how to get dollars from the… bigger companies, these are real enterprise businesses to be built. So I’m very excited about that.”

At the same time, the panel delved into some of the complexities and social challenges facing technologists as they try to integrate blended reality into, well, the real deal.

Including raising the spectre of Black Mirror style dystopia once smartphones can recognize and track moving objects in a scene — and 6d.ai’s tech shows that’s coming.

Miesnieks showed a brief video demo of 3D technology running live on a smartphone that’s able to identify cars and people moving through the scene in real time.

“Our team were able to solve this problem probably a year ahead of where the rest of the world is at. And it’s exciting. If we showed this to anyone who really knows 3D they’d literally jump out of the chair. But… it opens up all of these potentially unintended consequences,” he said.

“We’re wrestling with what might this be used for. Sure it’s going to make Pokémon game more fun. It could also let a blind person walk down the street and have awareness of cars and people and they may not need a cane or something.

“But it could let you like tap and literally have people be removed from your field of view and so you only see the type of people that you want to look at. Which can be dystopian.”

He pointed to issues being faced by the broader technology industry now, around social impacts and areas like privacy, adding: “We’re seeing some of the social impacts of how this stuff can go wrong, even if you assume good intentions.

“These sort of breakthroughs that we’re having are definitely causing us to be aware of the responsibility we have to think a bit more deeply about how this might be used for the things we didn’t expect.”

From the investor point of view Bonatsos said his thesis for enterprise AR has to be similarly sensitive to the world around the tech.

“It’s more about can we find the domain experts, people like Matt, that are going to do well by doing good. Because there are a tonne of different parameters to think about here and have the credibility in the market to make it happen,” he suggested, noting: “It‘s much more like traditional enterprise investing.”

“This is a great opportunity to use this new technology to do well by doing good,” Bonatsos continued. “So the responsibility is here from day one to think about privacy, to think about all the fake stuff that we could empower, what do we want to do, what do we want to limit? As well as, as we’re creating this massive, augmented reality, 3D version of the world — like who is going to own it, and share all this wealth? How do we make sure that there’s going to be a whole new ecosystem that everybody can take part of it. It’s very interesting stuff to think about.”

“Even if we do exactly what we think is right, and we assume that we have good intentions, it’s a big grey area in lots of ways and we’re going to make lots of mistakes,” conceded Miesnieks, after discussing some of the steps 6d.ai has taken to try to reduce privacy risks around its technology — such as local processing coupled with anonymizing/obfuscating any data that is taken off the phone.

“When [mistakes] happen — not if, when — all that we’re going to be able to rely on is our values as a company and the trust that we’ve built with the community by saying these are our values and then actually living up to them. So people can trust us to live up to those values. And that whole domain of startups figuring out values, communicating values and looking at this sort of abstract ‘soft’ layer — I think startups as an industry have done a really bad job of that.

“Even big companies. There’d only a handful that you could say… are pretty clear on their values. But for AR and this emerging tech domain it’s going to be, ultimately, the core that people trust us.”

Bonatsos also pointed to rising political risk as a major headwind for startups in this space — noting how China’s government has decided to regulate the gaming market because of social impacts.

“That’s unbelievable. This is where we’re heading with the technology world right now. Because we’ve truly made it. We’ve become mainstream. We’re the incumbents. Anything we build has huge, huge intended and unintended consequences,” he said.

“Having a government that regulates how many games that can be built or how many games can be released — like that’s incredible. No company had to think of that before as a risk. But when people are spending so many hours and so much money on the tech products they are using every day. This is the [inevitable] next step.”

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Xiaomi gobbles up selfie phone brand Meitu as revenue jumps 49%

Xiaomi is diversifying into a new range of phones as the Chinese smartphone maker announced impressive growth with its latest financials.

The company announced it will take over selfie app maker Meitu’s smartphone business to go after new demographics, particularly women, while it lodged impressive 49 percent revenue growth in Q3.

Xiaomi posted a net profit of 2.481 billion RMB ($357 million) for the quarter on total sales of 50.846 billion RMB ($7.3 billion). The bulk of that income came from smartphones sales — 35 billion RMB, $5 billion — as Xiaomi surpassed its annual target of 100 million shipments with two months of the year still to go. The majority of those phones are sold in China, but the company said that international revenue overall was up by 113 percent year-on-year.

