Архив рубрики: Mobile

T-Mobile will pay out $350M to customers in data breach settlement

If you were one of the nearly 77 million people affected by last year’s T-Mobile breach, you may have a few bucks coming your way. The company has just announced the terms of a settlement in a consolidated class action lawsuit, and it isn’t cheap: $350 million to be split up by customers (and lawyers), plus $150 million “for data security and related technology.” Let this be a lesson to all companies: If you stay ready, you don’t have to spend $150 million to get ready!
The breach apparently occurred sometime early last year, after which collections of T-Mobile customer data were put up for sale on various criminal forums. Estimates of how many people were affected varied, with T-Mobile claiming less than a million had accounts and PINs fully exposed (still not great), and somewhere between 40 and 100 million users total with some data taken.
The settlement, described in an SEC filing and court filing (PDF) first spotted by Geekwire, doesn’t appear to have separate terms for people affected differently by the hack — but that might have been handled separately for all we know. For now, the class defined by the settlement document is “the approximately 76.6 million U.S. residents identified by T-Mobile whose information was compromised in the Data Breach,” with a little extra legalese for Californians, where class actions are handled slightly differently.
As is common in these giant lawsuits, lawyers take a huge bite and then the company must alert the class members they’re owed money, so you can expect a postcard if you were a T-Mobile customer in August of 2021 (in the interest of full disclosure, I was). Then the money gets split up, depending on how many people respond and how much the lawyers take. The final settlement terms could be approved as early as December.
Chances are you won’t even be able to cover a single monthly mobile bill with what you get, but these days a $9 check might be the difference between “dinner” and “no dinner” for quite a few people, so let’s not mock these small sums — except that it’s kind of insulting to have five serious breaches in as many years and all customers get is enough to order off the value menu.
The company, which merged with Sprint just before the breach, said in its SEC filing that it will be dedicating $150 million to improving its security, so maybe it’s taking things seriously now. Guess we’ll find out soon.

To guard against data loss and misuse, the cybersecurity conversation must evolve

T-Mobile will pay out $350M to customers in data breach settlement

Samsung will unveil its latest foldables on August 10

The days of the Galaxy Note Unpacked events are sadly gone, but Samsung’s foldables are more than happy to fill a phablet-sized hole in the company’s annual release schedule. Over the last couple of years, the company has made good on its promise to fully commit to the form factor, and we expect to see the latest additions to the Fold and Flip lines arrive in a matter of weeks.
Samsung this morning dropped an official invite for its late-summer Unpacked event, confirming an August 10 date for the virtual event. This is a Samsung event, so that means the big announcements have been leaked in part — or in full — over the last several weeks. As anticipated, the big news centers around the Galaxy Z Fold 4 and Z Flip 4, along with Galaxy Watch 5.
Image Credits: Samsung
Both foldables are said to include the Snapdragon 8 Plus Gen 1 chip, along with some new color options. The new Galaxy Watch, meanwhile, represents Samsung’s latest Wear OS partnership. That one’s certainly worth keeping an eye on, as Google begins a newfound push for the wearable operating system, ahead of the fall Pixel Watch launch.
Meanwhile, Samsung’s super early pre-show product reserve is going even earlier this year, featuring the following discounts if you want to buy the mystery products (jkjkjkjk), site unseen:

$200 credit toward Galaxy phone, watch and buds bundle

$150 credit toward Galaxy phone and watch bundle

$130 credit toward Galaxy phone and buds bundle

$80 credit toward Galaxy watch and buds bundle

$100 credit to use on Samsung.com toward eligible products when you reserve a Galaxy phone

$50 credit to use on Samsung.com toward eligible products when you reserve a Galaxy watch

$30 credit to use on Samsung.com toward eligible products when you reserve Galaxy buds

All said, it should make for an interesting event, and a nice jolt of news amidst the late-summer hardware doldrums. The event kicks off at 9AM ET/6AM PT August 10. We’ll be there (virtually).
Samsung will unveil its latest foldables on August 10

