Category: UNCATEGORIZED

26 Jul 2019

How Microsoft turns an obsession with detail into micron-optimized keyboards

Nestled among the many indistinguishable buildings of Microsoft’s Redmond campus, a multi-disciplinary team sharing an attention to detail that borders on fanatical is designing a keyboard… again and again and again. And one more time for good measure. Their dogged and ever-evolving dedication to “human factors” shows the amount of work that goes into making any piece of hardware truly ergonomic.

Microsoft may be known primarily for its software and services, but cast your mind back a bit and you’ll find a series of hardware advances that have redefine their respective categories:

The original Natural Keyboard was the first split-key, ergonomic keyboard, the fundamentals of which have only ever been slightly improved upon.

The Intellimouse Optical not only made the first truly popular leap away from ball-based mice, but did so in such a way that its shape and buttons still make its descendants among the best all-purpose mice on the market.

Remember me?

Although the Zune is remembered more for being a colossal boondoggle than a great music player, it was very much the latter, and I still use and marvel at the usability of my Zune HD. Yes, seriously. (Microsoft, open source the software!)

More recently, the Surface series of convertible notebooks have made bold and welcome changes to a form factor that had stagnated in the wake of Apple’s influential mid-2000s MacBook Pro designs.

Microsoft is still making hardware, of course, and in fact it has doubled down on its ability to do so with a revamped hardware lab filled with dedicated, extremely detail-oriented people who are given the tools they need to get as weird as they want — as long as it makes something better.

You don’t get something like this by aping the competition.

First, a disclosure: I may as well say at the outset that this piece was done essentially at the invitation (but not direction) of Microsoft, which offered the opportunity to visit their hardware labs in Building 87 and meet the team. I’d actually been there before a few times, but it had always been off-record and rather sanitized.

Knowing how interesting I’d found the place before, I decided I wanted to take part and share it at the risk of seeming promotional. They call this sort of thing “access journalism,” but the second part is kind of a stretch. I really just think this stuff is really cool, and companies seldom expose their design processes in the open like this. Microsoft obviously isn’t the only company to have hardware labs and facilities like this, but they’ve been in the game for a long time and have an interesting and almost too detailed process they’ve decided to be open about.

Although I spoke with perhaps a dozen Microsoft Devices people during the tour (which was still rigidly structured), only two were permitted to be on record: Edie Adams, Chief Ergonomist, and Yi-Min Huang, Principal Design and Experience Lead. But the other folks in the labs were very obliging in answering questions and happy to talk about their work. I was genuinely surprised and pleased to find people occupying niches so suited to their specialities and inclinations.

Generally speaking the work I got to see fell into three general spaces: the Human Factors Lab, focused on very exacting measurements of people themselves and how they interact with a piece of hardware; the anechoic chamber, where the sound of devices is obsessively analyzed and adjusted; and the Advanced Prototype Center, where devices and materials can go from idea to reality in minutes or hours.

The science of anthropometry

microsoft building87 7100095Inside the Human Factors lab, human thumbs litter the table. No, it isn’t a torture chamber — not for humans, anyway. Here the company puts its hardware to the test by measuring how human beings use it, recording not just simple metrics like words per minute on a keyboard, but high-speed stereo footage that analyzes how the skin of the hand stretches when it reaches for a mouse button down to a fraction of a millimeter.

The trend here, as elsewhere in the design process and labs, is that you can’t count anything out as a factor that increases or decreases comfort; the little things really do make a difference, and sometimes the microscopic ones.

“Feats of engineering heroics are great,” said Adams, “but they have to meet a human need. We try to cover the physical, cognitive, and emotional interactions with our products.”

(Perhaps you take this, as I did, as — in addition to a statement of purpose — a veiled reference to a certain other company whose keyboards have been in the news for other reasons. Of this later.)

The lab is a space perhaps comparable to a medium-sized restaurant, with enough room for a dozen or so people to work in the various sub-spaces set aside for different highly specific measurements. Various models of body parts have been set out on work surfaces, I suspect for my benefit.

microsoft building87 7100099Among them are that set of thumbs, in little cases looking like oversized lipsticks, each with a disturbing surprise inside. These are all cast from real people, ranging from the small thumb of a child to a monster that, should it have started a war with mine, I would surrender unconditionally.

Next door is a collection of ears, not only rendered in extreme detail but with different materials simulating a variety of rigidities. Some people have soft ears, you know. And next door to those is a variety of noses, eyes, and temples, each representing a different facial structure or interpupillary distance.

This menagerie of parts represents not just a continuum of sizes but a variety of backgrounds and ages. All of them come into play when creating and testing a new piece of hardware.

microsoft building87 7100104 1“We want to make sure that we have a diverse population we can draw on when we develop our products,” said Adams. When you distribute globally it is embarrassing to find that some group or another, with wider-set eyes or smaller hands, finds your product difficult to use. Inclusivity is a many-faceted gem, indeed it has as many facets as you are willing to cut. (The Xbox Adaptive Controller, for instance, is a new and welcome one.)

