Saturday, 26 October 2019

This Week in Apps: TikTok security check, app store cleanups, GameClub takes on Apple Arcade

Welcome back to This Week in Apps, the Extra Crunch series that recaps the latest OS news, the applications they support, and the money that flows through it all.

The app industry in 2018 saw 194 billion downloads and more than $100 billion in purchases. This past quarter, consumer spending exceeded $23 billion and installs topped 31 billion. And there’s no sign of the app economy slowing down.

But with app marketplaces growing this large and powerful, they’re also now coming under more scrutiny from government officials as this intersection between apps and politics can no longer be overlooked.

This week, U.S. Senators asked for a TikTok security check, Google hosted its Android Developer Summit, a whole bunch of malicious apps got booted off Google Play (and a few on the App Store, too.) Plus, a great alternative to Apple Arcade launched; it’s called GameClub and delivers some of the best App Store games for $5 per month.

Headlines

TikTok comes under more political pressure

The world’s most downloaded app, TikTok, continues to draw attention not for its fun skits and lip-synced songs, but for censorship issues and potential security risks. This week, Senate Democratic Leader Chuck Schumer (D-NY) and Senator Tom Cotton (R-AR) sent a letter (PDF) to Acting Director of National Intelligence Joseph Maguire, formally requesting that the Intelligence Community conduct an assessment of the national security risks posed by TikTok and other China-owned content platforms in the U.S.

GettyImages 1073256498 1

Their concerns revolved around the storage of U.S. TikTok user data (TikTok parent company ByteDance claims it’s in the U.S.), its data collection capabilities, censorship concerns, and the potential for the app to be a counterintelligence threat. As a Chinese-owned company, TikTok still has to adhere to Chinese law. That’s a potential problem. 

By the way, a press release circulated about the letter, which said the senators claimed TikTok was a “national security threat.” They actually did not write those words in the letter — and it’s a step beyond what they were claiming. The senators wanted a risk assessment performed.

The Office of the Director of National Intelligence declined to comment. TikTok said it was “carefully reviewing” the letter. Good thing they just hired those lawyers.

Apple CEO Tim Cook is now the top advisor to a business school called China’s Harvard

The issues around the App Store’s intersection with U.S. politics aren’t limited to TikTok.

Apple, already under scrutiny for removing a crowdsourced mapping app that showed police presence in Hong Kong, last week attracted a letter from a bipartisan group of U.S. lawmakers who urged to have the app reinstated. 

Now (with a lack of concern over the optics apparently), Apple CEO Tim Cook has been appointed as chairman of Tsinghua University’s business school advisory board. The university is known as “China’s Harvard,” and is one of the most country’s most elite institutions; Chinese President Xi Jinping is a noted alumnus. The university has a history of relationships with Western leaders — last year, Mark Zuckerberg, Elon Musk, and Satya Nadella were listed as board members, and its previous chairman was American VC Jim Breyer.

But given the issues around Apple’s capitulation to China’s demands to censor its App Store in the region — not to mention the U.S.-China trade war, or how Apple had told Apple TV+ showrunners not to anger China — everyone pretty much agrees it was not the best timing for this news.

Unfortunately for Apple, it can’t abandon China now, as it’s grown too dependent on its business there. As Vox recently reported:

Unlike tech companies that haven’t broken into the country or only do minor business in it, Apple is now so deep in China that leaving it could be catastrophic. Even if the company was willing to forgo the $44 billion a year in sales it makes in China, it can’t leave the deep network of suppliers and assemblers that build hundreds of millions of iPhones every year.

Millions of malicious apps get booted from Google Play…and malicious apps spotted on the App Store, too

Malicious apps were found on both Google Play and the App Store this week. But these stories are not at all the same.

Security researchers found dozens of Android apps in the Google Play store serving ads to unsuspecting victims as part of a money-making scheme. The 42 apps containing adware had been downloaded more than 8 million times since they first launched in July 2018. The apps were also sending back data about the user’s device, TechCrunch reported — including if certain apps are installed and if the device allows apps from non-app store sources — which could be used to install more malicious software.

Sadly, this kind of thing happens a lot on Google Play.

What’s less common, however, is to find malware on the App Store — which happened this week, when 17 malicious apps were removed.

Screen Shot 2019 10 22 at 12.52.56 PM 1024x502



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Friday, 25 October 2019

Here’s where top gaming VCs are looking for startup opportunities

With cross-platform experiences like Fortnite and PUBG, in-game socializing environments, and subscription-based cloud gaming services from Playstation, Google, Amazon, and others, the gaming industry is entering a new era beyond mobile.

These days, the industry is at the center of social media and entertainment trends; gaming is expected to earn $152 billion in global revenue this year, up 9.6% year over year. 

