Tuesday, 21 August 2018

Google Fit gets a redesign, adds Heart Points and coaching

Google Fit is getting a major update today. The company’s activity tracking app has been around for a few years now but until today, it pretty much worked and looked that same as on the day it launched. Today’s redesign is quite a departure from that old look and feel, though, and it also introduces quite a few new features that help take the service in a new direction.

The most obvious new feature in the new version is that instead of only focusing on active minutes (or ‘Move Minutes’ as they are called now), Google has now introduces the concept of Heart Points. With this, you don’t just score points for moving but the app will also give you extra points for activities that actually get your heart beating a bit faster. Google Fit will give you one point for every minute of moderate activity and double points for more intense activities (think running or kickboxing). You won’t be able to buy anything with those points, but you’re more likely to live longer, so there’s that.

Like before, Google Fit will automatically track your activities thanks to the sensors in your phone or Wear OS watch. You can always manually add activities, too, or use apps like Strava, Runkeeper, Endomondo and MyFitnessPal to get credit for the workouts you track with them.

What’s also new in this update is actionable coaching, something that was sorely missing from the old version. It remains to be seen how useful this new feature is in day-to-day use, but the idea here is to give you feedback on how active you’ve been throughout the week and help you stay motivated.

What I’m actually the most excited about, though, is the new look and feel. Based on the screenshots Google has shared so far, the app now provides you with far more details at a glance, without having to dig into timelines (which weren’t all that usable in the old version to begin with).

The new version is now rolling out to Android and Wear OS users.



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Monday, 20 August 2018

Costco now supports Apple Pay across all of its US stores

Apple has landed a big new partner for Apple Pay in the U.S. after Costco began accepting the mobile payment service across 750 stores. The retailer plans to include support at its gas stations, but that isn’t yet complete.

The rollout — first reported by MacRumors — follows limited trials at selected Costco outlets, including a warehouse near its corporate headquarters in Washington.

This new partnership comes hot on the heels of Apple’s landing similar deals with CVS and 7-Eleven. The deal with CVS is particularly notable since the retailer had held off on supporting the Apple service, to the point that it even developed its own alternative that is based on barcodes. Apple also secured a deal this summer to add Apple Pay support to eBay which gives it more breath among online retailers, too.

The service is operational in 30 international markets and, in the U.S., it is tipped to account for half of all contactless payments operated by an OEM by 2020, according to a recent analyst report.

The market for such services — which includes Samsung Pay, Google Pay and others — is tipped to reach 450 million consumers. Apple, though, is already seeing the benefits. Apple Pay is part of the company’s ‘services’ division which recorded revenue of $9.6 billion in the last quarter, that’s up 31 percent year-over-year.



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Apple cracks down on gambling apps in China

Apple is cracking down on illegal content in China after it removed potentially thousands of apps related to gambling.

The Wall Street Journal reported that the U.S. phone-maker purged as many as 25,000 apps — that’s a figure that was first cited by state-owned broadcaster CCTV [link in Chinese]. Apple didn’t comment on the number of apps removed, but it did confirm that it took action.

“Gambling apps are illegal and not allowed on the App Store in China. We have already removed many apps and developers for trying to distribute illegal gambling apps on our App Store, and we are vigilant in our efforts to find these and stop them from being on the App Store,” a spokesperson told TechCrunch.

Apple offers over 1.5 million apps in China. Greater China — which includes China, Hong Kong and Taiwan — is Apple’s third largest region based on business, grossing $9.6 billion in the most recent quarter. That’s around 18 percent of its total revenue.

The removals come weeks after a number of state-media reported criticism of Apple for failing to prevent issues such a spam, gambling, pornography and more concerning its business in Asia.

That criticism has been linked to the ongoing trade war between China and the U.S. — a spat that cost Qualcomm’s its $44 billion acquisition of NXP — but that may be wide of the mark. Apple is not alone in being rebuked by Beijing for content deemed unsuitable, a number of China’s up-and-coming startups have also had their wings clipped.

Earlier this year, ambitious new media firm ByteDance — which operates news and video apps and is currently talking to investors to raise $2.5-$3.5 billion — was ordered to shutter a parody app it operated in China. Additionally, four news and content apps were suspended from the App Store and Google Play for offending authorities. ByteDance responded by doubling its content moderation team and developing stronger systems for checking content.

