Saturday, 16 November 2019

This Week in Apps: Apple’s vaping app ban, Disney+ gets installed, apps gear up for Black Friday

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. What are developers talking about? What do app publishers and marketers need to know? How are politics impacting the App Store and app businesses? And which apps are everyone using?

As mid-November rolls around, we’re looking at a few big stories, including Apple’s decision to ban an entire category of apps due to health concerns, the launch of Disney+ from an app perspective, what Black Friday will mean for e-commerce apps, and more.

Fast Facts

With Disney+’s huge launch (10+ million users!) on everyone’s minds, it’s time to think about what these streaming newcomers mean for the overall landscape and the app stores. In this case, it seems that Disney+’s user base was highly mobile. The company itself announced more than 10 million users, while data on the Disney+ app’s first few days indicates it now has over 10 million downloads. It seems like consumers definitely want to take their new streaming service with them everywhere they go.

  • In 2020, App Annie forecasts consumers will spend more than 674 billion hours in the Entertainment and Video Player and Editor categories worldwide on Android phones, up from an expected 558 billion hours in 2019. Thanks to Disney+, Apple TV+ and soon, HBO Max, Peacock and Quibi, to making the landscape both richer and more complicated.
  • On its launch day, Disney+ hit #1 by iPhone Overall downloads at 8 AM in the U.S. and at 11 AM in Canada — an indication of the ability that strong IP has can really excite consumers to come out in droves. (Unfortunately, that led to some launch day glitches, too.)
  • Apptopia estimated Disney+ was downloaded 3.2 million times in its first 24 hours. The firm also estimated users collectively spent 1.3 million hours watching Disney+ on day one — ahead of Amazon Prime Video, but well behind Netflix.

  • Sensor Tower waited to collect a little more data instead. It found that the Disney+ app was installed approximately 9.6 million times in all available markets (the U.S., Canada, and the Netherlands), since its U.S. launch on Tuesday, Nov. 12. For comparison’s sake, HBO Now’s U.S. launch only saw 180,000 installs in its first three days — or 2% of the Disney+ total. Combined with the test period installs in the Netherlands, the app has now been installed over 10 million times.
  • The hype around Disney+ has had a halo effect. Hulu and ESPN, which were offered in a bundle with Disney+, also grew as a result of the Disney+ launch. Sensor Tower found combined users of the apps in the U.S. and Canada were up 30% in the past week over the week prior.

Headlines

Apple removed all vaping apps from the App Store, citing CDC health concerns

The CDC says 42 people have died due to vaping product use and thousands more cases of lung injuries have been reported from 49 states. Now, Apple has made the controversial decision to remove all 181 vaping-related apps from its App Store — including those with news and information about vaping and even vaping-related games, Axios reported this week.

Some say Apple is helping to protect kids and teens by limiting their exposure to e-cigarette and vaping products, which are being used to addict a younger generation to nicotine and cause serious disease. Others argue that Apple is over-reaching. After all, many of the lung illnesses involve people who were vaping illegally obtained THC, studies indicated.

This isn’t the first time Apple has banned a category of apps because of what appear to be moral concerns. The company in the past had booted apps that promoted weed or depicted gun violence, for example. In the case of vaping apps, Apple cited the public health crisis and youth epidemic as contributing factors, telling Axios that:

We take great care to curate the App Store as a trusted place for customers, particularly youth, to download apps. We’re constantly evaluating apps, and consulting the latest evidence, to determine risks to users’ health and well-being. Recently, experts ranging from the CDC to the American Heart Association have attributed a variety of lung injuries and fatalities to e-cigarette and vaping products, going so far as to call the spread of these devices a public health crisis and a youth epidemic. We agree, and we’ve updated our App Store Review Guidelines to reflect that apps encouraging or facilitating the use of these products are not permitted. As of today, these apps are no longer available to download.

Existing users will still be able to use their apps, but new users will not be able to download the banned apps going forward.

Minecraft Earth arrives 

Minecraft Earth launched early last week across 9 countries on both Android and iOS and now it’s come to the U.S., Canada, the U.K., and several other markets. Some expect the app will rival the success of the AR breakout hit, Pokémon Go, which was thought at the time to be the precursor to a new wave of massive AR gaming titles. But in reality, that didn’t happen. The highly anticipated follow-up from Niantic, Harry Potter: Wizards Unite didn’t come close to competing with its predecessor, generating $12 million in its first month, compared with Pokémon Go’s first-month earnings of $300 million. With Minecraft Earth now sitting at No. 2 (c’mon, you can’t unseat Disney+) on the U.S. App Store, it seems there’s potential for another AR kingpin.