Smartphone shipments dropped 9% in Q2

Bad news about smartphone shipments has become the norm, rather than the exception, in recent years. The trend pre-dates the pandemic, but has only accelerated during the pandemic, thanks to various economic and supply chain impacts. Even so, a high single-digit drop warrants examination and some difficult questions around the industry’s health.
New figures out this morning from Canalys show a 9% year-over-year drop for global smartphone shipments in Q2. The culprits are, well, pretty much everything you’ve been hearing about for the last couple of years.
Says analyst Runar Bjørhovde:
Vendors were forced to review their tactics in Q2 as the outlook for the smartphone market became more cautious. Economic headwinds, sluggish demand and inventory pileup have resulted in vendors rapidly reassessing their portfolio strategies for the rest of 2022. The oversupplied mid-range is an exposed segment for vendors to focus on adjusting new launches, as budget-constrained consumers shift their device purchases toward the lower end.
Image Credits: Canalys
Consumers have broadly slowed down their upgrade cycles, as phones have gotten better and more robust. The phones themselves have grown more expensive in the process, adding an air of consumer caution amid economic uncertainty, including unemployment and inflation. Add to that chip shortages and supply chain bottlenecks, and you’ve got a recipe for an industry that has crashed back down to earth.
Given all of the above, it ought to come as little surprise that low-end and mid-tier devices have been driving what purchases remain. Most notable is Samsung’s A-series, which helped the company retain the top spot and grow its overall market share from 18 to 21%. Apple and Xiaomi effectively swapped market shares with 17 and 14% this quarter, as Apple took second place, propelled by demand for the iPhone 13.
Along with Xiaomi, fellow Chinese handset makers Oppo and Vivo also experienced market share drops for the quarter, at 1% apiece.
Smartphone shipments dropped 9% in Q2