The company has ventured into Europe this year, with its most recent launch in the U.K. this month, but now it is taking aim at a more diverse set of customers in the Chinese market through this tie-in with Meitu. Best known for its “beautification” selfie apps, Meitu also sells smartphones that tap its selfie brand with optimized cameras and advanced editing features.

Now Xiaomi is taking over that business through a partnership that will see Meitu paid 10 percent of the profits for all devices sold, with a minimum guaranteed fee of $10 million per year. For other smart products, its cut increases to 15 percent.

Meitu is hardly a mainstream phone brand. Its first device launched in 2013 and has sold 3.5 million units to date. Recently, the company cut back on its hardware — it has launched just one device this year compared to five last year — while the average sell price of its devices has fallen, causing it to forecast a net loss of up to 1.2 billion RMB (or $173 million) up from just 197 million RMB last year. Shifting the heavy-lifting to Xiaomi makes a lot of sense — despite its total cut of sales dropping to just 10 percent, Xiaomi has impressive reach and a sales platform that already features third-party hardware.

Back to Xiaomi, these results are its first “true” financials since the company went public through a Hong Kong IPO back in July. It posted a $2.1 billion profit in the previous quarter but a large chunk of spending and revenue was down to the listing.

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Fleksy’s keyboard grabs $800k+ via equity crowdfunding

The dev team that’s now engineering the Fleksy keyboard app has raised more than $800,000 via an equity crowdfunding route.

As we reported a year ago, the development of Fleksy’s keyboard has been taken over by the Barcelona-based startup behind an earlier keyboard app called ThingThing.

The team says their new funding raise — described as a pre-Series A round — will be put towards continued product development of the Fleksy keyboard, including the core AI engine used for next word and content prediction, plus additional features being requested by users — such as swipe to type. 

Support for more languages is also planned. (Fleksy’s Android and iOS apps are currently available in 45+ languages.)

Their other big push will be for growth: Scaling the user-base via a licensing route to market in which the team pitches Android OEMs on the benefits of baking Fleksy in as the default keyboard — offering a high degree of customization, alongside a feature-set that boasts not just speedy typing but apps within apps and extensions. 

The Fleksy keyboard can offer direct access to web search within the keyboard, for example, as well as access to third party apps (in an apps within apps play) — to reduce the need for full app switching.

This was the original concept behind ThingThing’s eponymous keyboard app, though the team has refocused efforts on Fleksy. And bagged their first OEMs as licensing partners.

They’ve just revealed Palm as an early partner. The veteran brand unveiled a dinky palm-sized ‘ultra-mobile’ last week. The tiny extra detail is that the device runs a custom version of the Fleksy keyboard out of the box.

With just 3.3 inches of screen to play with, the keyboard on the Palm risks being a source of stressful friction. Ergo enter Fleksy, with gesture based tricks to speed up cramped typing, plus tried and tested next-word prediction.

ThingThing CEO Olivier Plante says Palm was looking for an “out of the box optimized input method” — and more than that “high customization”.

“We’re excited to team up with ThingThing to design a custom keyboard that delivers a full keyboard typing experience for Palm’s ultra mobile form factor,” adds Dennis Miloseski, co-founder of Palm, in a statement. “Fleksy enables gestures and voice-to-text which makes typing simple and convenient for our users on the go.”

Plante says Fleksy has more OEM partnerships up its sleeve too. “We’re pending to announce new partnerships very soon and grow our user base to more than 25 million users while bringing more revenue to the medium and small OEMs desperately looking to increase their profit margins — software is the cure,” he tells TechCrunch.

ThingThing is pitching itself as a neutral player in the keyboard space, offering OEMs a highly tweakable layer where the Qwerty sits as its strategy to compete with Android’s keyboard giants: Google’s Gboard and Microsoft-owned SwiftKey. 

“We changed a lot of things in Fleksy so it feels native,” says Plante, discussing the Palm integration. “We love when the keyboard feels like the brand and with Palm it’s completely a Palm keyboard to the end-user — and with stellar performance on a small screen.”

“We’ve beaten our competitor to the punch,” he adds. 

That said, the tiny Palm (pictured in the feature image at the top of this post) is unlikely to pack much of a punch in marketshare terms. While Palm is a veteran — and, to nerds, almost cult — brand it’s not even a mobile tiddler in smartphone marketshare terms.

Palm’s cute micro phone is also an experimental attempt to create a new mobile device category — a sort of netbook-esque concept of an extra mobile that’s extra portable — which looks unlikely to be anything other than extremely niche. (Added to its petite size, the Palm is a Verizon exclusive.)

