Tuesday, 18 May 2021

Apple 24-inch M1 iMac review

Last September we concluded our 27-inch iMac review thusly,

“The big open question mark here is what the future looks like for the iMac — and how long we’ll have to wait to see it. That is, of course, the perennial question for hardware upgrades, but it’s exacerbated by the knowledge of imminent ARM-based systems and rumors surrounding a redesign.”

It was, as these things go, less than a full-throated endorsement of Apple’s latest all-in-one. We certainly weren’t alone in the assessment. It was a weird liminal zone for the computer — and Macs in general. At WWDC in June, the company had taken the unusual step of announcing its move from Intel to its own in-house chips without any hardware to show for it.

The reasoning was sound. The company was looking to help developers get out ahead of launch. It was going to be a heavy lift — the first time the Mac line had seen such a seismic shift since 2005. Fifteen years is a long time, and that’s a lot of legacy software to contend with. While the move wouldn’t outright break every piece of MacOS software, it was certainly in devs’ best interest to optimize for the new hardware, by way of the Mac Mini developer kit the company was offering. The full transition to the new silicon, Apple noted, would take two years.

Apple M1 chip

Image Credits: Apple

In November, the company debuted the first M1 Macs: a new Mac Mini, MacBook Air and 13-inch MacBook Pro. We spent several thousand words reviewing all three systems, but ultimately Matthew put it pretty succinctly, “Apple’s new M1-powered MacBook shows impressive performance gains that make Intel’s chips obsolete overnight.”

Which is, you know, a rough look for an all-in-one launched a mere two months before. That goes double for a system that hadn’t seen a fundamental redesign in some time. Two months after launch, the 2020 iMac was already starting to feel old.

Image Credits: Brian Heater

Fast-forward to last month, when Apple announced the new iMac amid a flurry of hardware news. This, it seems, was the iMac we’d been waiting for. The new system brought the most fundamental redesign in a decade, with an ultra-compact new form factor, improvements to audio and video (a big sticking point in the remote work era) and, perhaps most importantly, the new M1 chip.

Image Credits: Brian Heater

The biggest thing the 2020 system has going for it is that it’s, well, big. Having used a 27-inch iMac for much of my day-to-day work throughout the pandemic, I’m honestly surprised by how much I miss those extra three inches. I’d initially assumed that added bit of screen real estate was going to be fairly negligible once you’ve passed the 20-inch threshold, but turns out, like anything else, it takes some getting used to.

There’s an immediate upside, too, of course. I was genuinely surprised by how compact the new design is, compared to past iMacs. In spite of adding 2.5 inches to the display size over the 21.5-inch, the new system is an extremely thin 11.5 mm (or 14.7 when the stand is factored in).

The overarching theme for the system is “cute.” This is not a word I often apply to technology. Words like “cool” or “sleek” are generally go-tos here. But I’m at a loss for a better word to describe what feels like a true spiritual successor to the iMac G3. The colorful line of all-in-ones ushered in Steve Jobs’ second triumphant stint with the company, arriving at the tail end of a decade in a year personified by the Volkswagen’s New Beetle.

Of course, the design language has evolved dramatically in the nearly quarter-century since the first iMac arrived, owing to changing styles and, of course, ever-reducing component sizes. The flat-panel design arrived early this century and settled into the most recent design around 2012. Sure, there have been plenty of updates since then, but nine years is a long time for an Apple design to go without a major refresh.

Image Credits: Brian Heater

It finds the company moving from what was ostensibly an industrial design to something more warm and welcoming. The color is the thing here. It was the most frequently discussed question around the TechCrunch (virtual) offices. Everyone wants to know which we’d be getting. Mine landed with a yellow hue — something nice, light and spring. Honestly, it’s more of a gold than I expected, with a bright and shiny glean to it. I will advise that anyone who plans to buy one of these systems visit an Apple Store if there’s one nearby if you’re comfortable doing so. It’s really the sort of thing that really benefits from being seen in person, if possible.

That goes double here — since, boy howdy, is Apple on theme. The keyboard matches, the cables match, the desktop wallpaper matches, the adorable packaging matches (it’s a fun unboxing experience, as those things go) and even little touches like the OS buttons match. The latter two, obviously, are something you’re able to futz around with a bit. But the system and even the keyboard is a bit more of a commitment, really. After all, this is probably the kind of thing you’re going to want to hold onto for a number of years, so lighting and interior decorating are both worth considering before you make your decision. I recognize this is an odd thing to think about when talking about a desktop computer, but, well, it’s the iMac.

