Square Card Readers Now Sold In More Than 250 Retail Stores In Canada, Including Apple And Best Buy

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After launching its mobile payments service in Canada a few weeks ago, Square is expanding its presence in the country with new retail partnerships.

The company’s mobile card reader is now available in more than 250 retail stores in Canada, including Apple, Best Buy, and Futureshop locations. The Square Card Reader suggested retail is $9.95 with a $10 rebate issued by Square.

In June, Square announced that it had doubled its presence in U.S. retail stores since the beginning of the year by landing in about 20,000 outlets nationwide. Square’s readers are sold at AT&T,Walgreens, Staples, FedEx Office, Apple, Wal-mart, Best Buy, RadioShack, and Target.

A spokesperson for Square issued this statement on the news: Neighborhood retail locations are an important resource for small business owners to discover new opportunities and technologies that can help them grow. We’re hoping to bring the same retail success to Canada that we’ve seen in the U.S.

Square just hit $10 billion in annualized payments and is used by more than 2 million businesses. It should be interesting to see how businesses in Canada contribute to Square’s usage in the coming months.


Local Commerce Startup ShopNear.me Launches Mobile App To Help Users Buy From Nearby Boutiques And Independent Designers

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While the advent of smartphones and GPS promises a future of highly targeted local commerce, there have been few breakthroughs in the area, outside of some local deals and loyalty programs based on user checkins. And most of those have been based around bars and restaurants and other service-based industries. Few are focused on helping local shop owners sell more apparel or jewelry. ShopNear.me is trying to change that, with the launch of a mobile app designed to connect users with local boutiques and independent designers.

The idea behind ShopNear.me is simple: Rather than going to big box retailers or shopping for goods online, it gives users an easy way to buy from boutiques and independent designers that are sold locally. By aggregating multiple small shops and brands, it provides a huge variety of goods that they might not have found otherwise.

But the pitch might be even better for local merchants and designers themselves, who generally don’t have the resources to roll out a web presence, set up an online store, or put out their own mobile app. Even if they did, good luck getting users to actually find any of those options in an incredibly fragmented market for fashion and commerce.

ShopNear.me not only provides them a platform to quickly make their inventory available both online and on mobile devices to local buyers, but in aggregating shops, it also gets their goods in front of users who might not have found them otherwise.

With an easy-to-use dashboard, sellers can add or delete inventory from the stores as it becomes available or is sold. It integrates with Facebook as well, so that anytime new products are added, they automatically get added to the merchant or designer’s Facebook page with a link to purchase through ShopNear.me.

Users browsing the app will be able to purchase goods directly and will have the choice to pick products up from the storefront or have them shipped to a local address. ShopNear.me takes a commission for all sales that happen through its platform.

Being local is important, as ShopNear.me founder Yuan Zhang wants to help independent shops and designers to grow their business with buyers. As a result, ShopNear.me is only available in San Francisco today. It has about 40 different shops and independent designers signed up and a lot more on the way, thanks to a recent partnership with local non-profit SFMade. As a result, Zhang expects to have products from more than 100 local merchants available through its website and app by the end of the year.

That said, ShopNear.me is looking to expand into other major metropolitan markets, with some of the obvious ones up first: New York, Los Angeles, Chicago, Austin, etc. It’s looking to onboard merchants in other cities soon, and is looking to eventually create a self-serve platform that will allow independents to post their goods without any hand-holding.

It’s also looking beyond fashion and accessories at other verticals that it can make the platform available to. That includes stuff like Home and Kids items. In the meantime, though, it’s just trying to get the local San Francisco experience right.


Ahead Of ITU Summit, Google Wants You To Help Preserve A Free And Open Internet With New Campaign

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Today, Google announced a new initiative to support an open and free Internet called “Take Action.” The company has set up a website with materials to help educate you on what your rights are and what changes with laws could do to impact the freedoms you enjoy today on the Internet.

After we went through what we did with SOPA, it’s time to listen up so we don’t have to react like that so quickly. Education can help.

The difficulty with all of these things is that most people, including myself, don’t understand all of the nuances of laws that can be introduced. Most of the time, these laws don’t make it to “mainstream media” until the fight is at a fevered pitch. That’s tiring.

Here’s what the company had to say about it:

Starting December 3, the world’s governments meet behind closed doors to discuss the future of the Internet. This meeting of the International Telecommunication Union or #ITU will take place in Dubai. Some governments want to use this meeting in Dubai to increase censorship and regulate the Internet.

Learn more about what’s at stake and how you can get involved: http://google.com/takeaction

A free and open world depends on a free and open Internet. And a #freeandopen Internet depends on you.

You can “pledge” to support the cause here, and the site allows you to share the site on Google+, Facebook and Twitter.

Even the co-founder of reddit is on board, Alexis Ohanian, who was very outspoken during SOPA:

You have my axe! google.com/takeaction


Alexis Ohanian (@alexisohanian) November 20, 2012

Whether you’re a journalist, activist or just someone who tweets a lot like I do, this is an important cause to get behind and understand. Here’s what Google says to hope to bring you on board:

The Internet empowers everyone — anyone can speak, create, learn, and share. It is controlled by no one — no single organization, individual, or government. It connects the world. Today, more than two billion people are online — about a third of the planet.

We’re all on the Internet, and we’re all in this together. Let’s keep it free and open. Your voice does make a difference.


Social Curation Site Storify Gets A Search- And Media-Centric Redesign

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Storify is launching a redesigned website that puts search front and center.

The site — which allows you to create stories out of online content from Twitter, Facebook, YouTube, and Instagram — already included a search feature, but now the small search box at the top right of the home page has been enlarged, so that it becomes the obvious way to navigate the site. The search results have been changed, too, so that each item is ranked, as Storify puts it, “based on the resonance each media item has on our platform,” and so that the media elements of search result (photos, videos, and quotes) are displayed in a tile-based layout.

