Wednesday, 3 May 2017

Yik Yak shuts down after Square paid $1 million for its engineers

Yik Yak co-founders Tyler Droll and Brooks Buffington published a farewell note to users on Friday, announcing they would shut down their once-popular anonymous social network this week. The app allowed people to connect with other users within a certain radius, and was widely marketed in and used on college campuses.
According to an SEC filing issued on April 16th, Square, has agreed to hire several of Yik Yak’s employees and acquire a non-exclusive license to some of the company’s intellectual property for $1 million. That’s a deeply disappointing result for a startup that garnered lots of support from venture investors and users.



According to Crunchbase, Yik Yak had raised $73.4 million in venture funding since it was founded in 2013, with a valuation approaching $400 million in 2014, its halcyon days.
The app faced problems that were predictable for any forum offering users anonymity and a means of chatting with one another. It was plagued by cyberbullies of every kind and even banned by some schools. But all the capital and advice in the world couldn’t help it maintain its buzz.
In 2015, Yik Yak had to admit to users that they were only masked from each other, not police officers or other authorities with a warrant. And then in 2016, security researchers with NYU, led by computer scientist and professor Keith Ross, found other ways to hack users’ personally identifiable information out of Yik Yak. Around the same time, their CTO bailed. 
All the while, cyberbullies and unsavory content drove down the app experience for others. By the end of 2016, user downloads had declined 76 percent versus the same period in 2015, as TechCrunch reported then, and the company began laying off most of its employees.
In their note, the co-founders reflected on happier accomplishments by their now-faded startup. Yik Yak is not the first anonymous chat app to hit the deadpool. Secret also went out of business in 2015. And the company won’t be leaving a hole in the market, exactly.
Other chat apps, including anonymous, semi-anonymous and ephemeral options among them, abound. Yik Yak competitors still in business include: Whisper, the anonymous chat and sharing app; Kik, which only requires usernames; Blind, the anonymous workplace chat app where Uber employees have recently aired grievances; and 7 Cups, where people can go for “active, non-judgemental listeners.”


Microsoft needs to open up Windows 10 S if it wants to find success outside the classroom

At first glance, Windows 10 S makes perfect sense. It’s a lightweight, stripped-down version of Microsoft’s operating system designed to avoid taxing low-cost hardware. That makes it a good fit for schools, with laptops running the software priced as low as $189. But the most remarkable thing about the operating system in its current form may be its reliance on the Windows Store.
In Microsoft’s sales pitch, limiting the ways in which users can download content is actually a net positive. The experience is simpler and potentially safer, as limiting the system to approved apps lessens the potential for malware on the system — always a big concern when purchasing a Windows device. And it has echoes of Apple’s own default security settings on MacOS.
But is it a net positive for users? Certainly it’s easy to see how such a strict structure is beneficial in a classroom setting. Letting students download things at will is most likely a recipe for chaos, malware and, well, all sorts of things you’d rather not introduce into a classroom setting. It’s part of what made the Chromebook’s closed-off browser-based operating system a hit in the classroom, along with fast logins, which are a key part of this new version.
But what of a wider audience? Everything announced today was done so within the broader context of Microsoft’s education vision. But all of those third-party hardware manufacturers are no doubt hoping the category finds appeal outside of the classroom as the Chromebook has in its own tepid way.



And certainly there’s something to be said for systems starting at $189. It’s a bit like the second coming of the netbook. Though this time out, the systems feature full-sized keyboards and in some cases swiveling touch displays and pens. Perhaps, like netbooks, they’ll find a second life and secondary systems for frequent travelers.
Windows 10 S’s reliance on Microsoft’s app store certainly feels like a hindrance outside of the classroom, with the possibility of a few exceptions. For instance, an MS rep at today’s event suggested to me that he might purchase one for an elderly parent with little in the way of tech knowledge. Limiting access to approved Microsoft apps could lessen his need to perform regular maintenance on the machine.
But like the Mac app store before it, it also means cutting off access to some very mainstream applications. As has been pointed out, key players like iTunes and Chrome aren’t available (while Spotify is apparently “coming soon”), and who knows if they’ll ever be? Of course, if 10 S takes off in any sort of meaningful way, there will be a lot more incentive for companies to develop for the platform — an engagement that’s long been an issue for the company.
I understand why Windows 10 S is the default on these low-end systems. They were built specifically with the lightweight, streamlined version of the operating system in mind. Not exactly for the heavy multitasker, but it will get simple jobs done. Why the Surface laptop is launching with the operating system, on the other hand, is beyond me.
It’s clearly capable of running the full version of Windows, and given its $999 base price point, it wasn’t designed with a one laptop per child model in mind. If it truly is an educational play, it’s aimed at high school — and even more likely college — students. And they likely won’t take as well to a system that restricts that in that way.
Of course, Windows 10 S can be updated to Windows 10 Pro. If you’re a school or you opt to upgrade before year’s end, you can do so for free. After that, it’s a $49 fee, which is not insignificant if the low price point is what drove you to one of these systems in the first place.
My guess is that Microsoft takes a wait and see approach. If there’s demand for it, the company will probably offer a version of the Surface laptop running a full version of Windows by default (which may or may not have that $49 fee baked into the price) and could eventually loosen restrictions on the 10 S app ecosystem. Hey, Google eventually bit the bullet and opened up Google Play access to its Chromebooks.
If Microsoft’s looking for true appeal outside the classroom, it’s going to have to loosen up those restrictions.