Given my recent writing on Unity, the most-used game engine, and ongoing research into interactive media trends, I wanted to find out how top gaming-focused VCs are assessing the market right now. I asked ten of them to share which trends they are most excited about when it comes to finding investment opportunities:

  • David Gardner, Partner at London Venture Partners
  • Henric Suuronen, Partner at Play Ventures
  • Samuli Syvähuoko, Partner at Sisu Game Ventures
  • Jay Chi, Partner at Makers Fund
  • Peter Levin, Managing Director at Griffin Gaming Partners
  • Gigi Levy-Weiss, Partner at NFX
  • Ethan Kurzweil, Partner at Bessemer Venture Partners
  • Jonathan Lai, Partner at Andreessen Horowitz
  • Blake Robbins, Partner at Ludlow Ventures
  • Jon Goldman, General Partner at GC Tracker & Board Partner at Greycroft Partners

Amid the mix of predictions, there were several common threads, such as optimism about the rise of games as broader social platforms, opportunities to invest directly in new studios, and skepticism about near-term investments in augmented or virtual reality and blockchain.

Here are their responses.

David Gardner, Partner at London Venture Partners

“PC Games are back. Great place to start new IP to then migrate a success to multiple platforms. There is more innovation in business models and more open distribution on PC to facilitate audience growth without the punishment of mobile CPIs.

VR & AR remain out. We stood away from VR in the beginning and extend that to AR while the user experience for games remains a disappointment. Let’s hope those new Apple glasses do the trick!

Crypto remain a theological war zone, but honestly everything on offer has been available in the cloud world, but the real consumer benefit isn’t showing up.

We love games that are expanding audience demographics and are sensitive to less hardcore audiences.  For example, women players are estimated to account for 1 billion gamers.”

Henric Suuronen, Partner at Play Ventures

“At Play Ventures, we believe we have just entered the golden era of mobile gaming. Who would have believed 10 years ago that Nintendo and games like Fortnite and Call of Duty would all be on mobile. Mobile is not just a games platform anymore, it is THE games platform of choice for casual and core players alike. Consequently, in the next 2-3 years we will invest in 30-40 mobile games studios across the globe.”

Samuli Syvähuoko, Partner at Sisu Game Ventures

“We at Sisu Game Ventures have been investing in many sectors since 2015 including free-to-play mobile games (especially big here in Finland), VR, AR, PC, console, instant messenger, hypercasual, audio and most recently cloud-native games as well. In addition to game studios, around a third of our investments are into games related tech/infrastructure. 

We’ve so far not dipped our toes into blockchain or eSports and our appetite for doing more investments in VR and AR is nil. To me, the most interesting mega trends lie with the promise of cloud gaming when utilized to its full potential. Another term that encapsulates my excitement is games-as-a-social-hobby. Put this and the extreme accessibility of the cloud together and you’ll have a game with revolutionary potential.”

Jay Chi, Partner at Makers Fund

“We are looking closely at ‘Gaming as Media’ related content and platforms — the emergence of new interactive experience centered on ‘viewers as participants.’ Gaming as social media falls under this thesis. We are also looking for MMO and Metaverse enablers given increased demand for specialized, scalable and affordable technologies that empower lean startup teams to create and operate large-scale worlds and novel gameplays. 

We also see potential for new start-ups to emerge in hypercasual games with midcore/social meta — no one has truly cracked this genre yet.”



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Thursday, 24 October 2019

Millions downloaded dozens of Android apps on Google Play infected with adware

Security researchers have found dozens of Android apps in the Google Play store serving ads to unsuspecting victims as part of a money-making scheme.

ESET researchers found 42 apps containing adware, which they say have been downloaded over 8 million times since they first debuted in July 2018.

These apps look normal but act sneakily. Once an unsuspecting user installs an adware-infected app, the app will serve full-screen ads on the device’s display at semi-random intervals. Often the apps will delete their shortcut icon, making it more difficult to remove. The adware-infected apps will also mimic Facebook and Google’s apps to avoid suspicion, likely as a way to detract from the actual ad-serving app and to keep the app the device for as long as possible.

In the background, the apps were also sending back data about the user’s device — including if certain apps are installed and if the device allows apps from non-app store sources — which could be used to install more malicious software on a device.

“The adware functionality is the same in all the apps we analyzed,” said Lukas Stefanko, one of ESET’s security researchers.

The researchers also found that the apps would check to see if an affected device was connected to Google’s servers in an effort to prevent detection. If the apps think they are being tested by Google Play’s security mechanisms, which ostensibly keep the app store free from malicious apps, the adware payload will not be triggered.