“Users were asking to search content on the site, both to discover stories, as well as find media for their own stories,” co-founder Burt Herman told me via email. “We wanted to show the media our users were collecting from the front page of the site directly, and also create a more engaging teaser for the stories inside. We think of it like a table of contents for a magazine where the best quotes and photos are there to draw you deeper.”

Herman added that the new search rankings should allow relevant content to show up regardless of the keywords or hashtags used. For example, he said that when Sohaib Athar (ReallyVirtual on Twitter) live-tweeted the Osama bin Laden operation, he didn’t used any hashtags (because the event’s significance and broader context weren’t clear while he was tweeting), but his tweets still show up in Storify’s Osama bin Laden results, because they were mentioned in many stories about the attack.

Another change that doesn’t really have anything to do with search: Users can now add a little more personality to their profile pages by uploading a big image that goes in the background, similar to the look of Facebook profiles.

Storify has seen 30 million story views in the past 30 days, which is up 30 percent from the previous month. Herman said that most of the traffic comes from stories embedded on other sites, but traffic to Storify.com is growing, and the redesign is another step in making the site an attractive destination in and of itself, both for readers and for “people writing stories to find great media to use.”


AwayFind Introduces New Time- And Calendar-Based Alert Features To Compete With Apple’s VIP Mail Service

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AwayFind is a service that notifies you when you get email from loved ones, bosses, and friends and keeps them in a special, separate app where you can reply to them at your leisure. It works best, for example, if you only check your real mail app every few hours and keep your eye on AwayFind for the important stuff. I’ve been using it for a while and really enjoy the freedom it affords.

Now, however, with increased competition from Apple’s VIP service on the iPhone – VIP is a way to set certain senders as specifically important – they’ve added a few tricks to make things better. In a blog post, founder Jared Goralnick wrote that the service now supports calendar-based alerts – you can turn them off when you leave work, for example – and special calendar-based alerts that shut off all emails except those from people you’re meeting. Both of these features drill fairly far down into the more nitpicky aspects of email management, but they’re a definite differentiator for the service.

You can now set a schedule for when you’d like to receive alerts OR when you don’t want to receive them. This kind of flexibility means you can set different schedules for weekdays and weekends.
Our users that have a lot of meetings love our Calendar Alerts, but some of them have too many appointments with a ton of attendees…and thus they find themselves getting too many alerts. We partially addressed this a couple months ago by allowing you to set the alert window to 15 minutes or 30 minutes (our smallest alert window used to be 1 hour). But now you can actually restrict alerts from certain people!

“One of the best things about iOS6 is its Do Not Disturb feature, and their implementation of it was easier than how it worked with AwayFind alerts. So we wanted to take this to the next level – now our Alert Times not only let you indicate quiet times during the week, but also setting a specific schedule on the weekend,” said Goralnick. “And in our Custom Alerts, you can set different schedules for specific contacts, subjects, or other criteria of email.”

The service is free to try and costs $4.99 a month for 100 alerts a month and $14.99 a month for 1,000 notifications. Their Max plan, which could be used to manage a support account, offers unlimited alerts for $49.99 per month. Goralnick hopes that this will sway users who may simply set up VIP and ignore the real problems associated with email – the constant flow of information when you’re supposed to be in a down time.

“We’ve always been different than VIP, a little more advanced and flexible perhaps, but these additions now ensure that feature-for-feature there’s an advantage for AwayFind,” he said.


Kleiner Perkins Launches Design Fellows Program To Match Talented Designers With Portfolio Companies

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Now more than ever, design has become a key part of product development and user experience. And this focus on design extends to all types of technologies, including both consumer and enterprise companies. But talented designers are hard to come by–some say there is a shortage. Venture firm Kleiner Perkins Caufield & Byers (KPCB) is announcing a new initiative today in the design world, aimed to foster talent in the design community and help startups find rockstar designers.

The KPCB Design Council and Fellows Program wants to match promising design students with startups, providing mentorship, real experience and more.

The KPCB Design Fellows Program is a 3-month work-based program intended to give top design students exposure to working on design challenges at KPCB-funded start-ups such as Coursera, Flipboard, Klout, Nest, One Kings Lane, Opower, Path, Shopkick, Square and Zaarly.

KPCB has also created a “design council” to serve as mentors and leaders to the Design Fellows, as well as help other KPCB startups with design-focused initiatives. Council members include Zach Klein, DIY; Sahil Lavingia, Gumroad; Elle Luna, Mailbox; Gentry Underwood, Mailbox; Marcos Weskamp, Flipboard; Wesley Yun, Samsung; Matt Beebe, Tyler Mobile.

Not only will the Design Council mentor fellows, but the group will also organize panels and other events to gather the best in class designers to network, share trade expertise and discuss key industry trends.

Two of Kleiner’s newest partners, Megan Quinn; formerly at Square and Google, and Mike Abbott, who previously worked at Twitter, are taking lead of the program.

The KPCB Design Fellows Program is similar in idea to KPCB’s Engineering Fellows Program, which focuses on placing students studying in fields related to computer science, engineering and software development, at startups. Candidates for the KPCB Design Fellows program can submit applications here from November 20, 2012 through January 31, 2013.

In a world where VCs are now becoming full-service firms that offer recruiting, marketing and more; it’s not surprising that KP is debuting a design fellowship to bring new, fresh talent to the startup ecosystem. Google Ventures made a similar move earlier this year, establishing a design team in-house to help portfolio companies.


Google Promises To Bring December Back To Android 4.2 “Soon”

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Google says that it will soon bring December back to Android 4.2. Google’s latest version of its mobile operating system shipped with a rather embarrassing oversight: December is missing from the date picker in the People app, making it rather hard to enter birthdays and other dates. While December is prominently featured in the calendar, it’s missing from on of the central apps in Android 4.2 Jelly Bean.