Instagram’s growth speeds up as it hits 700 million users

Instagram has doubled its user base, to 700 million monthly actives in two years, fueled by Stories, web signups and better onboarding on low-end Android phones. Instagram’s growth rate is actually speeding up. It took just four months to add the last 100 million users since hitting 600 million in December, while it took six months to go from 500 million to 600 million.



Here’s a breakdown of how long it took Instagram to add each 100 million users:
October 6, 2010 – Launch
February 26, 2013 – 100 million;  28 months
March 25, 2014 – 200 million; 13 months
December 10, 2014 – 300 million; 9 months
September 22, 2015 – 400 million; 9 months
June 21, 2016 – 500 million; 9 months
December 15, 2016 – 600 million; 6 months
April 26, 2017 – 700 million; 4 months
For reference, this makes Instagram more than twice the size of Twitter. Soon it might join Facebook’s other properties in the billion-user club, since WhatsApp and Messenger have 1.2 billion users and Facebook 1.8 billion.
When asked if the launch of Snapchat clone Instagram Stories helped boost the app’s user count, a spokesperson told me, “Yes, it’s impacted growth and retention.” Instagram Stories reached 200 million daily active users earlier this month, eclipsing the 161 million total daily users Snap Inc. last announced. Instagram’s combined ephemeral and permanent messaging feature Direct, also inspired by Snapchat, recently hit 375 million monthly users.

Instagram’s progress has come at the expense of Snapchat’s growth, which sank 82 percent since Instagram launched its Stories copycat in August. All eyes will be on Snap’s user count when it gives its first earnings report next month.
Meanwhile, as Snap deprioritized foreign markets with lower ad rates, Instagram has continued to push its international presence. “Developing markets have always been important at Instagram,” says a spokesperson. “U.S. is our biggest market, but Brazil has long been our No. 2 (currently with 45 million users). Along with the U.K. and Japan, our other big markets include Indonesia, India and Turkey.” Now 80 percent of Instagram users are outside the U.S.
Instagram has been building products specifically for these users who can’t afford data plans or have weak connectivity. It just introduced offline mode on Android, and the company tells me it’s been focusing more on its mobile web experience as well as keeping the Android app’s file size to a minimum.
“Growth was driven by a number of factors, including our ability to better connect people with their friends on Instagram,” said a spokesperson. “We also took steps to simplify and improve our sign-up process, which helped bring in new people from all over the world.”

With such a large audience, Instagram has the scale to appeal to top brands. The app now has 1 million active advertisers, up from 500,000 in September, with plans to offer them more data and flexibility.
It’s rare for a social network to stay as cool after 6.5 years. Even its owner Facebook was starting to look a bit old at that point. But by sticking to its roots of visual communication while shrewdly adapting to new trends, Instagram has managed to stay on top.


