Google Continues To Expand Its Google+ Platform Team

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It looks like Google is ready to expand the Google+ platform and is looking for engineers to help it do so. According to a new posting on the Google+ developer account, the Google+ Platform Team is looking for a few good engineers to help “make Google more collaborative and relevant to users.”

A while back, we heard rumors about a hiring freeze at Google+ (and that the company wasn’t making any Google+-specific acquisitions, either), but we were never able to really confirm this. Maybe this hiring freeze is now over, maybe it never happened (or maybe some people left the Google+ team and now need to be replaced), but it sure looks like Google is starting to put more resources into the Google+ platform. The job descriptions are sadly very generic, so it’s not clear if there are any specific areas the team wants to focus on.

Most recently, Google introduced the new Google+ sign-in buttons that combine the usual Google sign-in experience on third-party sites with some Google+ features, including a new sharing experience on Google+, as well as over-the-air-installs for Android apps. For the most part, however, the Google+ platform has focused more on Hangout apps than anything else, especially given that the Google+ API is still relatively limited.

Here is the full announcement:

The Google+ platform team is hiring!

Come help us connect Google users to the rest of their world.

The challenges are substantial, but the opportunity to make Google more collaborative and relevant to users wherever they are is enormous. The work is challenging, fast paced and always changing. Strong analytical skills, unwavering commitment to quality, collaborative work ethic, and cutting edge coding skills are all required. If you’re interested, you can learn more about the positions we’re looking to fill here:

Software Engineer – Mountain View: http://goo.gl/HOvCo
Front End Software Engineer – Mountain View: http://goo.gl/nuw9O
Software Engineer, Mobile Applications (Android / iOS) – Mountain View:http://goo.gl/lYu6O

Pinterest Acquires Livestar, The Mobile Recommendations Startup Founded By Fritz Lanman

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Pinterest said today it’s acquired Livestar, the mobile recommendations app founded by Microsoft alum Fritz Lanman, who is also a noted angel investor who has backed the likes of Square, Getaround, and, as it happens, Pinterest.

Terms of the deal have not been disclosed, but this seems to be an engineering acqui-hire situation. We’re told that only Livestar’s three person engineering team will be joining the company as part of the deal, and the service as it is will be shutting down immediately. Lanman himself will not be joining Pinterest full-time, but he will continue in his role as an advisor to the company post-acquisition. From here he will be moving on to a yet-to-be-announced new project, we’re told.

Livestar was founded in 2011 and launched at TechCrunch Disrupt this past fall. The service was meant to provide personalized recommendations from your friends and authoritative sources from around the web, and was aiming at disrupting the likes of Foursquare, Yelp, and Rotten Tomatoes. The company had reportedly raised $2 million from investors including Hadi and Ali Partovi, Peter Chernin, Paul Buchheit, WME, and Ray Ozzie.

Here is the announcement from Livestar itself:

“Our goal at Livestar is to help people find great recommendations from friends, critics and strangers with similar taste. Over the last two years, the Livestar community has shared millions of ratings and reviews. Today we wanted to let you know that we’ll be making our next move: the Livestar engineering team will be joining Pinterest.

If you’re not familiar with Pinterest, it’s an online tool that helps people discover things they love and inspires them to do these things in their everyday lives. We think this is aligned with what we’re doing here at Livestar. While we are excited to join Pinterest, we are sad to also announce that Livestar will be shutting down immediately.

We are so thankful to all of you. We hope you discovered great recommendations and enjoyed sharing your own experiences with your friends and others. We have put all your reviews in the attached spreadsheet so that you can take them with you.

Thanks again for your support and contributions to Livestar. We will miss Livestar dearly, and we will especially miss reading all of your great reviews. We hope to see you on Pinterest soon!

Best,
The Livestar team”

The Raspberry Pi Dynamic Headlight Can Tell You How Fast You’re Cycling


A Brooklynite named Matt Richardson has built a working prototype of a bicycle headlight that uses a Raspberry Pi to project his current traveling speed as he rides around the city. Richardson calls it the Raspberry Pi Dynamic Headlight, and it’s one of those jaw-dropping DIY projects that makes you wonder why this isn’t something you can buy in a store yet.

The prototype has a small projector mounted to the handlebars of the bicycle, which is connected to the Raspberry Pi via HDMI cable. The projector and the Raspberry Pi are both powered by a USB battery pack. The Raspberry Pi and the battery pack seem to be crudely glued to a triangular piece of wood that is strapped onto the center of the bike, but Richardson says in his video that he’s hoping that future prototypes will combine all the components into one single piece that will be mounted onto the handlebars.

The Dynamic Headlight for now only projects the speed of the bike, but Richardson is looking to add all sorts of interesting functions to future iterations like GPS and other “animations and visualizations”. He’s also planning on writing about it for MAKE and including instructions for those that are brave enough to build one for themselves.

Someone needs to get him some of that Veronica Mars Kickstarter money, stat.



Founder Stories: MemSQL’s Eric Frenkiel on Building an Enterprise Product

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For this week’s Founder Stories, I sat down with Eric Frenkiel, founder of MemSQL, to compare notes on starting enterprise software startups. After being accepted as one of Y Combinator’s first enterprise-focused startups, Eric and his co-founder built the now 14-person company in stealth and officially launched MemSQL, a database for real-time analytics, in June of last year.

With an enterprise company you’ve only got one shot really to get the actual release right. So that entails a lot of early work with customers, an early access program, a private beta program. All of those have been very helpful for us just to make sure what we do go GA with is actually the right sort of software.

