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Facebook Lasso app lead Brady Voss leaves for Netflix right after launch – TechCrunch

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Facebook Lasso has a steep uphill climb ahead as it hopes to chase the musical video app it cloned, China’s TikTok (which merged with Musically). Lasso lets you overlay popular songs on 15-second clips of you lip syncing, dancing, or just being silly — kind of like Vine with a soundtrack. It’s off to a slow start since launching Friday, having failed to reach the overall app download charts as it falls from #169 to #217 on the US iOS Photo and Video App chart, according to App Annie.

Forme Facebook Lead Product Designer Brady Voss

And now one of the Lasso team’s bosses Brady Voss is leaving Facebook for a job at Netflix. He’d spent five years as a lead product designer at Facebook working on standalone apps like Hello and major feature launches like Watch, Live, 360 video, and the social network’s smart TV app. He previously designed products for TiVo and Microsoft’s XBox.

“After five life-changing years at Facebook, my last day will be this Friday, 11/16” Voss wrote on Facebook. “Following our launch of our new app, Lasso, a project I’ve been working on for a while now, the timing works well to explore what’s coming next . . . As for what’s next? I have accepted a position at Netflix in Los Gatos, California.” A Facebook spokesperson responded that “Yes, I can confirm that Brady is leaving Facebook.”

Voss added some color about joining Facebook, noting  “There was actually a discussion about whether or not I’d be a great culture fit because I wore a tie to my interviews–which is funny because we don’t believe dressing like that is what enables people to bring their best everyday. Thankfully, they saw past the common clichés–because suits and ties are not me.” As for Facebook’s troubles, he wrote that “I was even there for the big freak out moments along the way–we’ll keep them unnamed 🙃”, which could refer to his work on Facebook Live that spawned big problems with real-time broadcasts of violence and self-harm.

While it’s reasonable for anyone to want a change of pace after five years, especially after the brutal year Facebook’s had in the press, his departure just a week after Lasso’s launch doesn’t inspire a ton of confidence in the app’s trajectory. It might have been a sensible stopping point haven gotten the app out the door, but you’d also think that if Lasso had a real shot at popularity, he’d have wanted to stick around to oversee that growth.

Lasso’s First Rodeo

TechCrunch first broke the news that Lasso was in development last month, citing Voss as one of the team’s heads. But in the meantime, the world’s highest valued private startup Bytedance managed to push its TikTok app past Instagram, Snapchat, and YouTube on the download charts. It’s now at #5 on the US iOS overall charts and #1 in Photo and Video. Facebook seems to have shooed Lasso out a little prematurely before losing more ground, given it lacks many of the augmented reality features and filters found in Instagram, Snapchat, and TikTok .

Facebook Lasso

TechCrunch asked the company for some more details about the Lasso roadmap. A spokesperson told me that Facebook will be evolving Lasso and adding new features with time, and may test a feature for uploading videos instead of being restricted to shooting them in-app right now. In fact, Voss’ departure post includes a “Made With Lasso” video featuring an augmented reality effect with him conjuring Facebook Like thumbs-ups out of his hand.

As for monetization, Facebook tells me there are no plans to show ads right now. Typically, Facebook tries to build products to have hundreds of millions of users before it potentially endangers growth by layering in revenue generators. I asked if users might be able to pay their favorite video creators with tips, and the company says that while that’s not currently available, it hopes to explore ways to allow creators to earn money in the future. Instagram said the same thing about IGTV when it launched in June, and we still haven’t heard anything on that front. Facebook likely won’t be able to lure creators to new platforms with smaller audiences than their main channels unless it’s going to let them earn money there.

If Facebook is truly serious about challenging TikTok, it may need to build closer ties between Lasso and Instagram. Facebook left its previous standalone video apps like Slingshot and Poke out to dry, eventually shuttering them after providing little cross promotion. Given the teen audience Lasso craves is already on Instagram, it will be fascinating to see if former VP of News Feed Adam Mosseri who’s now running Instagram will insert some links to Lasso. A Facebook spokesperson says that Facebook may investigate promoting Lasso on its other apps down the line.