In one corner stands an enormous pod that looks like Darth Vader should emerge from it. This chamber, equipped with 36 DSLR cameras, produces an unforgivingly exact reproduction of one’s head. I didn’t do it myself, but many on the team had; in fact, one eyes-and-nose combo belonged to Adams. The fellow you see pictured there also works in the lab; that was the first such 3D portrait they took with the rig.

With this they can quickly and easily scan in dozens or hundreds of heads, collecting metrics on all manner of physiognomical features and creating an enviable database of both average and outlier heads. My head is big, if you want to know, and my hand was on the upper range too. But well within a couple standard deviations.

So much for static study — getting reads on the landscape of humanity, as it were. Anthropometry, they call it. But there are dynamic elements as well, some of which they collect in the lab, some elsewhere.

“When we’re evaluating keyboards, we have people come into the lab. We try to put them in the most neutral position possible,” explained Adams.

It should be explained that by neutral, she means specifically with regard to the neutral positions of the joints in the body, which have certain minima and maxima it is well to observe. How can you get a good read on how easy it is to type on a given keyboard if the chair and desk the tester is sitting at are uncomfortable?

Here as elsewhere the team strives to collect both objective data and subjective data; people will say they think a keyboard, or mouse, or headset is too this or too that, but not knowing the jargon they can’t get more specific. By listening to subjective evaluations and simultaneously looking at objective measurements, you can align the two and discover practical measures to take.

microsoft building87 7100096One such objective measure involved motion capture beads attached to the hand while an electromyographic bracelet tracks the activation of muscles in the arm. Imagine if you will a person whose typing appears normal and of uniform speed — but in reality they are putting more force on their middle fingers than the others because of the shape of the keys or rest. They might not be able to tell you they’re doing so, though it will lead to uneven hand fatigue, but this combo of tools could reveal the fact.

“We also look at a range of locations,” added Huang. “Typing on a couch is very different from typing on a desk.”

One case, such as a wireless Surface keyboard, might require more of what Huang called “lapability,” (sp?) while the other perhaps needs to accommodate a different posture and can abandon lapability altogether.

A final measurement technique that is quite new to my knowledge involves a pair of high-resolution, high-speed black and white cameras that can be focused narrowly on a region of the body. They’re on the right, below, with colors and arrows representing motion vectors.

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A display showing various anthropometric measurements.

These produce a very detailed depth map by closely tracking the features of the skin; one little patch might move further than the other when a person puts on a headset, suggesting it’s stretching the skin on the temple more than it is on the forehead. The team said they can see movements as small as ten microns, or micrometers (therefore you see that my headline was only light hyperbole).

You might be thinking that this is overkill. And in a way it most certainly is. But it is also true that by looking closer they can make the small changes that cause a keyboard to be comfortable for five hours rather than four, or to reduce error rates or wrist pain by noticeable amounts — features you can’t really even put on the box, but which make a difference in the long run. The returns may diminish, but we’re not so far along the asymptote approaching perfection that there’s no point to making further improvements.

The quietest place in the world

microsoft building87 7100109Down the hall from the Human Factors lab is the quietest place in the world. That’s not a colloquial exaggeration — the main anechoic chamber in Building 87 at Microsoft is in the record books as the quietest place on Earth, with an official ambient noise rating of negative 20.3 decibels.

You enter the room through a series of heavy doors and the quietness, though a void, feels like a physical medium that you pass into. And so it is, in fact — a near-total lack of vibrations in the air that feels as solid as the nested concrete boxes inside which the chamber rests.

I’ve been in here a couple times before, and Hundraj Gopal, the jovial and highly expert proprietor of quietude here, skips the usual tales of Guinness coming to test it and so on. Instead we talk about the value of sound to the consumer, though they may not even realize they do value it.

Naturally if you’re going to make a keyboard, you’re going to want to control how it sounds. But this is a surprisingly complex process, especially if, like the team at Microsoft, you’re really going to town on the details.

The sounds of consumer products are very deliberately designed, they explained. The sound your car door makes when it shuts gives a sense of security — being sealed in when you’re entering, and being securely shut out when you’re leaving it. It’s the same for a laptop — you don’t want to hear a clank when you close it, or a scraping noise when you open it. These are the kinds of things that set apart “premium” devices (and cars, and controllers, and furniture, etc) and they do not come about by accident.

microsoft building87 7100113Keyboards are no exception. And part of designing the sound is understanding that there’s more to it than loudness or even tone. Some sounds just sound louder, though they may not register as high in decibels. And some sounds are just more annoying, though they might be quiet. The study and understanding of this is what’s known as psychoacoustics.

There are known patterns to pursue, certain combinations of sounds that are near-universally liked or disliked, but you can’t rely on that kind of thing when you’re, say, building a new keyboard from the ground up. And obviously when you create a new machine like the Surface and its family they need new keyboards, not something off the shelf. So this is a process that has to be done from scratch over and over.

