Tuesday, 11 June 2019

Apple joins the open-source Cloud Native Computing Foundation

The Cloud Native Computing Foundation (CNCF), the home of open-source projects like Kubernetes, today announced that Apple is joining it as a top-level Platinum End User Member. With this, Apple is joining 89 existing CNCF end-user members like Adidas, Atlassian, Box, GitHub, the New York Times, Reddit, Spotify and Walmart.

Apple, in typical fashion, isn’t commenting on the announcement, but the CNCF notes that end user memberships are meant for organizations that are “heavy users of open source cloud native technologies” and that are looking to give back to the community. By becoming a CNCF end-user member, companies also join the Linux Foundation.

As part of its membership, Apple also gets a seat on the CNCF’s Governing Board. http://bit.ly/2XyZ6gx, a senior engineering manager at Apple, will take this seat.

“Having a company with the experience and scale of Apple as an end user member is a huge testament to the vitality of cloud native computing for the future of infrastructure and application development,” said Chris Aniszczyk, CTO of the Cloud Native Computing Foundation. “We’re thrilled to have the support of Apple, and look forward to the future contributions to the broader cloud native project community.”

While you may not necessarily think of Apple as a major open source company, the company has open sourced everything from the XNU kernel that’s part of the Darwin operating system to its Swift programming language. The company has not typically participated all that much in the open source cloud infrastructure community, though, but today’s move may signal that this is changing. Apple obviously runs its own data centers, so chances are it is indeed a heavy user of open source infrastructure projects, though the company doesn’t typically talk about these.



from Apple – TechCrunch https://tcrn.ch/2wP8DV8

Mobile games now account for 33% of installs, 10% of time, and 74% of consumer spend

Mobile gaming continues to hold its own, accounting for 10% of the time users spend in apps — a percentage that has remained steady over the years, even though our time in apps overall has grown by 50% over the past two years. In addition, games are continuing to grow their share of consumer spend, notes App Annie in a new research report out this week, timed with E3.

Thanks to growth in hyper-casual and cross-platform gaming in particular, mobile games are on track to reach 60% market share in consumer spend in 2019.

The new report looks at how much time users spend gaming versus using other apps, monetization, and regional highlights within the gaming market, among other things.

Despite accounting for a sizable portion of users’ time, games don’t lead the other categories, App Annie says.

Instead, social and communications apps account for half (50%) of the time users spent globally in apps in 2018, followed by video players and editors at 15%, then games at 10%.

In the U.S., users generally have 8 games installed per device and globally, we play an average of 2 to 5 games per month.

The number of total hours spent games continues to grow roughly 10% year-over-year, as well, thanks to existing gamers increasing their time in games and from a broadening user base including a large number of mobile app newcomers from emerging markets.

This has also contributed to a widening age range for gamers.

Today, the majority of time spent in gaming is by those aged 25 and up. In many cases, these players may not even classify themselves as “gamers,” App Annie noted.

While games may not lead the categories in terms of time spent, they do account for a large number of mobile downloads and the majority of consumer spending on mobile.

One-third of all worldwide downloads are games across iOS, Google Play, and third-party app stores.

Last year, 1.6+ million games launched on Google Play and 1.1+ million arrived on iOS.

On Android, 74 cents of every dollar is spent on games with 95% of those purchases coming as in-app purchases not paid downloads. App Annie didn’t have figures for iOS.

Google Play is known for having more downloads than iOS, but continues to trail on consumer spend. In 2018, Google Play grabbed a 72% share of worldwide downloads, compared with 28% on iOS. Meanwhile, Google Play only saw 36% of consumer spend versus 64% on iOS.

One particular type of gaming jumped out in the new report: racing games.

Consumer spend in this subcategory of gaming grew 7.9 times as fast as the overall mobile gaming market. Adventure games did well, too, growing roughly 5 times the rate of games in general. Music games and board games were also popular.

Of course, gaming expands beyond mobile. But it’s surprising to see how large a share of the broader market can be attributed to mobile gaming.

According to App Annie, mobile gaming is larger than all other channels including home game consoles, handheld consoles, and computers (Mac and PC). It’s also 20% larger than all these other categories combined — a shift from only a few years ago, attributed to the growth in the mobile consumer base, which allows mobile gaming to reach more people.

Cross-platform gaming is a key gaming trend today, thanks to titles like PUBG and Fortnite in particular, which were among the most downloaded games across several markets last year.

Meanwhile, hyper-casual games are appealing to those who don’t think of themselves as gamers, which has helped to broaden the market further.

App Annie is predicting the next big surge will come from AR gaming, with Harry Potter: Wizards Unite expected to bring Pokémon Go-like frenzy back to AR, bringing the new title $100 million in its first 30 days. The game is currently in beta testing in select markets, with plans for a 2019 release.