Eric says he and the MemSQL engineering team spent months on the ground talking to customers and working with beta customers to determine the priority features in their product. He stressed the importance of engineers having real-world experience with the product they are building. “It takes time to bake good software,” Frenkiel said, also mentioning that the biggest difference between building an enterprise vs. consumer is the slower pace.

When I asked Eric about his approach to finding new customers, he told me:

For us, it was essentially giving away great software…that created a great pipeline for future conversations with engineers typically from large companies. Some large names from the Fortune 500 actually just downloaded the software saw the value, and said ‘well if it runs on one machine will it run on more?’

Editor’s Note: Michael Abbott is a general partner at Kleiner Perkins Caufield & Byers, previously Twitter’s VP of Engineering, and a founder himself. Mike also writes a blog called uncapitalized. You can follow him on Twitter @mabb0tt.

Kinvey Launches Enterprise Back-End Service For Building Mobile Apps That Move Data From Salesforce, Oracle And Other Sources

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On one day, the software runs on complex hardware systems behind the firewall. The next it is software operating as a service in the cloud. And so explains Kinvey, a startup that today announced a way for enterprise customers to scrap their hand stitched, back-end systems running middleware for a service that does it for them in a cloud environment.

The new Kinvey For Enterprise back-end as a service (BaaS) platform allows developers to build mobile apps that can authenticate users and securely read, edit and publish data to and from enterprise data sources, such as Salesforce.com CRM and Oracle.

Before, middleware ran inside the data center, often on proprietary software that locked customers into one vendor. Data now needs to pass freely between data centers and public cloud services across any number of applications. In these “heterogeneous,” environments, mobile apps changing everything. A company may use Sharepoint and Salesforce.com. To get that data into one mobile app they can’t rely solely on the provider’s API. They need a mobile SDK to get that data and feed it into the app.

Sravish Sridhar is the founder and CEO at Kinvey. He said developers need their back-end systems synchronized with front end development. Before, companies built these overly complex service oriented architectures (SOA) with web services that connected an API facing out to the web. That became a holy mess and the solutions providers made an absolute killing stitching it all together.

Companies like IBM, SAP and Antenna Software made a fortune in this market. They controlled the middleware through complex SOA environments.

That’s where companies like Kinvey enter the picture by providing a cloud-based mobile SDK so companies can connect data sources such as Salesforce.com and Sharepoint.

“Mobile developers building rich apps have different needs than their web development counterparts,” said Bret Siarkowski, vice president of research and development with Game Show Network, a Kinvey customer who I interviewed over email this week. “In the world of mobile, the libraries are the new abstraction layer for the mobile developer, not the API. We don’t want to re-create common functionality including data syncing, online-offline support, user management and data security. Having proven libraries that take care of such functionality is very efficient for development.”

Forrester Research Analyst Michael Facemire wrote in a recent report that BaaS vendors take the challenges that middleware vendors address and provide cloud-based solutions that feature no vendor lock-in, cloud scalability to handle mobile success, a proxy to a multitude of third-party services and cloud tooling.

Siarkowski says BaaS solidifies the process for building mobile apps.

“The biggest advantage with BaaS, is that it helps us future-proof our mobile strategy through a self-service platform,” Siarkowski said. “We can pick any SDK to build apps with and can therefore build native or hybrid user experiences based on the needs of the app. We can then tie any data or authentication system to our apps, allowing our developers to iterate and innovate quickly. We’re able to avoid creating silos for each app, which saves us time and money.”

Without getting too gung ho, this is a super crowded market as Facemire pointed out in a post last year.

They include StackMobUsergridAppceleratorFeedHenrySencha.ioApplicasa ,Parse, CloudMine , CloudyRec , iKnodeyorAPI, Buddy and ScottyApp.

That is not to mention Windows Azure use of Dropbox, which it uses as a back-end for syncing and updating websites.

Pebble Firmware Update 1.9 Delivers A Non-Watchface App – The Classic Game Of Snake

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Pebble has just updated its smart watch, complete with a much-improved interface and new watchfaces. But the exciting thing here is the addition of a game you likely remember from the days when your cell phone’s screen wasn’t much different from the Pebble’s itself – Snake.

The interface changes include a menu that now puts your selected watchface at the end of a sequence of pushes of the back button no matter where you are, and the up and down buttons on the right-hand side now switch between watch faces, so you don’t have to dig through a menu to find them. Pebble also revealed in a Kickstarter update last week that it has made improvements behind the scenes to improve the text rendering engine with this firmware, laying the groundwork for its upcoming SDK.

Pebble has also improved ambient light detection on the smart watch, which is good news since the auto-backlighting feature has been one of the device’s major flaws since launch. Hard to tell so far just how much of an improvement firmware 1.9 provides in that area, but it would be hard not to improve at this point.

The Snake game is the highlight of the show, since it’s our first hint of how apps other than watches might work on the Pebble. Controls are fiddly as you might expect, but it is most definitely Snake, running on your wrist, and it’s meant more as a tech demo of what kind of limited capabilities will be available to developers in the first version of the SDK. I’m not likely to sink great hunks of time into playing it, but I’m glad it’s there. The Snake game sits in the Pebble’s main menu, and installs from the Watchfaces section of the iOS/Android app, so it’s clear the company will have to do yet more interface optimization when it’s ready to ship a proper app library.