And one final concern regarding Lasso is that Facebook isn’t doing much to prevent underage kids below 13 from getting on the app. Tweens flocked to Musically, leading to some worrisome content. 10-year-old girls in revealing clothing singing along to the scandalous lyrics of pop songs frequently populated the Musically leaderboard. That prompted me to question Musically CEO Alex Zhu on stage at TechCrunch Disrupt London 2015 about whether his app violated the Child Online Privacy Protection Act (COPPA) that prohibits online services from collecting photos or videos of kids under 13. He denied wrongdoing with flimsy excuses, claiming parents were always aware of what kids were doing, and stormed out of the backstage area after our talk.

So I asked Facebook how it would prevent such issues on Lasso, where all content is public and adults can follow children. A spokesperson told me that you need a Facebook or Instagram account to sign up for Lasso, and those services require people to be 13 older. But “require” isn’t exactly the right word. It asks people to state they’re of age, but doesn’t do anything to confirm that. Lasso does have a report button for flagging inappropriate content, and the company claims to be taking privacy and safety seriously.

But if the tech giants are going to build apps purposefully designed for young audiences, asking for kids to merely promise they’re old enough to join may not be sufficient.

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Bodyguard is a mobile app that hides toxic content on social platforms – TechCrunch

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If you’re somewhat famous on various social networks, chances are you are exposed to hate speech in your replies or in your comments. French startup Bodyguard recently launched its app and service in English so that it can hide toxic content from your eyes. It has been available in French for a few years and the company has attracted 50,000 users so far.

“We have developed a technology that detects hate speech on the internet with a 90 to 95% accuracy and only 2% of false positive,” founder and CEO Charles Cohen told me.

The company has started with a mobile app that anyone can use. After you download the app and connect the app with your favorite social networks, you choose the level of moderation. There are several categories, such as insults, body shaming, moral harassment, sexual harassment, racism and homophobia. You can select whether it’s a low priority or a top priority for each category.

After that, you don’t have to open the app again. Bodyguard scans replies and comments from its servers and makes a decision whether something is OK or not OK. For instance, it can hide comments, mute users, block users, etc. When you open Instagram or Twitter again, it’s like those hateful comments never existed.

The app currently supports Twitter, YouTube, Instagram and Twitch. Unfortunately, it can’t process content on Snapchat and TikTok due to API limitations.

Behind the scenes, most moderation services rely heavily on machine learning or keyword-based moderation. Bodyguard has chosen a different approach. It algorithmically cleans up a comment and tries to analyze the content of a comment contextually. It can determine whether a comment is offensive to you, to a third-party person, to a group of persons, etc.

More recently, the startup has launched a B2B product. Other companies can use a Bodyguard-powered API to moderate comments in real time on their social platforms or in their own apps. The company charges its customers using a traditional software-as-a-service approach.

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Camera refinements are nice, but the price drop’s the thing – TechCrunch

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The Galaxy S21 is a tank. It’s a big, heavy (8.04 ounces versus its predecessor’s 7.7), blunt instrument of a phone. It’s quintessential Samsung, really — the handset you purchase when too much isn’t quite enough. In fact, it even goes so far as adopting S-Pen functionality — perhaps the largest distinguishing factor between the company’s two flagship lines.

In many ways it — and the rest of the S21 models — are logical extensions of the product line. Samsung hasn’t broken the mold here. But the company didn’t particularly need to. The line remains one of the best Android devices you can buy. It’s a product experience the company is content to refine, while saving more fundamental changes for the decidedly more experimental Galaxy Z line.

Samsung certainly deserves credit for going all in on 5G early. The company was ahead of the curve in adopting next-gen wireless and was among the first to add it across its flagship offerings. 5G became a utilitarian feature remarkably fast — owing in no small part to Qualcomm’s major push to add the tech to its mid-tier chips. In fact, the iPhone 12 may well be the last major flagship that can get away with using the addition of the tech as a major selling point.