As part of designing the keyboard — and keep in mind, this is in tandem with the human factors mentioned above and the rapid prototyping we’ll touch on below — the device has to come into the anechoic chamber and have a variety of tests performed.

microsoft building87 7100116

A standard head model used to simulate how humans might hear certain sounds. The team gave it a bit of a makeover.

These tests can be painstakingly objective, like a robotic arm pressing each key one by one while a high-end microphone records the sound in perfect fidelity and analysts pore over the spectrogram. But they can also be highly subjective: They bring in trained listeners — “golden ears” — to give their expert opinions, but also have the “gen pop” everyday users try the keyboards while experiencing calibrated ambient noise recorded in coffee shops and offices. One click sound may be lost in the broad-spectrum hubbub in a crowded cafe but annoying when it’s across the desk from you.

This feedback goes both directions, to human factors and prototyping, and they iterate and bring it back for more. This progresses sometimes through multiple phases of hardware, such as the keyswitch assembly alone; the keys built into their metal enclosure; the keys in the final near-shipping product before they finalize the keytop material, and so on.

Indeed, it seems like the process really could go on forever if someone didn’t stop them from refining the design further.

“It’s amazing that we ever ship a product,” quipped Adams. They can probably thank the Advanced Prototype Center for that.

Rapid turnaround is fair play

If you’re going to be obsessive about the details of the devices you’re designing, it doesn’t make a lot of sense to have to send off a CAD file to some factory somewhere, wait a few days for it to come back, then inspect for quality, send a revised file, and so on. So Microsoft (and of course other hardware makers of any size) now use rapid prototyping to turn designs around in hours rather than days or weeks.

This wasn’t always possible even with the best equipment. 3D printing has come a long way over the last decade, and continues to advance, but not long ago there was a huge difference between a printed prototype and the hardware that a user would actually hold.

microsoft building87 7100128Multi-axis CNC mills have been around for longer, but they’re slower and more difficult to operate. And subtractive manufacturing (i.e. taking a block and whittling it down to a mouse) is inefficient and has certain limitations as far as the structures it can create.

Of course you could carve it yourself out of wood or soap, but that’s a bit old-fashioned.

So when Building 87 was redesigned from the ground up some years back, it was loaded with the latest and greatest of both additive and subtractive rapid manufacturing methods, and the state of the art has been continually rolling through ever since. Even as I passed through they were installing some new machines (desk-sized things that had slots for both extrusion materials and ordinary printer ink cartridges, a fact that for some reason I found hilarious).

The additive machines are in constant use as designers and engineers propose new device shapes and styles that sound great in theory but must be tested in person. Having a bunch of these things, each able to produce multiple items per print, lets you for instance test out a thumb scoop on a mouse with 16 slightly different widths. Maybe you take those over to Human Factors and see which can be eliminated for over-stressing a joint, then compare comfort on the surviving 6 and move on to a new iteration. That could all take place over a day or two.

microsoft building87 7100092

Ever wonder what an Xbox controller feels like to a child? Just print a giant one in the lab.

Softer materials have become increasingly important as designers have found that they can be integrated into products from the start. For instance, a wrist wrest for a new keyboard might have foam padding built in.

But how much foam is too much, or too little? As with the 3D printers, flat materials like foam and cloth can be customized and systematically tested as well. Using a machine called a skiver, foam can be split into thicknesses only half a millimeter apart. It doesn’t sound like much — and it isn’t — but when you’re creating an object that will be handled for hours at a time by the sensitive hands of humans, the difference can be subtle but substantial.

For more heavy-duty prototyping of things that need to be made out of metal — hinges, laptop frames, and so on — there is bank after bank of 5-axis CNC machines, lathes, and more exotic tools, like a system that performs extremely precise cuts using a charged wire.

[gallery ids="1860698,1860699"]

The engineers operating these things work collaboratively the designers and researchers, and it was important to the people I talked to that this wasn’t a “here, print this” situation. A true collaboration has input from both sides, and that is what seems to be happening here. Someone inspecting a 3D model for printability before popping it into the 5-axis might say to the designer, you know, these pieces could fit together more closely if we did so-and-so, and it would actually add strength to the assembly. (Can you tell I’m not an engineer?) Making stuff, and making stuff better, is a passion among the crew and that’s a fundamentally creative drive.

Making fresh hells for keyboards

If any keyboard has dominated the headlines for the last year or so, it’s been Apple’s ill-fated butterfly switch keyboard on the latest MacBook Pros. While being in my opinion quite unpleasant to type on, they appeared to fail at an astonishing rate judging by the proportion of users I saw personally reporting problems, and are quite expensive to replace. How, I wondered, did a company with Apple’s design resources create such a dog?

microsoft building87 7100129

Here’s a piece of hardware you won’t break any time soon.