“Content had appeared that did not accord with core socialist values and was not a good guide for public opinion. Over the past few years, we put more effort and resources toward expanding the business, and did not take enough measures to supervise our platform,” founder and CEO Zhang Yiming said in a statement that seemed designed to appease internet regulators.

Apple has, of course, taken criticism for kowtowing to Beijing by removing more than 50 VPN apps, which can be used to circumvent China’s internet censorship system, from the App Store. CEO Tim Cook has expressed his belief that the apps — and others removed by Apple in order to comply with Chinese law — will return, but it is difficult to envisage a scenario in which that happens.



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Thursday, 16 August 2018

Google One is more proof of commoditization of consumer cloud storage

We have long known that the price of cloud storage services like Dropbox, Google Drive and Microsoft OneDrive have been getting cheaper over time. Yesterday’s launch of Google One in the U.S. dropped the price for Google storage even further, cutting the cost per terabyte per month in half, driving this point home even more clearly.

As Frederic Lardinois pointed out in his post, 2 terabytes of storage now costs $9.99 a month. Consider that without joining Google One, that was the same price for 1 terabyte of storage. By signing up for Google One, you could double your storage without paying one penny more, and let’s face it this was a ton of storage before the change.

Let’s compare that with some of the other players out there. Each one is a little different, but the storage costs tell a story.

Google One’s shift to 2 TB for $9.99 a month puts it in line with Apple’s pricing, which surprisingly had given you the most storage bang for your buck out of these four companies before Google One came along. Who would have thought that Apple was giving its users the best price on anything? Of course, you get access to Office 365, including Word and PowerPoint, with your terabyte of Microsoft OneDrive storage, which is going to add a fair bit of value for many users over and above the pure storage being offered.

Regardless, if you consider Apple and Google’s pricing, the price of a terabyte of cloud storage has dropped to $5.00 a month. That’s pretty darn cheap and it shows just how commoditized online storage has become and how much scale you require to make money.

Alan Pelz-Sharpe, principal analyst at Deep Analysis, who has been watching this space for years says that consumer cloud storage pricing has always been a race to the bottom. “You can only make a margin with mass scale. That’s why firms who are not Microsoft, Amazon or Google are pushing hard for business and enterprise customers. Google One just brings that message home,” he said.

If you get enough scale, as Dropbox has with an estimated 500 million users, if you can get a percentage to pay $8.25 a month for a terabyte of storage, it can add up to real money. When Dropbox filed its S-1 to before it went public earlier this year, it reported more than $1 billion in consumer revenue. It would be difficult if not impossible for a startup launching today to compete with the existing players, but the ones out there continue to compete with one another, driving the cost down even further.

Today’s announcement is just another step in that downward price pressure of consumer cloud storage, and when you get double the storage from one day to the next for the exact same price, it shows just how true that it is.



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What AR/VR/XR needs to go big

AR/VR/XR are going to be big, but not everyone will win. Today’s market is a collection of related point solutions to specific problems, but not a fully functioning ecosystem. Not yet. For the market to begin to challenge incumbent platforms (particularly mobile), great tech alone is not enough. AR/VR/XR needs its own Reality Ecosystem. And there are a lot of pieces to the puzzle.

Source: Digi-Capital


(Note: This discussion focuses on consumer, not enterprise, AR/VR/XR markets)

Active users

For platforms to be platforms, they need active users. Lots of them. Table stakes are tens of millions; hundreds of millions are better, but billions are the ultimate goal. Today we’re all active users of a platform with four and a half billion active users — mobile.

Early indications are positive for mobile AR, with Pokémon GO (tens of millions), Snapchat (hundreds of millions) and WeChat (billions) showing what is possible. Google’s Maps/Lens combo demoed at Google I/O also has potential. But it will still take multiple breakouts across the 20-plus mobile AR app categories to leverage early successes into a true platform.

VR has different user dynamics, partly because of a lack of plurality, but also due to relatively limited scale and user attrition. One of the challenges for VR is a primary entertainment focus (games, video), which can be done more easily and cheaply on existing devices (even though they can’t rival it for immersion). Also, the social side of VR hasn’t really scaled so far — AltspaceVR was one of the biggest VR social apps last year with 35,000 monthly active users (“MAU”) when acquired by Microsoft after reporting it was closing. So while there is an active core VR user base, some casual users haven’t stuck with the platform for long enough.