ACLU Sues San Francisco Over Warrantless Cell Phone Searches

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Your phone knows you completely. It knows where you’ve been, and who you’ve been talking to. It knows which websites you visit in your idle time, and your many passwords. Hell, it probably knows what you look like without pants on. It knows you.

To search someone’s phone is to breach not just their property, but their very being. Today, the ACLU has filed suit against the county of San Francisco to (re)try to keep anyone from searching your phone without a warrant.

Back in 2011, the California Supreme Court determined that the police search of an arrestee’s phone fit within the lines of the U.S. Constitution.

In today’s suit, however, the ACLU claims that such searches violate the California Constitution, which appends a small mountain of protections onto its bigger, badder, federal brother. More specifically, they claim that the searches violate Sections 1, 2, 3 and 13 of Article I.

The suit was sparked by the 2011 arrest of SF-resident Bob Offer-Westort, who says police officers perused his texts — going so far as to read them aloud — after placing him in custody during a non-violent protest.

Developing…

ESRI Takes Its Deep Mapping Software Online To Help Developers Become More Like Geographers

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Beyond the edge of SXSW last week, the ESRI team camped out in an old brick firehouse with the interior of an Italian palace. It felt like the home of an eccentric Texas aristocrat, alone in his mansion, dripping with rich fabrics, chandeliers and the odd sense of a New York loft. And it was just right — an old world yet modern setting for a 44-year-old mapping company to host a new generation of developers who know little about cartography but a lot about data.

“Do you want to make a playing card?” asks Amber Case as she points to a rich backdrop, a painting of rock and red oozing lava. Case and her partner Aaron Parecki brought their playful, forward-looking, geek-centric view of the world when they sold their company, Geoloqi, to ESRI last fall. They now run a research and development lab for ESRI out of Portland where they are in many ways helping this 3,000-employee, privately held company reconsider how geodata is as much for cartographers as it is for developers and even the rest of us with little or no programming/mapping experience.

Amber jumps in front of the camera, dons some bee antennas and hams it up.

It’s not what you would expect from a traditional mapping company with more ties to the august world of National Geographic than the edgy data playground where hackers play.

But here they are, making playing cards to show on a map and the different ways their tools can be used to shape geodata.

Developers played with data that has helped communities like the city of Austin create a map of its most dangerous dogs (chihuahuas — no joke). They scanned and mapped the ridges of visitors’ thumb prints to create personal, 3D virtual cities.

Here’s what my thumb print looks like as a city:

Bernard Szukalski is a product strategist and evangelist for ESRI. He showed me how my thumbprint became a virtual city and gave a demo of ArcGIS Online.

I looked over his shoulder as he added live weather and weather warnings data to a “community basemap” – that GIS crowdsourced basemap compiled from various GIS sources. He also dragged and dropped a spreadsheet with traffic onto a map and configured symbols and pop-ups. It required no coding, just configuration steps to create aan app that a user can embed in blogs, websites, etc.

ESRI was founded in 1969. Its fame comes from its Arc-GIS mapping tools that urban planners, cartographers and other technical professionals have relied on for generations. It’s a world of its own. People speak language that pretty much they only understand. It’s a rarefied community, much like tens of thousands of other professional communities that now face a different reality. They are experts at what they do in a field that no longer necessarily requires a deep technical background. It’s the data that’s the difference, giving programmers room to abstract complexity and make it easy for people to use and understand. And that data is essentially shaped with accessible programming languages that developers use to create lightweight covers — essentially what we know of as apps.

And the result is a revolution in how we think about almost anything imaginable.

Maps are an appropriate metaphor for this new data universe. Today’s maps help us shape an infinite space, giving structure and visibility to what had before been empty and invisible.

ESRI sees itself blending its GIS software to create relationships about where things are and how they are connected.

That’s a shift for ESRI. It means they have to create a data mesh that spans the globe across thousands of data centers. You don’t do that one vertical software stack at a time. It’s impossible. And so ESRI is turning to the cloud with ArcGIS Online as a way to give developers and people without a technical background, access to its vast geodata stores. Again, that data gives developers ways to create apps that help us navigate using virtual tools that will soon be, if not already, more predominant than the paper maps and atlases that many of us grew up with.

But they will have to act fast. Google, Microsoft and a host of startups are building or have built platforms that have made it easier to use geodata in their apps.

“The future is that developers will become more and more like geographers and cartographers as they increasingly work with real-world data,” Case said in a text message today. “ESRI will be there for them with the tools they need in the languages they use at the subscription model they’re used to.”

This shift is exemplified in any variety of services and in the number of people now making maps as illustrated by Thierry Gregorius this week on his blog, Geofenced:

ESRI is making the changes you see with more forward-looking enterprise software companies. The company has a market-leading position but faces its deepest challenges from companies that do not have legacy software to support.

The only way to make the transition is to work with technologists like Case and Parecki – people who understand the geek culture and how to connect to the ever-growing developer community.

What Games Are: Where Did Wii U Go Wrong?

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Editor’s note: Tadhg Kelly is a veteran game designer, creator of leading game design blog What Games Are and creative director of Jawfish Games. You can follow him on Twitter here.

Two years ago I was very excited by the possibilities of the Wii U. I instantly fell in love with the idea of the tablet/joypad game controller and saw all sorts of possible uses. It seemed like it might well be the console that could do it all, from first-person shooters to real-time strategy, and also lots of funky stuff like drawing games, things to do with cameras and so on. I also loved the notion that I might finally be able to play Call of Duty without having to fight over TV time with my wife.