Nothing Phone (1) review

Can a smartphone still be cool? They were, once upon a time, in those days when they were more luxury than ubiquity. But what happens when everyone has one — and, more to the point, we all pretty much have the same one? Phones aren’t fashion. They’re not clothes or shoes or even cars. Chances are probably roughly equal that you’ve got the same one as the world’s richest billionaire or the person who bags your groceries.
I won’t go so far as to say choice among smartphones is an illusion, but it’s also probably not as great as you think. The last several years have seen a consolidation of the market among a fleetingly small handful of companies, while once mighty brands like LG and HTC have fallen off. Add in geographical and carrier limitations, and it becomes clear how small a pool we’re ultimately swimming in here.
Nothing is a company founded on, among other things, the notion that smartphones can still be cool. That they can be exciting and interesting in an area where they’re more or less all similar touchscreen electronic slabs.
There’s never been a good or easy time to launch a new smartphone company. But in a number of ways, founder Carl Pei may have chosen the worst — or at very least, the most difficult. Along with the aforementioned consolidation comes an overall stagnation and decline in smartphone sales. After a decade of flying high, things came sputtering down to Earth. It’s a regression that pre-dates but was ultimately accelerated by the pandemic.
Image Credits: Brian Heater
Smartphone manufacturers painted themselves into a corner in a bid to beat the competition. In the process, devices improved to a point that people felt less compelled to upgrade as often. Differentiation grew more difficult and continued attempts to add features to outdo others drove flagship prices into the quadruple digits. It’s a paradox of sorts — smartphones may have gotten too popular for their own good.
Those factors presaged a massive supply chain crunch. Chips and other components have been increasingly difficult to procure at scale for companies not named Apple or Samsung, while external financial factors, including inflation, have driven up the price of consumer electronics. Anyone with a passing interest in the category will probably agree that the category could use some new life, but how one might go about supplying it is a different question altogether.
“Nothing has been a difficult company to launch,” Pei recently told me. “This industry, in general, has one of the highest barriers of entry. We have huge companies, and it’s consolidating. There are a handful of companies that are active, and huge companies tend to be pretty bureaucratic, slow moving and very analytical. No wonder why all the products are kind of similar these days. In a regular industry or product category, you also have fresh blood that keeps coming in from below. In our industry, there’s no fresh blood because the barrier to entry is so high.”
Other barriers exist, as well. That, after all, is precisely the reason Nothing isn’t bringing its first phone to the States. While American consumers have begun to recognize the appeal of purchasing unlocked devices, carriers still have a stranglehold on the market. “You have to work with a big carrier,” Pei added, “they have a lot of negotiation power over you.”
Nothing Ear (1) headphones were a fine way to test broader consumer interest. The earbud market, while still saturated, still has room for growth. And, besides, $99 for a pair of headphones from a brand-new manufacturer is a much easier ask than a smartphone — even a $400 one.
Image Credits: Brian Heater
In the meantime, the company has worked diligently to build out a brand. Pei’s biggest strength has been his ability to build community. It was a key piece of OnePlus’ early successes, and he’s doing his best to recapture that magic with Nothing. For the phone, that’s meant things like invite-only purchasing (something that happens to dovetail nicely with those supply chain issues), crowd equity investing and, yes, NFTs. Scarcity isn’t a concept one tends to think about when discussing a mass-produced product like a phone, but maybe there are lessons to be learned from crypto and hype beasts cultures.
Aesthetic consistency is another shortcut for building a brand. When we broke the news that the company was working on a phone back in March, we noted:
Details around the forthcoming device are thin, though the source notes that the product will share a similar design language and “elements of transparency” seen in Nothing’s first product.
It’s safe to say that the report bore out. The clear back, coupled with the “Glyph” LED lighting arrangement is, by far, the phone’s most striking visual element, sharing a language with Nothing’s transparent earbuds. Stripped of that aspect, it, well, looks an awful lot like an iPhone. “I’ve gotten that feedback,” Pei told me when I brought this up. “It’s the most efficient use of space.”
Is the current iPhone some platonic ideal of smartphone design? I guess it is until it isn’t, and someone else figures out something better. Perhaps this speaks to another kind of limitation: physical design and use of space. Sure, Nothing could have gone out of its way to produce something entirely different, but 1) good luck finding a manufacturer that will work with you and 2) you’re suddenly catapulting yourself in the world of function over form. There’s certainly some wiggle room to play with, but a phone needs to be functional first, and then you can start worrying about the other stuff.
Ultimately, when you choose utility, you’ve got to find other ways to stand out as a true alternative in the samey world of handsets. That’s the liminal space the Nothing Phone occupies. It’s a kind of thought experiment into how one can go about differentiating oneself in a product category that’s already so mature and well defined.