The company is offering an AR iOS app for seeing how the new iMac will fit in with its surroundings, which is a clever — and probably useful — touch. The system also weighs in at less than 10 pounds. This is admittedly not something I’ve given much thought to with desktops. “Portable” is a weird way to describe the form factor, but particularly compared to other desktop systems, it kind of fits? At the very least, it’s not entirely out of the realm of possibility that you can occasionally move the thing from room to room, as needed.

Image Credits: Brian Heater

In broad strokes, the front of the system is similar to that of the past iMacs, though the bottom panel and its large Apple logo have been swapped out of a streak of color. The pane of glass lies flush with the screen and a not insignificant white bezel that frames it. The bezel, combined with the panel, comprises a not insignificant amount of real estate below the display, likely owing to the placement of components and the downward-firing speaker grille that runs the full length of the computer’s bottom. Up top is the newly upgraded 1080p HD Webcam — the first on any Mac.

As with past iMacs, the system sits atop a stand. In the case of the yellow model, at least, the stand is a notably darker hue than the front of the system. There’s a VESA mount option configurable upon purchase, but the stand itself is very much not designed to be user replaceable. The hinge’s action is smooth. I found myself pivoting the system up and down semi-regularly to better frame myself in the webcam, and did so with ease.

Image Credits: Brian Heater

There’s a 3.5 mm headphone jack on the left — hello, old friend. I much prefer this placement to the rear of the device, which requires the cable to wrap around the side or bottom.

Image Credits: Brian Heater

A hole inside the stand is designed for cables to be run through — specifically power. Magsafe — er, the magnetic charging connector — really popped up unexpectedly here. It’s less about the quick release that you would find on the old MacBooks and more about the ease of simply snapping the cable in place. I suspect that people are less likely to trip over a desktop cable that never (or at least rarely) moves.

Image Credits: Brian Heater

The big update to the power cable situation is, of course, the addition of ethernet to the brick. The brick is quite a bit larger — especially if you’re accustomed to dealing with MacBooks. But likely it will be out of the way. What it does bring is the removal of some additional clutter on the back of the system and helps keep the computer itself that much thinner. For most people in most cases that can access a hardwired connection, it’s a nice addition.

Image Credits: Brian Heater

The port situation, on the other hand, is decidedly less so. I like ports. I have lots of stuff that need plugging in to the back of the computer and ports are probably the best case to plug ’em. The entry-level system has two Thunderbolt/USB ports. You can upgrade that to four. Definitely do this. Seriously. You’re not going to regret it.

I’m someone who keeps the wireless keyboard and trackpad/mouse plugged in most of the time. I know, it kind of defeats the purpose, but worrying about charging accessories is not another stress I need in my life right now. So that’s two ports right there. I also have some AV accessories and suddenly, boom, you’re out of ports.

The $1,299 version of the system ships with the Magic Keyboard. It’s pretty much the same as other Magic Keyboards of recent vintage. It’s not for everyone, I know. Those who love mechanical keyboards will find something to be desired in the tactility, but it’s a step up from MacBooks and I’ve certainly grown accustomed to using it. There’s no number pad on the base model, but the coloring coordinates with the Mac.

Image Credits: Brian Heater

With the $1,699 model, you get upgraded to a version with Touch ID — something that’s been a long time coming on the desktop system. Like other Macs (and older iPhones), the fingerprint scanning login is nearly instantaneous. As has been the case for a while, if you’re an Apple Watch wearer, that will log you in as well, but the addition of Touch ID on the desktop is great. The base version comes with the Magic Mouse. It’s $50 to upgrade to a Trackpad and $129 for a combo. I’ve grown fond of the Trackpad, so that’s where I’d probably land here (I doubt many people will have a need for both).

Image Credits: Brian Heater

As ever, I understand the many reasons the company has pushed its line to USB-C — it’s especially obvious when you see how much room has been freed up on the rear of the device. But man, I miss having those legacy USB-A ports on the 2020 iMac. Meantime, you might want to toss a couple of A to C USB adapters into your basket before check out. That’s kind of just life with Apple, though. Courage, and all that.

I do wonder if this means the company is positioning the M1 line for the return of an iMac Pro. Stranger things have happened. For now, of course, the company is more focused on the Mac Pro at the much higher end.

