Thursday, 2 July 2020

Apple launches an online portal for Apple Card account holders

Apple today has launched an online portal for its Apple Card credit card, allowing account holders to manage their balances, view statements, schedule payments and more. The portal, card.apple.com, will be particularly useful in case you lose or misplace your iPhone and need to manage your card or pay your bill. In the past, you would have had to contact Goldman Sachs directly to do so.

The new site also offers an easy way to pay your balance when you’re at your desktop or laptop working on your monthly budgeting and bills, instead of having to go get your iPhone.

To use the site, cardholders will log in via their Apple ID. You can then view your card balance, available credit, next payment due date and amount on the homescreen. The main page also offers quick access to set up scheduled payments — a feature some cardholders may have not realized existed, as it was buried under the three-dot “more” menu when viewing their Apple Card in the Wallet app.

From the left-side navigation, you can browse your past statements or download them as PDFs.

And from the other settings, you can link or remove connected bank accounts, contact support, read the card terms and more.

What’s missing, however, is a way to remotely lock the card or request a replacement, in the event the card has been lost or stolen. Those features are still only available with the Wallet app, which is also where you can mange your Express Transit settings and your push notifications.

Apple says the full Apple Card experience is designed for iPhone, while the website is meant for making and scheduling payments, and other common tasks.

The lack of a website for card management had been one of the few quirks about Apple’s modern credit card. Though it’s convenient to have a built-in way to manage the card and pay the bill right from your iPhone, credit card holders still expect to be able to access their cards through the web, as well.

The launch of the online portal quickly follows Apple’s debut of Path to Apple Card, a four-month credit worthiness improvement program focused on getting more consumers qualified.



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Daily Crunch: Apple and Google block banned apps in India

Banned Chinese apps are beginning to disappear from India’s app stores, Palantir is raising more funding and Venmo starts testing Business Profiles.

Here’s your Daily Crunch for July 2, 2020.

1. Apple and Google block dozens of Chinese apps in India

Two days after India blocked 59 apps developed by Chinese firms, Google and Apple have started to comply with the government’s order and are preventing users in the world’s second-largest internet market from accessing those apps.

UC Browser, Shareit, Club Factory and other apps are no longer listed on Apple’s App Store and Google Play Store. In a statement, a Google spokesperson said that the company had “temporarily blocked access to the apps”on Google Play Store as it reviews the order.

2. SEC filing indicates big data provider Palantir is raising $961M, $550M of it already secured

Palantir, the controversial and secretive big data and analytics provider, has reportedly been eyeing up a public listing this autumn. But in the meantime it’s also continuing to push ahead in the private markets.

3. Venmo begins piloting ‘Business Profiles’ for small sellers

Business Profiles offer small sellers and other sole proprietors the opportunity to have a more professional profile page on its platform. Sellers can share key business details like address, phone number, email, website and more.

4. Tesla delivered 90,650 vehicles in second quarter, a smaller than expected decline

Tesla said Thursday that it delivered 90,650 vehicles in the second quarter, a 4.8% decline from the same period last year, prompted by challenges caused by the COVID-19 pandemic — like suspending production for weeks at its main U.S. factory. But the company still managed to beat expectations despite the headwinds.

5. Top LA investors discuss the city’s post-COVID-19 prospects

From larger fund investors like Mark Suster and Kara Nortman at Upfront Ventures to Dana Settle at Greycroft Partners; to early-stage investors like Will Hsu at Mucker Capital; TX Zhuo at Fika Ventures, the responses were generally upbeat about the future opportunities for Los Angeles startups. (Extra Crunch membership required.)

6. Dish closes Boost Mobile purchase, following T-Mobile/Sprint merger

T-Mobile today announced that it has closed a deal that divests Sprint’s pre-paid businesses, including Boost and Virgin Mobile. The whole thing was a key part of T-Mobile’s bid to merge with Sprint.

7. AR 1.0 is dead: Here’s what it got wrong

Many AR startups made huge promises and raised huge amounts of capital before flaring out in a similarly dramatic fashion. Lucas Matney argues that a key error was thinking that an AR glasses company should be hardware-first, when the reality is that the missing value is almost entirely centered on first-party software experiences. (Extra Crunch membership required.)

The Daily Crunch is TechCrunch’s roundup of our biggest and most important stories. If you’d like to get this delivered to your inbox every day at around 9am Pacific, you can subscribe here.