I mentioned the subject to the group towards the end of the tour but, predictably and understandably, it wasn’t really something they wanted to talk about. But a short time later I spoke with one of the people in charge of Microsoft’s reliability managers. They too demurred on the topic of Apple’s failures, opting instead to describe at length the measures Microsoft takes to ensure that their own keyboards don’t suffer a similar fate.

The philosophy is essentially to simulate everything about the expected 3-5 year life of the keyboard. I’ve seen the “torture chambers” where devices are beaten on by robots (I’ve seen these personally, years ago — they’re brutal), but there’s more to it than that. Keyboards are everyday objects, and they face everyday threats; so that’s what the team tests, with things falling into three general categories:

Environmental: This includes cycling the temperature from very low to very high, exposing the keyboard to dust and UV. This differs for each product, since some will obviously be used outside more than others. Does it break? Does it discolor? Where does the dust go?

Mechanical: Every keyboard undergoes key tests to make sure that keys can withstand however many million presses without failing. But that’s not the only thing that keyboards undergo. They get dropped and things get dropped on them, of course, or left upside-down, or have their keys pressed and held at weird angles. All these things are tested, and when a keyboard fails because of a test they don’t have, they add it.

Chemical. I found this very interesting. The team now has more than 30 chemicals that it exposes its hardware to, including: lotion, Coke, coffee, chips, mustard, ketchup, and Clorox. The team is constantly adding to the list as new chemicals enter frequent usage or new markets open up. Hospitals, for instance, need to test a variety of harsh disinfectants that an ordinary home wouldn’t have. (Note: Burt’s Bees is apparently bad news for keyboards.)

Testing is ongoing, with new batches being evaluated continuously as time allows.

To be honest it’s hard to imagine that Apple’s disappointing keyboard actually underwent this kind of testing, or if it did, that it was modified to survive it. The number and severity of problems I’ve heard of with them suggest the “feats of engineering heroics” of which Adams spoke, but directed singlemindedly in the direction of compactness. Perhaps more torture chambers are required at Apple HQ.

7 factors and the unfactorable

All the above are more tools for executing a design and not or creating one to begin with. That’s a whole other kettle of fish, and one not so easily described.

Adams told me: “When computers were on every desk the same way, it was okay to only have one or two kinds of keyboard. But now that there are so many kinds of computing, it’s okay to have a choice. What kind of work do you do? Where do you do it? I mean, what do we all type on now? Phones. So it’s entirely context dependent.”

microsoft building87 7100120

Is this the right curve? Or should it be six millimeters higher? Let’s try both.

Yet even in the great variety of all possible keyboards there are metrics that must be considered if that keyboard is to succeed in its role. The team boiled it down to seven critical points:

  • Key travel: How far a key goes until it bottoms out. Neither shallow nor deep is necessarily good, but serve different purposes.
  • Key spacing: Distance between the center of one key and the next. How far can you differ from “full-size” before it becomes uncomfortable?
  • Key pitch: On many keyboards the keys do not all “face” the same direction, but are subtly pointed towards the home row, because that’s the direction your fingers hit them from. How much is too much? How little is too little?
  • Key dish: The shape of the keytop limits your fingers’ motion, captures them when they travel or return, and provides a comfortable home — if it’s done right.
  • Key texture: Too slick and fingers will slide off. Too rough and it’ll be uncomfortable. Can it be fabric? Textured plastic? Metal?
  • Key Sound: As described above the sound indicates a number of things and has to be carefully engineered.
  • Force to fire: How much actual force does it take to drive a given key to its actuation point? Keep in mind this can and perhaps should differ from key to key.

In addition to these core concepts there are many secondary ones that pop up for consideration: Wobble, or the amount a key moves laterally (yes, this is deliberate), snap ratio, involving the feedback from actuation. Drop angle, off-axis actuation, key gap for chiclet boards… and of course the inevitable switch debate.

Keyboard switches, the actual mechanism under the key, have become a major sub-industry as many companies started making their own at the expiration of a few important patents. Hence there’s been a proliferation of new key switches with a variety of aspects, especially on the mechanical side. Microsoft does make mechanical keyboards, and scissor-switch keyboards, and membrane as well, and perhaps even some more exotic ones (though the original touch-sensitive Surface cover keyboard was a bit of a flop).

“When we look at switches, whether it’s for a mouse, QWERTY, or other keys, we think about what they’re for,” said Adams. “We’re not going to say we’re scissor switch all the time or something — we have all kinds. It’s about durability, reliability, cost, supply, and so on. And the sound and tactile experience is so important.”

As for the shape itself, there is generally the divided Natural style, the flat full style, and the flat chiclet style. But with design trends, new materials, new devices, and changes to people and desk styles (you better believe a standing desk needs a different keyboard than a sitting one), it’s a new challenge every time.

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They collected a menagerie of keyboards and prototypes in various stages of experimentation. Some were obviously never meant for real use — one had the keys pitched so far that it was like a little cave for the home row. Another was an experiment in how much a design could be shrunk until it was no longer usable. A handful showed different curves a la Natural — which is the right one? Although you can theorize, the only way to be sure is to lay hands on it. So tell rapid prototyping to make variants 1-10, then send them over to Human Factors and text the stress and posture resulting from each one.