With that out of the way, smartphone makers are returning to familiar terrain on which to wage their wars — namely imaging. S-Pen functionality for the Ultra aside, most of the top-level upgrades of this generation come on the camera side of things. No surprise there, of course. The camera has always a focus for Samsung — though the changes largely revolved around software, which is increasingly the trend for many manufacturers.

Image Credits: Brian Heater

There are, however, some hardware changes worth noting. Namely, the new S models represent one of the bigger aesthetic updates in recent memory. I’d mentioned being kind of on the fence about them in my original write up of the news, owing largely to that weird wrinkle of 2020/2021 gadget blogging: not being able to see the device in person. Now that I’ve been toting the product around the streets of New York for several days, I can say definitive that, well, I’m mostly kind of okay with them, I guess.

The big sticking point is that massive contour cut camera housing. Pretty sure I used the word “brutalist” to describe it last time. Having used the product, I’d say it’s fairly apt. There’s something…industrial about the design choice. And it’s really pronounced on the Ultra, which sports four camera holes, plus a laser autofocus sensor and flash. It’s a big, pronounced camera bump built from surprisingly thick metal. I suspect it’s owed, in part, to the “folded” telephoto lens.

Samsung sent along the Phantom Black model. The color was something the company devoted a surprising amount of stage time to during the announcement. It was the kind of attention we rarely see devoted to something as inconsequential as a color finish, outside of some Apple bits. Here’s a long video about it if you’re curious. I don’t know what to tell you. It’s nice. It’s matte black. I do dig the new metallic back; even with Corning on your side, a glass back really feels like an accident waiting to happen.

The curved screen looks nice, per usual, accented well by the round corners. The screen itself is striking — Samsung’s displays always are. The screens on the S21, S21+ and S21 Ultra are 6.2, 6.7 and 6.8 inches, respectively. Those are all unchanged, save for the Ultra, which is, strangely, 0.1 inches smaller than its predecessor. It’s not really noticeable, but is an odd choice from a company that has long insisted that bigger is better when it comes to displays.

Eye Comfort Shield is a welcome addition, adjusting the screen temperature based on time of day and your own usage. If you’ve used Night Shift or something similar, you know the deal — the screen slowly shifts toward the more yellow end of the white balance spectrum, reducing blue light so as to not throw your circadian rhythms out of whack. It’s off by default, so you’ll have to go into settings to change it.

The company has also introduced a Dynamic Refresh Rate feature, which cycles between 46 and 120Hz, depending on the app you’re using. This is designed to save some battery life (a 120Hz along with 5G can be a big power hog). The effect is fairly subtle. I can’t say I really noticed over the course of my usage. I certainly appreciate the effort to find new ways to eke out extra juice.

The new era of Samsung is equally notable for what it left off. The new S models mark the end of an era as the company finally abandons expandable storage (following in the footsteps of the Z line). I mean, I get it. These devices range from 128 to 512GB of storage. For a majority of users, the microSD reader was superfluous. I certainly never needed to use it. Per the company, “Over time, SD card usage has markedly decreased on smartphones because we’ve expanded the options of storage available to consumers.”

Of course, expanding the built-in memory is going to cost you. Mostly, though, it’s always a bit of a bummer to say farewell to a long-time distinguishing factory. Speaking of, the company also ditched the in-box headphones and power adapter, notably deleting some ads in which it mocked Apple for recently doing the same. It’s the headphone jack all over again.

The company offered up a similar sustainability explanation in a recent statement. “We discovered that more and more Galaxy users are reusing accessories they already have and making sustainable choices in their daily lives to promote better recycling habits.” As a consequence, the box is nearly half as thick as those from earlier S lines, for what that’s worth.

As mentioned above, the cameras are remarkably similar to their predecessors, with a few key differences. The S20 Ultra sported an 108-megapixel wide lens (f/1.8), 12-megapixel ultrawide (f/2.2) and 48-megapixel (f/3.5) telephoto (4x zoom), while the S21 Ultra features a 108-megapixel wide (f/1.8), 12-megapixel ultrawide (f/2.2), 10MP (f/2.4) telephoto (3x zoom) and 10MP telephoto (f/4.9) (10x zoom). The dual telephoto lenses are the biggest differentiator.