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Apple and Google block dozens of Chinese apps in India

Two days after India blocked 59 apps developed by Chinese firms, Google and Apple have started to comply with New Delhi’s order and are preventing users in the world’s second largest internet market from accessing those apps.

UC Browser, Shareit, and Club Factory and other apps that India has blocked are no longer listed on Apple’s App Store and Google Play Store. In a statement, a Google spokesperson said that the company had “temporarily blocked access to the apps”on Google Play Store as it reviews New Delhi’s interim order.

Apple, which has taken a similar approach as Google in complying with New Delhi’s order, did not respond to a request for comment.

Some developers including ByteDance have voluntarily made their apps inaccessible in India, a person familiar with the matter told TechCrunch. India’s Department of Telecommunications ordered telecom networks and other internet service providers earlier this week to block access to those 59 apps “effective immediately.”

Thursday’s move from Apple and Google, whose software power nearly every smartphone on the planet, is the latest escalation in an unprecedented tension in recent times between China and India.

A skirmish between the two neighbouring nations at a disputed Himalayan border site last month left 20 Indian soldiers dead, stoking historical tensions. Earlier this week, India blocked 59 Chinese apps including ByteDance’s TikTok citing national security concerns in a move that some saw as retaliation.

In its order, India’s Ministry of Electronics and IT alleged that these apps were “compiling, mining, and profiling” users’ data that posed threats to “national security and defence of India.”

The Indian government has invited executives at these companies to give them an opportunity to answer concerns. Kevin Mayer, the chief executive of TikTok, said on Wednesday that his app was in compliance with Indian privacy and security requirements and he was looking forward to meeting with various stakeholders.

On Thursday, Chinese social network Weibo said it had deleted Indian Prime Minister Narendra Modi’s account at the request of the Indian embassy. Modi had amassed about 200,000 followers on Weibo before his account was deleted.

India has emerged as the biggest open battleground for Silicon Valley and Chinese firms in recent years. Like American technology groups Google, Facebook, and Amazon, several Chinese firms including Tencent, ByteDance, and Alibaba Group also aggressively expanded their presence in India in the last decade. TikTok, which has 200 million users in India, counts Asia’s third largest economy as its biggest overseas market.

The 59 blocked apps that include Likee, Xiaomi’s Mi Community, and Tencent’s WeChat, had a combined monthly active user base of over 500 million users in India last month, according to mobile insights firm App Annie — data of which an industry executive shared with TechCrunch. (A significant number of smartphone users in India use several of these apps so there’s a lot of overlap.)



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Wednesday, 1 July 2020

AR 1.0 is dead: Here’s what it got wrong

The first wave of AR startups offering smart glasses is now over, with a few exceptions.

Google acquired North this week for an undisclosed sum. The Canadian company had raised nearly $200 million, but the release of its Focals 2.0 smart glasses has been cancelled, a bittersweet end for its soft landing.

Many AR startups before North made huge promises and raised huge amounts of capital before flaring out in a similarly dramatic fashion.

The technology was almost there in a lot of cases, but the real issue was that the stakes to beat the major players to market were so high that many entrants pushed out boring, general consumer products. In a race to be everything for everybody, the industry relied on nascent developer platforms to do the dirty work of building their early use cases, which contributed heavily to nonexistent user adoption.

A key error of this batch was thinking that an AR glasses company was hardware-first, when the reality is that the missing value is almost entirely centered on missing first-party software experiences. To succeed, the next generation of consumer AR glasses will have to nail this.

Image Credits: ODG

App ecosystems alone don’t create product-market fit



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Tuesday, 30 June 2020

Apple device management company Jamf files S-1 as it prepares to go public

Jamf, the Apple device management company, filed to go public today. Jamf might not be a household name, but the Minnesota company has been around since 2002 helping companies manage their Apple equipment.

In the early days, that was Apple computers. Later it expanded to also manage iPhones and iPads. The company launched at a time when most IT pros had few choices for managing Macs in a business setting.

Jamf changed that, and as Macs and other Apple devices grew in popularity inside organizations in the 2010s, the company’s offerings grew in demand. Notably, over the years Apple has helped Jamf and its rivals considerably, by building more sophisticated tooling at the operating system level to help manage Macs and other Apple devices inside organizations.

Jamf raised approximately $50 million of disclosed funding before being acquired by Vista Equity Partners in 2017 for $733.8 million, according to the S-1 filing. Today, the company kicks off the high-profile portion of its journey towards going public.