“Sure, we know the gable slope should be between 10-15 degrees and blah blah blah,” said Adams, who is actually on the patent for the original Natural Keyboard, and so is about as familiar as you can get with the design. “But what else? What is it we’re trying to do, and how are we achieving that through engineering? It’s super fun bringing all we know about the human body and bringing that into the industrial design.”

Although the comparison is rather grandiose, I was reminded of an orchestra — but not in full swing. Rather, in the minutes before a symphony begins, and all the players are tuning their instruments. It’s a cacophony in a way, but they are all tuning towards a certain key, and the din gradually makes its way to a pleasant sort of hum. So it is that a group of specialists all tending their sciences and creeping towards greater precision seem to cohere a product out of the ether that is human-centric in all its parts.

26 Jul 2019

How parking app SpotHero is preparing for an era of driverless cars

On-demand parking app SpotHero wants to be ready for the day when autonomous vehicles are ubiquitous. Its strategy: target the human-driven car-sharing fleets today.

The Chicago-based company, which has operations in San Francisco, New York, Washington, D.C. and Seattle, has launched a new service dubbed SpotHero for Fleets that targets shared mobility and on-demand services.

The service aims to be a one-stop shop for car-sharing and commercial fleets to handle all that goes into ensuring there is access and the right number of designated parking areas on any given day within SpotHero’s large network of 6,500 garages across 300 cities.

That means everything from managing the relationships between garage owners and the fleet companies to proper signage so car-sharing customers can find the vehicles, as well as flexible plans that account for seasonal demands on businesses.

Under the new service, customers are able to source and secure parking inventory in high-traffic areas across multiple cities and pay per use across multiple parking facilities on one invoice to streamline payments. 

The service also aims to solve the crux of accessing commercial garages, Elan Mosbacher, SpotHero’s head of strategy and operations, said in a recent interview.

“How does a car get in and out of the garage when the driver driving that car isn’t necessarily the one paying for the parking?,” Mosbacher asked rhetorically. The service provides access to gated parking facilities to provide more pickup and drop-off points for shared cars.

The company’s core competency — its bread and butter since launching in 2011 — has been directed at connecting everyday drivers to parking spots in thousands of garages across North America.

That focus has expanded in the past eight years, with the company adding other services as urban density has increased and on-street parking has become more jumbled and confused thanks to an increase in traffic, ride-hailing and on-demand delivery services that take up valuable curb space.

“Our platform has evolved as more trends emerge around everything from connected cars to urban mobility apps to fleets to autonomous vehicles more and more companies are reaching out to us about how to leverage our network and our API to service parking from their interface to their audience of drivers,” said Mosbacher.

For instance, just last month, SpotHero announced it was integrating Waze, the navigation app owned by Google, into its app to help customers find the best and most direct route to their pre-booked parking spot. The company has also partnered with Moovit as well as expanded into the corporate world with firms such as the Associated Press, Caterpillar and US Cellular.

SpotHero could continue to scale up with this consumer-focused business model. However, the company saw two overlapping opportunities that center around car-sharing fleets.

In the past year, SpotHero has been approached by a number of autonomous vehicles companies acknowledging that one day they’re going to have to solve parking, Mosbacher said. But these companies aren’t even ready to launch pilot programs.

The company realized there was a use case and an opportunity today for human-driven car-sharing fleets.

“What we’re doing now is leveraging our network of services, hardware and software to solve a number of business problems around car-sharing fleets we the hope that the technology, infrastructure improves and accelerates to a point when autonomous vehicles are capable of parking using our network,” Mosbacher said.

That opportunity is poised to get a lot wider in the next decade. Deloitte predicts that by 2030 shared vehicles will overtake personally owned vehicles in urban areas. As car-share fleets grow, companies are increasingly tasked with solving for complex parking needs at scale, according to SpotHero.

The company has signed on car-sharing companies and other commercial fleets, although it’s not naming them yet.

The business of parking — and its potential to tap fleets of human-driven and someday even driverless vehicles — has attracted venture funds. SpotHero has raised $67.6 million to date.

And there’s good reason investors and parking app companies like SpotHero are jumping in to “solve parking.” A study by Inrix released in 2017 found that, on average, U.S. drivers spend 17 hours per year searching for parking at a cost of $345 per driver in wasted time, fuel and emissions.

26 Jul 2019

Old-school Doom and its sequels come to Switch, Xbox One, and PS4

Thinking about what to do this weekend? Think no more. Doom, Doom II, and Doom 3 have all just appeared on the Switch, Xbox One, and PS4, giving you no excuse not to play these classics. All the time. Over and over. Rip and tear!

The announcement was made at QuakeCon 2019, the annual gathering of slayers and gibbers where id Software usually shows off its latest wares. Or in this case, its earliest.