If Apple launches smartphone-tethered smart glasses as an iPhone peripheral (we’ve forecast 2020 for a few years now), we’ll get a better idea of what smart glasses daily active users (“DAU”) could look like. But Snap Spectacles (not smart glasses) and Google Glass highlight that cool tech goggles can end up in the closet. Magic Leap’s recent launch has also received mixed reviews. Smart glasses need to sort this out if they hope to scale.

High-frequency users

The most important economic lesson from mobile is “Frequency Revenue” (““ means “proportional to”). In other words, high user frequency = money. For example, the top 1 percent grossing mobile apps deliver 35x the sessions per day of the top 5 percent apps. And going back to active users, lifetime value of the top 1 percent grossing apps is 20x that of the the top 5 percent. While it’s obvious, you need to hold on to users and give them something to do to make money. While there are big differences between AR/VR/XR and mobile, this remains a crucial dynamic.

Mobile AR has shown what is possible, with Pokémon GO, Snapchat and soon Google Maps/Lens again standouts. While each has a different approach to user engagement, usage frequency is high. It’s part of why they’re so valuable.

Some VR headsets get used less than once a day, with a significant proportion every few days, weekly or even monthly. Our User Strategy team’s product/market fit reviews for startups have shown this dynamic even when users love their VR apps. The words “evenings,” “weekends” and “holidays” come up, particularly for under-34 Snapchat demographic users. Not ideal for frequency.

Again, with smart glasses it is too early to tell, but app developers might need a mental model closer to mobile than enterprise to get frequency to work. Lightweight, short-duration apps that are opened tens to hundreds of times a day could keep smart glasses on peoples’ faces when they’re ready for prime time. No pressure there, then.

Critical use cases

We think about use cases for new technology platforms in terms of valuable versus critical. Valuable use cases might be cool and technically hard to do, but either don’t fundamentally transform user experience or aren’t important to users. Critical use cases enable lots of users to do something they really care about, and that couldn’t be done in any other way. Critical is interesting, valuable not so much.

Critical use cases for mobile AR are beginning to emerge, with perhaps the first being Google’s Maps/Lens combination revealed at Google I/O 2018. It solves a universal problem when you come out of Embarcadero Station and are told to go south — but where’s south? Google combined computer vision with mobile AR to show you exactly where to go, and even gave you a cute fox to lead you there. This produced a visceral response in the audience at the I/O Keynote, because it solves a problem we all share. And it couldn’t be done in any other way.

VR is valuable — just ask Palmer Luckey. It’s also cool, technically hard to do and can take you to other worlds. But critical? Again, VR’s entertainment focus effectively makes it a subset of the games market, as well as other use cases, such as enterprise training. But critical use cases don’t appear to have emerged three years into the market. For comparison, Uber launched three years after the iPhone.

As smart glasses are largely enterprise focused today, again it’s early for critical consumer use cases. The first could evolve from mobile AR, but they are more likely to come from native smart glasses use cases that only work for that form factor.

Critical apps

On average, Americans tend to use nine mobile apps per day, and 30 per month. Most download zero apps per month. This means critical use cases are not enough. They need to be features of critical apps we already use all the time, or something so insanely great that we might actually download it.

This dynamic could be mobile AR’s secret weapon, with mundane use cases embodied in ubiquitous apps the possible winners. Again, think Google Maps (soon Apple Maps, too) or Snapchat. Outliers like Pokémon GO come from specific sets of circumstances and are hard to duplicate. There’s a reason why breakout hits are rare in mobile (not just mobile AR). Houzz proved mobile AR apps can drive an extraordinary 11x sales uplift for e-commerce, but again, this is a feature of an already successful app. Current mobile leaders could determine how mobile AR evolves even more than startup insurgents.

The challenges for critical VR use cases apply to critical VR apps too. It’s hard to describe a VR app most people couldn’t live without, even if you love Beat Saber. It’s too early to tell with smart glasses again, but their critical use cases might need to be more than ports from breakout mobile AR successes.

Cloud/data

Many people in the industry are excited about AR Cloud, a persistent 3D real-world data layer for shared AR apps. It could become a key enabler for the Reality Ecosystem for both mobile AR and smart glasses. But discussions with AR Cloud startup CEOs indicate that critical use cases and monetization remain open questions for some. Google, Niantic (and again, Apple) have it figured out, but startups in the space must avoid phase 2 of the Underpants Gnomes’ business model. Google and Uber are proof that platform economics can take time to develop, so the excitement may yet be warranted.