Some of those apps include Video Downloader Master, which had five million downloads; and Ringtone Maker Pro, SaveInsta and Tank Classic, which had 500,000 downloads each.

The researchers say a Vietnamese college student may be behind the adware campaign.

Google removed all of the offending apps but the researchers warned that many were still available from third-party app stores. A spokesperson confirmed all of the apps have been removed, but the search and mobile giant does not usually comment beyond acknowledging their removal.

Read more:



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Wednesday, 23 October 2019

Google debuts new digital wellbeing ‘experiments’ like a notification mailbox, unlock clock & even a paper phone

Following the introduction of its digital wellbeing tools for Android at Google’s I/O developer conference last year, the company has since expanded the feature set to include new options like Focus mode and better parental controls for families with children. Now, Google is trying something new. The company today introduced a set of “experimental” apps designed to help users be better aware of their device use and reduce their screen time.

The apps, which are a part of a new Digital Wellbeing Experiments platform, are very different from your standard screen time controls. They’re open-sourced projects designed to kickstart out-of-the-box thinking, but not necessarily must-have tools.

One experiment, Unlock Clock, simply shows you how often you unlock your phone.

Screen Shot 2019 10 23 at 6.08.37 PM

Another, We Flip, lets a group of friends or a family disconnect from technology altogether by flipping a big switch. And if anyone unlocks their phone, the session ends for everyone — almost like making screen time a competitive family sport.

Desert Island and Morph, meanwhile, take an app-centric approach to screen time reduction. The former requires you to go a day with only your most essential apps, while the latter helps you stay focused by giving you the right apps at the right time of day.

Screen Shot 2019 10 23 at 6.29.32 PM

That idea had been popular in years past with Android launchers, like Cover, EverythingMe, and Aviate, for example. In those cases, different homescreen configurations and widgets would appear based on what time of day it was and what you were doing. However, the idea of smartphones that personalized themselves to our needs never really took off — perhaps because these same experiences could never transition to iOS where Apple’s restrictions limited how much customization could be done.

The Post Box experiment is one of the more intriguing creations — it offers to hold your notifications until whatever time suits you.

Notification spam is now arguably one of the worst side effects of becoming a smartphone user. It’s so bad, in fact, that both Apple and Google have had to redesign ways for users to reassert control at the OS level.

Earlier this year, Apple CEO Tim Cook even said that he has gutted his iPhone’s notifications, touting the iOS feature to do so as some sort of miraculous invention — when in reality it was Apple’s flawed design of the notification system to begin with that allowed developers to continually interrupt us with their irrelevant pings.

A mailbox-style system — like this new Google experiment provides — was another obvious choice, but one that wouldn’t have allowed an app ecosystem to blossom.

Then there is the most whimsical experiment of them all, Paper Phone.

This app will print you a custom booklet of the critical information you need that day, including favorite contacts, maps, meetings, tasks, weather info, and more.

paper phone

You can then take a short break from your device, without giving up access to your must-have information. It’s like time-traveling for those of us old enough to remember life before smartphones, and a small gift of freedom for those who have never been without.

Google says this new Digital Wellbeing Experiments platform is open for contributions from any designers and developers who want to share their ideas for a more balanced relationship with technology.

“We hope these experiments inspire developers and designers to keep digital wellbeing top of mind when building technology. The more people that get involved, the more we can all learn how to build better technology for everyone,” said Google.

Interested contributors can download the “Hack Pack” and open source code available on the site to get started.

The experiments only run on Android and are offered for download on the Play Store.

While the new experiments are less about fixing existing Google products and more about playing around with new ideas, Google has several other screen time/wellbeing initiatives underway, including its Android native wellbeing features, YouTube’s ‘take a break’ reminders and other screen time controls, Google Assistant’s wind-down routines, Gmail automations like auto-reply and send later, Google Family Link and more.



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Google’s Play Store is giving an age-rating finger to Fleksy, a Gboard rival 🖕

Platform power is a helluva a drug. Do a search on Google’s Play store in Europe and you’ll find the company’s own Gboard app has an age rating of PEGI 3 — aka the pan-European game information labelling system which signifies content is suitable for all age groups.

PEGI 3 means it may still contain a little cartoon violence. Say, for example, an emoji fist or middle finger.

Now do a search on Play for the rival Fleksy keyboard app and you’ll find it has a PEGI 12 age rating. This label signifies the rated content can contain slightly more graphic fantasy violence and mild bad language.

The discrepancy in labelling suggests there’s a material difference between Gboard and Fleksy — in terms of the content you might encounter. Yet both are pretty similar keyboard apps — with features like predictive emoji and baked in GIFs. Gboard also lets you create custom emoji. While Fleksy puts mini apps at your fingertips.