Image Credits: Bryce Durbin/TechCrunch

As expected, the new M1 chip breathes new life into the system. Take our Geekbench 5 scores: 1,720 Single and 7,606 multi-core. That blows the average of 1,200 and 6,400 for the 21.5-inch system out of the water. Things understandably take a dip with the Rosetta (Intel) version at 1,230 and 5,601, respectively, but it’s still solid performance running through a translation layer. But it also points to why Apple was so proactive about getting developers on-board with the new silicon. On the whole, the gains are in-line with the the other new M1 systems we’ve seen — which is to say a nice, healthy leap forward into the future of the Mac.

Image Credits: Bryce Durbin/TechCrunch

If you want to know how much of your workflow will be impacted, this resource is a good place to start. On the whole, I found that most of my day to day apps were fine. There are outliers, of course. Spotify and Audacity are right there. Performance is impacted in both case, but on a whole, they worked okay through Rosetta. Usage is more resource-intensive, though.

Image Credits: Bryce Durbin/TechCrunch

Spotify is probably a question of how many resources the Apple Music competitor wants to put into a new version, while Audacity is likely more of an issue of how many resources the organization has at its disposal. The further you move away from big names like Microsoft and Adobe, the more of a crapshoot it is. But there are some support issues with bigger names still, as well. For instance, I upgraded to the Apple silicon version of Zoom, but downgraded when I discovered it doesn’t work with the Intel-only version of the Canon EOS webcam software I use.

Image Credits: Bryce Durbin/TechCrunch

I recognize this is an extremely specific issue, but, then, workflows are extremely specific. As M1 systems become the mainstream of Macs, however, developers ultimately won’t really have much of a choice. Support Apple Silicon or risk becoming obsolete. Growing pains are essentially unavoidable with this sort of shift, but the results really speak for themselves. Apple Silicon is the future of Macs and it’s a fast-booting, smooth-moving future, indeed.

I can practically see the Apple team shouting at me when I mention the external mics and cameras I use to record video for work. After all, the new iMac sees the biggest upgrade to these things in some time. The best time for a new microphone system and the first 1080p HD camera on a Mac would have been last year, as the pandemic was beginning to transform the way we work and meet. The second best time, of course, is now.

Apple did tout an improved camera system on last year’s MacBook, but that was more to do with the image signal processing on the chips. That goes a ways toward improving things like white balance, but a truly meaningful improvement to imaging generally also requires new camera hardware. Take a look at the below images.

Image Credits: Brian Heater

That’s the 2020 iMac on the left and new M1 iMac on the right. Forgetting (hopefully) for a moment my droopy, partially paralyzed face (2020, am I right?), the image is night and day here — and not just because I’m slightly better put together all of these pandemic months later. The change that comes from upgrading from 720p to 1080p is just immediately apparent in term of image quality. I anticipate Apple upgrading its systems across the board, because teleconferencing is just life now.

iMac 2020:

iMac 2021:

Along with camera, the mic system got a nice upgrade. I’ve re-recorded the same audio that I did back in November on the old system. The three microphone array is crisper and much clearer, eliminating much of the background noise hiss. The six-speaker audio system is an improvement, as well. I found it worked well with music and movies, but could be less clear for teleconferencing, depending on the quality of the other attendee’s mic. The audio could be a bit bass-heavy for my taste.

On the whole, for most people, day to day, I think the audio and video upgrades are plenty. If you use your system for the occasional Zoom calls and some music listening, you should be fine. Depending on what you’re looking to get out of these things, though, a decent external camera, mic or speaker is never a bad investment.

The new iMac represents a nice leap forward for the desktop all-in-one in some key fundamental ways, breathing new life into one of the company’s most popular systems that’s long been in need need of a makeover. I miss some ports and now feel spoiled having had an SD reader on the 2020 model. I would also love to see a 27-inch version of the system on the market at some point (iMac Pro reboot, anyone?). On the whole the system is less targeted at creative pros than other models have been in the past — though the M1 and its on-board ML are still capable of impressive audio, video and still image editing.

But a cute, color coordinated design and some long overdue upgrades to teleconferencing elements aside, Apple Silicon is rightfully taking centerstage here as it did with the MacBooks and Mac Mini before it. The pricing on the systems was a source of some confusion around these parts when first announced. The very base-level version runs $1,299, while the tip-top level goes up to $2,628 with all the bells and whistles.

At the most basic level, there are three main configurations:

  • $1,299 gets you an 8-core CPU and 7-Core GPU, 8GB RAM, 256GB storage, two USB ports, standard Magic Keyboard
  • $1,499 upgrades the GPU to eight cores, adds ethernet and two USB ports and brings Touch ID to the keyboard
  • $1,699 upgrades storage to 512GB (Our configuration as tested)

The systems are available for pre-order now and will start arriving in customers’ homes this Friday.



