Tablet Purchases To Drive Mobile Content Revenues To $65BN In 2016, Up From $40BN+ In 2013, Says Juniper

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As tablet ownership and usage continues its upward trajectory, little surprise that more people are expected to be paying for more stuff on tablets in the coming years. But analyst Juniper Research has put out a new mobile content revenue forecast predicting that purchases on tablets will be the primary engine for growth — ergo: beating out smartphones — in the mobile content market over the next three years.

The analyst expects annual revenue generated from content delivered to mobile handsets and tablets to rise by nearly $25 billion over the period — climbing from more than $40 billion this year to $65 billion by 2016. Music and video now account for nearly half of all mobile content revenues, according to Juniper.

The analyst says growth in the mobile content market will “primarily” be fuelled by an upsurge in tablet users buying games, videos and ebooks on their slates. But it also flags up “increased opportunity” for content monetisation via direct carrier billing on smartphones as another factor helping to drive the market. “While the availability of direct carrier billing is patchy, the various benefits which the mechanism offers — higher conversion rates, opportunities to monetise unbanked customers — suggest that deployments will rise significantly in the medium term,” notes report author Dr Windsor Holden in a statement.

Returning to tablets, the report found that ebooks are currently the largest revenue stream on slates, thanks to e-reader applications from the likes of Amazon, Kobo and Nook, but goes on to add that tablets are experiencing a sharp increase in both paid and free video applications. The analyst also expects consumer gaming spend to migrate to tablets from dedicated portable gaming devices such as the Nintendo 3DS and the Sony PS Vita — something Juniper has delved into before in a separate report.

The mobile content report also notes that the convergence of gaming and social networking has been “one of the major drivers” behind the post-download monetisation opportunity — i.e. via in-app purchases.

Nokia Teases Lumia 928 In Low Light Camera Test, Pits It Against Galaxy S3 & iPhone 5

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Nokia is teasing the Lumia 928 — a phone it has not officially announced yet, despite all the leaksrumours and, er, magazine ads – in a camera comparison video posted on its U.S. website. All this teasing smells like a new strategy for Nokia to try to manufacture a little hype for the forthcoming Windows Phone 8 flagship, which is apparently heading to Verizon.

The camera comparison pits the Lumia 928 against two of the most hyped smartphones in the tech world: the Samsung Galaxy S3 and the iPhone 5. Although the Lumia device is not identified by name in the actual text or video on the page, the URL is far less coy: http://www.nokia.com/us-en/lumia928

The page does confirm the device will have an 8.7MP PureView camera with Carl Zeiss optics and the optical image stabilization first seen on the Lumia 920. The camera specs are in fact exactly the same as the 920′s. The design, however, looks rather more slab-like — with what look like blunted sides, vs the 920′s rounded edges.

According to Nokia’s low light camera test — conducted at a fairground in New York — the Lumia has greater colour saturation and sharper image focus than the iPhone 5, and less video noise and sharper image focus than the Galaxy S3. But then Nokia would say that, wouldn’t they?

It’s certainly interesting to note  Nokia has picked on last year’s flagship Galaxy for the comparison, rather than pitting it against Samsung’s latest flagship: the Galaxy S4 (which has a 13MP rear camera).

Microsoft’s Julie Larson-Green Says Windows RT’s Slow Start Is A Consumer Education Problem

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Microsoft’s Corporate VP for Windows Julie Larson-Green was at WIRED’s Business Conference today, and she was put on the spot when asked by interviewer and WIRED Senior Editor Michael V. Copeland about the apparently sluggish start for Windows RT. RT’s failure is a consumer education problem, according to Larson-Green, since it’s very different from what’s come before.

Windows RT, for those unfamiliar or confused by the new familial breakdown of Windows following the introduction of version 8, is a lightweight version designed for ARM-powered devices (vs. x86, the architecture which full Windows OS runs on), which doesn’t offer access to the full suite of Windows software. According to our own Matt Burns, that has resulted in a big app gap, and made the Surface RT essentially a glorified web browsing tablet, which sounds like something different from a simple matter of properly framing the product.