I wondered aloud whether this play for an Ultimate Platform could be both the start and the end of something, and privately hoped that it would overcome some of its initial confusion and become interesting. Having largely mined the casual market to death with wibbly-wobbly party games and yoga simulators, it felt like a good time for Nintendo to start talking to its fans again and regenerating the marketing story that had got it so far. Concerns had long been raised among gamers that Nintendo had turned its back on them, and they felt that the company was not interested in them anymore. So Wii U seemed to be all about Nintendo finding its way back to them, but also dragging all of its newfound casual friends along for the ride.

But it seems the fans have already decided that for themselves, and Nintendo’s attempt to reignite the old flame is falling on deaf ears. Not only are sales of the platform very weak, it just has no buzz. Aside from the usual anticipation of a new Zelda, all the column inches about Wii U these days are about how poorly it’s selling, how shoddy some of the technology in it is, and how the premium games that it’s trying to attract all look cut-down in comparison to “proper” versions. Nobody, it seems, thinks that the controller is a big enough deal to really get excited. And to make matters worse, the casual market of Wii isn’t particularly interested either.

Like that other recent dud, the PS Vita, you know it’s all gone wrong when a platform is just not featuring in any conversations. Nobody’s thinking of making games for it, fans are generally not getting excited for it, and folks forget that it exists. Oh that, they say. Did that ever come out? What I find myself wondering, however, is why this has happened so fast to Wii U.

The console has only been available for three months and its first titles were mostly well-received. ZombiU was interesting, and many a Twitterite noted how Nintendoland was perhaps a little odd but full of user-created art and other neat stuff. The prospect of games on the horizon was also welcome. Then in the wake of Christmas it was all very silent. Sony started rumbling about PS4, Microsoft about Xbox, and the whole microconsole idea started to gain traction. Somewhere along the way we just kind of forgot about Nintendo entirely. Outside of the usual fan circle, nobody seems to be factoring the system into their thinking.

It’s possible that this is all because of the Wii/Wii U brand mixup. Six years ago the Wii was the hot ticket, and you could not buy one without sacrificing your firstborn. It was based on a very simple yet compelling idea (wave hand, something happens on screen) and extended this idea out with some very smart accessories like the Wii Fit. And yet three years ago, developers were already grumbling that Wii felt like it had peaked. Third-party games didn’t really sell well, and the technology was more limited than it initially appeared. Worse, the scuttlebutt around the campfire had it that most users who were buying Wiis were really only playing them for a week or two and then shelving them until birthdays and Christmas rolled around.

In many ways then, Wii may have already been a dead brand to most players, and selling them something that connected to that brand may have felt quaint. What certainly didn’t help was that the system seemed like (and still seems like) an add-on for your Wii. When the console was first announced in June 2011 there was mass confusion over what it actually was. At first it seemed to be a peripheral, much as Wii Fit had been. Then it slowly came to light that, no, it was a console. But not exactly a successor to the Wii, as it was aiming for a much more sophisticated kind of gamer. So we had the vision of the Wii brand trying to be all about fighters and shooters, and yet hold onto its casual roots.

Wii U is not the first Nintendo system in recent memory to try and fail to extend an existing audience. The 3DS tried much the same trick, building on all that DS love and hoping to convince the world that 3D was going to be the next big thing. The world remains unconvinced about that and is not inclined to pay a premium to find out. However Nintendo was able to backtrack via a large price cut and save the DS market. With Wii U, though, it feels different. Pivoting toward the core was probably a decision made from knowing what the attach rate and margins of casual games tend to be compared to fanfare, and yet still. Perhaps the Wii brand had already aged so much that the new system just needed a new story to tell.

Then there’s the technology. Although Apple and Nintendo are similar in many respects one of the big differences between the companies is that Apple has always tended to build sweet systems for the upper end of the market, so their devices are more expensive but also of better quality. Nintendo, on the other hand, tends to be cheap. In areas such as battery life, the number of gamepads the system can support, the slapped-together feeling of its online offering, difficulties with transferring saved games and so on, Nintendo created an air of ineptitude around the Wii U launch that refuses to go away.

There’s also the sensation that the competition has passed Nintendo by. While Sony’s recent conference may have produced mixed impressions (from those who think it was a great console launch, to others like me who think it showed a stark failure of vision), there’s a sense that the game is now Microsoft’s to lose. For all its woes, Kinect largely became the more interesting peripheral story, and many expect Microsoft to make a big announcement that will win the next generation soon. Nintendo, perhaps, needs to be bolder than it has been with Wii U. Perhaps it should have cut the console chord entirely and been a purely portable system (with better battery life). Perhaps Nintendo should not have worried so much about backwards compatibility (does anyone use their Wii Fit any more?) and instead focused on one core verb to define the new system.

Or perhaps it’s because Nintendo didn’t think small enough. Those pesky iDevices are becoming near universal, with their free games and such, and the taste for gaming, which is even more portable, is only growing. Likewise, microconsoles are emerging as a potential super cheap console with all the fun games you could imagine for cheap. Perhaps Wii U needed to be that simplistic and inexpensive.

It feels as though Wii U is the result of a company becoming trapped in a box of its own making. Nobody seems to want an ultimate console, or if they do they don’t want Nintendo’s version. The question before the company is whether the system can, or should, be saved. With only three months on the market, it is extremely unlikely that Wii U will be shelved, but it certainly needs adjustment. Whether in terms of a large drop in price or a revision of the technology, something big needs to be done.