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DuckDuckGo presses the case for true ‘one-click’ search competition on Android

When antitrust accusations close in on Google the tech giant loves to fire back a riposte that competition is just “one click away“. It’s a disingenuous retort from an online advertising behemoth whose power and profits stem from its expertise in capturing markets by manipulating and monopolizing Internet users’ attention.

Indeed, the entire brand is arguably a dark pattern.

Behold the child-like colors! The friendly babble of syllables! The tempting freebies! The tall talk of missions and moonshots! And tucked quietly beneath that Googley exterior: The adtech giant tracking Internet users en masse to sell their attention. The business model that makes money through mass surveillance and people profiling.

Google’s ‘other bets’ have always been PR pocket change beside its ads profit machine. The fun stuff is simply how Google primes its people data pump.

So what if Google’s infamous ‘one-click competition’ claim were to actually be made true in the arena of Android search engine choice? A market where Google’s activity is being closely monitored by EU competition regulators — after a 2018 antitrust decision.

Three years ago the tech giant hit with a $5BN penalty and an order to stop using Android (aka its freebie for mobile device makers) to lock in the dominance of its own-brand search engine (and other Google services) on mobile, where its operating system is massively dominant.

It went on to adopt a so-called ‘choice screen’ on Android in the region — which prompts device users to pick a default search engine from a selection of options (Google auctions slots to rivals).

But the choice is more of a one-shot than a dynamic, ongoing possibility to switch the default for Android users — as they are only asked to choose their default choice on set up of a new device or after a factory reset.

“That means, for all practical purposes, if you want to change your default device search engine again easily, you can’t,” writes DuckDuckGo in its latest blog post pushing for reform of Google’s self-serving Android ‘remedy’.

By DDG’s count it takes 15+ clicks (not one) to switch default search engine on an Android device at any other point (i.e. after initial set up or factory reset). And it says it knows “from experience” that this over-15-clicks method “trips up almost everyone”.

“In other words, one click competition becomes in fact ‘one factory reset away’,” it goes on. “The only reasons we can think of for setting up a preference menu this way are anti-competitive ones.”

The pro-privacy search engine has been banging the drum on this point for months (if not years) at this point. Nor is it alone in complaining about Google’s remedy. And complaints aren’t limited to how hard it is to switch search engines at any other point after set-up, either.

Notably, Google’s decision to opt for a ‘pay-to-play’ model by auctioning slots on the choice screen has been widely criticized — with multiple search rivals arguing that an auction isn’t fair and does not result in a level playing field for competition (Google’s own search engine always appears as a choice, of course, and it doesn’t have to pay anyone to appear).

Not-for-profit search engine Ecosia, for example, points out that the auction format essentially discriminates against non-profit search engines, undermining the public good they may be trying to do (in its case it uses ad revenue from search to plant trees to try to help reduce global carbon emissions — so money paid to Google to win the auction means less money it can spend planting trees).

DDG has also been a critic of the paid auction model from the start. But with its latest blog post it told TechCrunch it’s trying to make sure the ‘ease of switching’ issue doesn’t get lost in criticism of the auction.

It continues to argue that multiple components need to be reformed if the choice screen is to have the pro-competition effect EU antirust regulators are seeking.

It’s increasing clear that the current implementation isn’t working for anyone other than Google — which has been able to maintain its grip on the mobile search market, almost three years after the Commission’s antitrust intervention.

Its share of the search engine market on mobile devices has not declined since 2018. Indeed, as of February it was actually up slightly on the marketshare it had when the antitrust ruling was made, per Statista data.

That can’t be what market rebalancing success looks like.

Previously when we’ve put rivals’ criticisms to the Commission it tends to offer a few stock responses — saying it’s monitoring Google’s implementation and is committed to an effective implementation of the 2018 decision — while avoiding engaging with the substance of the criticisms or specific suggestions to fix Google’s remedy.

The Commission reiterated the same lines when we contacted it now about DuckDuckGo’s call for true ‘one-click’ competition on Android by easier default search engine switching.

But there are signs EU regulators may finally be preparing to do something.

Earlier this month Bloomberg reported on comments made by antitrust chief and Commission EVP Margrethe Vestager, who said regulators are “actively working on making” Google’s Android choice screen for search and browser rivals work.

She is also reported to have said that market share “is changing a bit but we’re working on it”.

In additional comments to us, the Commission reiterated that it’s “committed to a full and effective implementation of the decision, saying: “We are therefore monitoring closely the implementation of the choice screen mechanism.”