In terms of regions, China’s impact on gaming tends to be outsized, but its growth last year was limited due to the game license regulations. This forced publishers to look outside the country for growth — particularly in markets like North America and Japan, App Annie said.

Meanwhile, India, Brazil, Russia and Indonesia lead the emerging markets with regard to game
downloads, but established markets of the U.S. and China remain strong players in terms of sheer numbers.

With the continued steady growth in consumer spend and the stable time spent in games, App Annie states the monetization potential for games is growing. In 2018, there were 1900 games that made more than $5 million, up from 1200 in 2106. In addition, consumer spend in many key markets is still growing too — like the 105% growth in two years in China, for example, and the 45% growth in the U.S.

The full report delves into other regions as well as game publishers’ user acquisition strategies. It’s available download here.



from Android – TechCrunch https://tcrn.ch/2R7skRg
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Card readers at electric vehicle charging stations will weaken security, researchers say

Electric vehicle charging stations could become one of the next big targets for fraudsters — thanks to proposals in several state that researchers say would weaken their security.

Most electric vehicle (EV) charging stations rely solely on a credit card linked to an app or through contactless payments with RFID-enabled credit cards or through a driver’s smartphone. Contactless payments are one of the most secure ways to pay, cutting out the credit card entirely and reducing the chance that a card will be cloned or have its data skimmed. For charging stations — often in the middle of nowhere and unmonitored — relying on contactless payments can reduce device tampering and credit card fraud.

But several states are proposing EV charging stations install magnetic stripe credit card readers, which the researchers are prone to abuse by fraudsters.

Arizona, California, Nevada, Vermont, and several states across New England are said to be considering installing credit card readers at publicly funded EV charging stations.

“While these proposals may be well-intentioned, they could expose drivers to new security risks while providing cyber criminals with easy access to attractive targets,” wrote security researchers April Wright and Jayson Street, in a paper out Monday by the Digital Citizens Alliance, a nonprofit consumer group.

Instead, they say EV charging stations and other point-of-sale machines should continue to rely on contactless payment methods and lawmakers “should engage with the security community to better understand fraud risks associated with credit card readers.”

“These proposals would effectively reverse the industry’s careful considerations regarding EV charger payment options,” said the researchers.

Much of the issues fall on the continued reliance of magnetic stripe cards, which remains one of the most common payment methods in the U.S.

Where other nations, including the U.K. and most of Europe, have adopted chip-and-PIN as the primary way of paying for goods and services, the U.S. still relies on the insecure magnetic stripe. Hackers can easily skim the data off the credit card and repurpose a stolen magnetic stripe to commit fraud. Although chip-and-PIN is more secure than the magnetic stripe, card fraud remains a risk until chip-and-PIN becomes the primary method for making payments. Even with chip-enabled cards, fraudsters can still steal payment card numbers and card verification codes by using hidden pinhole cameras.

Credit card skimming is said to be a $2 billion industry.

Using mobile contactless payments, like Apple Pay or Google Pay, would largely render the risk from card skimming almost entirely moot, they say.

Until more secure options are used, the introduction of magnetic stripe readers at EV chargers “would represent an unnecessary risk” to drivers.



from Apple – TechCrunch https://tcrn.ch/2R1u66g

Monday, 10 June 2019

Apple is making corporate ‘BYOD’ programs less invasive to user privacy

When people bring their own devices to work or school, they don’t want I.T. administrators to manage the entire device. But until now, Apple only offered two ways for I.T. to manage its iOS devices: either device enrollments, which offered device-wide management capabilities to admins or those same device management capabilities combined with an automated setup process. At Apple’s Worldwide Developer Conference last week, the company announced plans to introduce a third method: user enrollments.

This new MDM (mobile device management) enrollment option is meant to better balance the needs of I.T. to protect sensitive corporate data and manage the software and settings available to users, while at the same time allowing users’ private personal data to remain separate from I.T. oversight.

According to Apple, when both users’ and I.T.’s needs are in balance, users are more likely to accept a corporate “bring your own device” or BYOD program — something that can ultimately save the business money that doesn’t have to be invested in hardware purchases.

The new user enrollments option for MDM has three components: a managed Apple ID that sits alongside the personal ID; cryptographic separation of personal and work data; and a limited set of device-wide management capabilities for I.T.

The managed Apple ID will be the user’s work identity on the device, and is created by the admin in either Apple School Manager or Apple Business Manager — depending on whether this is for a school or a business. The user signs into the managed Apple ID during the enrollment process.

From that point forward until the enrollment ends, the company’s managed apps and accounts will use the managed Apple ID’s iCloud account.

Meanwhile, the user’s personal apps and accounts will use the personal Apple ID’s iCloud account, if one is signed into the device.

Third-party apps are then either used in managed or unmanaged modes.