Good Riddance, Google Reader

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Google Reader turned into a zombie a long time ago and it’s good that Google finally killed it. For years, Google Reader has been sitting on Google’s servers without any appreciable updates. Sure, it got a bit of a facelift in 2011, but it only lost functionality since Google decided to rip out its social features in an effort to drive people to Google+. Its core features hadn’t changed for years, its overall design wasn’t really up to snuff anymore and even after eight years on the market, it would still often take hours before some feeds finally updated.

I can’t help but think that a lot of the current outpouring of support for Google Reader is more about nostalgia than anything else. A couple of years ago, ‘shares’ on Google Reader were the equivalent of today’s Facebook Likes and Twitter retweets. It was the hot new way to measure how popular a story was, and a bunch of services ranked stories accordingly. Displaying the number of subscribers to your RSS feed was a point of pride for bloggers. But even then, Google Reader was mostly a tool for information junkies. It never caught on with mainstream users who were barely able to figure out how to subscribe to a feed. As Google Reader inventor Chris Wetherell noted in a post bemoaning the lack of updates to the service in 2011, however, that “market totally exists and is weirdly under-served (and is possibly affluent).”

Google – especially under the leadership of Larry Page – simply decided that going after small markets wasn’t in its best interest, so Reader was left to die. For mainstream users, Flipboard, Zite, Pulse and all the other news-reading apps now represent a far superior solution (and they are all mobile-first, while Google Reader never got a chance to do something innovative on mobile at all).

And that’s okay. The total dominance of Google Reader meant that nobody else was really trying to improve these “river of news” tools that we information junkies love so much because they give us a relatively unfiltered view of what’s happening.

Newsblur, a Y Combinator-backed company, probably got the closest to replicating the old Google Reader when it launched last year (including the “share” feature and comments), but it barely reached a thousand paying users until the Reader announcement last week (now it has almost 3,500 paying users over 11,500 who signed up for a free account). The pull and comfort of using Google Reader was just too strong, even with projects like the Old Reader virtually replicating the Google Reader experience (it would be interesting to see how many new users Google Reader got in the last few years, by the way).

Now that Reader is on its deathbed, we are also suddenly seeing a renaissance in services that want to provide information junkies with better tools than just scanning Twitter feeds. Unlike Google Reader, Newsblur emphasizes speed and is under active development. Feedly, which was always popular but never quite had a breakthrough, offers a far more appealing visual experience than Reader. Even Digg is trying to get in on the action.

When Google launched Reader, it essentially killed the market for RSS readers. Now that it’s gone, maybe we’ll finally see some innovation in this space again (especially once we get past this slightly awkward phase of just trying to replicate Reader). Who knows, the way things are going, we’ll be talking about PubSubHubbub again in no time.

Focusing On The Google Reader Shutdown

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Last week Google announced the shutdown of Google Reader as part of its company wide bid to “focus” on “fewer products.”

“We know Reader has a devoted following who will be very sad to see it go,” wrote the company in a blog post. comScore estimates that as many as 665,000 different people used the mobile app in recent months, according to the Financial Times. The product appears to have been well-loved among users, with a monthly active user base estimated to be around one million according to a competitor.

Given the relatively small impact a Google Reader sunsetting could have on the company’s billion dollar operating expenses, a highly visible shutdown like that of Google Reader seems to be at least in part to send a message (among the vocal blog readers seem to be the bloggers themselves). The message is that Google is not just focusing on fewer products, but focusing on the things that most people are going to use. And if that’s the new standard by which things will be measured by Google, expect more changes to come as Google’s executive leadership continues to change.

“Powering down” Google Reader effective July 1 was a tough decision and the arguably the biggest property execs have felled since the November 2011 shutdown of Google Wave (in addition to closures, several products have been folded together). The move is reminiscent of Yahoo’s 2010 shutdown of beloved bookmarking service Delicious, and the public response seems to be the same as then, too: given strong user loyalty and the mature stage of product development there might have been more peripheral ways to other ways for the Internet giant to rationalize its operational belt, such as a sale or targeting more peripheral products.

Although the shutdown of Google Reader would seem to message new focus for the Internet advertising company, it’s in fact the same focus from elsewhere being mainstreamed into the fold. Google started to leave RSS discovery out of Chrome years ago, opting instead to make it a 3rd party feature for which you’d need to use a plugin. A Chrome developer explained at the time the decision was “based on our philosophy of trying to limit ourselves to adding only the UI features that a vast majority of users need.”

(In fact, Chrome is not the only browser maker to come to have doubts over the continued role of RSS. Firefox independently came to similar conclusions, apparently discovering that, according to heatmap data, only 9.1% of beginning to advanced users interacted with the RSS button.)

So why shutdown Google Reader now? Last week Android chief Andy Rubin abdicated in favor of “VP of Chrome and Apps” Sundar Pichai. Neither change was likely to have been made precipitously.

As excellently reported the Wall Street Journal’s Amir Efrati:

Mr. Rubin has a reputation as a fierce competitor who sometimes clashed with others regarding the Google services that would appear on Android, said people familiar with the matter.

… That sometimes led to conflicts with other Google units that tried to get their products to be preinstalled on Android devices or be more tightly integrated with the software, these people said.

Mr. Pichai is likely to be more accommodating and willing to integrate Android with more Google services, these people said.

Some people familiar with Google have said the Android and Chrome units had a difficult time working together to bring the Chrome Web browser to Android devices in 2012. It replaced a Web browser that the Android team had built.