“We have been discussing the choice screen mechanism with Google, following relevant feedback from the market, in particular in relation to the presentation and mechanics of the choice screen and to the selection mechanism of rival search providers,” it added.

DuckDuckGo declined to go into detail on any chats it’s having with EU regulators on how to reform the choice screen — saying that it can’t comment on discussions with the Commission. But founder Gabriel Weinberg pointed out other jurisdictions are eyeing how to remedy Google’s dominance, adding that “major countries are actively considering search preference menus right now”.

The US Justice Department, meanwhile, filed its antitrust lawsuit against Google last October. And US states are also challenging the tech giant in court.

“We believe a ‘choice screen’ that only appears once at start up will not meaningfully increase market competition or give consumers the freedom and simplicity they deserve to chose Google alternatives,” Weinberg also told us. “On the other hand, a properly designed preference menu gives users true one-click access to making Google competitors the default search on their device, without having to take the absurd step of factory reseting their phone.”

In its blog post, DDG has some plain words of advice for how regulators can beat Google at its own game and prevent it gaming search competition on Android.

“The sensible approach is to give users an easy pathway to the search preference menu by letting them tap a link from a search engine app or website within the default browser (e.g., Chrome). With that simple tap, the user is whisked directly to the search preference menu,” it writes.

“Not allowing competing search engines to easily guide consumers back to the search preference menu is a pretty big dark pattern because it is requiring users to make an important choice when they often aren’t ready to do so, and then not giving them the option to easily change their mind later while using a competing search engine.”

“So, to anyone considering implementing a search preference menu, or drafting regulations covering search preference menus, please ensure that consumers can access it at any time, especially after a consumer has just chosen to use a competing search engine,” it adds. “Functionality that allows competing search engines to guide consumers directly to the preference menu is necessary for consumer empowerment and search market competition.”



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Monday, 17 May 2021

Apple to add lossless audio to Apple Music at no additional cost

Apple has announced that it is adding some new features to its music streaming service Apple Music. Starting next month, users will find some new options, such as spatial audio with support for Dolby Atmos as well as lossless audio files.

Spotify recently announced a new high-end subscription tier with CD-quality, lossless audio files. But Spotify HiFi isn’t included in Spotify Premium by itself. You’ll have to pay a bit more money to stream lossless audio. Pricing hasn’t been disclosed yet.

Apple’s move is a bit different as lossless audio is going to be included in the basic Apple Music subscription tier. For $9.99 per month, you’ll be able to choose between various audio quality settings. By default, Apple and other streaming services compress audio files so that it doesn’t require a lot of bandwidth.

You can also choose CD-quality, lossless streaming — 16 bit at 44.1 kHz. In that case, you’ll receive lossless audio files. Behind the scenes, Apple uses its own lossless audio format (ALAC, Apple Lossless Audio Codec). But that shouldn’t have an impact as FLAC, WAV or ALAC files sound exactly the same — it’s lossless audio.

If you have a truly unlimited mobile plan, you can even choose 24 bit at 48 kHz or 24 bit at 192 kHz. In that case, the average weight of a song should be around 250MB — yep, that’s a lot of bytes. Apple says you have to use an external, USB digital-to-analog converter to take advantage of the hi-resolution lossless tier. Plugging a pair of headphones with your iPhone won’t cut it.

The entire Apple Music catalog of 75 million songs will support lossless audio. Music distributors already upload lossless audio files when they submit a song to streaming services. Adding lossless audio is all about surfacing those files to the end users.

As for spatial audio, it’ll be enabled by default on hardware that supports Dolby Atmos, such as AirPods and Beats headphones with an H1 or W1 chip. The most recent iPhone, iPad and Mac models also support Dolby Atmos. But it sounds like songs have to be remastered for Dolby Atmos specifically.

At first, only “thousands of songs” will support spatial audio. Artists include J Balvin, Gustavo Dudamel, Ariana Grande, Maroon 5, Kacey Musgraves and The Weeknd. You’ll be able to identify those tracks with a badge in the user interface.



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Sunday, 16 May 2021

Clubhouse to expand Android app worldwide in a week

Voice social network Clubhouse said on Sunday it will expand its Android app worldwide in a week, days after launching a beta version of its service on Google-owned mobile operating system for users in the U.S.

The startup — backed by A16z, Tiger Global and DST Global and valued at about $4 billion — said it will roll out the Android app to Japan, Brazil, and Russia on Tuesday; Nigeria and India three days later, and rest of the world by Friday afternoon.