Apple device management takes center stage

In a case of interesting timing, Jamf is filing to go public less than a week after Apple bought mobile device management startup Fleetsmith. At the time, Apple indicated that it would continue to partner with Jamf as before, but with its own growing set of internal tooling, which could at some point begin to compete more rigorously with the market leader.

Other companies in the space managing Apple devices besides Jamf and Fleetsmith include Addigy and Kandji. Other more general offerings in the mobile device management (MDM) space include MobileIron and VMware Airwatch among others.

Vista is a private equity shop with a specific thesis around buying out SaaS and other enterprise companies, growing them, and then exiting them onto the public markets or getting them acquired by strategic buyers. Examples include Ping Identity, which the firm bought in 2016 before taking it public last year, and Marketo, which Vista bought in 2016 for $1.8 billion and sold to Adobe last year for $4.8 billion, turning a tidy profit.

Inside the machine

Now that we know where Jamf sits in the market, let’s talk about it from a purely financial perspective.

Jamf is a modern software company, meaning that it sells its digital services on a recurring basis. In the first quarter of 2020, for example, about 83% of its revenue came from subscription software. The rest was generated by services and software licenses.

Now that we know what type of company Jamf is, let’s explore its growth, profitability and cash generation. Once we understand those facets of its results, we’ll be able to understand what it might be worth and if its IPO appears to be on solid footing.

We’ll start with growth. In 2018 Jamf recorded $146.6 million in revenue, which grew to $204.0 million in 2019. That works out to an annual growth rate of 39.2%, a more than reasonable pace of growth for a company going public. It’s not super quick, mind, but it’s not slow either. More recently, the company grew 36.9% from $44.1 million in Q1 2019 to $60.4 million in revenue in Q1 2020. That’s a bit slower, but not too much slower.

Turning to profitability, we need to start with the company’s gross margins. Then we’ll talk about its net margins. And, finally, adjusted profits.

Gross margins help us understand how valuable a company’s revenue is. The higher the gross margins, the better. SaaS companies like Jamf tend to have gross margins of 70% or above. In Jamf’s own case, it posted gross margins of 75.1% in Q1 2020, and 72.5% in 2019. Jamf’s gross margins sit comfortably in the realm of SaaS results, and perhaps even more importantly are improving over time.

Getting behind the curtain

When all its expenses are accounted for, the picture is less rosy, and Jamf is unprofitable. The company’s net losses for 2018 and 2019 were similar, totalling $36.3 million and $32.6 million, respectively. Jamf’s net loss improved a little in Q1, falling from $9.0 million in 2019 to $8.3 million this year.

The company remains weighed down by debt, however, which cost it nearly $5 million in Q1 2020, and $21.4 million for all of 2019. According to the S-1, Jamf is sporting a debt-to-equity ratio of roughly 0.8, which may be a bit higher than your average public SaaS company, and is almost certainly a function of the company’s buyout by a private equity firm.

But the company’s adjusted profit metrics strip out debt costs, and under the heavily massaged adjusted earnings before interest, taxes, depreciation and amortization (EBITDA) metric, Jamf’s history is only one of rising profitability. From $6.6 million in 2018 to $20.8 million in 2019, and from $4.3 million in Q1 2019 to $5.6 million in Q1 2020. with close to 10% adjusted operating profit margins through YE 2019.

It will be interesting to see how the company’s margins will be affected by COVID, with financials during the period still left blank in this initial version of the S-1. The Enterprise market in general has been reasonably resilient to the recent economic shock, and device management may actually perform above expectations given the growing push for remote work.

Completing the picture

Something notable about Jamf is that it has positive cash generation, even if in Q1 it tends to consume cash that is made up for in other quarters. In 2019, the firm posted $11.2 million in operational cash flow. That’s a good result, and better than 2018’s $9.4 million of operating cash generation. (The company’s investing cash flows have often run negative due to Jamf acquiring other companies, like ZuluDesk and Digita.)

With Jamf, we have a SaaS company that is growing reasonably well, has solid, improving margins, non-terrifying losses, growing adjusted profits, and what looks like a reasonable cash flow perspective. But Jamf is cash poor, with just $22.7 million in cash and equivalents as of the end of Q1 2020 — some months ago now. At that time, the firm also had debts of $201.6 million.