At $5 each, the original Doom and Doom II should provide dozens of hours of old-school fun. I’ve found in revisiting these games that the level design really is spectacular and the gameplay, while of course simple compared to your Dishonors or your Division 2s, is also elegant and carefully calibrated. It’s also amazing how scary these games can still be.

Not that you haven’t had ample opportunity to play them — and the thousands of free maps available for PC players — these last couple decades. But if your console of choice, with your surround sound system and big screen, is how you tend to play games, then perhaps it’s worth a tenner to put these enduring classics on there.

Importantly, these include 4-play split-screen deathmatch and co-op. Probably been a while since you played it that way, right?

As for Doom 3 — well, my most salient memory of the game is playing the leaked Alpha version, which scared the pants off me and almost put me off the actual game. It was a huge graphical advance at the time and due to its deliberate use of lighting still looks pretty cool, though of course highly primitive in other ways.

Is it still any good to play? $10 lets you find out.

The original two games are also officially available on iOS as well, and will, amazingly, run at about a dozen times the resolution they originally did back in the ’90s.

26 Jul 2019

Daily Crunch: Yep, Apple is buying Intel’s modem business

The Daily Crunch is TechCrunch’s roundup of our biggest and most important stories. If you’d like to get this delivered to your inbox every day at around 9am Pacific, you can subscribe here.

1. Apple acquiring most of Intel’s smartphone modem business in $1B deal

Apple has entered into a deal to acquire a majority of Intel’s modem business, including Intel IP, equipment, leases and employees — it’s bringing over 2,200 new roles and 17,000 wireless technology patents.

The deal confirms earlier rumors that Apple would acquire the business in order to permanently uncouple itself from Qualcomm, the source of much contention for both parties over the last several years.

2. SoftBank announces AI-focused second $108 billion Vision Fund with LPs including Microsoft, Apple and Foxconn

Worth noting: The second Vision Fund’s list of expected limited partners does not currently include any participants from the Saudi Arabia government.

3. Twitter Q2 beats on sales of $841M and EPS of $0.20, new metric of mDAUs up to 139M

The U.S. continues to be Twitter’s revenue engine, the company said. It accounted for $455 million of its sales, up 24%, while international revenue was $386 million, up just 12%.

(Photo by Cheriss May/NurPhoto via Getty Images)

4. Trump threatens Apple with tariffs, Google with investigation on Twitter

The president of the United States called out two of the nation’s largest tech firms in a pair of tweets this morning.

5. Google says it doubled Pixel sales year-over-year

It looks like the mid-range Pixel 3a is the hit Google surely hoped it would be. The news came as part of the solid earnings that parent company Alphabet reported yesterday.

6. SpaceX succeeds with first untethered StarHopper low altitude ‘hop’ test

StarHopper is a scaled-down test vehicle designed to help SpaceX run crucial preparation trials for the new Raptor engine ahead of building its full-scale Starship reusable spacecraft.

7. Africa’s ride-hail markets are hot spots for startups and VC

The big players such as Uber and Bolt are competing in Kampala and Nairobi — where, in addition to car service, they offer rickshaw taxis. Meanwhile, many ride-hail companies in Africa are adapting unique product solutions to local transit needs. (Extra Crunch membership required.)

26 Jul 2019

Tesla starts rolling out Chess to ‘Tesla Arcade’ in-car gaming app

Tesla is making a new game available to its vehicle owners, with a roll-out starting today. The company started pushing out a new ‘Arcade’ app for its in-car infotainment system back in June at the annual E3 gaming conference, and now it’s adding the most thrilling game around to the mix: Chess.

This isn’t the first time games have been on Tesla’s infotainment screens; its had them available as ‘Easter eggs,’ or hidden software features. Tesla began demoing Arcade in its showrooms back in June, too, so that visitors to their showrooms could come in and give it a try through June 30.

Tesla’s teaser for the release of the Chess game includes a western-themed Tesla driver playing in a field, which is an interesting narrative choice. The promo also notably has the person using this while parked, which is the only way you can actually play the games for obvious reasons.

In addition to the update going out broadly, Tesla also announced that ‘Beach Buggy Racing’, a kart racing game you can control with the Tesla’s steering wheel, gets an update which will let you use two game controllers as once to do local multiplayer with a passenger. Again, not while driving.

Bethesda also revealed at E3 that mobile game Fallout Shelter being played on the in-car display, and Musk has discussed opening up the platform more broadly to developers, so we’ll see if that’s the next step after this rollout of the Arcade app to users.

26 Jul 2019

David and Goliath: Approaching the ‘deal’

It is a simple question with a complex answer. How does a startup get from zero to execution when negotiating contracts with potential customers that are large enterprises? The 800-pound gorillas. Situations in which your negotiating leverage is limited (often severely so).

As a commercial contracts attorney, clients often ask me about the one right way to approach deals. Many are looking for a cheat sheet of universal terms they should push for in contracts. But there is no one answer.