Clubhouse originally launched as an iPhone-only app last year. The app quickly gained popularity last year, attracting several high-profile celebrities, politicians, investors and entrepreneurs.

The startup began developing the Android app early this year and started to test the beta version externally this month. In a town hall earlier this month, the startup said availability on Android has been the most requested product feature.

Clubhouse’s global rollout on Android comes at a time when scores of technology firm including Facebook, Twitter, Discord, Spotify, Reddit and Microsoft’s LinkedIn, have either launched their similar offerings — or announced plans to do so.

Twitter’s clone of Clubhouse, called Spaces, has emerged as one of the biggest competitors.

Clubhouse has also struggled to maintain its growth pace in recent months — based on download figure estimates by mobile insight firms. The Android app could potentially help the startup expand its userbase.

The startup continues to maintain an invitation system for onboarding new users, saying this is part of its effort to “keep the growth measured.”



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Thursday, 13 May 2021

Google hit with $123M antitrust fine in Italy over Android Auto

Google has been fined just over €100 million (~$123M) by Italy’s antitrust watchdog for abuse of a dominant market position.

The case relates to Android Auto, a modified version of Google’s mobile OS intended for in-car use, and specifically to how Google restricted access to the platform to an electric car charging app, called JuicePass, made by energy company Enel X Italia.

Android Auto lets motorists directly access a selection of relevant apps (like maps and music streaming services) via a dash-mounted screen. But Enel X Italia’s JuicePass app was not one of the third party apps Google granted access to.

The app is accessible via the smartphone version of the Android platform — but of course a driver shouldn’t be reaching for their phone when at the wheel. So barring access through Android Auto puts a significant blocker on relevant usage.

Google’s market restriction of JuicePass has drawn the attention — and now the ire — of Italy’s competition watchdog.

The AGCM said today that Google has violated Article 102 of the Treaty on the Functioning of the European Union — and has ordered it to make the JuicePass available via the platform.

It also says Google must to provide the same interoperability with Android Auto to other third party app developers.

The authority points out that the Google Maps app, which offers some basic services for electric vehicle charging (such as finding and getting directions to charging points), is available via Android Auto — and could, in future, incorporate directly competitive features like payments.

“According to the Authority’s findings, Google did not allow Enel X Italia to develop a version of its JuicePass app compatible with Android Auto, a specific Android feature that allows apps to be used while the user is driving in compliance with safety, as well as distraction reduction, requirements,” the AGCM writes in a press release announcing the sanction [translated to English using Google Translate]. “JuicePass enables a wide range of services for recharging electric vehicles, ranging from finding a charging station to managing the charging session and reserving a place at the station; this latter function guarantees the actual availability of the infrastructure once the user reaches it.

“By refusing Enel X Italia interoperability with Android Auto, Google has unfairly limited the possibilities for end users to avail themselves of the Enel X Italia app when driving and recharging an electric vehicle. Google has consequently favored its own Google Maps app, which runs on Android Auto and enables functional services for electric vehicle charging, currently limited to finding and getting directions to reach charging points, but which in the future could include other functionalities such as reservation and payment.”

Google denies any wrongdoing and says it disagrees with the order. But it did not confirm whether or not it intends to appeal.

The tech giant claims the restrictions it places on apps’ access to Android Auto are necessary to ensure drivers are not distracted. It also told us that it has been opening up the platform to more apps over time — with “thousands” now compatible.

It added that its intention is to keep expanding availability.

Google did not comment on why Enel X Italia’s app for recharging electric vehicles was not among the “thousands” it has already granted access to, however.

Per the AGCM, Enel X Italia’s app has been excluded from Android Auto for more than two years.

Here’s Google’s statement:

“The number one priority for Android Auto is to ensure apps can be used safely while driving. That’s why we have strict guidelines on the types of apps which are currently supported and these are based on driver-distraction tests and regulatory and industry standards. Thousands of applications are already compatible with Android Auto, and our goal is to allow even more developers to make their apps available over time. For example, we have introduced templates for navigation, charging, and parking apps, open for any developer to use. We disagree with the Authority’s decision and we will review our options.”

Google has a dominant position in the market via the Android smartphone platform, with a marketshare in Italy of around three-quarters according to the competition watchdog.

Under European Union law, a finding of market dominance in one market puts a responsibility on a company not to restrict competition in any other markets where it operates — and the EU already found Google to be a dominant company in general Internet search in every market in the European Economic Area back in 2017.

The AGCM said it’s concerned about the impact of Google’s restrictions on app access to Android Auto on the growth of the electric mobility market.