A more major difference is that Gboard is made by Play Store owner and platform controller, Google. Whereas Fleksy is an indie keyboard that since 2017 has been developed by ThingThing, a startup based out of Spain.

Fleksy’s keyboard didn’t used to carry a 12+ age rating — this is a new development. Not based on its content changing but based on Google enforcing its Play Store policies differently.

The Fleksy app, which has been on the Play Store for around eight years at this point — and per Play Store install stats has had more than 5M downloads to date — was PEGI 3 rating until earlier this month. But then Google stepped in and forced the team to up the rating to 12. Which means the Play Store description for Fleksy in Europe now rates it PEGI 12 and specifies it contains “Mild Swearing”.

Screenshot 2019 10 23 at 12.39.45

The Play store’s system for age ratings requires developers to fill in a content ratings form, responding to a series of questions about their app’s content, in order to obtain a suggested rating.

Fleksy’s team have done so over the years — and come up with the PEGI 3 rating without issue. But this month they found they were being issued the questionnaire multiple times and then that their latest app update was blocked without explanation — meaning they had to reach out to Play Developer Support to ask what was going wrong.

After some email back and forth with support staff they were told that the app contained age inappropriate emoji content. Here’s what Google wrote:

During review, we found that the content rating is not accurate for your app… Content ratings are used to inform consumers, especially parents, of potentially objectionable content that exists within an app.

For example, we found that your app contains content (e.g. emoji) that is not appropriate for all ages. Please refer to the attached screenshot.

In the attached screenshot Google’s staff fingered the middle finger emoji as the reason for blocking the update:

Fleksy Play review emoji violation

 

“We never thought a simple emoji is meant to be 12+,” ThingThing CEO Olivier Plante tells us.

With their update rejected the team was forced to raise the rating of Fleksy to PEGI 12 — just to get their update unblocked so they could push out a round of bug fixes for the app.

That’s not the end of the saga, though. Google’s Play Store team is still not happy with the regional age rating for Fleksy — and wants to push the rating even higher — claiming, in a subsequent email, that “your app contains mature content (e.g. emoji) and should have higher rating”.

Now, to be crystal clear, Google’s own Gboard app also contains the middle finger emoji. We are 100% sure of this because we double-checked…

Gboard finger

Emojis available on Google’s Gboard keyboard, including the ‘screw you’ middle finger. Photo credit: Romain Dillet/TechCrunch

This is not surprising. Pretty much any smartphone keyboard — native or add-on — would contain this symbol because it’s a totally standard emoji.

But when Plante pointed out to Google that the middle finger emoji can be found in both Fleksy’s and Gboard’s keyboards — and asked them to drop Fleksy’s rating back to PEGI 3 like Gboard — the Play team did not respond.

A PEGI 16 rating means the depiction of violence (or sexual activity) “reaches a stage that looks the same as would be expected in real life”, per official guidance on the labels, while the use of bad language can be “more extreme”, and content may include the use of tobacco, alcohol or illegal drugs.

And remember Google is objecting to “mature” emoji. So perhaps its app reviewers have been clutching at their pearls after finding other standard emojis which depict stuff like glasses of beer, martinis and wine… 🤦‍♀️

Over on the US Play Store, meanwhile, the Fleksy app is rated “teen”.

While Gboard is — yup, you guessed it! — ‘E for Everyone’… 🤔

image 1 1

 

Plante says the double standard Google is imposing on its own app vs third party keyboards is infuriating, and he accuses the platform giant of anti-competitive behavior.

“We’re all-in for competition, it’s healthy… but incumbent players like Google playing it unfair, making their keyboard 3+ with identical emojis, is another showcase of abuse of power,” he tells TechCrunch.

A quick search of the Play Store for other third party keyboard apps unearths a mixture of ratings — most rated PEGI 3 (such as Microsoft-owned SwiftKey and Grammarly Keyboard); some PEGI 12 (such as Facemoji Emoji Keyboard which, per Play Store’s summary contains “violence”).

Only one that we could find among the top listed keyboard apps has a PEGI 16 rating.

This is an app called Classic Big Keyboard — whose listing specifies it contains “Strong Language” (and what keyboard might not, frankly!?). Though, judging by the Play store screenshots, it appears to be a fairly bog standard keyboard that simply offers adjustable key sizes. As well as, yes, standard emoji.

“It came as a surprise,” says Plante describing how the trouble with Play started. “At first, in the past weeks, we started to fill in the rating reviews and I got constant emails the rating form needed to be filled with no details as why we needed to revise it so often (6 times) and then this last week we got rejected for the same reason. This emoji was in our product since day 1 of its existence.”