Deals are not cookie-cutter, and neither are the contracts on which they are built. That said, a basic framework can help provide startups with some grounding to better think about negotiations with large enterprises. The idea is to avoid over-lawyering, and instead approach the discussion with a legally prudent yet deal-centric mindset.

There are generally six overarching considerations as you head into negotiations with large, enterprise organizations.

26 Jul 2019

Emergence’s Jason Green joins TC Sessions: Enterprise this September

Picking winners from the herd of early-stage enterprise startups is challenging — so much competition, so many disruptive technologies, including mobile, cloud and AI. One investor who has consistently identified winners is Jason Green, founder and general partner at Emergence, and TechCrunch is very pleased to announce that he will join the investor panel at TC Sessions: Enterprise, on Sept. 5 at the Yerba Buena Center in San Francisco. He will join two other highly accomplished VCs, Maha Ibrahim, general partner at Canaan Partners and Rebecca Lynn, co-founder and general partner at Canvas Ventures. They will join TechCrunch’s Connie Loizos to discuss important trends in early-stage enterprise investments as well as the sectors and companies that have their attention. Green will also join us for the investor Q&A in a separate session.

Jason Green founded Emergence in 2003 with the aim of “looking around the corner, identifying themes, and aiming to win big in the long run.” The firm has made 162 investments, led 64 rounds, and seen 29 exits to date. Among the firm’s wins are Zoom, Box, SageIntacct, ServiceMax, Box, and SuccessFactors. Emergence has raised $1.4 billion over six funds.

Green is also the founding chairman of the Kauffman Fellow Program and a founding member of Endeavor. He serves on the board of BetterWorks, Drishti, GroundTruth, Lotame, Replicon, and SalesLoft.

Come hear from Green at these other amazing investors at TC Sessions: Enterprise by booking your tickets today. $249 early bird tickets are still on sale for the next two weeks before prices go up by $100. Book your tickets here.

Startups, get noticed with a demo table at the conference. Demo tables come with four tickets to the show and prime exhibition spot for you to showcase your latest enterprise technology to some of the most influential people in the business. Book your $2000 demo table right here.

26 Jul 2019

Using the same tactics as ‘Big Tobacco’, Juul may have intentionally targeted teens

After a hearing this week, members of the U.S. House Committee on Oversight and Reform said that Juul, the ultra-popular e-cigarette brand, may have intentionally targeted teens in schools and online.

Based on 55,000 non-public documents out of Juul Labs, the subcommittee said that Juul’s Youth Prevention Plan recruited schools into a program that put Juul representatives and students in the same room. Schools received payment for participating in the program.

According to the release, one testimony put before the Subcommittee on Economic and Consumer Policy described a Juul representative telling students that vaping was “totally safe,” and recommended that one already nicotine-addicted student use Juul.

The subcommittee also reported that Juul spent $134,000 to set up a five-week summer camp for 80 children through a charter school, according to documents obtained for the hearing. The camp was meant to be a “holistic health education program.”

Dr. Robert Jackler, Stanford University School of Medicine, testified about his conversations with JUUL co-founder James Monsees, who said the use of Stanford’s tobacco advertising database was “very helpful as they designed JUUL’s advertising,” according to information provided by the subcommittee.

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“The Subcommittee found that: JUUL deployed a sophisticated program to enter schools and convey its messaging directly to teenage children; JUUL also targeted teenagers and children, as young as eight years old, in summer camps and public out-of-school programs; and JUUL recruited thousands of online “influencers” to market to teens,” the memo states.

The company also turned to more modern methods. Using an influencer marketing program to “curate and identify 280 influencers in LA/NY to seed JUUL product” and find social media “buzzmakers” with “a minimum of 30,000 followers” to attend launch events for the company’s products.

JUUL shut down its social media marketing program in November of last year. While it closed its Facebook and Instagram accounts, the company’s products still circulate on social media through hashtags from users themselves.

Documents delivered to the Subcommittee show that JUUL was aware that its prevention programs were “eerily similar” to those used by the big tobacco companies (which were ultimately forced to pay states and the U.S. government  $27.5 billion in a master settlement agreement over their marketing and sales practices).

JUUL also took steps to stop selling flavored products in response to FDA criticism.

As we reported:

Juul currently sells eight different flavors of pods. Pods that don’t come in existing tobacco flavors — Virginia Tobacco, Classic Tobacco, Mint and Menthol — will only be available online effective immediately. In other words, the only place to buy Creme, Fruit, Cucumber and Mango (Juul’s most popular flavor) is on the Juul website.

There, the company verifies that customers are 21+ by either cross-referencing information, such as DOB and the last four digits of a Social Security number, with publicly available data, or asking users to upload a scan of their driver’s license.

Responding to pressure from the Food and Drug Administration, JUUL has taken other steps to limit access and curb underage use of its products.