Image Credits: Brian Heater

The device will switch between telephotos, depending on how much you zoom in. The device performs a lot better than many competing handsets at distances requiring around 10x. Though, while the ability to zoom up to 100x is an extremely impressive thing for a phone to do on paper, the images degrade really quickly at higher levels. At a certain point, the image starts taking on the style of an impressionist painting, which isn’t particularly useful in a majority of cases.

Once Samsung (or whoever) can properly crack the code on translating that noise into signal, it will really be a breakthrough. Still, Zoom Lock is a nice addition in helping to minimize hand shake while zooming. Accidental movements tend to increasing exponentially the tighter you get in on an image. The Super Steady, too, has been improved for video recording.

Portrait mode has been improved. There still tends to be trouble with more complex shapes, but this is a problem I’ve run into with pretty much all solutions. Samsung gets some points here for offering a ton of post-shot portrait editing, from different bokeh levels, to adjusting the focal point to other effects. As with much of the camera software, there’s a lot to play around with.

Other key additions include 8K snap, a nice addition that lets you pull high-res images from a single frame of 8K video. There’s also Vlogger Mode, which shoots from the front and back simultaneously. Someone will no doubt find some social use for this, but it feels a bit gimmicky — one of those features a majority of users will promptly forget about. Additional options are generally a good thing, though the camera software has gotten to the point where there are a ton of menus to navigate.

I get the sense that most users want a way to quickly snap photos and shoot videos. The lower-end S21 entries are great for that. The hardware is strong enough to give you great shots with minimal effort. If you’re someone who really enjoys drilling down on features and getting the best images on-device without exporting to a third-party app, the Ultra is the choice for you. In addition to being a kind of kitchen sink approach, the high-end device is all about choice.

Image Credits: Brian Heater

The addition of S Pen functionality is probably the most notable — and curious — thing the Ultra has going for it. On the face of it, this feels like the latest — and most pronounced — in a series of moves effectively blurring the lines between the company’s two flagships. Perhaps Samsung will make a move to further differentiate the next Note, or maybe the company is content to simply let the device meld over time.

There is one major difference off the bat, of course. Namely the fact that there’s no pen slot on the S21. This means that:

  1. The stylus is sold separately.
  2. You need to buy a case with an S Pen holder (also sold separately, naturally) if you’ve got any hope of not losing it.

Image Credits: Brian Heater

I happened to have a Note S Pen lying around and found the experience to be pretty smooth. I’ve been upfront about the fact that I’m not really a stylus person myself, but Samsung’s done a good job building up the software over the years. The S Pen is a surprisingly versatile tool, courtesy of several generations of updates. But I would say if the peripheral is important to you, honestly, just buy a Note.

The components are what you’d expect from a high-end Samsung. That includes the brand new Snapdragon 888 (in some markets, at least), and either 12 or 16GB of RAM and 128, 256 or 512GB of storage on the Ultra. The battery remains the same as last year, at 5,000mAh. In spite of 5G and a high refresh rate, I’ve gotten more than a day and a half of moderate use on a single charge.

In the end, the S21 isn’t a huge change over the S20. It’s more of a refinement, really. But it does represent a big change for Samsung. The company has implemented a $200 price drop across the board for these products. The S21, S21+ and S21 Ultra start at $799, $999 and $1,199, respectively. None are what you would call cheap, exactly, but $200 isn’t exactly insignificant, whether it means easing the blow of getting in on the entry level or taking the pain out of going for a higher-end model.

It’s a clear reflection of a few years’ worth of stagnating smartphone sales, exacerbated by some dire numbers amid COVID. It’s nice to see a company take those issues — and concern around spending $1,000+ on a smartphone — to heart beyond simply offering up a flagship “lite.”