The past, present, and future of design in Silicon Valley

The following is an excerpt from The Way to Design, a guide to becoming a designer founder and to building design-centric businesses. Adapted and reprinted with the author’s permission.
Until very recently, success in Silicon Valley required focusing almost single-mindedly on an organization’s technical prowess. It meant having an unimpeachable technical founder, 10X engineers, a relentless devotion to computing dominance. Expending valuable time on anything else — particularly design — was evidence of distraction from the real work of the company.
But things have changed dramatically in just a few short years, and increasingly, design has become as indispensable as technology. Three things are responsible for this remarkable shift. First, whether you’re working on hardware or hosted software, the underlying technology to prototype, produce, and launch products has only become better, cheaper, and faster over the last 25 years. Free and easy-to-use CAD software, 3D printing, and crowdfunding have made it easier and faster than ever to design, sell, and ship.
Where once engineers used to rely on raw programming languages to create software; today, they build from open-source libraries and preexisting technology platforms. In the consumer internet world in particular, the marginal cost of software is zero—and design is now the differentiator.
“The expectation for a new company is so much higher now,” Airbnb’s Joe Gebbia said to me when I interviewed him, “because what they did in six months [10 years ago] someone could do now in a week.” And therefore, “People have to come with more value.”
The second reason that design has moved center stage is that consumer expectations have evolved. Businesses, even in the very recent past, weren’t doomed to certain failure because of a weak emphasis on design. The bottoms of drawers across the free world are littered with poorly designed products that sold well because of brilliant sales and marketing. But the public has come to expect more.
Thanks to the work of visionaries like Bill MoggridgeDavid Kelley, and Steve Jobs, people want user-devoted, frictionless experiences in their interactions with technology. Jobs’ influence is especially pronounced. Perhaps no single product has reshaped what people expect of designed technology more than the iPhone. Ever since its release a decade ago, consumer demand for useful, beautiful product experiences have grown more insistent.
In contrast, you can follow the trail of Palm’s death crawl all the way back to its chief marketing officer saying, “Design is a commodity.”

PHOTO: VASILY PINDYURIN/GETTY IMAGES
Seek And You Shall Design
The final reason that design has become essential is that its scope and meaning have changed. When most laypeople hear the term “design,” what comes to mind are things like a Dieter Rams stereo receiver, a Noguchi coffee table, one of the homes featured in Dwell, a Giugiaro concept car, maybe a well-turned brand logo.
I’m a craftsman at heart and I honor this form of design. But “design” has come to mean much more than craft. John Arnold, perhaps the originator of the design movement at Stanford, taught a course called “How to Ask a Question.” His belief was that “Each of man’s advances was started by a question….Knowing what questions to ask and how to ask them is sometimes more important than the eventual answers.”
That’s what design is at the most profound level, and what I’m talking about when I talk about design in this book. It’s not aesthetics. It’s knowing what questions to ask and how to ask them, be it about a small product or a planetary system.
I met the designer-founder of Pocket, Nate Weiner, at a design event at Stanford and later invested in his startup. When I interviewed him for my project on designer founders, Weiner told me that at his company, Pocket, the automatic retort to any questions regarding feasibility is, “Anything is a possible.”
“Can we do this is? is the wrong question to ask. It’s Why should we do this? How should we do this?…It doesn’t matter what ideas you have, it’s all about Does this solve the problem?” Weiner says.  In a world in which you can build anything, the onus for entrepreneurs has shifted from figuring out if you can build something to understanding whether it’s worth building it in the first place. And that’s why design is now more than window dressing.




PHOTO: YURI ARCURS/GETTY IMAGES
Design is The What
What should you be building? What’s the right opportunity to go after? What’s the right problem to solve? Asking the right question is half the answer. Design is not about the drapes or the drop shadows. Design is a messy, holistic, human-centric process for solving problems—not just stylistic problems, but problems of all manner and level of importance.
Ask Diego Rodriguez, Global Managing Director at IDEO, which airline he thinks is the best design-led and in his opinion it’s not Virgin America, despite the care that that airline puts into things like lighting and pilot’s jackets. “Cool, but that’s all veneer,” he says. Instead, Diego thinks the real design genius in the industry is Southwest Airlines’ co-founder and former CEO Herb Kelleher, who “completely rethought the paradigm of how you get on an airplane.”
Kelleher solved an efficiency problem and, in doing so, turned Southwest into one of the safest and only consistently profitable airline in the country. These kinds of solutions aren’t necessarily pretty, but they’re innovative and effective.
This notion of design lines up with the most recent scholarship on creativity, which Scott Klemmer, cofounder and director of the Design Lab at UC San Diego, summed up as, “You need to know the things that you need to know to solve the problem. And you need to not believe things that will get in the way of solving the problem.”
Viewed from this perspective, design is about searching out a product’s or an organization’s purpose—the problem it solves—and then painstakingly making sure every facet of the solution supports this purpose.
Design is a way of thinking.