That means users won’t be able to change modes or run the apps in both modes at the same time. However, some of the built-in apps like Notes will be account-based, meaning the app will use the appropriate Apple ID — either the managed one or personal — depending on which account they’re operating on at the time.

To separate work data from personal, iOS will create a managed APFS volume at the time of the enrollment. The volume uses separate cryptographic keys which are destroyed along with the volume itself when the enrollment period ends. (iOS had always removed the managed data when the enrollment ends, but this is a cryptographic backstop just in case anything were to go wrong during unenrollment, the company explained.)

The managed volume will host the local data stored by any managed third-party apps along with the managed data from the Notes app. It will also house a managed keychain that stores secure items like passwords and certificates; the authentication credentials for managed accounts; and mail attachments and full email bodies.

The system volume does host a central database for mail, including some metadata and five line previews, but this is removed as well when the enrollment ends.

Users’ personal apps and their data can’t be managed by the I.T. admin, so they’re never at risk of having their data read or erased.

And unlike device enrollments, user enrollments don’t provide a UDID or any other persistent identifier to the admin. Instead, it creates a new identifier called the “enrollment ID.” This identifier is used in communication with the MDM server for all communications and is destroyed when enrollment ends.

Apple also noted that one of the big reasons users fear corporate BYOD programs is because they think the I.T. admin will erase their entire device when the enrollment ends — including their personal apps and data.

To address this concern, the MDM queries can only return the managed results.

In practice, that means I.T. can’t even find out what personal apps are installed on the device — something that can feel like an invasion of privacy to end users. (This feature will be offered for device enrollments, too.) And because I.T. doesn’t know what personal apps are installed, it also can’t restrict certain apps’ use.

User enrollments will also not support the “erase device” command — and they don’t have to, because I.T. will know the sensitive data and emails are gone. There’s no need for a full device wipe.

Similarly, the Exchange Server can’t send its remote wipe command — just the account only remote wipe to remove the managed data.

Another new feature related to user enrollments is how traffic for managed accounts is guided through the corporate VPN. Using the per-app VPN feature, traffic from the Mail, Contacts, and Calendars built-in apps will only go through the VPN if the domains match that of the business. For example, mail.acme.com can pass through the VPN, but not mail.aol.com. In other words, the user’s personal mail remains private.

This addresses what has been an ongoing concern about how some MDM solutions operate — routing traffic through a corporate proxy meant the business could see the employees’ personal emails, social networking accounts, and other private information.

User enrollments also only enforces a 6-digit non-simple passcode, as the MDM server can’t help users by clearing the past code if the user forgets it.

Some today advise users to not accept BYOD MDM policies because of the impact to personal privacy. While a business has every right to manage and wipe its own apps and data, I.T. has overstepped with some of its remote management capabilities — including its ability to erase entire devices, access personal data, track a phone’s location, restrict personal use of apps, and more.

Apple’s MDM policies haven’t included GPS tracking, however, and nor does this new option.

Apple’s new policy is a step towards a better balance of concerns but will require that users understand the nuances of these more technical details — which they may not.

That user education will come down to the businesses who insist on these MDM policies to begin with — they will need to establish their own documentation, explainers, and establish new privacy policies with their employees that detail what sort of data they can and cannot access, as well as what sort of control they have over corporate devices.



from Apple – TechCrunch https://tcrn.ch/2wNBXeG

What top VCs look for in women’s fertility startups

A number of promising women’s health tech companies have popped up in the last few years, from fertility apps to ovulation bracelets — even Apple has jumped into the subject with the addition of period tracking built into the latest edition of the watch. But there hasn’t been much in the way of innovation in women’s sexual health for decades.

In-vitro fertilization (IVF) is now a 40-year-old invention and even the top pharmaceutical companies have spent a pittance on research and development. Subjects like polycystic ovarian syndrome, endometriosis and menopause have taken a backseat to other, more fatal concerns. Fertility is itself oftentimes a mysterious black box as well, though a full 10% of the female population in the United States has difficulty getting or staying pregnant.

That’s all starting to change as startups are now bringing in millions in venture capital to gather and treat women’s health. While it’s early days (no unicorns just yet) interest in the subject has been jumping steadily higher each year.

To shine a better light on the importance of tech’s role in spurring more innovation for women’s fertility, we asked five VCs passionate about the space for their investment strategies, including Sarah Cone (Social Impact Capital), Vanessa Larco (NEA), Anu Duggal (Female Founders Fund), Jess Lee (Sequoia) and Nancy Brown (Oak HC/FT).

Sarah Cone, Social Impact Capital

Sarah Cone, Social Impact Capital

We’re interested in companies that create large data sets in women’s health and fertility, enabling personalized medicine, clinical trial virtualization, better patient outcomes, and the application of modern AI/ML techniques to generate hypotheses that discover new targets and molecules.



from Apple – TechCrunch https://tcrn.ch/2MExq99

Google Assistant comes to Waze navigation app

Ever since Google acquired Waze back in 2013, features from each have been slowly making their way back and forth between it and Google Maps – and today Waze gets a big upgrade with Google Assistant integration, which means you can use the smart voice companion within the app.