According to this reporting, it appears Pichai is admired for his ability to amicably work out difficult partnerships both within and outside of Google, a challenge he’ll face amid pressure from without over growing Samsung power and from within over maintaining Rubin’s “focus” on finding the right amount of Google services to pitch to Android users. Will Pichai be able to make the tough decisions when, for example, it comes time to reconciling the differences between Google TV, Chrome OS and Android?

In the meantime, readers’ loss of Google Reader is a gain for its competitors. Feedly, a service that offers a magazine-like experience atop feeds, is reported to have seen by a half-million users. Newblur, which charges $24 per year for a premium account, has seen more than 3,000 such accounts purchased in the past day alone.

When Yahoo sunset Delicious in 2011, paid bookmarking service Pinboard saw at peak 700 signups an hour.

Newsblur founder Samuel Clay welcomes the exodus of Google Reader’s faithful. The developer and sole operator says his company gives users the option to pay 50% more by choice and that, because “the more users I have, the more capacity I can have,” some “15% of those who go premium are paying the $36 per year.”

“This is better than my Delicious moment,” says Clay. “The number of people who use Delicious is eclipsed by the number of people who read blogs.”

For Clay, as likely for others, Google’s “focus” away from Google Reader is a bittersweet victory. What happens when David challenges an Internet Goliath and that giant decides not to fight? Clay believes a challenge will be making sure the audience sticks around: “I’m competing against the back button,” he says.

And as for the rest of competition, fortunately for Clay there are plenty of giants to take on — namely “the stream” he says, “this algorithmic stream of content” from Twitter, Facebook, Google Plus and others.

Facebook Opens Early Adopter Club To Reignite Mobile Experimentation

Facebook Experiment

Ditching HTML5 cost Facebook the flexibility to tinker and quietly try out design or feature changes on subsets of users. But now it can experiment again. Thursday Facebook launched a beta club offering some Android users early access to new features. Thanks to silently downloaded software updates, Facebook can field test evolutions of its mobile experience so it doesn’t screw up for hundreds of millions of people.

Between hackathons, lock-ins, and constant code pushes, experimentation is core to Facebook’s product development. It designed the system Gatekeeper so it could simultaneously test tons of different versions of Facebook on tiny fractions of its userbase. New features are often tested in remote areas like rural New Zealand or on specific demographics like people with few friends to pull in feedback without alerting the public.

If initial tests go well, Facebook pushes changes to 1% of users and monitors for bugs, qualitative feedback, and usage fluctuations. When an update proves stable and popular, it’s rolled out to 10% and eventually 100% of users. This lets its miasma of services on the web evolve intelligently.

Trading Experimentation For Speed

That’s not how it works on mobile. Typically with native apps, updates go out to all users at once in the form of software downloads manually pulled from the App Store or Google Play. That means everyone gains access to new features at the same time, and it’s harder to gauge impact without changing everyone’s experience for better or worse.

Facebook worked around this by wrapping HTML5 pulled live from its website within its iOS and Android apps. HTML5, while flexible, wasn’t fast enough to satisfy Facebook’s hundreds of millions of mobile app users. Switching to a native infrastructure doubled the speed of its apps.

When the quicker iOS app launched, Facebook’s iOS mobile product manager Mick Johnson told me, “We deliberately made a trade off to get to scale. We used HTML5 to test and try things out.” In a Facebook engineering blog post, Jonathan Dann wrote “We chose to use HTML5 because…it allowed us to iterate on experiences quickly by launching and testing new features without having to release new versions of our apps.”

Mark Zuckerberg had recently announced on stage at TechCrunch Disrupt that too much dependence on the mobile web standard before it was ready was one of Facebook’s biggest mistakes. However, backtracking on HTML5 robbed Facebook of some ability to experiment. One way Facebook made up for it was testing through its standalone apps. More popular amongst early adopters than its main apps, Facebook tries out features like audio messaging and bulk photo uploads in its Messenger and Camera apps. Those that are well liked graduate into features in its flagship mobile products.

Break Things (For Some)

Now thanks to silent updates, it can meddle with its most popular app, Facebook for Android, which had 192 million monthly users at the end of December. Thursday it prompted some users to download Facebook for Android version 141046 and opt in to early access to beta features, as first reported by Liliputing. This update is only available to some users who’ve enabled a setting on their Android to install apps from outside of Google Play. Those who oblige silently download beta updates over wi-fi from then on. Beta testers do have to manually confirm installation of the updates, though. If Facebook thinks all its users would benefit from a beta feature, it pushes a standard Play update to everyone.

It all works a bit like BlackBerry’s Beta Zone. The silently downloaded updates are one of the bonuses of Android’s less restrictive ecosystem for developers. Facebook could potentially do something similar on iOS, but that would require a clumsier system like TestFlight where users have to manually drag in updates. This article isn’t meant to say Facebook ever stopped experimenting on mobile. It moved to updating its apps every two or four weeks. It just couldn’t do so as stealthily.

The new beta club could be an exciting opportunity for some hardcore Facebookers. After all, we’re living in a world where having the newest apps or technology can make you seem cool like knowing about underground bands used to.

I frequently see people asking for how they become guinea pigs for Facebook. The company has only offered limited opportunities to volunteer for testing in the past. It requested test subjects for its since-scrapped Questions product to get it off on the right foot, and previously accepted applications to become a beta tester, though it no longer does. Now there’s a clear route to be the first on your block with the next Facebook features: get an Android and enable sideloading app updates.