Was Lost But Now I’m A Founder
Where do we go from here? It’s my conviction that the 21st century will be the designer’s century, because I believe that design is the greatest lever for building the greatest companies to come. The most interesting innovation is happening at the top of the stack—at the interface with end users— where technology development intersects with design and where a swipe right or a hold might decide the next breakout business.
Unfortunately, despite how indispensable design is today, a stark gap persists: Not many people running top companies come from design backgrounds. According to the most recent data I could find, only 15 percent of the members of FounderDating claim design as their primary skillset. And, as its former CEO said, once you correct “for people who are more design-appreciators than designers, it’s probably closer to 6 percent.”
Yes, there are notable exceptions. But there should be more. And there will be—if designers start seeing themselves more often as entrepreneurs. As the builders not just of products, but of companies. Leaders not just of design but of people. Designers must embrace the entrepreneurial spirit.
When I left Stanford and began my career in product development at IDEO, I was set up with a $15,000 workstation and a $20,000 CAD package sold by expensive sales reps and accompanied by a one-week training course in Boston. My prototypes cost $50,000 and were made in machine shops on equipment that ran upwards of half a million dollars. When we were ready to release for mass manufacture, we sent drawings and, in some cases, 3D files to toolmakers who spent 12 weeks hogging out hardened steel tools that cost no less than $100,000 per part.
Slowly, my product would wind its way through the labyrinth of distribution, ultimately landing in retail stores which required their own care and feeding — point of purchase displays, end caps, promotional materials, in some cases, training. And for all of this hard work, you might earn 40 points of gross margin, less than the end retailer that served as a shelf and not much more.
Today, 20 years later, you can design a product with the freeware version of SketchUp, make your first rapid prototype on your own desktop MakerBot, raise $100,000 in crowd-funding on Kickstarter, purchase $5,000 soft tools from PCH, set up virtual distribution with Shipwire or Amazon or both, and market and sell directly to your customers off your own website.
The tools really are in your hands now. But the cardinal question that every aspiring designer founder needs to answer before embarking on their entrepreneurial odyssey has changed. It is no longer: Can you build the product? The starting point is now: Why are you building it at all?


Apple stops paying royalties to Qualcomm

It’s no secret, Apple and Qualcomm have been fighting relentlessly for a few months over royalty payments. Apple told Qualcomm that it would stop paying the disputed licensing fees. Qualcomm confirmed the aggressive move and said that its revenue and profits would be lower than expected.



Apple said that it is waiting for a court decision to resume payments. Of course, the company expects to pay a lower fee after the decision.
Qualcomm executive vice president and general counsel Don Rosenberg said in a statement that “Apple is improperly interfering with Qualcomm’s long-standing agreements with Qualcomm’s licensees. These license agreements remain valid and enforceable.”
If you missed a couple of episodes, you might be wondering what happened between these two companies. Qualcomm is a key chipset supplier for many of the smartphone makers around the world, manufacturing the systems-on-a-chip or LTE modems that power your devices. But that’s just one part of Qualcomm’s business model.
The company also has a ton of patents related to wireless technologies. In other words, if you want to build a smartphone, you need to license those patents from Qualcomm. While revenue from chips is growing faster than licensing revenue, it still represents around a third of the company’s total revenue.
But Qualcomm may have gone a bit too far. In December, South Korea’s antitrust regulator fined Qualcomm roughly $850 million (1.03 trillion won) for its patent royalty activities in South Korea.
According to the regulator, Qualcomm licenses too many patents, forcing smartphone makers to pay expensive royalties for patents they might not even need. In addition to that, Qualcomm has been menacing smartphone makers, telling them that they can’t get Qualcomm chipsets if they don’t pay those royalty fees.
The FTC agreed, and Apple filed a suit more or less similar to that case in January. In Apple’s case, Qualcomm forced Apple to pay more royalties than other smartphone makers because Apple is using chipsets manufactured by competitors. Apple is asking for $1 billion.
And because that wasn’t enough, Qualcomm filed a countersuit, Apple filed another suit in China. I wouldn’t want to sit at a dinner table with representatives from Apple and Qualcomm.
Today’s news means that Apple is quite confident it’s going to win the suits. Qualcomm had to adjust its financial forecast for the third quarter. Revenue should range between $4.8 billion and $5.6 billion with lower profits. The company previously expected between $5.3 billion to $6.1 billion in revenue.


Tiny Device Allows You To Track Your Car Using Your Smartphone

Tiny Device Allows You To Track Your Car Using Your Smartphone
Have you ever lost your car on a parking lot? It happens. You park and go shopping. When you get back, you don't have a clue where your car is. Then you start roaming around clicking on the panic button on your car keys so the alarm goes off. It can be frustrating, especially on a hot, sunny day.
No, you don't need to install an expensive GPS system to keep track of your car. That's way too expensive. You would need to pay a monthly subscription fee just to use it. Don't we have enough bills to pay already?
The device "TrackR" has the size of a coin and can be placed everywhere

But is there a way to track your vehicle without spending a fortune? Yes, now there is!
A California-based startup company was able to make this a reality. They created a tiny device that works with your smartphone, and it could be exactly what you're looking for!
What is it?
It's called TrackR. It is a state-of-the-art tracking device the size of a quarter. It's changing the way we keep track of the important things in our lives.