Asked whether he can think of any trigger for Fleksy to come under scrutiny by Play store reviewers now, he says: “We don’t know why but for sure we’re progressing nicely in the penetration of our keyboard. We’re growing fast for sure but unsure this is the reason.”

“I suspect someone is doubling down on competitive keyboards over there as they lost quite some grip of their search business via the alternative browsers in Europe…. Perhaps there is a correlation?” he adds, referring to the European Commission’s antitrust decision against Google Android last year — when the tech giant was hit with a $5BN fine for various breaches of EU competition law. A fine which it’s appealing.

“I’ll continue to fight for a fair market and am glad that Europe is leading the way in this,” adds Plante.

Following the EU antitrust ruling against Android, which Google is legally compelled to comply with during any appeals process, it now displays choice screens to Android users in Europe — offering alternative search engines and browsers for download, alongside Google’s own dominate search  and browser (Chrome) apps.

However the company still retains plenty of levers it can pull and push to influence the presentation of content within its dominant Play Store — influencing how rival apps are perceived by Android users and so whether or not they choose to download them.

So requiring that a keyboard app rival gets badged with a much higher age rating than Google’s own keyboard app isn’t a good look to say the least.

We reached out to Google for an explanation about the discrepancy in age ratings between Fleksy and Gboard and will update this report with any further response. At first glance a spokesman agreed with us that the situation looks odd.



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Monday, 21 October 2019

Apple’s control over the App Store is no longer sustainable

Last week, Apple caved to the Chinese government and pulled an app called HKmap.live that was being used by Hong Kong protestors to crowdsource the location of police forces.

While Apple CEO Tim Cook defended Apple’s stance, the move is a reminder that Apple is the only judge and jury regarding what’s acceptable in the App Store — but as mobile devices are integrated into more aspects of our lives, it’s getting harder to justify such tight control over their software.

The current state of the App Store is a great example of the risks of running a marketplace that becomes too big. It also shows that we can expect wide-ranging marketplace regulation in the near future.

The App Store as video game console

Before Apple introduced the App Store in 2008, companies could distribute third-party apps and web services without oversight; consumers could buy floppy disks, download software from the internet or connect to any website.

But with the App Store, Apple decided to control the user experience from approval to distribution. And it has been a massive economic success. There are more than 2.2 million apps in the App Store that have generated over 130 billion downloads.

In many ways, the iOS app ecosystem works more like a video game console than a computer — developers submit games and apps to the maker of the platform, which starts a review process to see if third-party content complies with guidelines. If so, developers may list their game or app on the platform.

The PlayStation 4 has been around for six years and Sony has approved 2,294 games in total, around 380 games per year. Due to the sheer size of the App Store, Apple has faced challenges that console manufacturers have never faced.

Review guidelines are poorly enforced

Apple has written the App Store Review Guidelines, a lengthy document intended to answer all questions about what’s acceptable — but those rules are not enforced consistently, and the App Store isn’t a level playing field, discrepancies I’ve pointed out in the past.

As an example: rule 4.3, titled “Spam:”

Don’t create multiple Bundle IDs of the same app. If your app has different versions for specific locations, sports teams, universities, etc., consider submitting a single app and provide the variations using in-app purchase. Also avoid piling on to a category that is already saturated; the App Store has enough fart, burp, flashlight, and Kama Sutra apps already. Spamming the store may lead to your removal from the Developer Program.

And yet, customers can find plenty of categories with app duplicates and companies trying to game the App Store. For example, I found 13 different VoIP apps released by four companies. Each company had multiple versions of the same app in order to pick different names, keywords and categories to optimize search results.

When I pointed this out to Apple, they removed most of the duplicates in less than 24 hours, but it can’t remain the single source of truth if it doesn’t enforce its own rules properly.

Similarly, as Under the Radar recently pointed out, some developers will always find ways to abuse the App Store. For instance, shady developers acquire apps with a lot of positive ratings, transfer those apps to their own developer account, push updates with expensive weekly recurring subscriptions and take advantage of Apple’s obscure process to cancel subscriptions.

Economic interests first

In its most recent earnings release, Apple reported that Greater China represented 17% of the company’s revenue. The company also manufactures the vast majority of its products in Chinese factories. Apple has a lot to lose in China.

That’s why Apple’s actions in China don’t reflect the company’s principles. Cupertino claims to care deeply about privacy, but it uploads iCloud user data to a state-owned mobile operator in China.

The company says that it cares deeply about privacy but uploads iCloud user data to a state-owned mobile operator in China

Apple first removed HKmap.live from the App Store, then authorized the app again before removing it one more time. The only thing that changed between the first second removal is that the Chinese government started openly criticizing Apple about that specific case.