Facebook is striving to redefine itself as a mobile company. Yet it’s still pushing major changes to the web first, including the recent launches of Graph Search and the redesigned news feed which have both yet to emerge on iOS or Android. To avoid disruption by nimble startups that are truly mobile-first, Facebook will need to continue aggressively iterating on its apps. Luckily now it’s found a new way to fire up the bunsen burners and cook us the future of social on the small screen.

[Image Credit: HubSpot]

Line: We’re A Social Entertainment Platform, Not Just A Free Calls Messaging App

Line Logo

Line, an app made by South Korea’s Naver Corp., which has grown rapidly, amassing over 100 million users since its launch in summer 2011, is typically labelled as a messaging app – and compared to the likes of WhatsApp, Viber and Skype because it offers free calls and texts. But in reality Line’s feature set positions it closer to being a social network. In other words, Line is going after disenchanted Facebookers as much as it’s hoping to woo Skype-calling addicts.

Download Line’s app and you’ll find a matryoshka of other apps and services nestling inside. From games to play with your Line buddies, to utility apps such as Line Camera, which lets you add filters and graphics to photos – à la Instagram. There’s also ‘Official Accounts’ in order to follow verified celebrity Line users to receive their updates; Line Café for forums for chatting to other users by topic; and your own Facebook-esque timeline/wall where you can post updates, photos, videos to let chosen friends know what you’re up to. 

In the U.S., a market which Line entered at the start of this year — having built its initial user base in Asia (it’s especially popular in Japan, with “close to“ 50 million users there) — Line sees an opportunity to take advantage of the space between basic mobile messaging and traditional social networking, says its U.S. CEO Jeanie Han.

More Than Messaging

“I feel that some people are kind of getting tired of being too open on social media,” Han tells TechCrunch. “Although we have several strong competitors in the U.S. we feel that Line serves a need or fills that gap that’s not being fulfilled at the moment.

“Line is more than a messaging app. It’s sort of like social media but it’s not too open. It’s just enough for people to feel comfortable. You get to choose how you want to communicate with your friends and family. You have complete control over that. You don’t have to worry about your picture being taken last night and now the whole world is going to see it,” she adds.

“So it’s more than just text messaging — you can communicate in a fun way — but without ever worrying about your identity being shared or revealed or being sold and not being too open about it. That’s really the selling point of Line. And in the U.S. the timing is great because I do feel that need and that gap has not been fulfilled.”

Han does not specifically name-check Facebook but that’s obviously the social networking elephant in the room – not least because it has its own messaging app, Facebook Messenger, which includes the ability to send free texts/IMs, and also free VoIP calling in the U.S. and Canada (but not currently in all its markets).

There’s no doubt Facebook is the Goliath to Line’s youthful David. But Line’s focus on mobile messaging to generate momentum for a platform/social network (really the opposite of Facebook’s evolution) has proved a successful formula in Asia – and Han says she’s optimistic about the U.S. market, too. “It’s been very well received. Although we don’t have the critical mass in the U.S. just yet, the word is getting out there that Line is really a platform that can make your life more fun, not just a simple messaging app,” she says.

In keeping with this platform approach, Line is available on multiple mobile platforms and also has a web app for use on PCs, Macs and tablets. And its sense of fun is evident in the stickers it offers users as part of the communications mix – some free, others paid in-app downloads (a key revenue stream for the business, although the company isn’t currently breaking out any new revenue figures).

Stuffed With Cartoon Characters

Line hasn’t just recycled the standard yellow-faced emoji/emoticons that are the very definition of a digital cliché. Rather it has created its own set of cutesy cartoon characters to star on stickers and also in the games and apps that live on the Line platform. These characters effectively act as recognisably brand mascots for Line – to the point where it has been able to create spin-off merchandise, such as plush toys and physical stickers in some of its Asian markets (in much the same way that Rovio’s Angry Birds have flocked forth from the small screen to land on toy shop shelves, in books and their own cartoon series).

The core recurring Line characters, such as Brown the bear, Cony the bunny and Moon, have a cutesy appearance that brings to mind an enduring Asian IP such as Hello Kitty. But Line is not limiting itself to cartoon styles that play best in the Far East – rather it’s localising its sticker content by market and even by user community. It’s also not restricting itself to its own creations but is actively licensing other companies’ IP — so it can offer things like Hello Kitty stickers, too.

Han says Line employs people in each of its markets to specifically follow local trends to help localise sticker content. We’re customising it to each country and each culture,” she says. “In Spain we’re making specific stickers that are just relevant for the Spanish people, what’s going on in society at the moment, what are the hot topics. We’re going to do the same for the U.S. We already have special [free and paid for] stickers for Snoop Dogg. It’s doing really really well actually. The response has been phenomenal.”

The Lure Of Line’s Stickers

Line is not the only messaging app to offer stickers, of course. Viber has its own purple-haired sticker character Violet, for instance (as well as the usual line-up of yellow-faced emoticons). But despite Viber’s 175 million+ users there’s no sign of spin-off merchandising momentum for Violet plush dolls or games (not yet anyway). While Viber has zeroed in on the free-calls aspect of its messaging app, Line has clearly ploughed in a lot more effort into fleshing out its cartoons and developing fully formed characters that can become IP properties in their own right, not just 2D stickers – a key difference in emphasis.

Han, who joined Line after 10 years working in the movie business in Hollywood, is adamant she has joined, first and foremost, an entertainment company – rather than a technology company. “I didn’t go into technology. I went from one entertainment industry to another,” she says. “I know how to bring happiness and how to market entertainment to people and that’s exactly what I’m doing now.