In a post to the Android Google+ feed, Google just acknowledge the bug and promised to release a fix soon:

We discovered a bug in the Android 4.2 update, which makes it impossible to enter December events in optional fields of the People app (this bug did not affect Calendar). Rest assured, this will be fixed soon so that those of you with December birthdays and anniversaries won’t be forgotten by your friends and family.

It took Google surprisingly long to acknowledge this bug. It was first discovered five days ago, but even though the issues was widely reported, the company didn’t publicly acknowledge it until today. “Soon,” of course, doesn’t give us a firm date for when to expect a fix, but at least it’s now clear that the company is on it and will offer a fix in the near future.


Watch A Wind-Powered Child’s Toy Evolve Into A Low-Cost Minefield Clearing Machine

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It costs $1,200 to clear a single landmine. But Afghan designer Massoud Hassani has created a device that costs just €40 (roughly $51 U.S.), needs only wind power to operate, and can clear two or three mines in a single trip. In the video above, you can see how his elegant design for the Mine Kafon was inspired by a childhood spent navigating minefields in Afghanistan, and how a simple child’s toy acted as the catalyst for an invention that could change the world.


Long November: Google Left December Out Of Its Date Picker In Android Jelly Bean OS 4.2

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There are bugs, and there are pretty embarrassing and ridiculous mess-ups. This one was is a screwup straight from Mountain View, and it’s a very real problem. If you’re trying to add your friend’s birthday with a new event to their contact entry under “People,” and you use an Android device with Jelly Bean 4.2, and they’re born in December…you’re crap out of luck, because Google decided to leave December out completely. For all the years.

Oops. The issue was apparently reported two days ago and we might be getting Android Jelly Bean 4.2.1 before we know it. Because, well, December is indeed coming, whether Google wants it to or not.

Android 4.2 forgot to include December in its month picker. Seriously, it skips from November to January. code.google.com/p/android/issu…


Mike Rundle (@flyosity) November 18, 2012

I was able to confirm this on the 7 and 10. Yes, this is a very real issue:

Don’t worry, Google Calendar is fine, and you won’t be able to skip appointments and blame it on your phone.

How does something like this make its way into a production environment? I mean, Google is a huge company, and I’m sure that the Android team alone has a massive fleet of QA testers. Are they simply grinches? The latest version of Android, 4.2, has only been in the wild for four days now, so it’s not surprising that not many people have noticed it yet.

On a very real note, this, in essence, could affect any and all apps that rely on the Android date picker, but that’s not yet confirmed. The reported issue itself has been “reviewed” by someone at Google, but there is no timing yet on when a fix will be shipped. The good thing about Android is that the update process is fairly seamless. I’ve talked to teams at companies in the past on oopsies that slipped out into the wild, but never something like this on an operating system.

That’s right, there will be no claiming of “that’s a feature, not a bug” on this one, folks.

Still though, would Apple ship something like that? Apparently they did, according to our commenters. Best comment on Facebook so far was from Dillon Brice with: “It’s their way of avoiding the Mayan Apocalypse. Well played Google.”

We’ve reached out to Google for comment, and will let you know when we hear something on when this might be fixed.

[GoogleGrinch+ Photo credit: Flickr]


Putting Away Childish Things: The Wii U Redefines Nintendo

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Six years ago, almost to the day, I remember sitting on the couch with my then one-year-old son playing Elebits on the recently launched Wii. I thought he’d understand the simple point-and-shoot game. It was sort of a shooter. You walked around a house and aimed at the little characters. He was enthralled.

I was a new parent and I was showing him the magic of the Wii – Nintendo’s standard-definition console effort that appeared after years of relative stagnation and, more important, the launch of new consoles from Sony and Microsoft. This oddly underpowered console somehow survived to sell 97 million units, 20 million more than its competitors.

The Wii is going away and the Wii U is about to take its place. And I would say – and this is saying a lot – that my oldest boy, the son I played Elebits with, has spent most of his childhood on the Wii or the DS or the 3DS and Pikachu, Mario, and Link are as familiar to him as his own grandparents. That is the Nintendo’s power.

The Wii U launches today and the old familiar franchises are here – New Super Mario Brothers U is probably the most anticipated title but Nintendo World, a set of franchise-themed mini-games. It is certainly a fun console that is very reminiscent of the Wii. But now Nintendo has Mass Effect 3. It has Batman Arkham City. It has a zombie game that involves splattering the undead. In short, this HD console is now a hard-core gaming machine and Nintendo’s clear hope, in the end, is that those who come for the nostalgia will stay for the wider world of gaming.

After all, Nintendo is up against massive competition. The world has passed Mario by and Link has been replaced by the Mighty Eagle. What is a dream factory to do? With the Wii U, their latest console, they’re doubling down on the future.

In short, Nintendo is changing. And that’s OK.

Here’s the primary question we’re trying to answer tonight: is the Wii U worth buying? Yes, but with the caveat that you should expect new consoles from Sony and Microsoft in the next two years and if you’re primarily a Sony or Microsoft gamer (or a PC gamer) you may want to give this console a miss. However, it’s a fun console for families, folks with big groups of friends, and nostalgists who can’t miss the latest Metroid installment. In short, like the Wii before it, the Wii U aims at multiple demographics, misses many, but hits just enough to matter.

Which one should you buy? The $349 32GB unit is probably the one you should be looking at because, as the Wii Market ramps up, it should be interesting to see what content becomes available. The $299 8GB version has just enough space to be dangerous (and keep in mind that you can add SD cards and USB storage to the device later) but you’ll want to future-proof things as you’ll probably be holding onto this thing for another six to eight years.

That said, let’s explore the console and some of the interesting changes that are afoot in the Wii U.


The first thing you’ll notice about the Wii U is that it comes in two parts. The console itself is a squat black box, about the same size as the original Wii, but with multi-gigabytes of built-in Flash storage and four USB ports. It supports HDMI and component video, runs an IBM Power processor with AMD Radeon GPU, and is compatible with the original Wii games. It is supposed to output 1080p video, a vast improvement from the Wii’s original 480p capabilities. This is a fully modern console with fully modern specs. I’ll spare you a rundown of the various physical aspects of the device simply because I’m sure they will be addressed ad nauseum on various gaming sites this week. The console itself in fact is the least interesting aspect of the Wii U package and the main UI, represented by icons that appear either on the included touchscreen GamePad or on the TV screen, is as uninspiring as a iconographic OS can be.