Given the company’s worth, that debt figure is not terrifying. But the company’s thin cash balance makes it a good IPO candidate; going public will raise a chunk of change for the company, giving it more operating latitude and also possibly a chance to lower its debt load. Indeed Jamf notes that it intends to use part of its IPO raise to “to repay outstanding borrowings under our term loan facility…” Paying back debt at IPO is common in private equity buyouts.

So what?

Jamf’s march to the public markets adds its name to a growing list of companies. The market is already preparing to ingest Lemonade and Accolade this week, and there are rumors of more SaaS companies in the wings, just waiting to go public.

There’s a reasonable chance that as COVID-19 continues to run roughshod over the United States, the public markets eventually lose some momentum. But that isn’t stopping companies like Jamf from rolling the dice and taking a chance going public.



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Global app revenue jumps to $50B in the first half of 2020, in part due to COVID-19 impacts

Consumer spending on mobile apps and app installs grew significantly during the first half of 2020, in part due to the COVID-19 pandemic, according to new data from Sensor Tower. In the first half of the year, consumers spent $50.1 billion worldwide across the App Store and Google Play — a figure that’s up 23.4% from the first half of 2019. Previously, revenue had grown 20% between the first half of 2018 and 2019, for comparison. In addition, first-time app installs were up 26.1% year-over-year in the first half of 2020 to reach 71.5 billion downloads.

Apple’s App Store accounted for 18.3 billion of those downloads, up 22.8% year-over-year, while Google Play delivered 53.2 billion new app installs, up 27.3%.

Image Credits: Sensor Tower

Though Google Play saw far more app installs, Apple’s App Store continued to outpace its rival on consumer spending.

During the first half of the year, the App Store generated $32.8 billion from in-app purchases, subscriptions, and premium apps and games, Sensor Tower estimates. This figure is up 24.7% year-over-year from the $26.3 billion spent during the first half of 2019. It’s also nearly twice the estimated gross revenue on Google Play, which was $17.3 billion, an increase of 21% year-over-year.

Image Credits: Sensor Tower

The pandemic’s impacts are only somewhat reflected in the top-earning (non-game) apps of the first half of 2020. The biggest earner, for example, was Match’s online dating app Tinder — an app that, one would think, would have dropped out of the top 5 due to social distancing requirements.

During the first half of the year, Tinder generated an estimated $433 million in spending across both app stores, combined. However, this number does represent a decrease of about 19% from the first half of 2019, or $532 million. It’s unclear how much that decline is related to consumers’ changing behavior and spending habits during the pandemic. Though shelter-in-place orders and quarantines kept people indoors and social distancing, social networking apps — and particularly those focused on online communication — have boomed amid lockdowns.

Image Credits: Sensor Tower

Tinder embraced the growing interest in online networking by making its “Passport” feature free. This setting allows users to match with other singles around the world, turning Tinder into more of a social app than one focused on real-world dating. But this change could have also led to a decrease in Tinder’s total revenues for the first half of the year.

The No. 2 top grossing app during the first half of 2020 was YouTube, bringing in an estimated $431 million globally. This was followed by ByteDance’s TikTok with $421 million. The social video app, which includes Douyin in China, had also broken download records during the first half of the year, passing 2 billion total global downloads, Sensor Tower earlier reported.

Tencent Video and Netflix were the No. 4 and No. 5 top grossing apps, respectively.

Meanwhile, consumers stuck at home during the pandemic have been downloading apps and games in greater numbers. During the first half of the year, consumers installed 71.5 billion apps for the first time, up 26.1% from the first half of 2019.

Image Credits: Sensor Tower

TikTok was the most-downloaded app in the first half of the year with 626 million downloads. But its position may look quite different in the second half of year, given the recent changes in India where the government has now banned 59 Chinese apps, including TikTok.

The No. 2 and No. 3 apps were WhatsApp and Zoom, respectively — the latter an indication of the rapid shift to work-from-home and consumers’ embrace of online video conferencing, in general. In addition to WhatsApp, Facebook snagged the No. 4, No. 5, and No. 6 positions in the top 10, with Facebook, Instagram and Messenger, in that order.

Snapchat’s social app was No. 7 and No. 8 was video app Likee, which is similar to TikTok but offers a variety of face effects and filters. Netflix and YouTube rounded out the top 10.

Mobile gaming also saw a boost during the pandemic, with game spending up 21.2% year-over-year to reach an estimated $36.6 billion during the first half of the year, Sensor Tower found. Spending on the App Store grew 22.7% year-over-year to reach $22.2 billion, while Google Play game spending grew 19% to reach $14.4 billion.