With TrackR you'll gain peace of mind, knowing you can find your car quickly.
How Does it Work?
It's easy! Install the free TrackR app on your smartphone, connect the app to your device and you're ready to go! Simply attach TrackR to whatever you want to keep tabs on. The entire process of setting it up only takes 5 minutes or less.
You can attach it to your keys, briefcase, wallet, your latest tech gadgets and anything else you don't want to lose. Then use the TrackR app to locate your missing item in seconds.
Forget expensive GPS systems or tracking services. Nobody wants to pay expensive monthly subscription fees. We understand how stressful these things can be, and this is the reason why TrackR was created. This device is your VIP when you need to take care of more important things in life.
Remember the car scenario above? If you have the TrackR, you can just hide it under your car's floor mat, in the trunk or in the glove compartment. Somewhere it won't be found if your car gets stolen.
If you forget where you parked your car, whip out your smartphone and open the TrackR app. Tap on the "lost item" icon on the screen and the app will tell you the exact coordinates of the last known location of the TrackR.
How Much is it Going To Cost Me?
You're probably thinking that this device is very expensive... False! TrackR only costs $29! That's a small price to pay for peace of mind, isn't it?
Where can I buy TrackR?
You can buy it directly from the company's website. They ship worldwide and you'll receive your TrackR within a ~week.
Watch The Video Below To See How TrackR Works:
What else can I do with TrackR?
As we said before, TrackR has unlimited possibilities. The device is small and unobtrusive enough that you can attach it to your pet. Put it on their collar, and the issue of searching for them as they scamper off to nearby places will be over! Attach it to your keys and wallet, and never waste a minute rummaging the whole house for it.
TrackR even comes with a double-sided adhesive so you can stick it to your laptop or under your bike seat. Track down and punish the thieves who steal your expensive things!
Attach it to everything that's important to you!

With over 3.5 Million units sold worldwide, this is the most affordable solution to trackr your items.
Step by step instructions on how to use Trackr
Now that you are aware of the potential of this curious device, all you need to do is to follow these 3 steps:
1. Get Trackr from the manufacturer website. You’ll get it delivered to your home in about 1 week.
2. Link Trackr with your Smartphone (iPhone or Android) and place it next to the object you don’t want to lose.
3. Download the free app and always have in hand the location of your belongings. As Simple As That!

P.S. The special sale might end today! Better claim your buy 4 TrackR, get 4 for FREE offer now!

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Facebook replaces Oculus computer vision head

The head of computer vision at Facebook’s virtual reality subsidiary, Oculus, has been replaced following his arrest related to an underage sex sting operation, TechCrunch has learned.
Dov Katz was arrested at an Embassy Suites outside of Seattle in late December after allegedly soliciting sex from an undercover officer who he believed, at the time of meeting, was a 15-year-old girl. Katz allegedly agreed to pay $300 for sex.
Katz has been replaced by Amir Frenkel, who — according to LinkedIn — joined Facebook in November of last year as director of engineering before transitioning to his role as head of computer vision at Oculus last month. Before joining Facebook, Frenkel served as head of wearables engineering at Google, where he worked on initiatives surrounding the Google Glass and the Project Aura augmented reality products.
An Oculus spokesperson confirmed to TechCrunch that Katz is no longer an employee at the company.

This scandal comes at a particularly bad time for Oculus, which has been in the throes of an executive overhaul over the last several months that has seen many of the company’s most prominent employees shifting roles or leaving while the virtual reality company, which Facebook acquired in 2014, grows more organizationally integrated beneath its parent company.
In December, Oculus co-founder and CEO Brendan Iribe suddenly announced that he would be stepping down from his role to lead PC-based VR initiatives at the company. Ex-Xiaomi executive Hugo Barra took over the reins of the company last month, but not as Oculus’ CEO. Instead, his title is that of Facebook’s “VP of VR,” overseeing VR initiatives at both Facebook and Oculus.
Just a few weeks ago, Oculus co-founder Palmer Luckey left the company he helped start in his garage following several months of public silence related to a scandal surrounding his funding of an anti-Clinton online action group during the 2016 presidential election. The scandal — and Luckey’s later admission — angered many in the developer community, with some threatening to boycott development on the platform.
This situation with Katz has obviously been an outlier during the current leadership woes but has nevertheless been damaging to the company, which is blazing ahead with its computer vision tech as it readies new virtual reality and augmented reality products.