The real draw is the Wii U GamePad. Looking at the GamePad you can see a sort of elongated game controller with two analog sticks at the top corner, directional pad on the left, four buttons on the right, and a set of four shoulder buttons. In the middle of the controller is a 6.2-inch color touchscreen that supports gyroscopic motion controls and includes a camera and microphone. The console, when connected to speakers, plays music in concert with the GamePad, sometimes to interesting effect.

When you’re playing a game on the Wii U, various things appear on the touchscreen. In some games you see the on-screen action copied on your GamePad. In other cases special information appears there – Batman’s radar, inventory selection screens, menus. You can also connect classic Wii controls and the GamePad user can lord over the regular users in various games. For example, one game in Nintendo World turns the GamePad user into a ghost and the rest of the players into hunters. The ghost can see everyone but no one can see the ghost.

The GamePad also has NFC technology built in and lasts about six hours of gameplay on one charge, although your times may vary.

The GamePad is Nintendo’s way to combat the increasingly powerful and increasingly portable gaming devices we now carry with us. Although there is no Legend of Zelda for the iPad – yet – that’s not to say that a developer will send time and attention to that platform, eschewing the dog-eat-dog world of console games. With big-name titles reaching astronomical budgets and rivaling Hollywood in sheer manpower dedicated to a game, it’s clear that Nintendo’s brass feels its fighting an uphill battle for attention and, more important, game revenue.

The GamePad, on the other hand, acts as an attention sink. You focus on it when playing, you can turn off your TV and just play some games right on the GamePad, and the interface is so mobile-esque that the Sing It game is reminiscent of the iOS music player. Just as mobile design aesthetics infected Windows 8, so too does the GamePad follow many of the design quirks of a mobile device.

Playing on the GamePad is as comfortable as playing on any other game controller. I would wager that even the Wii’s rectangular Wiimote was a less ergonomic device than the GamePad. It works well as a primary controller, although battery life could be better, and works even better as a sort of “overarching” controller that a “master” game player uses to hound the other players.

It is this unique game mechanic – heretofore unseen in a shipping console – that makes the Wii U so compelling. Whereas the Wii got you off the couch to play ball and bowl, the Wii U realizes you’re probably not moving so it might as well replace the Internet devices that are drawing you away from the TV in the first place. The Wii U’s television graphics are, if not amazing, on par with current console offerings. Most of the ports – and many third-party titles are ports of older games – are acceptably similar if not indistinguishable from the versions that appear on other consoles. It’s this me-too nature of the games catalog that could put off some players, as they’ve most probably already played these titles before elsewhere.

Nintendo usually shines with its one first-party game, and the aforementioned New Super Mario Brother U is no exception. The game is played with a GamePad or multiple Wii remotes and it showcases the console’s graphics clout as well as GamePad/Screen interaction. You can, for example, view the entire game on the GamePad, eschewing the TV, or perform some moves on the screen and some on the controller. It is probably the best launch title available.

That said, I would argue that the Wii U’s launch titles are fairly slim. Just as many of the Wii’s best titles didn’t appear until later, the launch lineup is a mish-mash of old favorites and only two really compelling franchise titles, Mario and Nintendo World. There’s a little bit of everything for everyone, but nothing that would make me say you must go out and buy immediately. This should change over the next few months.

Again, I am loath to delve too deeply into these titles as we’re attempting a high overview of this game and an examination of its import on the gaming landscape. I’m not attempting to, say, convince you that the Wii U is better than the Xbox or PS3 or that this is the best Mario incarnation. You undoubtedly have your own heated opinion on this if you’ve read this far.

In the pantheon on current consoles, the Wii U stands alone as the device that straddles childhood and adulthood. Simpler games will appeal to the youngsters while titles like Batman, Zombi U and FIFA Soccer, in all their HD glory, will keep older folks happy. Nintendo is striking a precarious balance here and I feel that they have, for the most part, maintained that balance.

If Nintendo should have a single worry it’s that the world may soon move on past its ostensibly scrawny hardware and into uncharted territory. 4K resolution could be a very real thing in the next few years and the Xbox could soon have a second screen that runs on stock tablets around the house. Why do you need a bulky, awkward, touchpad controller when you can simply fire up an app on Windows Phone?

I honestly don’t know the answer to this but I can say that the Wii U/GamePad experience is dedicated to gaming just as, say, Kindle Fire is dedicated to reading. There are some distractions in the form of YouTube, Netflix, and Hulu (all unavailable when I wrote this) but the key endeavor here is getting Mario back to Peach’s castle, come hell or high Bowser.

I will predict that the Wii U will be the popular console of this season and it’s not for the reasons, say, Halo 4 is a must-have title. There is, for example, little online gameplay in the Wii U right now. I was unable to really test online play but it is ostensibly similar to the Wii’s Miiverse gameplay involving exciting troops of little Mii characters ostensibly interacting in real time. The console also has Wii U video chat services as well as a shopping service that allows you to download games to the console. Most of this is secondary and some of the games will actually use their own network play systems and bypass the Mii universe entirely. But network gameplay isn’t the draw here. The Wii U is a social gaming console designed for parties of like-minded folk to get together over a few rounds of Mario Kart in the same room. It is family gaming in an era when the family unit is stretched oddly thin. It is clearly backwards compatible with the Wii because all of the best games there – Mario Kart, Mario Party, and the like – will be the incumbent stars on this console and fun for mom, dad, the kids, the girl/boyfriend, and the revelers at countless house parties. Don’t think of the Wii U as a new console, think of it as the Wii grown up.