Blockchain has been said to be VR’s cloud. While this could be the future, it needs to avoid what Steve Wozniak and others have called the “Blockchain Bubble.

Source: Digi-Capital


Data/analytics to support the industry have largely come from industry reports so far (including our own). But AR/VR/XR tools equivalent to Bloomberg, AppAnnie or PitchBook hadn’t emerged before Digi-Capital’s Analytics Platform was first seen at Google in May (before launching in July). Piper Jaffray Apple analyst (now Loup Ventures managing partner) Gene Munster describes it as “Bloomberg for AR/VR/XR” — so hopefully that helps fill the vacuum.

Installed base

For the Reality Ecosystem to succeed, massive installed bases for underlying hardware and software platforms are required. While this does not guarantee users downloading or using AR/VR/XR apps, without them, there’s little chance of success.

Mobile AR is the front-runner, as Apple ARKit, Google ARCore and Facebook Camera Effects could deliver more than 900 million installed base by the end of this year, and approach three and a half billion by 2022. So while mobile AR has a lot of other challenges to solve (not least UI/UX), installed base appears to be a done deal.

VR (mobile, console/PC, standalone) could reach 50 to 60 million installed base in five years’ time, but again, looks more like a subset of the games market than anything else.

Smart glasses could produce tens of millions installed base by 2022 (again, if and when Apple enters), and result in a combined AR/VR headset installed base in the high tens of millions to more than 100 million in five years (or around 3 percent of mobile AR).

Critical hardware

Today’s critical hardware is the smartphone. It’s the first, most frequent and last thing most of us look at every day. So mobile AR has critical hardware already. And if we’re right about Apple rolling out TrueDepth sensors beyond the iPhone X, functionality could get better for a broader set of users.

VR hardware is valuable, but its usage patterns don’t make it look critical yet. Again, as a subset of the games market, it seems to have found a deep niche audience without going mass-market.

Smart glasses need an Apple-quality device (whether made by Apple or somebody else) to be critical. They could start as mobile peripherals, but a device capable of replacing your phone might be what’s needed. However there are major technical and packaging issues to solve first, so this could take a few years.

Corporate and VC investment

The Reality Ecosystem could depend more on internal corporate investment than startups raising cash from VCs. For example, Apple’s investment over the last four years to build its AR Cloud for Apple Maps (and a range of other potential applications) could be greater than the largest VC investments. While attention has been focused on monster rounds for Magic Leap and others, the corporate world could prove more important.

However, VC investment will always be a major driver because it enables black swans like Google, Facebook, Uber, Tencent and Alibaba to emerge. They would not have reached escape velocity without great VCs bankrolling them, and the Reality Ecosystem should be no different.

Talking with 30 leading VCs in Sand Hill Road and China showed a mental model geared toward mobile AR and computer vision in the near-term, and smart glasses in the long-term. VCs appear to be far less focused on VR.

While AR/VR/XR saw more than $1.5 billion investment in Q2 2018 and more than $5 billion in the last 12 months, the shape of the VC market has changed. The shift to China (which could win AR/VR/XR long-term) with larger, later-stage deals, was twinned with fewer early-stage deals in the U.S. in Q2 2018. It will be interesting to see how this plays out through the year.

If you build it, they will come… but who will build it?

Ubiquitous AR (mobile AR, smart glasses) could drive $85 billion to $90 billion revenue by 2022, dominating focused VR (mobile, console/PC, standalone) with $10 billion to $15 billion in the same time frame. But this won’t happen without a robust Reality Ecosystem to support it.

So who will build it?

Digi-Capital tracks thousands AR/VR/XR leaders across mobile AR (gathering momentum, but more traction needed), smart glasses (too early to tell) and VR (still all to prove, three years in). While there are extraordinary startups like Niantic, some of the smart money is on incumbent platforms like Apple, Google, Facebook, Tencent, Alibaba and Amazon to form the bedrock of what is yet to come. None has emerged as the Reality Ecosystem’s true champion yet, so it’s all to play for. That said, Apple’s full-stack ecosystem, Google’s AR Cloud, Facebook’s social scale and Alibaba’s Online-to-Offline (“O2O”) dominance position them as strong contenders.

There’s clear blue ocean between here and the end-game for the Reality Ecosystem, and a massive amount of work to be done. A fair wind and following seas could help, but luck and determination might turn out to be far more important.