JUUL also targeted Native American populations, where smoking rates are higher than the general population. Rae O’Leary, of the Cheyenne River Sioux Tribe, testified that JUUL targeted Native American tribes to use as “guinea pigs.” According to O’Leary’s testimony, in exchange for a $600,000 investment, JUUL solicited tribal medical professionals to provide their devices to tribal members for free and collect information on the tribal members.

JUUL declined to comment at the time of publication.

26 Jul 2019

Marcus Hutchins, malware researcher and ‘WannaCry hero’, sentenced to supervised release

MILWAUKEE, WI. — Marcus Hutchins, the malware researcher who became known as an “accidental hero” for stopping the WannaCry ransomware attack in 2017, has been sentenced to supervised release on charges of making and selling the Kronos banking malware.

Presiding Judge J. P. Stadmueller described Hutchins, 25, as a “talented” but “youthful offender” in remarks in court Friday.

The judge said Hutchins will face no time in jail.

“It’s going to take the people like [Hutchins] with your skills to come up with solutions because that’s the only way we’re going to eliminate this entire subject of the woefully inadequate security protocols,” said Stadmueller.

The judge said he look into account Hutchins’ age at the time of the offenses, and gave him credit for “turning a corner” in his life before charges were brought.

Stadmueller said his sentence is likely, however, to bar him from re-entering the United States.

In a statement, Hutchins said he made some “bad decisions” as a teenager. “I deeply regret my conduct and the harm that was caused,” he said.

“I have no desire to go back to that life,” he said, and apologized to the victims of the malware he created.

Hutchins, a British citizen who goes by the online handle @MalwareTech, was arrested in Las Vegas by federal marshals in August 2017 while boarding a flight back to the U.K. following the Def Con security security conference. The government alleged in an indictment that he developed Kronos, a malware that steals banking credentials from the browsers of infected computers. The indictment also accused him of developing another malware known as the UPAS Kit. Hutchins was bailed on a $30,000 bond.

Since his indictment, he had been living in Los Angeles.

Hutchins initially denied creating the malware. But after prosecutors filed a superseding indictment, he later pleaded guilty to the two primary counts of creating and selling the malware. Eight remaining charges were dropped following his change in plea.

Prosecutors said Hutchins faced up to 10 years in prison and a maximum $500,000 fine.

In a statement following his guilty plea, he said he regretted his actions and accepted “full responsibility for my mistakes.”

Prosecutors said although Hutchins and an accomplice had generated only a few thousand dollars from selling the malware, Kronos allowed others to financially benefit from using the malware.

Hutchins’ indictment came four months after he was hailed as a hero for registering a domain name that stopped the spread of the WannCry cyberattack, which knocked tens of thousands of computers offline with ransomware in a few hours.

The ransomware attack, later blamed on North Korean hackers, spread across Ukraine, Europe and the U.K., encrypting systems and knocking businesses and government departments offline. The U.K.’s National Health Service NHS was one of the biggest organizations hit, forcing doctors to turn patients away and emergency rooms to close. Hutchins, who at the time of the attack worked for Los Angeles-based Kryptos Logic from his home in the south of England, registered the domain in an effort to understand why the ransomware was spreading. It later transpired the domain acts as a “kill switch” and stopped it dead in its tracks.

In the week after, the kill switch became the target of powerful botnets hoping to knock the domain offline and spark another outbreak.

Hutchins told TechCrunch last month that the WannaCry attack was one of the most stressful and exhausting moments in his life.

Since the attack, however, Hutchins received additional acclaim for his malware research on new infections and botnet activities. He has been praised for live-streaming his work so others can learn how to reverse engineer malware. Many in the security community — and further afield — have called on the court to grant Hutchins clemency for his recent concerted efforts to protect users from security threats.

Prosecutors acknowledged Hutchins’ reformed character in a sentencing memo filed this week, saying Hutchins has “since made a good decision to turn his talents toward more positive ends.”

When reached, a Justice Department spokesperson deferred comment to the U.S. Attorney’s Office for the Eastern District of Wisconsin, which did not immediately comment.

26 Jul 2019

T-Mobile and Sprint get DOJ approval for $26 billion merger deal

The U.S. Department of Justice this morning gave the green light to T-Mobile US and Sprint for their proposed $26 billion merger. The deal, which would combine the nation’s third and fourth largest carriers (by subscriber number) has been greenlit on the condition that T-Mobile sell its prepaid assets (including Boost Mobile) to Dish Network.

The proposed merger has been under regulatory scrutiny for some time now, as the deal will leave three major wireless carriers accounting for more than 95 percent of U.S. mobile phone customers.

Proponents of the deal, meanwhile, have argued that the merger will actually make a combine T-Mobile/Sprint more competitive with category leaders Verizon and AT&T.

“With this merger and accompanying divestiture, we are expanding output significantly by ensuring large amounts of currently unused or underused spectrum are made available to American consumers in the form of high quality 5G networks,” DOJ antitrust chief Makan Delrahim told The Wall Street Journal.

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