So try the Wii U and I would recommend picking it up. At $349 it is hard to say that this is much more expensive than a tablet and far more social. The games will be pricey and the accessory sales will line Nintendo’s coffers for the next big console, and gaming will continue to evolve. But if you want to see a unique segment of that evolution, look to the Wii U.

As we roll into the darkness of winter, the real test of the Wii U will be its effect on players who are endlessly distracted by tablets, PC games, and other visual entertainment. It will have to fight against Skyrim-addled adventurers for whom the Japanese RPG elements of the Zelda games are just a bit too non-Tolkienian. It will have to fight against consoles that have made their name with shooters and gore and guts. It will have to appeal to young and old alike. It will have to remain a hearth where dreams are wrought.

Click to view slideshow.

Will it succeed? If this afternoon was any indication, my oldest son and his friend loved the Wii U. He’s come a long way from the tottering infant that stared intently at a 480p game involving animated electricity. He’s a boy now and he loves the Wii U for its interactive qualities, for his ability to be a master over visiting players, and his understanding of the game mechanics that he is familiar with through his gameplay on my iPad and iPhone, through mini-games on the laptop, and through the 3DS where he is a Pokemon master.

He is excited. I think you will be, too. Nintendo could sell a million of these this year and hopefully another 9 million over the next few years. But could they falter here, with this odd mechanic and me-too graphics? Perhaps, but until then my son will slowly and surely wend his way through Mario’s dangerous world, and, when he and the Tokyo-based company are ready, follow Nintendo into a bright, strange future.


The Founder Quotient: How To Measure Founder Strength

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Editor’s note: Saar Gur is a general partner at Charles River Ventures. Follow him on Twitter @saarsaar.

At Charles River Ventures, we seek to support founders who can build foundational companies in their respective industries and, in so doing, have a huge impact on the world. Over the last 40 years, 15 funds, 70 IPOs, and 100+ M&A events, we have been fortunate to get to know thousands of talented entrepreneurs. We know that high-impact companies are able to constantly face adversity and navigate changes in markets, technology and competition over extended periods of time (years – not months!). The key to this capability is outstanding founders. That is what drives our business.

It is also one of the greatest mistakes that venture capitalists make. A false read on a founder, or a founding team, has cost us more in missed opportunities than almost any other decision in our business. And when we find amazing founders we support them through thick and thin. Just this summer, David Sacks sold Yammer to Microsoft for $1.2 billion in cash (CRV was the largest investor). The story that is less often told is that my partner George Zachary had also invested $10 million+ in David’s prior company, Geni, that did not work out as planned. However, despite this first outcome, George still had a ton of conviction to invest in David again before Yammer ever got any meaningful traction.

My point is that our history has shown us that investing in early product/market fit can create a false positive about a company which can be a big mistake. Similarly, so can reading too much into the lack of early product/market fit. Great companies have to continually adapt and be willing to take risks. And while we work our asses off to help, ultimately we rely on our founders to make the right calls in navigating their respective markets.

As such, we spend a tremendous amount of time at CRV getting to know founders and evaluating founding teams. We have to do this, because a majority of our investments are in founders raising venture capital for the first time. They are not known entities. Internally, we call our founder analysis FQ or the Founder Quotient. The Founder Quotient is an assessment of founder strength and founder/company fit. Similar to an EQ or IQ test, but for founder strength (hence FQ).

The way we measure FQ has been refined over the years. I could write a book about each of these factors. For now, I will share a high-level list of attributes we look for and weigh, in different ways, in our FQ:

  1. Original product thought. Most founders copy. We look for the 1 percent of founders who have their own original strong views on how to build a great product (e.g. it took a Steve Jobs to set the touchscreen standard for smartphones).
  2. Psychological factors. What drives this person? Are they driven to face the adversity and uncertainty of startups? Do they have a chip on their shoulder and/or something to prove? Do they have a strong desire to win? Are they willing to make the sacrifices required to succeed? This is often influenced by their childhood.
  3. Authenticity. Does this company align with the founder’s beliefs and values? Do the founders care deeply about the problem they are working on? How passionate are they?
  4. Unique market insight. Do they have a unique insight into what the problem is, market timing, how the future may play out?
  5. Intelligence. IQ, EQ, self-awareness, ability to hold convictions loosely, etc. Startups are like chess. The founder needs to be able to think several moves ahead as it relates to product decisions, business decisions, and people decisions.
  6. Values. Are they honest? If they are in a people-intensive business, do they genuinely like and value people or are they too focused on themselves?
  7. Judgment. Product judgment, people and hiring judgment, etc. Do they exercise good decision-making skills no matter how small or large the decision?
  8. Experience. Are they uniquely capable of executing? Do they have a relevant 10,000 hours?
  9. Ability to recruit. Includes selling a vision, being respected, build a cross-functional team, having a network, etc.

What other factors do you think we should look for in determining FQ?


Review: Xetum Tyndall PVD Automatic Watch

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As a wristwatch brand, San Francisco-based Xetum has been making a bit of a name for itself by delivering high-quality Swiss movements in contemporary cases designed in California. The company offers just two models, the Stinson, based on the solid, reliable and very popular ETA 2824-2 automatic movement, and the Tyndall, based on the ETA 2895-2 elaboree movement. Recently, the company added a PVD version of the Tyndall to the lineup, adding even more modern flair to the watch’s striking design.

Xetum’s watches can be polarizing. Hardcore watch snobs often aren’t all that happy with new brands to begin with, and Xetum’s Swiss-made, California-designed way of doing things seems to rub that crowd the wrong way. But the company’s unique face and case designs have also won a lot of fans, and after wearing the PVD Tyndall for the past couple of weeks, I definitely count myself among them.

The PVD Tyndall has a highly readable black face with white markers and hands. The hands and the 12, 3, 6 and 9 indicators are all coated with Super-LumiNova to provide illumination in the dark, which does the job, though it does seem to have to spend a lot of time under direct sunlight to build up a decent and lasting charge. The face design itself offers a lot of usable info, including 24 hour markers on the inner ring, but even with the small second hand dial, the face doesn’t feel cluttered. Instead the face is reminiscent of a pilot’s watch, and feels like a precision instrument.