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Wednesday, 15 August 2018

Spotify is falling behind on lyrics and voice

Spotify’s lack of full lyrics support and its minimal attention to voice are beginning to become problems for the streaming service. The company has been so focused on the development of its personalization technology and programming its playlists, it has overlooked key features that its competitors – including Apple, Google, and Amazon – today offer and are now capitalizing on.

For example, in the updated version of Apple Music rolling out this fall with iOS 12, users won’t just have access to lyrics in the app as before, they will also be able to perform searches by lyrics instead of only by the artist, album, or song title.

And Apple Music is actually playing catch up with Amazon on this front.

Amazon Music, which has quietly grown to become the third largest music streaming service, allows users to view the lyrics as songs play, and ties that to its Alexa voice platform. Amazon Music users with an Alexa device can also search for songs by lyrics just by saying “play the song that goes…”.

The company has been offering this capability for close to two years. While it had originally been one of Alexa’s hidden gems, today asking Alexa to pull up a song by its lyrics is considered a standard feature.

Though Google has lagged behind Apple, Spotify and Amazon in music, its clever Google Assistant is capable of search-by-lyrics, too. And as an added perk, it can also work like Shazam to identify a song that’s playing nearby.

With the rise of voice-based computing, features like asking for songs with verbal commands or querying databases of lyrics by voice are now expected features.

And where’s Spotify on this?

It has launched lyrics search only in Japan so far, and refuses to provide a timeline as to when it will make this a priority in other markets. Even tucked away in the app’s code are references to lyrics tests only in the non-U.S. markets of Thailand and Vietnam.

Those tests have been underway since the beginning of the year, we understand from sources. But the attention being given to these tests is minimal – Spotify isn’t measuring user engagement with the lyrics feature at this point. And Spotify CEO Daniel Ek wasn’t even aware his team was working on these lyrics tests, we heard, which implies a lack of management focus on this product.

Meanwhile, competitors like Apple and Amazon have dedicated lyrics teams.

We asked Spotify multiple times if it was currently testing lyrics in the U.S. (You can see one person who claims they gained access here, for example.) But the company never responded to our questions.

Image credit: Imgur via Reddit user spalatidium

Some Spotify customers who largely listen to popular music may be confused about the lack of a full lyrics product in the app. That’s because Spotify partnered with Genius in 2016 to launch “Behind the Lyrics,” which offers lyrics and music trivia on a portion of its catalog. But you don’t see all the song’s lyrics when the music plays because they’re interrupted with facts and other background  information about the song, the lyrics’ meaning, or the artist.

That same year, Spotify also ditched its ties with Musixmatch, which had been providing its lyrics support, as the two companies could no longer come to an agreement. There was expectation from users that lyrics would return at some point – but only “Behind the Lyrics” emerged to fill the void.

Demand for a real lyrics feature remains strong, though. Users regularly post on social media and Reddit about the topic.

A request for lyrics’ return is also one of the most upvoted product ideas on Spotify’s user feedback forum. It has 9,237 “likes,” making it the second-most popular request.

(The idea has been flagged “Watch this Space,” but it’s been tagged like that for so long it’s no longer a promise of something that’s soon to come.) There is no internal solution in the works, we understand, and it’s not working on a new deal with a third-party at this time.

 

The lack of lyrics is becoming a problem in other areas, as well, now that competitors are launching search-by-lyrics features that work via voice commands.

In fact, Spotify was late, in general, to address users’ interest in voice assistance – even though a primary use case for music listening is when you’re on the go – like, in the car, out walking or jogging, at the gym, biking, etc.

It only began testing a voice search option this spring, accessible through a new in-app button. Now rolled out to mobile users on Spotify Premium, the voice search product works via a long-press on the Search button in the app. You can then ask Spotify to play music, playlists, podcasts, and videos.

But the feature is still wonky. For one thing, hiding it away as a long press-triggered option means many users probably don’t know it exists. (And the floating button that pops up when you switch to search is hard to reach.) Secondly, it doesn’t address the primary reason users want to search by voice: hands-free listening.

Meanwhile, iPhone/HomePod users can tell Siri to play music with a hands-free command; Google Assistant/Google Home users can instruct the helper to play their songs – even if they only know the lyrics. And Amazon Music’s Alexa integration is live on Echo speakers, and available hands-free in its Music app.