Image Credits: Sensor Tower

Tencent’s PUBG Mobile beat out Honor of Kings as the top-grossing game for the first half of the year. Tencent’s game, which includes its localized versions (Game for Peace and Peacekeeper Elite) generated $1.3 billion across both app stores, not including China’s third-party Android app stores. Honor of Kings, meanwhile, pulled in roughly $1 billion.

The remaining top 10 included, in order, Monster Strike ($632M), Roblox, Coin Master, Candy Crush Saga, AFK Arena, Gardenscapes, Fate/Grand Order, and Pokémon Go. The latter recently adapted to indoor gaming amid government lockdowns.

Roblox, in particular, has been surging due to the pandemic as kids stuck indoors have gone online to play and socialize with friends in its virtual environment. In June, Sensor Tower reported Roblox had surpassed a milestone of $1.5 billion in lifetime player spending, for instance. Coin Master, meanwhile, is approaching the $1 billion lifetime player milestone, the firm found.

In terms of top game installs, PUBG Mobile came out on top here as well, followed by another battle royale title, Garena Free Fire. Ruby Game Studio’s Hunter Assassin, Eyewind Limited’s Brain Out, and Playrix’s Gardenscapes — which many found to be a relaxing distraction during a stressful time — rounded out the top five.

Image Credits: Sensor Tower

Across all of the mobile gaming market, downloads grew 42.5% year-over-year to reach 28.5 billion first-time installs in the first half of 2020. Of those, Google Play downloads grew 46.2% year-over-year to 22.8 billion while App Store downloads grew 29.5% to 5.7 billion.

Image Credits: Sensor Tower

 

COVID-19 impacts more apparent in Q2 

Indications of COVID-19’s impact on the app market can be found among the figures for the first half of the year — like the growth seen by Zoom or social gaming platforms like Roblox, for example. But a closer look at the second quarter of 2020 alone makes the COVID-19 impacts more apparent.

Sensor Tower’s initial projections show consumer spending on apps and games jumped 11% on a quarterly basis from Q1 to Q2, and grew 28.8% year-over-year to reach $26.4 billion worldwide. This is a sizable increase from the 1.4% growth between Q1 2019 and Q2 2019. Downloads were up 12% on a quarterly basis and up 31.7% year-over-year to reach 37.8 billion worldwide. Again, a large increase from the 2.5% growth between Q1 2019 and Q2 2020.



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Monday, 29 June 2020

Apple launches ‘Path to Apple Card’, a 4 month credit worthiness improvement program

Apple is launching an interesting new Apple Card program for people who have their application declined.

Declined Apple Card applicants may begin seeing emails later today that offer them the Path to Apple Card program. It’s an opt-in program that can run for up to 4 months. It leverages the information that Goldman Sachs used determine their credit worthiness to outline why they were declined and to help them improve the specific financial markers that would make them more likely to get approved next time.

Once a user opts in, they get a once-a-month update on their progress on specific tasks.

Examples include:

  • Resolving past due balances
  • Making payments to secured and unsecured debt accounts on time
  • Lowering credit card and personal loan debt

The updates also include specific steps to take to improve each of those markers.

Once a customer has completed the program, they are invited to re-apply to Apple Card.

Doubtless the points above seem pretty straightforward to anyone with strong basic knowledge of how credit works. But I encourage anyone to whom those seem simple to consider how many people do not have a real window into the factors that determine whether an underwriting process at a financial firm accepts or rejects their application. No other interactive program like this exists in the credit card world as far as I know

On the privacy front, Apple only knows whether you have chosen to participate in the program. It does not retain personally identifiable information or know details about the participants’ financial situation. Goldman Sachs is also not sharing this data with third parties for advertising or marketing. Pretty much the same deal as the Apple Card itself.

I’ve been bullish before on the way that Apple Card handles fiscal transparency. The ‘payment wheel’ inside the card’s interface on iOS devices is one of the clearest, most well made interfaces for any credit card ever offered. The approach Apple takes — an all out effort to make it as easy as possible not to pay interest on purchases unless you absolutely feel you want to — is wildly different from the industry norms.

This additional financial health tool fits well within that overall philosophy. And, as a side benefit, these steps will doubtless result in an overall credit score improvement for participants.

Apple has also recently launched an additional website that details the exact criteria that Goldman Sachs uses to determine acceptance and credit limit. It also offers additional details about things like how interest is calculated for the platform.



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