Even so ThingThing is talking bullishly of targeting 550M devices using its keyboard by 2020.

At this stage its user-base from pure downloads is also niche: Just over 1M active users. But Plante says it has already closed “several phone brands partnerships” — saying three are signed, with three more in the works — claiming this will make Fleksy the default input method in more than 20-30 million active users in the coming months. 

He doesn’t name any names but describes these other partners as “other major phone brands”.

The plan to grow Fleksy’s user-base via licensing has attracted wider investor backing now, via the equity crowdfunding route. The team had initially been targeting ($300k). In all they’ve secured $815,119 from 446 investors.

Plante says they went down the equity crowdfunding route to spread their pitch more widely, and get more ambassadors on board — as well as to demonstrate “that we’re a user-centric/people/independent company aiming big”.

“We are keen to work and fully customize the keyboard to the OEM tastes. We know this is key for them so they can better compete against the others on more than simply the hardware,” he says, making the ‘Fleksy for OEMs’ pitch. “Today, the market is saturated with yet another box, better camera and better screen…. the missing piece in Android ecosystem is software differences.”

Given how tight margins remain for Android makers it remains to be seen how many will bite. Though there’s a revenue share arrangement that sweetens the deal.

It is also certainly true that differentiation in the Android space is a big problem. That’s why Palm is trying its hand at a smaller form factor — in a leftfield attempt to stand out by going small.

The European Union’s recent antitrust ruling against Google’s Android OS has also opened up an opportunity for additional software customization, via unbundled Google apps. So there’s at least a chance for some new thinking and ideas to emerge in the regional Android smartphone space. And that could be good for Spain-based ThingThing.

Aside from the licensing fee, the team’s business model relies on generating revenue via affiliate links and its fleksyapps platform. ThingThing then shares revenue with OEM partners, so that’s another carrot for them — offering a services topper on their hardware margin.

Though that piece will need scale to really spin up. Hence ThingThing’s user target for Fleksy being so big and bold.

“We’re working with brands in order to bring them into any apps where you type, which unlocks brand new use cases and enables the user to share conveniently and the brand to drive mobile traffic to their service,” says Plante. “On this note, we monetize via affiliate/deep linking and operating a fleksyapps Store.”

ThingThing has also made privacy by design a major focus — which is a key way it’s hoping to make the keyboard app stand out against data-mining big tech rivals.

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LG retains confidence in its mobile business despite continued losses

LG remains confident that it can turn the corner for its serially unprofitable mobile business despite the division racking up a loss of over $400 million this year so far.

The Korean company as a whole is having a good year. Following a record six months of profit and revenue in the first half of 2018, the group saw Q3 revenue jump 2.7 percent sequentially to reach 15.43 trillion KRW, or $13.76 billion. Operating profit rose by 45 percent year-on-year to reach 748.8 billion KRW, that’s $667.7 million.

The company’s home entertainment business is the standout performer generating total sales of 3.71 trillion RKW ($3.31 billion) and a 325.1 billion KRW ($289.9 million) profit, with LG Mobile second in terms of revenue. But, the mobile division continues to bleed cash. This time around in Q3, its losses were 146.3 billion RKW, that’s $130.5 million.

That betters large losses for Q3 2016 and 2017 — 436.4 billion KRW and 436.4 billion KRW, respectively — but it means that LG’s mobile division has lost the company $410 million in 2018 so far. But, as the chart below shows, LG has a long way to go before its mobile business stops hurting the group’s overall bottom line and restricting its otherwise impressive growth as a company.

The company played up its performance with a claim that it had weathered challenging global markets — where Chinese brands are competing hard and mobile saturation is weakening consumer demand — by “significantly reduced its operating deficit as a direct result of its business plan and its stronger focus on mid-range products.”

LG recently outed its new V40 ThinQ, a flagship smartphone that packs no fewer than five cameras, and it is optimistic that its launch will boost sales in the final quarter of the year. More widely, it said that the cost-cutting strategy implemented with the appointment of new LG Mobile CEO Hwang Jeong-hwan last November will see it continue to “consolidate and implement a more profitable foundation.”

That strategy has focused around mid-range devices and emerging markets, where LG believes it can offer strong value for money that’ll appeal to consumers in the market for a deal. That explains why mobile division sales are down this year but, crucially, the division is bleeding less capital. Whilst that strategy has helped stem losses, it remains to be seen whether it is the right one to turn the unit profitable.

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