Image Credits: Brian Heater
One thing that’s undeniable, however, is that the form factor is solid. The combination of glass and metal, coupled with the heft of the device, affords the Phone (1) a premium feel. It’s not heavy — certainly not for a phone this size — so much as substantial. Build-wise, there was never point I felt like I was carrying around anything but a flagship.
The company determined that bleeding-edge specs weren’t the hill to die on, either. This much is understandable. Going head-to-head against Samsung and Apple in an all-out spec war is a game you’re going to lose. This is most glaringly obvious in the case of the chipset. The inclusion of the Qualcomm Snapdragon 778G+ chip puts the device firmly in the mid-range category. Like pretty much every other aspect of building your first phone in 2022, there are trade-offs.
I’d assumed the decision was largely budgetary. I suspect that still played a factor in the decision, but ultimately Nothing’s choice not to go all-in on the latest flagship chip was a bit wonkier than that. Pei said the decision to go with a TSMC fab — rather than Samsung — is what pushed it over the edge. “It was a difficult choice, because we knew there would be people saying, ‘hey what are you doing? It’s not the latest.’ But I think it’s the most responsible choice in the seven series.”
Performance-wise, the phone can hang. It performs well, particularly will those devices in its price range. Sure, there are trade-offs that come with not adopting this year’s latest flagship chip, but nothing that should have a profound impact on your daily use. The chips are coupled with a solid starting 8GB of RAM and 128GB of memory. There are three tiers, in all, ranging from £399 ($473) to £499 ($592) for 12GB/256GB — again, positioning the product in the mid-tier.
Image Credits: Brian Heater
It’s a good value — especially for a first-time phone. The resources required to launch a device like this are tremendous. Pei certainly alluded to the fact that a large portion of the company’s raise thus far is tied up in the Phone (1), making this phone’s success nearly make or break for the young company. For that reason, I wouldn’t have been entirely surprised if Nothing passed some of the financial burden along to the consumer.
Much like the spec conversation, pricing your product similarly to Apple and Samsung’s is a fool’s errand. Firstly, $1,000+ phone prices are one element that has throttled phone sales. Finding a better price point makes the product more competitive, and opens up additional markets like India, which tend to be more interested in mid-tier pricing (a big market for Nothing, as it happens). It’s likely no coincidence that pricing was also a key part of OnePlus’s strategy, as well.
The back is, meanwhile, the most unique design element I’ve seen on a handset recently, aside from foldable screens. Is it a gimmick? Yes, 100%. It’s a decent one, however, with some real functionality. It’s also the reason the device ships with a warning for people with epilepsy and light sensitivity. That’s not something you see with most handsets — and partially an indication of just how bright this thing gets at full power. The “Glyph” is made from 900 LEDs, covered by a diffusing layer that makes it look like one connected light source. The design is certainly unique. “They told me it’s the kanji character for ‘love,’” Pei told me about his design team. “But I call bullshit on that. I can’t see it.” It can be programmed for a variety of different notifications, but it takes some time to remember which is which.
Image Credits: Brian Heater
In the center is a 5W wireless charging coil. Choose “Power Share” from the drop-down menu, pop a pair of earbuds in the center and the ring will light up to let you know it’s doing its thing. The battery life overall isn’t head-turning, but the 4,500mAh battery will get you through a day and a half of normal use with no problem.
The OLED screen measures in at 6.55 inches. It’s a great-looking display at 2400 x 1080, with a smooth 120Hz refresh rate. The screen is on the larger side, which, in turn, makes for a larger phone. I’m on the taller side of the human spectrum and had no problem porting the handset around, but that could certainly be a limited factor for many users.
The 16-megapixel front-facing camera sits behind a hole punch in the display. It has a built-in night mode and is capable of shooting video in 1080. A pair of rear-facing 50-megapixel cameras sit atop each other on the rear, their respective housings creating a small camera bump. The overall quality of images is quite sharp, and the system has some built-in tricks, including the inclusion of a macro mode and clever use of the two cameras to double as a depth detector. Overall, it’s a solid implementation and an impressive showing for a first-time phone-maker.
Image Credits: Brian Heater
The device itself isn’t rated for dust or waterproofing. Pei told me that the decision to skip the official process came down to time. Each side of the product is covered in Gorilla Glass 5, which should protect against drops, and rubber elements inside the phone will — at the very least — help it deal with rain and splashes. I wouldn’t, however, go swimming with the phone just yet.
Nothing’s Phone (1) is a refreshing change of pace in a smartphone market that has lost much of its sense of fun. It’s not a revolutionary device — but marketing material aside, that was never really the point. It has to be a solid and reliable Android handset at its foundation, and on that front it’s a success. It’s novel enough to turn heads and service as the starting point for an interesting company.
But is it cool? That’s ultimately in the eye of the beholder. It’s definitely fun, functional and nice to look at. Too bad it’s not available in the U.S.
Nothing Phone (1) review