The black face goes exceedingly well with the black PVD-treated stainless steel case. Xetum’s lugless case design looks even more understated in black, and in fact the 40mm case size actually wears a little smaller than most other watches at that size since it doesn’t have the lugs. For me, with a medium-sized wrist, it’s just about perfectly sized, but I generally don’t go in for oversize watches, preferring instead to stay under 42mm. The screw down crown design and raised lines along the outer edges of the case’s exterior give the watch a subdued industrial vibe, which works very well with the instrument-style face.

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On the reverse of the watch you’ll find a viewing window for that beautiful ETA 2895-2 movement, with a custom Xetum rotor that’s also been given the PVD treatment. The lugless design necessitates a somewhat squat viewing window, which adds to Xetum’s overall unique design, but also slightly obscures the movement at the top and bottom.

The Tyndall PVD ships with a stitched black leather strap with a cork inner lining that tapers in from 20mm at the wide end, and it’s a very comfortable watch to wear. It ships with a deployment clasp, so the band should have a longer life than otherwise, and the clasp has the same PVD treatment as the case, and includes the Xetum branding. The clasp is a perfect example of Xetum’s attention to detail: it’s very good-looking hardware, even though it doesn’t really need to be.

Overall the Tyndall PVD is a very satisfying combination of intelligent, measured design choices and quality manufacturing. It’s substantial and solid without feeling heavy or bulky, and the movement keeps excellent time. I found that the advertised 42 hour power reserve was more or less accurate. The Tyndall is also a watch that works equally well worn on a weekend trip to the mall, in the board room or at a wedding. This is definitely a watch I’d buy for myself, and at $1,495 I wouldn’t hesitate to recommend it for anyone looking for a unique addition to their collection that feels fresh without venturing into the realm of gimmicks or excessive flash.


Everything You’ll Ever Need To Know About Gamification

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Editor’s note: Tadhg Kelly is a game designer with 20 years experience. He is the creator of leading game design blog What Games Are, and consults for many companies on game design and development. You can follow him on Twitter here.

A friend of mine once relayed this quote (as a joke) to me about consulting: “Why make money solving the problem, when you can make so much more by making it worse?” And, like all such quotes, it’s funny because it contains a kernel of truth.

I provide consultancy services to people who need game design advice, like mechanics, user interface, progression curves etcetera, and mine is a position of some power. There is an air of the arcane about all things game, and those of us who fit in the expert category can seem like alchemists to outsiders. If anything I tend to be blunt.

Rather than say things like “Well we really need to see the problem from all sides and develop a complex solution that tailors to all of your users’ needs” (Or “getting them on the tit” as Don Cheadle calls it in House of Lies), I tend to say “Just move that number over there. Ditch that whole system because users will never care about it. Look, you really only need me for a day or two.” And in so doing, I get a lot of repeat business – clients generally appreciate a doer who’ll give them actions rather than a thinker who’ll write them an essay.

However there are plenty of people in and around games who make their living largely through behaving like wizards. Whether cynically or not, they can’t help but get wide-eyed and wavey-armed about games and cast a big spell about how awesome they could all be. In so doing they perpetuate the myth that games are hard and so game design needs some serious expertise. Nowhere is this more true than in the field of gamification, where designers, consultants, theoreticians and idea-men write ream after ream of thoughtful intellectualised nonsense about the Meaning Of Things.

They hold conferences, speak, write books and develop courses (complete with certificates) for a subject that is largely make-believe. By which I mean impractical, over-thought fluff based in large part on a couple of source texts and the inferred conclusions from a few source examples. In the gamification universe, a site is not a site, it’s an opportunity to engage with a user through a journey. A reward is not a reward, it’s a way of maintaining a complex conversation with your users. A level is not a level, it’s a symbol of status within a community that develops into a powerful relationship with your brand.

This is all, not to put too fine a point on it, overheated extrapolation. Gamification is actually really simple to understand. It boils down to one of three things: validation, completion and prizes. To help you get there I’ve developed this simple one-pager of rules to guide you on your quest to gamify.

Guide Rules

Rule 1 – Pick A Number: Acres of essay-age has been written on the importance of tone and quality of engagement, how for many services it’s really more about the quality of the conversation versus the numbers, the “signal vs. noise” factor and so on. In large part this is entirely true for games, but when you’re gamifying anything the only point is to get people to look at and use it more. You’re not really trying to get a World of Warcraft, just a neat thing-a-me-doodle to add to your site that people might like.

While Engagement may be about many things, engagement is about getting a number to go up, and that number is usually either frequency of visits, duration of average visits or sales. You want eyeballs for longer periods, more regularly, or for users to hit that Buy button more often. So just admit that and choose ONE of the three as your goal. Everybody wants to choose all three, but resist the temptation. By choosing three you open the door to a whole lot of wiggy complexity that will become very difficult to untangle.

Rule 2 – Users Aren’t Naive: It may seem as though gamifying is all about adding various quantities (levels, badges, progress bars) to actions and creating airs of mystery. It may also seem that users are sheep who follow every system like this with more significance than they actually have. The truth is – for the vast majority of users – that if users can’t see a point behind the number then they will soon drift away. Air Miles works for most people who collect them because it’s not that they just love numbers that go up: It’s that those numbers occasionally turn into free business-class seats on transatlantic flights.

Rule 3 – There’s Always One: Well, except for one. There’s always one obsessive who does collect the Air Miles because she likes numbers. There’s always one person who collects the badges because his life is so lonely that he has nothing else to do. In any group of people there are always outliers, and sometimes those outliers are very profitable (ultra-fans who buy merchandise, whale gamers who spend a lot of money in Clash of Clans). But it’s very important to understand that an outlier’s behaviour is different to that of a regular user. In most cases the point of gamification is not to find that 1-in-10,000 oddball, but to increase a general behaviour across a service. So avoid over-investing in whatever is happening beyond two standard deviations.