App Annie releases a user acquisition playbook

A top name in App Store intelligence, App Annie this week released a new how-to handbook focused on user acquisition strategies on mobile. Sure the free download is just a bit of lead gen for App Annie, but the guide promises to fill you in on all you need to know to be successful in acquiring mobile users. The playbook’s arrival follows App Annie’s acquisition of adtech insights firm Libring this fall, as it expands to cover more aspects of running an app business. Just as important as rankings and downloads are the very real costs associated with running an app business — including the cost of acquiring users.



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Friday, 15 November 2019

Those crappy pre-installed Android apps can be full of security holes

If you’ve ever bought an Android phone, there’s a good chance you booted it up to find it pre-loaded with junk you definitely didn’t ask for.

These pre-installed apps can be clunky, annoying to remove, rarely updated… and, it turns out, full of security holes.

Security firm Kryptowire built a tool to automatically scan a large number of Android devices for signs of security shortcomings and, in a study funded by the U.S. Department of Homeland Security, ran it on phones from 29 different vendors. Now, the majority of these vendors are ones most people have never heard of — but a few big names like Asus, Samsung and Sony make appearances.

Kryptowire says they found vulnerabilities of all different varieties, from apps that can be forced to install other apps, to tools that can be tricked into recording audio, to those that can silently mess with your system settings. Some of the vulnerabilities can only be triggered by other apps that come pre-installed (thus limiting the attack vector to those along the supply chain); others, meanwhile, can seemingly be triggered by any app the user might install down the road.

Kryptowire has a full list of observed vulnerabilities here, broken down by type and manufacturer. The firm says it found 146 vulnerabilities in all.

As Wired points out, Google is well aware of this potential attack route. In 2018 it launched a program called the Build Test Suite (or BTS) that all partner OEMs must pass. BTS scans a device’s firmware for any known security issues hiding amongst its pre-installed apps, flagging these bad apps as Potentially Harmful Applications (or PHAs). As Google puts it in its 2018 Android security report:

OEMs submit their new or updated build images to BTS. BTS then runs a series of tests that look for security issues on the system image. One of these security tests scans for pre-installed PHAs included in the system image. If we find a PHA on the build, we work with the OEM partner to remediate and remove the PHA from the build before it can be offered to users.

During its first calendar year, BTS prevented 242 builds with PHAs from entering the ecosystem.

Anytime BTS detects an issue we work with our OEM partners to remediate and understand how the application was included in the build. This teamwork has allowed us to identify and mitigate systemic threats to the ecosystem.

Alas, one automated system can’t catch everything — and when an issue does sneak by, there’s no certainty that a patch or fix will ever arrive (especially on lower-end devices, where long-term support tends to be limited).

We reached out to Google for comment on the report, but have yet to hear back.

Update — Google’s response:

We appreciate the work of the research community who collaborate with us to responsibly fix and disclose issues such as these.



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Know your startup’s value so you can communicate it to investors

I’ve always told companies that investors have a much easier job than they do. To be good at their jobs, investors have to know how to do math and make decisions. As a business owner, you have to do both while also running your business.

The math piece can seem cumbersome, but it’s vital for understanding whether your company is creating or destroying value. A few simple metrics can demonstrate to investors the health and viability of your company, and they can show you which levers to pull that will best optimize your company for investor interest (and secure a higher price). But before you can ever hope to communicate your business’ value to an investor, you must understand it yourself.

The numbers are simple; it’s the calculations that are complex

Investment math itself is not complicated. In essence, it’s just about understanding whether your company is creating or destroying value by asking:

  • Where is your company investing its financial resourcesMost growing companies invest heavily in sales and marketing or research and development.
  • What is the return on this investment?  For example, how much gross profit (revenue x gross margin percentage) does a given sales and marketing investment produce?
  • How does that number compare to your cost of capital? If it’s higher, your company is creating value. If it’s lower, you’re destroying it.

Investors use this information to determine if their return would be higher than their expectation (e.g., 15% hurdle rate), should you continue down your current path of creating or destroying value. Then, they make their decision based on that calculation.

A caveat I’ll add here is that it’s not necessarily a deal-breaker if your company is declining in value. Oil rigs, after all, are considered investment assets, even though they are perpetually declining and will eventually run out (i.e., destroy all of their value). Although this article focuses on calculations that demonstrate value creation, all investment assets can be financed at the right price.

A deep dive into calculating value

One of the best metrics you can use to demonstrate value creation is your cohort-level return on investment. It’s a calculation most investors are familiar with, but it may not be as straightforward to companies who don’t see it as often. Again, while the metrics and concepts of investment math are simple, it’s the process of getting there that requires complex analysis.

Whether you are evaluating these metrics yourself or bringing in outside counsel to assist you, use the process below to show investors you are creating value.

Determine which information to analyze

The first step in calculating value is to understand which information from your income and cash flow statements to analyze as “investments.”