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Pixel 4 review: Google ups its camera game

Google’s first-party hardware has always been a drop in the bucket of global smartphone sales. Pixel devices have managed to crack the top five in the U.S. and Western Europe, but otherwise represent less than 1% of the overall market. It’s true, of course, that the company got a late start, largely watching on the sidelines as companies like Samsung and Huawei shipped millions of Android devices.

Earlier this year, Google admitted that it was feeling the squeeze of slowing smartphone sales along with the rest of the industry. During Alphabet’s Q1 earnings call, CEO Sundar Pichai noted that poor hardware numbers were a reflection of “pressure in the premium smartphone industry.”

Introduced at I/O, the Pixel 3a was an attempt to augment disappointing sales numbers with the introduction of a budget-tier device. With a starting price of $399, the device seemingly went over as intended. The 3a, coupled with more carrier partners, helped effectively double year over year growth for the line. Given all of this, it seems like a pretty safe bet that the six-month Pixel/Pixela cycle will continue, going forward.

Of course, the addition of a mid-range device adds more onus for the company to differentiate the flagship. With a starting price of $799, the Pixel 4 certainly isn’t expensive by modern flagship standards. But Google certainly needs to present enough distinguishing features to justify a $400 price gulf between devices — especially as the company disclosed software upgrades introduced on flagship devices will soon make their way onto their cheaper counterparts.

Indeed, the much-rumored and oft-leaked devices bring some key changes to the line. The company has finally given in and added a dual-camera setup to both premium models, along with an upgraded 90Hz display, face unlock, radar-based gestures and a whole bunch of additional software features.

The truth is that the Pixel has always occupied a strange place in the smartphone world. As the successor to Google’s Nexus partnerships, the product can be regarded as a showcase for Android’s most compelling features. But gone are the days of leading the pack with the latest version of the operating system. The fact that OnePlus devices already have Android 10 means Google’s going head to head against another reasonably price manufacturer of quality handsets.

google pixel 4 009

The Pixel line steps up a bit on the design side to distinguish the product from the “a” line. Google’s phones have never been as flashy as Samsung’s or Apple’s, and that’s still the case here, but a new dual-sided glass design (Gorilla Glass 5 on both), coupled with a metal band, does step up the premium feel a bit. The product is also a bit heavier and thicker than the 3, lending some heft to the device.

There are three colors now: black, white and a poppy “Oh So Orange,” which is available in limited quantities here in the U.S. The color power button continues to be a nice touch, lending a little character to the staid black and white devices. While the screen gets a nice update to 90Hz OLED, Google still has no interest in the world of notches or hole punches. Rather, it’s keeping pretty sizable bezels on the top and bottom.

The Pixel 4 gets a bit of a screen size boost from 5.5 to 5.7 inches, with an increase of a single pixel per inch, while the Pixel 4 XL stays put at 6.4 inches (with a PPI increase of 522 to 537). The dual front-facing camera has been ditched this time out, instead opting for the single eight megapixel, similar to what you’ll find on the 3a.

Storage hasn’t changed, with both 64 and 128GB options for both models; RAM has been bumped up to a default 6GB from 4GB last time out. The processor, too, is the latest and greatest from Qualcomm, bumping from a Snapdragon 845 to an 855. Interestingly, however, the batteries have actually been downgraded.

google pixel 4 013

The 4 and 4 XL sport a 2,800 and 3,700mAh, respectively. That should be augmented a bit by new battery-saving features introduced in Android 10, but even still, that’s not the direction you want to see these things going.

The camera is, in a word, great. Truth be told, I’ve been using it to shoot photos for the site since I got the phone last week. This Google Nest Mini review, Amazon Echo review and Virgin Galactic space suit news were all shot on the Pixel 4. The phone isn’t yet a “leave your DSLR at home” proposition, of course, but damn if it can’t take a fantastic photo in less than ideal and mixed light with minimal futzing around.

There’s no doubt that this represents a small but important shift in philosophy for Google. After multiple generations of suggesting that software solutions could do more than enough heavy lifting on image processing, the company’s finally bit the bullet and embraced a second camera. Sometimes forward progress means abandoning past stances. Remember when the company dug its heels in on keeping the headphone jack, only to drop it the following year?

google pixel 4 010

The addition of a second camera isn’t subtle, either. In fact, it’s hard to miss. Google’s adopted a familiar square configuration on the rear of the device. That’s just how phones look now, I suppose. Honestly, it’s fine once you conquer a bit of trypophobia, with a pair of lenses aligned horizontally and a sensor up top and flash on bottom — as one of last week’s presenters half joked, “we hope you’ll use it as a flash light.”

google pixel 4 008

That, of course, is a reference to the Pixel’s stellar low-light capabilities. It’s been a welcome feature, in an age where most smartphone users continue to overuse their flashes, completely throwing off the photo in the process. Perhaps the continued improvements will finally break that impulse in people — though I’m not really getting my hopes up on that front. Old habits, etc.