US App Store revenue from non-game apps just topped games for the first time

A major shift in the U.S. app economy has just taken place. In the second quarter of this year, U.S. consumer spending in non-game mobile apps surpassed spending in mobile games for the first time in May 2022 and the trend continued in June. This drove the total revenue generated by non-game apps higher for the quarter, reaching about $3.4 billion on the U.S. App Store, compared with $3.3 billion spent on mobile games.
After the shift in May, 50.3% of the spending was coming from non-game apps by June 2022, according to new findings in a report from app intelligence firm Sensor Tower. By comparison, games had accounted for more than two-thirds of total spending on the U.S. App Store just five years ago.
The trend was limited to the U.S. App Store and was not seen on Google Play, however. In Q2, games accounted for $2.3 billion in consumer spending on Google Play in the U.S., while non-game apps accounted for about $1 billion.
Image Credits: Sensor Tower
This shift in the U.S. app market is the most significant finding in the new report and demonstrates how successfully Apple has managed to create a subscription economy that allows a broader range of apps to generate sizable revenues.
The new data also supports this, as it shows it’s not only the biggest players that are benefiting from subscription revenue growth. In Q2 2022, 400 apps generated more than $1 million in consumer spending on the U.S. App Store, which is eight times the total from the same quarter in 2016. In addition, 61 U.S. App Store non-game apps generated at least $10 million in U.S. consumer spending in Q2 2022 — that’s more than the number of non-game apps that had generated $1 million+ in revenue in Q2 2016.
A handful of non-game apps also topped $50 million in U.S. consumer spending in the quarter, including YouTube, HBO Max, TikTok, Tinder, Disney+, Hulu and Bumble.
Image Credits: Sensor Tower
Subscriptions are the major revenue growth driver here, as non-game apps grew at nearly twice the rate  — at a 40% compound annual growth rate — since June 2014 compared with less than 20% for games, the report found.
The trend is a significant reversal of what mobile app spending looked like just a few years ago.
In 2019 and early 2020, for instance, mobile game spending growth was consistently higher than non-game spending. Game spending then surged again at the start of the COVID-19 pandemic. But by late 2020, non-game growth had caught up and the gap widened in 2021.
Image Credits: Sensor Tower
While non-games are enjoying their new dominance, it’s not all great news for the app economy in this most recent quarter. The report also found that U.S. app spending overall declined for the first time in Q2, following the wind down from the spike generated by the pandemic.
At the start of the pandemic (around April 2020), year-over-year growth in consumer spending had jumped from around 20%-30% in 2019 to 35%-55% over the next 12 months. But in May 2022, U.S. spending declined for the first time as consumers began to shift their dollars back to other non-mobile activities like restaurant dining and travel.
Despite this decline from the pandemic highs, consumer spending in Q2 2022 was still up 71% over Q2 2019.
In other key findings from the quarter, summer travel drove travel apps to record high downloads in the U.S. and U.K., and airline app downloads in these markets were up 30%+ compared with Q2 2019, before the pandemic.
Meanwhile, the top-five ticketing apps saw 10 million downloads, up 70%+ from Q2 2019 as consumers returned to concerts, sports games and other events.
Image Credits: Sensor Tower
Worldwide app downloads slowed also slowed in the quarter, as installs totaled 35 billion in Q2, down 2.5% year over year. App Store downloads fell 1.3% to 7.8 billion and Google Play installs dropped 3% to 27.2 billion.
The most downloaded non-game app worldwide was TikTok, which has held the top position eight times out of the past 10 quarters. It was followed by Instagram, Facebook, WhatsApp and Snapchat. TikTok (including Douyin in China on iOS) had 187 million downloads in the quarter.
The top mobile game globally was Subway Surfers, with over 80 million downloads — its highest total since 2014, and following the game’s maker Sybo’s acquisition by gaming giant Miniclip in June 2022. The number two title was Garena Free Fire with 70 million installs for the third quarter in a row.
China was still the larger contributor to iOS gaming revenue, despite a pause on game approvals in May 2022. In Q2, 65% of consumer spending on China’s App Store was on mobile games, while 35% was on non-game apps in Q2 2022 — percentages that remained unchanged from a year ago in June 2021. Japan’s App Store still generates the third-most gaming revenue on iOS and it maintained this position, though games’ share shrank a bit to 68% of the total spend, down from 70% in June 2021.
US App Store revenue from non-game apps just topped games for the first time