Even third-party music services like Pandora are tapping into the voice platforms’ capabilities to provide search by lyrics. For example, Pandora Premium launched this week on Google Assistant devices like the Google Home, and offers search-by-lyrics powered by Google Assistant.

Spotify can’t offer a native search-by-lyrics feature in its app, much less search-by-lyrics using voice commands option, because it doesn’t even have fully functional lyrics.

Voice and lyrics aren’t the only challenges Spotify is facing going forward.

Spotify also lacks dedicated hardware like its own Echo or HomePod. Given the rise of voice-based computing and voice assistants, the company has the potential to cede some portion of the market as consumers end up buying into the larger ecosystems provided by the main tech players: Siri/HomePod/Apple Music vs. Google Assistant/Google Home/Google Play Music (or YouTube Music) vs. Alexa/Echo/Amazon Music (all promoted by Prime).

For now, Spotify works with partners to make sure its service performs on their platforms, but Apple isn’t playing nice in return.

Elsewhere, Spotify may play – even by voice – but won’t be as fully functional as the native solutions. With Spotify as the default service on Echo devices, for example, Alexa can’t always figure out commands that instruct it to play music by lyrics, activity, or mood – commands that work well with Amazon Music, of course.

Other cracks in Spotify’s dominance are starting to show, too.

Amazon Music has seen impressive growth, thanks to adoption in four key Prime markets, U.S., Japan, Germany and the U.K.. With now 12% of the music streaming market, it has become the dark horse that’s been largely ignored amid discussions of the Amazon vs Spotify battle. But it’s not necessarily one to count out just yet.

YouTube Music, though brand new, has managed to snag Lyor Cohen as its Global Music Head, while Spotify’s latest headlines are about losing Troy Carter.

Meanwhile, Apple CEO Tim Cook just announced during the last earnings call that Apple Music has moved ahead of Spotify in North America. He also warned against ceding too much control to algorithms, in a recent interview, making a sensible argument for maintaining music’s “spiritual role” in our lives.

“We worry about the humanity being drained out of music, about it becoming a bits-and-bytes kind of world instead of the art and craft,” Cook mused.

Apple was late to music streaming, having been so tied to its download business. But it has the luxury of time to get it right, knowing that its powerful iPhone platform offers anything it launches a built-in advantage. (And it’s poised to offer TV shows as a part of its subscription, too.)

Despite these concerns, Spotify doesn’t need to panic yet – it still has more listeners, more paying customers, and more consumer mindshare in the music streaming business. It has its popular playlists and personalization features. It has its RapCaviar. But it will need to plug its holes to keep up where the market is heading, or risk losing customers to the larger platforms in the months ahead.



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Turkish President Erdogan calls for boycott of US tech

Yesterday, Turkish President Recep Tayyip Erdogan called for a boycott of all U.S. technology during a speech in the country’s capital city of Ankara.

“Every product that we buy in foreign currency from outside, we will produce them here and sell abroad,” said Erdogan during the speech. “We will boycott the electronics products of the U.S.”

Erdogan continued to suggest that for every Apple iPhone Turkish citizens could use a Korean Samsung phone instead — an ironic statement given the importance the iPhone had in helping him quell a military coup in the country in 2016 that sought to remove him from power. In what became a swiftly ended (though still deadly with over 200 casualties) coup, Erdogan used FaceTime to call his supporters to the streets.

This announcement follows a tense week in Turkey where the country’s currency, the lira, fell more than 25 percent according to The New York Times. As the country struggles with increasing economic turmoil on its own soil, it continues to butt heads with the Trump administration, as well.

Despite their history as allies, diplomatic tensions between the two countries have been rising this past year. Last fall, a visa ban between the two was enacted following the arrests of two U.S. mission staff in Turkey for suspected connections to the 2016 coup. While the visa ban was lifted in late December, this summer, diplomatic tensions have continued to rise over the detention of a U.S. pastor in the country for alleged connections to the same coup.

Last week, Trump announced an increase in tariffs on Turkish steel and aluminium in a tweet saying:

I have just authorized a doubling of Tariffs on Steel and Aluminum with respect to Turkey as their currency, the Turkish Lira, slides rapidly downward against our very strong Dollar! Aluminum will now be 20% and Steel 50%. Our relations with Turkey are not good at this time!

In addition to its tech boycott, Turkey also retaliated yesterday with its own increased tariffs on U.S. goods, including cars and alcohol.



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