Start by dividing your capital allocation into three main buckets: short-term investments, long-term investments and expenses. In general, short-term investments will be the ones you want to focus on, but it’s helpful to walk through each.

  • Short-term investments (pay back within 24 months)


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LA warns of ‘juice-jacking’ malware, but admits it has no cases

Los Angeles’ district attorney is warning travelers to avoid public USB charging points because “they may contain dangerous malware.”

Reading the advisory, you might be forgiven for thinking that every USB outlet you see is just waiting for you to plug in your phone so it can steal your data. This so-called “juice-jacking” attack involves criminals loading malware “on charging stations or cables they leave plugged in at the stations so they may infect the phones and other electronic devices of unsuspecting users,” it reads. “The malware may lock the device or export data and passwords directly to the scammer.”

But the county’s chief prosecutor’s office told TechCrunch said that it has “no cases” of juice-jacking on its books, though it said there are known cases on the east coast.When asked where those cases were, the spokesperson did not know. And when asked what prompted the alert to begin with, the spokesperson said it was part of “an ongoing fraud education campaign.”

Which begs the question — why?

Security researcher Kevin Beaumont tweeted that he hasn’t seen “any evidence of malware being used in the wild on these things.” In fact, ask around and you’ll find very little out there. Several security researchers have dropped me messages saying they’ve seen proof-of-concepts, but nothing actively malicious.

Juice-jacking is a real threat, but it’s an incredibly complicated and imperfect way to attack someone when there are far easier ways.

The idea, though — that you can plug in your phone and have your secrets stolen — is not entirely farfetched. Over the years there have been numerous efforts to demonstrate that it’s possible. As ZDNet points out in its coverage of the juice-jacking warning, the FBI sent out a nationwide alert about the threat after security researcher Samy Kamkar developed an Ardunio-based implant designed to look like a USB charger to wirelessly sniff the air for leaky key strokes. And just earlier this year, a security researcher developed an iPhone charger cable clone that let a nearby hacker run commands on the vulnerable computer.

LA recommend using an AC power outlet and not a charging station, and to take your cables with you. That’s sound advice, but it’s just one of many things you need to do to keep your devices and data safe.



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Thursday, 14 November 2019

The new AirFly Pro is the perfect travel buddy for your AirPods Pro

Accessory maker TwelveSouth has a solid lineup of gadgets, many of which fill a niche that their products uniquely address – and address remarkably well. The AirFly Pro ($54.99) is a new iteration on one of those, providing a way to connect Bluetooth headphones to any audio source with a 3.5mm headphone jack. It’s being sold at Apple Stores, too, as part of its launch today – and there’s good reason for that: This is the ideal way to make sure you can use your AirPods Pro just about everywhere, including with airplane seatback entertainment systems.

The AirFly Pro will work with any Bluetooth headphones, not just AirPods Pro – but the latest noise cancelling earbuds from Apple are among the best available when it comes to both active noise cancellation and sound quality, both great assets for frequent travellers and people more likely to encounter an in-flight entertainment system. But the AirFly Pro has additional tricks up its sleeve that earn it the ‘Pro’ designation.

This is the first version of the product from TwelveSouth that offers the ability to stream audio in, as well as out. That means you can use it with a car stereo system that only access auxiliary audio-in, for instance, to stream directly from your iPhone to the vehicle’s sound system. The AirFly Pro can also serve that function for home stereo sound equipment, speakers or other audio equipment that accepts audio in, but not Bluetooth streaming connections.

One other neat trick the AirFly Pro packs: Audio sharing, so that you can connect two pairs of headphones at once. This is similar to the native audio sharing feature that Apple introduced for its own AirPod line in the most recent iOS update, but it works through the AirFly with any audio source, and any Bluetooth headphones. That’s yet another great feature for when you’re traveling with a partner.

I’ve had a bit of time to spend with the AirFly Pro, and so far it’s been rock solid, with easy pairing and set up, and a convenient keychain ring/3.5mm connector cap for making it easier to keep with you. It charges via USB-C, and there’s a USB-A to USB-C cable included, too. The on-board battery lasts for 16 or more hours, which is more than enough time for even the longest of flights, and again you’re getting that audio sharing feature which is super handy even around the house for just checking something out on the iPad on your couch.

Alongside the AirFly Pro, TwelveSouth also introduced new AirFly Duo and AirFly USB-C models. The difference is that neither of these offer that wireless audio input mode – but you get up to 4 more hours of battery life for the trade-off. The USB-C model also offers USB-C audio compatibility, for connecting to devices that use that connection for sound instead of 3.5mm, and both of these still also offer dual headphone connectivity, for $5 less at $49.99 each.