Google Assistant in Waze will provide access to your usual Assistant features, like playback of music and podcasts, but it’ll also offer access to many Waze-specific abilities, including letting you asking it to report traffic conditions, or specifying that you want to avoid tolls when routing to your destination.

Google has done a good job of rolling out support for Assistant in its own Android Auto in-car software, and even brought it to Google Maps on Apple’s competing CarPlay system earlier this year. The benefits of having Assistant work natively within Waze are many, but the number one might be its potential to reduce distractions while on the road.

Waze remains a top choice among drivers, and anecdotally most Uber and Lyft drivers I encounter still swear by its supremacy over the competition, including Google’s other own-branded Maps solution.

Google Assistant will be available via a roll-out starting today in the U.S., in English only to start and on Android smartphones. Expect that availability to expand over time.



from Android – TechCrunch https://tcrn.ch/2K8pvPa
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Sunday, 9 June 2019

Apple puts accessibility features front and center

Although the meat of Apple’s accessibility news from WWDC has been covered, there still are other items announced that have relevancy to accessibility as well. Here, then, are some thoughts on Apple’s less-headlining announcements that I believe are most interesting from a disability point of view.

Accessibility goes above the fold

One of the tidbits I reported during the week was that Apple moved the Accessibility menu (on iOS 13 and iPadOS) to the top level of the Settings hierarchy. Instead of drilling down to Settings > General > Accessibility, the accessibility settings are now a “top level domain,” in the same list view as Notifications, Screen Time, and so on. Apple also told me this move applies to watchOS 6 as well.

Similarly, Apple said they’ve added accessibility to the first-run “setup buddy” experience. When someone sets up a new iPhone or other device for the first time, the system will prompt them to configure any desired accessibility features such as VoiceOver.

Both changes are long overdue and especially important symbolically. While it may not affect the average user much, if at all, the fact Apple is making this move speaks volumes about how much they care for the accessibility community. By moving Accessibility to the front page in Settings, it gives disabled users (and by extension, accessibility) just a bit more awareness.

As a disabled person myself, this is not insignificant. This change reinforces Apple’s position as the leader in the industry when it comes to making accessibility a first-class citizen; by elevating it to the top level, Apple is sending the message that accessibility is a critical aspect of the operating system, and a critical part of the user experience for so many, myself included.

Handoff for HomePod

I enjoy my HomePod for listening to music, podcasts, and controlling our HomeKit devices. Until now, however, one of the biggest annoyances with HomePod has been the inability to pick up where I left off. If I come home from the supermarket listening to music or a podcast and want to keep going, I have to stop and change the output source to my office’s HomePod. It’s not difficult to do, but from an accessibility perspective it’s a lot of extra taps. I definitely feel that bit of friction, and curse the dance every time I have to go through the rigamarole.

With iOS 13, that friction goes away. All I need to do is place my iPhone XR close to the HomePod (as if I were setting it up) and the iPhone will “hand off” whatever audio is playing to the speaker. Again, changing source is not a huge deal in the grand scheme of things, but as a disabled person I’m attuned to even the slightest inconveniences. Likewise with the ability to hear incoming iMessages read aloud to you on AirPods, these little refinements go a long way in not only having a more enjoyable, more seamless experience—it makes the experience more accessible, too. In this sense, this technology is magical in more ways than one.

The victory of Voice Control

The addition of Voice Control is definitely a headliner, but the backstory to it certainly isn’t.

Everyone I’ve spoken to during the week, whether it be fellow reporters, developers or Apple employees, shared the same sentiment: Voice Control is so great. In fact, the segment of John Gruber’s live episode of his podcast, The Talk Show, where he and special guests Craig Federighi and Greg Joswiak discussed the feature is a perfect example. It totally meshes with what I was told. Federighi explained how he had “friggin’ tears in my eyes” after watching an internal demo from somebody on Apple’s accessibility team.

Similarly, it was a hot topic of conversation at the accessibility get-together at the conference. So many of the engineers and other members of Apple’s accessibility group shared with me how proud they are that Voice Control exists. I’ve heard that its development was a considerable undertaking, and for everyone involved to see it released to the world—in beta for now, at least—is thrilling and affirming of the hard road the team took to get here.

At a high level, Voice Control strikes me as emblematic of Apple’s work in accessibility. Just watch the video:

It feels impossible, magical—but it’s entirely real. And the best part is this is a game-changing feature that will enhance the experience of so many, so immensely. Federighi was not wrong to cry; it’s amazing stuff.



from Apple – TechCrunch https://tcrn.ch/2MAD6AN