The 4 and 4 XL have the same camera set up, adopting the 12.2-megapixel (wide angle) lens from their predecessors and adding a 16-megapixel (telephoto) into the mix. I noted some excitement about the setup in my write-up. That’s not because the two-camera setup presents anything remarkable — certainly not in this area of three, four and five-camera flagships. It’s more about the groundwork that Google has laid out in the generations leading up to this device.

00100trPORTRAIT 00100 BURST20191016105119747 COVER 1

Essentially it comes down to this: Look at what the company has been able to accomplish using software and machine learning with a single camera setup. Now add a second telephoto camera into the mix. See, Super High Res Zoom is pretty impressive, all told. But if you really want a tighter shot without degrading the image in the process, optical zoom is still very much the way to go.

There’s a strong case to be made that the Pixel 4’s camera is the best in class. The pictures speak for themselves. The aforementioned TechCrunch shots were done with little or no manual adjustments or post-processing. Google offers on-screen adjustments, like the new dual-exposure control, which lets you manually adjust brightness and shadow brightness on the fly. Honestly, though, I find the best way to test these cameras is to use them the way most buyers will: by pointing and shooting.

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The fact is that a majority of people who buy these handsets won’t be doing much fiddling with the settings. As such, it’s very much on handset makers to ensure that users get the best photograph by default, regardless of conditions. Once again, software is doing much of the heavy lifting. Super Res Zoom works well in tandem with the new lens, while Live HDR+ does a better job approximating how the image will ultimately look once fully processed. Portrait mode shots look great, and the device is capable of capturing them at variable depths, meaning you don’t have to stand a specific distance from the subject to take advantage of the well-done artificial bokeh.

Our video producer, Veanne, who is admittedly a far better photographer than I can ever hope to be, tested out the camera for the weekend. 

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Although Veanne was mostly impressed by the Pixel 4’s camera and photo editing capabilities, here are three major gripes.

“Digital zoom is garbage.”

Google Pixel 4 digital zoom is garbage

 

“In low lighting situations, you lose ambiance. Saturday evening’s intimate, warmly lit dinner looked like a cafeteria meal.”

Pixel 4 camera sample

 

“Bright images in low lighting gives you the impression that the moving objects would be in focus as well. That is not the case.”

Other additions round out the experience, including “Frequent Faces,” which learns the faces of subjects you frequently photograph. Once again, the company is quick to point out that the feature is both off by default and all of the processing happens on the device. Turning it off also deletes all of the saved information. Social features have been improved, as well, with quick access to third-party platforms like Snapchat and Instagram.

Google keeps pushing out improvements to Lens, as well. This time out, language translation, document scanning and text copy and pasting can be performed with a quick tap. Currently the language translation is still a bit limited, with only support for English, Spanish, German, Hindi and Japanese. More will be “rolling out soon,” per the company.

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Gestures is a strange one. I’m far from the first to note that Google is far from the first to attempt the feature. The LG G8 ThinQ is probably the most recent prominent example of a company attempting to use gestures as a way to differentiate themselves. To date, I’ve not seen a good implementation of the technology — certainly not one I could ever see myself actually using day to day.

The truth is, no matter how interesting or innovative a feature is, people aren’t going to adopt it if it doesn’t work as advertised. LG’s implementation was a pretty big disappointment.

Simply put, the Pixel’s gestures are not that. They’re better in that, well, they work, pretty much as advertised. This is because the underlying technology is different. Rather than relying on cameras like other systems, the handset uses Project Soli, a long-promised system that utilizes a miniature radar chip to detect far more precise movement.

Soli does, indeed work, but the precision is going to vary a good deal from user to user. The thing is, simply detecting movement isn’t enough. Soli also needs to distinguish intention. That means the system is designed to weed out accidental gestures of the manner we’re likely making all the time around our phones. That means the system appears to be calibrated to bigger, intentional movements.

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That can be a little annoying for things like advancing tracks. I don’t think there are all that many instances where waving one’s hands across a device Obi-Wan Kenobi-style is really saving all that much time or effort versus touching a screen. If, however, Google was able to customize the experience to the individual over time using machine learning, it could be a legitimately handy feature.

That brings us to the next important point: functionality. So you’ve got this neat new piece of tiny radar that you’re sticking inside your phone. You say it’s low energy and more private than a camera. Awesome! So, how do you suggest I, you know, use it?