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The new AirFly Pro is the perfect travel buddy for your AirPods Pro

Accessory maker TwelveSouth has a solid lineup of gadgets, many of which fill a niche that their products uniquely address – and address remarkably well. The AirFly Pro ($54.99) is a new iteration on one of those, providing a way to connect Bluetooth headphones to any audio source with a 3.5mm headphone jack. It’s being sold at Apple Stores, too, as part of its launch today – and there’s good reason for that: This is the ideal way to make sure you can use your AirPods Pro just about everywhere, including with airplane seatback entertainment systems.

The AirFly Pro will work with any Bluetooth headphones, not just AirPods Pro – but the latest noise cancelling earbuds from Apple are among the best available when it comes to both active noise cancellation and sound quality, both great assets for frequent travellers and people more likely to encounter an in-flight entertainment system. But the AirFly Pro has additional tricks up its sleeve that earn it the ‘Pro’ designation.

This is the first version of the product from TwelveSouth that offers the ability to stream audio in, as well as out. That means you can use it with a car stereo system that only access auxiliary audio-in, for instance, to stream directly from your iPhone to the vehicle’s sound system. The AirFly Pro can also serve that function for home stereo sound equipment, speakers or other audio equipment that accepts audio in, but not Bluetooth streaming connections.

One other neat trick the AirFly Pro packs: Audio sharing, so that you can connect two pairs of headphones at once. This is similar to the native audio sharing feature that Apple introduced for its own AirPod line in the most recent iOS update, but it works through the AirFly with any audio source, and any Bluetooth headphones. That’s yet another great feature for when you’re traveling with a partner.

I’ve had a bit of time to spend with the AirFly Pro, and so far it’s been rock solid, with easy pairing and set up, and a convenient keychain ring/3.5mm connector cap for making it easier to keep with you. It charges via USB-C, and there’s a USB-A to USB-C cable included, too. The on-board battery lasts for 16 or more hours, which is more than enough time for even the longest of flights, and again you’re getting that audio sharing feature which is super handy even around the house for just checking something out on the iPad on your couch.

Alongside the AirFly Pro, TwelveSouth also introduced new AirFly Duo and AirFly USB-C models. The difference is that neither of these offer that wireless audio input mode – but you get up to 4 more hours of battery life for the trade-off. The USB-C model also offers USB-C audio compatibility, for connecting to devices that use that connection for sound instead of 3.5mm, and both of these still also offer dual headphone connectivity, for $5 less at $49.99 each.



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Apple Research app arrives on iPhone and Apple Watch with three opt-in health studies

Apple in September announced its plans for a research app that would allow U.S. consumers to participate in health studies from their Apple devices. Today, that app has gone live for both iPhone and Apple Watch for customers in the U.S. From the new app, Apple Research, users can currently opt to participate in three health studies, including a women’s health study, hearing study, and a heart and movement study.

Apple had teamed up with researchers and health organizations on previous studies, but those would require participants to install a dedicated app on their iOS device for each study alone. The new Research app instead offers a dedicated place for this opt-in activity and makes it simpler for people who want to join multiple studies at once.

The data collected from Apple devices (and their numerous sensors) offers researchers the ability to conduct large-scale health studies in a way that hasn’t been possible before. Before, these sorts of studies were expensive and time-consuming, Apple says, but now users can opt into sharing health-related information directly with researchers — like signals from their heart, motion level and activity, and sound exposure.

Apple’s privacy promises come into play here as well, as it puts data-sharing in users’ control, and offers commitments that data will be encrypted, won’t be sold, and that studies have to inform users how your data will support their research. Participants can also withdraw at any time.

Among the first three studies is a women’s health study in partnership with the Harvard T.H. Chan School of Public Health and National Institute of Environmental Health Sciences. It aims to advance understanding of women’s menstrual cycles and their relationship to infertility, osteoporosis, menopause, and polycystic ovary syndrome (PCOS). This will collect users’ cycle tracking logs from the Health app on the iPhone or the Cycle Tracking app on Apple Watch.

Another heart and movement study is in partnership with the American Heart Association and Brigham and Women’s Hospital, and will use Apple Watch data collected during workouts, plus heart rate and activity data, along with short surveys. This data will be used to understand how certain mobility signals and details about heart rate and rhythm could serve as potential early warning signs of atrial fibrillation (AFib), heart disease or declining mobility, among other things.

The hearing study from the University of Michigan and the World Health Organization collects data about users’ sound exposure from the iPhone and Noise app on Apple Watch, along with surveys and hearing tests. The study will also test if Health app notifications will encourage users to modify their listening behavior, when loud sounds are detected.

“Today marks an important moment as we embark on research initiatives that may offer incredible learnings in areas long sought after by the medical community,” said Jeff Williams, Apple’s chief operating officer, in a statement about the app’s launch. “Participants on the Research app have the opportunity to make a tremendous impact that could lead to new discoveries and help millions lead healthier lives.”

The Research app is rolling out now to iPhone and Apple Watch in the U.S.



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