Rule 4 – Users Are Empirical: A lot of clients ask me should they use achievements as a part of their gamification, and I always ask whether those achievements are going to be funny. Because achievements are boring unless they are funny. They mean nothing to nobody except for the person who dreamed up the achievement scale largely because nobody else knows what the internal fiction driving them is.

This is one example of empiricism: Users only see what they see and do, not what happens inside a system, nor its ambitions. To them the back-reasoning simply does not exist. If the system is not expressed in quanta or qualia that they can immediately grasp, then it means nothing. Users need to be able to see the benefit of your gamification, touch it, and even how others are using it. It needs to be tangible.

Rule 5 – “Drive” Is A Great Book, But Don’t Over-Think Its Intent: (Actually this applies to about half a dozen key books. You know the ones I mean.) Most of the helium surrounding gamification is generated through discussions about the importance of intrinsic versus extrinsic rewards and motivations. It waxes very lyrically on the idea that users like the intangible more, that the meaningful work of their lives is that which is divorced from monetary reward, which empowers them to self actualise and so find contentment. In the grander scheme of things, this is all true.

But in the smaller scale of a coupon scheme, a social news site or trying to create a sticky application, it’s total bullshit. Your service is not their life’s work, and most of the time your gamifying efforts are never going to get anywhere close to that level of significance in their lives. They are in large part only motivated by the extrinsic quantity (coupons, prizes, etc) that you offer. So stop kidding yourself. Most of the time motivations are not hard to understand.

Rule 6 – Ditch The Meta: The easiest thing in the world to do is to make things more complicated. Complication is seductive, results in many pages of charts and strategy documents with possible avenues that projects could take. You can spend years (if you have the budget) getting thoroughly lost in complications, use cases, potential outcomes, alternative ways to look at things and so avoid the sticky business of having to fail before you succeed. This is also known as, and putting things on, the long finger.

The only way past this (in my experience) is to ditch the meta thinking and render everything down to one sentence. I believe that if you can’t explain your gamification idea in one sentence, it’s broken. If your gamification consultant can’t break his wide-eyed thinking down into a couple of pages of useful things for your development team to do, perhaps with a few diagrams or wireframes attached, then they’re not solving your problem.

Reddit is gamified as follows: Users collect karma by posting content, which other users up- or down-vote, and occasionally they unlock trophy badges. Twitter is gamified thusly: Everybody likes to know they have more followers today than yesterday. The only written rule of Pong is: Avoid missing ball for high score. You have to learn to be this dumb.

Rule 7 – Forget Badges, Achievements, Levels And Experience Points: If I may use a fancy game designer’s term for a moment: Be wary of ludemes. A ludeme is a rule or convention commonly seen across many games, essentially cribbed from one to the next. They are highly recognisable as a result.

Gamifiers often reach for levels, badges, experience points and achievements because those are ludemes with which their clients are familiar. The clients are often not gamers, but they may have tried something like FarmVille or read a book like Reality Is Broken, and encountered them as terms. Their assumption is frequently that these terms hold some universality of truth, but actually they don’t.

Rather, familiarity breeds contempt. Remembering that users are not naive and likely use more services than just yours, it’s likely that they will have encountered many of these same ludemes as you. If they see they have a level of 1 and 0 experience points, chances are that this induces a feeling of grind. Having ground their way through one or more games with the same ludemes, they don’t want to do that all over again.

What Works Is

Only three kinds of gamification are generally worth pursuing, and in many cases none of them apply to a service (In those cases the service should not be gamified because to do so is a giant waste of time and money). They are: validation, completion and prizes.

Here’s what each means:

Validation: Upvotes, likes, retweets and follower counts are numbers which tell a user that she is popular. They are generated by the quality of what the user creates, shares or expresses, and they are awarded by other users. Whether her contribution is opinion, fan fiction, photography, music, clever observations, jokes, comedy accounts or whatever, the gamified element is the representation that says “we liked this, we like you” to the poster. Validation is one of the strongest drivers of long-term quality engagement because it helps communities form. However it also requires that the source content or service is taken somewhere outside of the provider’s control, so you need to be comfortable with that.

Completion: One of the neat things about Linkedin is the progress bar. Like a piece of software installing itself on your hard drive, Linkedin tells you that your profile was 70 percent done, and with only a few more actions (like adding your academic achievements, say), it could hit 100 percent. It’s an example of sticky completion because it guides the user through the whole site and gets them to make useful contributions that improve the service for them and the people who read their profile. It also takes a while to do.

However be warned. Completion that involves such actions as inviting friends or spamming them on Facebook is not the same. This kind of completion is just a thinly veiled excuse to get users to do your advertising for you, and we are long past the point where that kind of duping works. Don’t make the mistake of thinking that the average user doesn’t know what a wall-share is. She does, and has accidentally spammed her friends a couple of times before. She does not like it.

Prizes: Air miles, lotteries, health apps and more are all attractive because they offer a prize like upgrades, money or the dropping of 25 pounds. These are extrinsic benefits. They are clear and popular because everybody knows somebody who has already taken advantage of them somewhere down the line. They involve some kind of action, like purchasing only from certain providers or buying tickets.

Yet the more involved the action becomes (such as exercise), the tougher it is to maintain interest. Prizes also lens how people regard a service. If they do become about prizes then they only become about prizes, and that puts you in a certain kind of category. Take the prizes away at a later date and you invite only negative reactions from users and a decline in engagement. So if you want to give prizes, you have to be all in.

The Process Is Easy. The Hard Part Is Acceptance.

At the end of the day the most successful kinds of gamification are simple. They are about one kind of action leading to one kind of outcome. Complexity is anathema, as is over-explaining a system or expecting too much from it. It only works if you reduce your objectives to the improvements of one quantity that players can influence and one kind of emotion sitting behind that. So why is it so hard for most services (and indeed most gamifiers) to get to that point?