 

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6 investors on 2021’s mobile gaming trends and opportunities – TechCrunch

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‘We are definitely fearful of Apple’s ability to completely disrupt/affect the growth of a game’

Many VCs historically avoided placing bets on hit-driven mobile gaming content in favor of clearer platform opportunities, but as more success stories pop up, the economics overturned conventional wisdom with new business models. As more accessible infrastructure allowed young studios to become more ambitious, venture money began pouring into the gaming ecosystem.

After tackling topics including how investors are looking at opportunities in social gaming, infrastructure bets and the moonshots of AR/VR, I asked a group of VCs about their approach to mobile content investing and whether new platforms were changing perspectives about opportunities in mobile-first and desktop-first experiences.

While desktop gaming has evolved dramatically in the past few years as new business models and platforms take hold, to some degree, mobile has been hampered. Investors I chatted with openly worried that some of mobile’s opportunities were being hamstrung by Apple’s App Store.

“We are definitely fearful of Apple’s ability to completely disrupt/affect the growth of a game,” Bessemer’s Ethan Kurzweil and Sakib Dadi told TechCrunch. “We do not foresee that changing any time in the near future despite the outcry from companies such as Epic and others.”

All the while, another central focus seems to be the ever-evolving push toward cross-platform gaming, which is getting further bolstered by new technologies. One area of interest for investors: migrating the ambition of desktop titles to mobile and finding ways to build cross-platform experiences that feel fulfilling on devices that are so differently abled performance-wise.

Madrona’s Hope Cochran, who previously served as CFO of Candy Crush maker King, said mobile still has plenty of untapped opportunities. “When you have a AAA game, bringing it to mobile is challenging and yet it opens up an entire universe of scale.”

Responses have been edited for length and clarity. We spoke with:

  • Hope Cochran, managing director, Madrona Venture Group
  • Daniel Li, partner, Madrona Venture Group
  • Ethan Kurzweil, partner, Bessemer Venture Partners
  • Sakib Dadi, investor, Bessemer Venture Partners
  • Alice Lloyd George, founding partner, Rogue VC
  • Gigi Levy-Weiss, general partner, NFX

Hope Cochran and Daniel Li, Madrona Venture Group

Does it ever get any easier to bet on a gaming content play? What do you look for?

Hope Cochran: I feel like there are a couple different sectors in gaming. There’s the actual studios that are developing games and they have several approaches. Are they developing a brand new game, are they reimagining a game from 25 years ago and reskinning it, which is a big trend right now, or are they taking IP that is really trendy right now and trying to create a game around it? There are different ways to predict which ones of those might make it, but then there’s also the infrastructure behind gaming and then there’s also identifying trends and which games or studios are embracing those. Those are some of the ways I try to parse it out and figure out which ones I think are going to rise to the top of the list.

Daniel Li: There’s this single-player narrative versus multiplayer metaverse and I think people are more comfortable on the metaverse stuff because if you’re building a social network and seeing good early traction, those things don’t typically just disappear. Then if you are betting more on individual studios producing games, I think the other thing is we’re seeing more and more VCs pop up that are just totally games-focused or devoting a portion of the portfolio to games. And for them it’s okay to have a hits-driven portfolio.

There seems to be more innovation happening on PC/console in terms of business models and distribution, do you think mobile feels less experimental these days? Why or why not?

Hope Cochran: Mobile is still trying to push the technology forward, the important element of being cross-platform is difficult. When you have a AAA game, bringing it to mobile is challenging and yet it opens up an entire universe of scale. The metrics are also very different for mobile though.

Daniel Li: It seems like the big monetization innovation that has happened over the last couple of years has been the “battle pass” type of subscription where you can unlock more content by playing. Obviously that’s gone over to mobile, but it doesn’t feel like mobile has had some sort of new monetization unlock. The other thing that’s happened on desktop is the success of the “pay $10 or $20 or $20 for this indie game” type of thing, and it feels like that’s not going to happen on mobile because of the price points that people are used to paying.

Alice Lloyd George, Rogue VC

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