“If it were to continue, [it] could permanently jeopardise Enel X Italia’s chances of building a solid user base at a time of significant growth in sales of electric vehicles,” it wrote, adding that Google’s action in excluding the JuicePass app meant it did not appear in the list of applications used by users — thereby reducing consumer choice and creating a barrier to innovation.

The authority suggests Google’s conduct could influence the development of electric mobility during a crucial phase — as recharging infrastructures for electric cars are being built out and can help fuel growth and demand for recharging services.

“Consequently, possible negative effects could occur to the diffusion of electric vehicles, to the use of ‘clean’ energy and to the transition towards a more environmentally sustainable mobility,” it warned, linking anti-competitive behavior to negative consequences for the environment.

The AGCM added that it will monitor Google’s compliance with its order to ensure it effectively and correctly implements the obligations to provide third party app developers with access to Android Auto.

The authority’s action could be a taster of what’s coming down the pipe for gatekeeper players like Google in Europe under the incoming Digital Markets Act (DMA).

The flagship legislative proposal is intended to supplement ex post competition law enforcement with ex ante rules on how dominant platforms which intermediate others’ market access can behave — including by imposing up front requirements that they support interoperability.

The idea with the DMA is to supplement the slow and painstaking work needed to bring competition investigations to fruition with proactive measures slapped on tech giants to prevent certain types of known market abuse in the first place. Although the regulation is likely years out from being adopted and applied across the EU.

In the meanwhile competition probes of big tech continue.

Italy’s AGCM opened one into Google’s ad display business last October, for example.

Google has already faced a number of EU antitrust decision in recent years — including a $5BN penalty over how it operates Android. Although search rivals continue to complain that the remedy Google devised for that 2018 decision still does not sum to fair competition.



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Wednesday, 12 May 2021

The truth about SDK integrations and their impact on developers

The digital media industry often talks about how much influence, dominance and power entities like Google and Facebook have. Generally, the focus is on the vast troves of data and audience reach these companies tout. However, there’s more beneath the surface that strengthens the grip these companies have on both app developers and publishers alike.

In reality, software development kit (SDK) integrations are a critical component of why these monolith companies have such a prominent presence. For reference, an SDK is a set of software development tools, libraries, code samples, processes and guides that help developers create or enhance the apps they’re building.

Through a digital marketing lens, SDKs provide in-app analytics, insights on campaign testing, attribution information, location details, monetization capabilities and more.

Through a digital marketing lens, SDKs provide in-app analytics, insights on campaign testing, attribution information, location details, monetization capabilities and more. In the case of companies like Google and Facebook, their ability to provide these insights dovetails with their data and reach.

While that does deliver useful capabilities to developers and publishers alike, it also perpetuates the factors contributing to their perceived monopolistic status — and the detriments a lack of competition fosters.

Almost all (90%) ad-monetized Android apps have Google’s Admob SDK integrated, data from Statista showed. Additionally, the Facebook Audience Network SDK is present in 19% of all global Android apps utilizing mobile ads. It’s worth noting that the large majority of alternative “leading” advertising SDKs outside these two players are used less than 13% of the time in Android apps.

As the app ecosystem rapidly expands beyond the borders of mobile, app developers and publishers would benefit immensely from identifying economical and secure ways of adopting more SDKs.

The state of SDK adoption

While there are many SDKs available in the market today, a few key factors contribute to Google and Facebook’s overall dominance. The most basic is around the respective organizations’ reach and industry notoriety. However, a larger component here is the lack of resources and time app developers have.



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Tuesday, 11 May 2021

Snowman, the studio behind Alto’s Adventure and others, launches a kids app company, Pok Pok

Snowman, the small studio behind award-winning iOS games Alto’s Adventure, Alto’s Odyssey, Skate City, and others, is spinning out a new company, Pok Pok, that will focus on educational children’s entertainment. Later this month, Pok Pok will debut its first title, Pok Pok Playroom, aimed at inspiring creative thinking through play for the preschool crowd.

The launch takes Snowman back to its roots as an app maker, not a games studio.

In fact, the company’s first iOS app, Checkmark, had been in the productivity space, offering location-based reminders to iPhone users. But Snowman later shifted to making games, tapping into the demand for mobile games with early launches like Circles and Super Squares. But it wasn’t until Alto’s Adventure came out that Snowman really kicked off its foray into gaming.