Stickers and cute cartoons obviously play well with young users – and that’s Line’s initial target demographic. In fact 18-to-29-year-old females are its “core target,” says Han, explaining that in Asia, once girls were using Line, boys followed – and then this young “hip” user base helped bring in older users “like a domino effect.”

“People, especially young folks, are really adopting our stickers,” she says. “The ratio of people who are buying things online like our stickers is actually quite high in the U.S., as well as the people who are using our games inside our platform relative to the total number of users, so we’re quite optimistic in terms of our market in the U.S.”

Spain is now Line’s biggest market after Asia – something Han puts down to the cultural appeal of communicating with added visual panache via Line’s stickers since Line did not do much marketing initially. It has now just kicked off a high-profile TV campaign starring Spanish actors Michelle Jenner and Hugo Silva — plus its core sticker characters:

“In Spain it just kind of grew organically,” says Han. “I think it had something to do with the fact that the Spanish people are very passionate, and they’re very expressive and they really loved using our stickers to communicate with each other so it just took off.”

Han is hopeful Line will have strong appeal in Latin America, for similar reasons – so that market is another priority for Line this year, along with the U.S. where she reckons ethnic diversity should also work in its favour. Line intends to create dedicated marketing campaigns for different ethnic communities of U.S. users, she says.

“[Line’s appeal] really depends on the culture, and the kind of communication style of the people. The U.S. works really well because we have a lot of mixtures of cultures. We have a huge Hispanic market that I think will take to our Line app as well, so we’re focused on many different ethnicities in the U.S. Certainly we have enough population in the U.S. to go after each community.”

Tech Plus Pop Culture

Part of its content-localising efforts is likely to involve licensing popular U.S. cartoon characters – to help it to bridge any cultural divide. “Whether they’re Disney characters or Angry Birds or whatever – I think there’s a lot of opportunities for us to co-produce games ourselves with different characters,” she says. “Our characters are very beloved, but if there’s another character from a country or a different company that people love we can put them together into a new game.

“People at Line are very busy every day talking to these IP owners because there’s a lot of synergy that we can have with our characters combined with some of the other characters… Now that we have over 100 million users, lots of companies actually want to do business with us, they love taking our calls. In the beginning it was a little bit tougher but now the conversation is much easier.”

While Line’s surface focus is on building out its social entertainment network, this is underpinned by the tech nous of its parent company NHN Naver – a search engine and online gaming company. When it comes to staying ahead of me-too messaging competition, Han argues that Line can win by being faster and quicker as a result of Naver’s long-standing expertise at building digital products.

“Naver is really a technology company so they are very good in terms of product development and they are very fast and nimble, so when it comes to localising for a huge market I think we are probably one of the fastest,” she says. “We have a lot of people and resources dedicated to knowing exactly what each country wants and needs and I would say that differentiates ourselves.”

Han was speaking to TechCrunch from Spain but was due to return to the U.S. soon to ramp up the company’s marketing and promotion efforts here – to continue growing the Line user-base from its current standing of “way above” 100 million users globally. Line’s U.S. marketing efforts have initially been relatively minimal, says Han – with “grass routes marketing” and some official accounts using celebrities such as Snoop Dogg rather than a full “360 degree campaign.” But that’s going to change.

“The demographic is so large in America that I think we’re going to pick some of the metropolitan areas, New York and L.A. and some of the bigger cities and really go after our young demographic,” she says. “As soon as I get back to the States we are going to engage a big agency to help us out in terms of doing more – not just below the line but also some above-the-line marketing campaigns – including radio and more online and more mobile and we’ll do more events.

“We’ve been watching how the market is evolving because we have a lot of competition in the U.S., more so than other countries, so we were just kind of seeing what the right timing would be to really start ourselves so you can expect to see a lot more of Line — not only in the press but also probably in terms of our celebrities that we’ll be using and more marketing efforts in the coming months.”

Staying Freemium

Han says Line doesn’t have any plans to start charging for its app – referencing some of the rumours around rival WhatsApp adding subscription fees (it does already charge for its iOS app) and saying the rumours have helped Line grab more attention in markets like Spain. Its freemium approach of selling stickers in app, and offering official accounts to celebrities and brands, seems to be working just fine for Line. “[Sticker revenue is] growing very nicely but we’re not disclosing any numbers for our revenue just yet,” she says. “But we are making revenue and every month it’s growing quite nicely.”

Line’s B2C co-marketing platform – via its official accounts feature — is also a key part of its monetization strategy, giving brands and celebrities their own marketing channel to talk to and sell directly to Line users who have opted in to receive their messages. This channel lets brands reach fans directly, with the ability to push out promotions, coupons and disseminate their news.

“We’re creating a completely different B2C marketing platform. I don’t think this has really been done in the past. Unlike your traditional marketing channel like TV or online you can directly go after your consumers at once, so this has been a very effective platform for us,” says Han, adding:  “I don’t have enough time right now in Spain to have a meeting with all these companies that are asking to be a part of our official accounts.”

Could Line be spun out from Naver? It’s certainly “a possibility,” according to Han who notes that it fits with Line’s plans to open an office in each of the territories it’s successful in. “It’s certainly something that we’re considering,” she says. “It’s nothing official at the moment but like any company that’s doing well, there’s no reason why not to spin off — so it’s absolutely something we’re contemplating.”