I think it’s because both service providers and gamifiers tend to share a positivity bias. Between them they share this story of the Noble Customer who likes to Engage With Services and Brands and find Meaning. They seem to believe that because it’s Games that this somehow makes things Better. They find it demeaning, or even personally threatening, to accept that the only goal of their gamification might be to sell more or attract more clicks, and that the way to doing that is often as simple as one button or one number.

People are bad at thinking baldly. So that’s they why want their gamification festooned in levels and badges, to talk about user journeys and experiences and the psychology of play. It’s hard to accept that all that talk is often delusional, and so the reason why there’s often more money to be made in making things worse is because the people you’re working for don’t want it fixed. Instead they want the story.

Personally, I prefer to get things done.


We’re Getting Very Close To The Perfect MacBook

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For the past six months, I’ve heard the same thing over and over again: “The MacBook Pro with the retina screen looks amazing. I want that screen on a MacBook Air. That would be the perfect computer.” Well, we’re almost there. Not quite. But for some of you, we’re now close enough.

What I’m describing, of course, is the 13-inch MacBook Pro with the retina display.

Two years ago, I ditched the MacBook Pro as my main machine to switch over to a MacBook Air. I loved my Pro (which was only six months old at the time) but the new Airs were simply that good. Fast forward to six months ago, when Apple finally made the Pro compelling again with the release of a retina display for the 15-inch model. That machine has since become my iMac replacement on my desk at home.

While I love the power and display on that machine, it isn’t quite portable enough for my tastes. The weight (4.46 pounds) isn’t so much the problem as much as the actual size. In my 15-inch retina Pro review, I described it as “surfboard”-like compared to the size of the 11-inch Air. But in testing out the 13-inch retina MacBook Pro for a few weeks now , the good news is that I take it everywhere.

To me, this is a great combination of power and portability. While I think the MacBook Air is powerful enough for most users from a CPU/RAM/SSD/etc perspective, I’m including the amazing screen in the “power” category as well. It’s a truly great feature that differentiates the Pro models.

Here’s what it comes down to for me: the 13-inch MacBook Air weighs 2.96 pounds. This new 13-inch MacBook Pro with the retina display weighs 3.57 pounds. It’s heavier, but they’re very, very close.

For comparison’s sake, the 13-inch MacBook Pro without the retina display — which yes, is still somewhat oddly on sale — weighs 4.5 pounds. It’s amazing what cutting out an optical drive and a Firewire port can do, no?

I’m more than happy to take on the extra half-pound of weight in exchange for this screen (as well as other, slightly better specs). Some will disagree, but I think plenty of people will agree. No, it’s not technically a retina MacBook Air, but again, it’s close.

In terms of thickness, this new Pro and the 13-inch Air are actually very close (0.75 inches versus 0.68 inches). Of course, the air tapers off into almost nothing (0.11 inches) at the end point while the Pro is a uniform thickness. Oddly, the 13-inch Pro is actually slightly less wide than the 13-inch Air.

Going back to the screen, in my review of the 15-inch Pro, I noted that its beauty was almost wasted because very little content was retina-ready — especially on the web. The good news is that six months later, it’s a different story. There’s still plenty of sites out there that look like hell on this display, but a ton also now look great — including many of the most popular ones you’re likely to visit (Facebook, Twitter, Tumblr, etc). Many apps (both those found in the Mac App Store as well as on the web) are also now retina-ready.

2560 by 1600 pixels — that’s what you’ll be looking at on the 13-inch retina MacBook Pro screen. That’s slightly less than the 2880 by 1800 pixels of the 15-inch retina MacBook Pro screen, but it’s actually far more than the non-retina 15-inch screen (only 1440 by 900 pixels). It’s gorgeous.

The other key feature for me: battery life. One thing I loved about the Air was that it lasted around seven hours — seven real-world hours. The newer Pros have been able to match that, and this model is no different. In using it, I find the battery to last slightly less time than the 15-inch model (which again, is larger and features a bigger, more powerful battery), but it’s still in the six-to-seven hour range. Solid.

Apple is in a bit of a weird place at the moment with regard to displays. Some of their products have retina displays, some don’t. The most noticeable absence right now is the iPad mini because well, it’s brand new. As I alluded to above, also strange to me is the fact that Apple is still selling all the non-retina MacBook Pros. Clearly, we’re in the midst of a transition.

Eventually, all Apple products will have retina displays — yes, even iMacs, though that may be a couple years off. For now, it’s simply either not cost-effective or battery/power-effective for every product. This means that you have to make a choice.

The good news is that when it comes to a retina MacBook Pro, the choice should be a bit easier since the 13-inch price is significantly lower than that of the 15-inch ($1,699 versus $2,199). Yes, this is still expensive compared to other laptops in this size range, but at least Apple now has a retina Mac below the $2,000 line.

You’ll have to decide if the retina display, slimmer design, and one pound less of bulk is worth an extra $500 to you (the non-retina MacBook Pros start at $1,199). I think it’s a no-brainer. This device alongside the iPad mini are the new standards in my bag (though I still prefer this solution for quick trips).

I’m sure we’re going to continue to hear the calls for a retina MacBook Air. I hear you. But you should really check out this new 13-inch MacBook Pro. It’s pretty damn close to what you’re asking for. It’s nearly the perfect MacBook.

Above: the 13-inch retina MacBook Pro on top of the 15-inch retina MacBook Pro

Above: the 13-inch retina MacBook Pro (left) versus the 15-inch retina MacBook Pro (right)

Above: the 13-inch MacBook Air (left) versus the 13-inch retina MacBook Pro (right)

Above: the 13-inch MacBook Air (left) versus the 13-inch retina MacBook Pro (right — yes, the Air is slightly longer)

Above: the 13-inch MacBook Air (left) versus the 13-inch retina MacBook Pro (right)