“We’ve never really considered Snowman to be a video game studio,” explains Snowman co-founder and Creative Director Ryan Cash. “A lot of people would assume that because it’s really all that we’re known for at the moment. It’s kind of our core business. But we like to think of ourselves more as like a team of tinkerers who like working on creative stuff. And for now, it happens to be video games, but you never know kind of what might be around the corner,” he says.

Image Credits: Snowman

Pok Pok actually emerged from Snowman’s culture of tinkering.

Snowman employees Mathijs Demaeght and Esther Huybreghts, now Pok Pok Design Director and Creative Director, respectively, went looking for an app to entertain their young son James when he was a toddler. They soon found that there weren’t many options that fit what they had been hoping to find.

They had wanted something that wouldn’t rile him up, something that wasn’t too technical, and something that wasn’t gamified, Esther explains.

When they later had their second son Jack, they decided to just built the app they wanted for themselves. After showing a rough prototype to Ryan, he saw the potential and told them to run with it.

Ryan’s sister, Melissa Cash, whose background was in developing products at Disney for babies and toddlers, had been helping with the Alto’s Odyssey launch at the time. When she saw what Esther and Mathijs were working on, she was impressed.

Image Credits: Snowman

“I’ve worked in the kid space for five years, and I’ve never seen anything that’s even remotely like this. And then, I just knew this is what I wanted to work on for the next 20 years,” she says. Melissa became involved with the project and is now CEO of the Pok Pok spinout.

Although legally a distinctive entity, Pok Pok remains closely tied to Snowman.

“We’ve been incubating the company within Snowman. We moved desks to a corner and we all work together as mentor, colleagues, and collaborate as a group,” Melissa notes. Ryan is still involved, as well. “Ryan is everything — our advisor, our helper — we haven’t even come up with a title for him,” she adds.

Today, the Pok Pok team is six full-time employees, but works with contractors and educators on its projects. Snowman, meanwhile, is over 20 people, mostly in Toronto. However, some Snowman employees spend 30% to 50% of their time on Pok Pok, Ryan says.

For the time being, Pok Pok is self-funded thanks to Snowman’s success on other fronts, which not only includes the Alto’s series, but also Apple Arcade’s Where Cards Fall and Skate City, both of which are now expanding to PC and console. The company is also working on DISTANT, a collaboration with Slingshot and Satchel.

Pok Pok Playroom, which is aimed at kids ages 2 to 6, will be the first title to go live from Pok Pok, arriving on May 20th. The app itself will initially contain six “digital toys,” so to speak, which encourage kids to creatively play. These toys also grow with the child as they age up.

For example, a stacking blocks toy could appeal to toddlers who just want to move the shapes around, but an older child might build a town with them. A drawing toy can encourage scribbles at younger ages or become a real canvas for art when the child is older. There’s also a calming toy called “musical blobs” that’s sort of like a lava lamp with differently-shaped that bounce around and respond to touches.

All the toys are designed to be open-ended — there’s no right or wrong way to use them. And Pok Pok Playroom is not a game. There are no levels to beat or objectives to achieve. There’s nothing to buy.

What is different about Pok Pok Playroom, compared with games and “digital toys” from rivals like Toca Boca, for example, is that it’s designed to be more educational and realistic.

“We take a more educational approach, and we still plan to do that for future apps and for whatever Pok Pok Playroom will grow into after launch,” says Esther. “For example, we have no unicorns or no wizards in Pok Pok Playroom. Everything is grounded in reality. I think we want to explore with children what the world looks like and how it works. We have tons of ideas for taking a more education-based approach for all the children, as well, that isn’t necessarily the ABCs, 1,2,3’s pedagogical, so to speak.”

Image Credits: Snowman

Pok Pok also won’t use talking animals or fantasy characters in order to avoid the subject of diversity. Instead, its apps will features all races, all genders, all family constructs, all different sorts of abilities and disabilities, as they’re built.

“I think it’s very important to us to have kids be able to recognize themselves, and family members and friends in the app,” says Esther. “It’s really important to our entire team that everyone feels respected in who they are and what their family looks like, and… I think that’s still really lacking in the kid space right now. We want to be the front-runner there,” she notes.

The new app, which has been in development for nearly three years, will be priced on a subscription basis with more “digital toys” added over time.

Though Pok Pok will aim more at the preschool crowd, the company envisions a future where it designs creative projects for the next age group up and for other types of learning.

Pok Pok Playroom has been beta tested with around 250 families ahead of its launch.

It will be available on iPhone and iPad starting on May 20th at 9 AM ET, with a 14-day free trial. It will then be priced at $3.99 per month or $29.99 per year, and will not feature in-app purchases.

 



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