There are three key ways, at the moment:

  • Music playback
  • Alarm Silencing
  • Waving at Pokémon

The first two are reasonably useful. The primary use case I can think of are when, say, your phone is sitting in front of you at your desk. Like mine is, with me, right now. Swiping my hand left to right a few inches above the device advances the track. Right to left goes a track back. The movements need to be deliberate, from one end of the device to the other.

And then there’s the phenomenon of “Pokémon Wave Hello.” It’s not really correct to call the title a game, exactly. It’s little more than a way of showcasing Motion Sense — albeit an extremely delightful way.

You might have caught a glimpse of it at the keynote the other day. It came and went pretty quickly. Suddenly Pikachu was waving at the audience, appearing out of nowhere like so many wild Snorlaxes. Just as quickly, he was gone.

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More than anything, it’s a showcase title for the technology. A series of five Pokémon, beginning with Pikachu, appear demanding you interact with them through a series of waves. It’s simple, it’s silly and you’ll finish the whole thing in about three minutes. That’s not really the point, though. Pokémon Wave Hello exists to:

  1. Get you used to gestures.
  2. Demonstrate functionality beyond simple features. Gaming, AR — down the road, these things could ultimately find fun and innovative ways to integrate Soli.

For now, however, use is extremely limited. There are some fun little bits, including dynamic wallpaper that reacts to movement. The screen also glows subtly when detecting you — a nice little touch (there’s a similar effect for Assistant, as well).

Perhaps most practical, however, is the fact that the phone can detect when you’re reaching for it and begin the unlocking process. That makes the already fast new Face Unlock feature ever faster. Google ditched the fingerprint reader this time around, opting for neither a physical sensor nor in-screen reader. Probably for the best on the latter front, given the pretty glaring security woes Samsung experienced last week when a British woman accidentally spoofed the reader with a $3 screen protector. Yeeesh.

There are some nice security precautions on here. Chief among them is the fact that the unlock is done entirely on-device. All of the info is saved and processed on the phone’s Titan M chip, meaning it doesn’t get sent up to the cloud. That both makes it a speedier process and means Google won’t be sharing your face data with its other services — a fact Google felt necessary to point out, for obvious reasons.

For a select few of us, at least, Recorder feels like a legitimate game changer. And its ease of use and efficacy should be leaving startups like Otter.ai quaking at its potential, especially if/when Google opts to bring it to other Android handsets and iOS.

I was initially unimpressed by the app upon trying it out at last week’s launch event. It struggles to isolate audio in noisy environments — likely as much of a hardware as software constraint. One on one and it’s far better, though attempting to, say, record audio from a computer can still use some work.

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Open the app and hit record and you’ll see a waveform pop up. The line is blue when detecting speech and gray when hearing other sounds. Tap the Transcript button and you’ll see the speech populate the page in real time. From there you can save it with a title and tag the location.

The app will automatically tag keywords and make everything else searchable for easy access. In its first version, it already completely blows Apple’s Voice Memos out of the water. There’s no comparison, really. It’s in a different league. Ditto for other apps I’ve used over the years, like Voice Record.

Speaking to the product, the recording was still a little hit or miss. It’s not perfect — no AI I’ve encountered is. But it’s pretty good. I’d certainly recommend going back over the text before doing anything with it. Like Otter and other voice apps, you can play back the audio as it highlights words, karaoke-style.

The text can be saved to Google Drive, but can’t be edited in app yet. Audio can be exported, but not as a combined file. The punctuation leaves something to be desired and Recorder is not yet able to distinguish individual voices. These are all things a number of standalone services offer, along with a web-based platform. That means that none of them are out of business yet, but if I was running any of them, I’d be pretty nervous right about now.

As someone who does interviews for a living, however, I’m pretty excited by the potential here. I can definitely see Recorder become one of my most used work apps, especially after some of the aforementioned kinks get ironed out in the next version. As for those who don’t do this for a living, usefulness is probably a bit limited, though there are plenty of other potential uses, like school lecturers.

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The Pixel continues to distinguish itself through software updates and camera features. There are nice additions throughout that set it apart from the six-month-old 3a, as well, including a more premium design and new 90Hz display. At $799, the price is definitely a vast improvement over competitors like Samsung and Apple, while retaining flagship specs.

The Pixel 4 doesn’t exactly address what Google wants the Pixel to be, going forward. The Pixel 3a was confirmation that users were looking for a far cheaper barrier of entry. The Pixel 4, on the other hand, is priced above OnePlus’s excellent devices. Nor is the product truly premium from a design perspective.

It’s unclear what the future will look like as Google works to address the shifting smartphone landscape. In the meantime, however, the future looks bright for camera imaging, and Google remains a driving force on that front.



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