“I think we have some work to do on explaining it to people because it’s different,” Larson-Green said. “They’re just so used to Windows meaning backward compatibility in all the programs that you use today. I use Surface RT as my main computing device, I connect to a corporate network using my virtual smart card and VPN when I need to, Office is already on there […] it’s just a simpler experience and then the Surface Pro has the flexibility if you want to work on the details.”

“I love my Surface RT,” was a common refrain from Larson-Green even into the Q&A, who later characterized it as a device for casual consumption mostly, especially filling a niche for “weekend” use. Even the dual nature of her defense of the Microsoft tablet shows that it still needs work at Microsoft itself in terms of fleshing out its role in the consumer ecosystem, which probably isn’t helping the company properly explain its purpose to the buying public.

The Surface RT is estimated to have sold only around 1 million units total since its launch late in 2012, far under its reported initial estimates of 3 million or so. Other OEMs have balked at the RT line in the meantime, with Acer waiting on launching its RT slate until at least Q2 of this year.

Nest Acquires MyEnergy To Boost Its Home Energy Management Tools

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Nest proved that energy monitoring can be tantalizing. And it’s about to get even better. The company just announced that it has acquired MyEnergy to further enhance its suite of monitoring tools. Terms of deal were not released.

Originally called Earth Aid, the startup launched its online dashboard in 2009 as one of the first energy monitoring solutions. Similar to EnergySavvy, Google’s Powermeter andMicrosoft’s Hohm, Earth Aid, and now MyEnergy, provides consumers with information on how much electricity, water, and natural gas they use and how much they spend on these utilities. Simply connect your online utility accounts with the platform, and the system imports all the necessary bits and displays them on the beautiful web dashboard.

Spend a few quick minutes on MyEnergy.com and it’s easy to see why Nest wanted MyEnergy in its corner. The system is wonderful. Just like the Nest Learning Thermostat.

In 2011 the startup raised $4 million in Series A funding from Point Judith Capital, the Clean Energy Venture Group, and Capital-E. According to today’s announcement, MyEnergy has users in all 50 U.S. states and spans more than 1,500 utility territories.

“Giving our customers more in-depth access and analysis of their energy usage has always been part of the Nest vision,” said Tony Fadell, Nest founder and CEO said in a released statement today. “We’ve made great strides in the past year and a half; by bringing MyEnergy into the Nest family, we can reach our goals even faster. The MyEnergy team is incredibly like-minded and we’ve already begun working with them to find ways to integrate their technology into Nest products.”

The Nest Learning Thermostat is beautiful. But the web dashboard is lacking in depth. There is plenty of room for improvement. MyEnergy will likely not only make it look better, but dramatically enhance the tool set by giving the homeowner information from their neighborhood.

Nest is charging forward, simultaneously building out consumer aspects and partnering with utility companies. This acquisition clearly fits within Nest’s vision. It’s unclear exactly what Nest plans to do with MyEnergy, but as a Nest user myself, I’m rather excited to see what Tony Fadell and team does with the beautiful MyEnergy platform.

iPad Mini With Retina Display Screen Production To Start In June Or July, NPD DisplaySearch Says

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The iPad mini is quickly becoming a key component of Apple’s product lineup, and according to some sources, might even be the best-selling tablet Apple makes at this point. The smaller tablet hit shelves in early November last year, and likely had a huge impact on Apple’s record tablet sales last quarter, which topped 19.5 million devices. It’s impossible not to see a Retina update in the mini’s future, and new reports (via MacRumors) claim we’ll see production begin for that device this summer.

NPD DisplaySearch analyst says we should see display panel production begin for a Retina iPad mini beginning in June or July, which will be sourced primarily from LG Display, and specifically not from Samsung, Apple’s sometime partner, but not a display supplier for the current iPad mini. The iPad mini with Retina Display should have a 2,048×1536 pixel, 7.9-inch screen, which makes for a PPI of 324, or just about the same as that of the iPhone 5. That would make it fully compatible with apps designed for the full-sized iPad’s Retina screen, but give it an even higher pixel density at the same time thanks to the smaller screen dimensions.

This production start date would fit with an anticipated ship date of between July and September for a Retina iPad mini, thought we’d be much more likely to see such a device arrive in the fall according to recent statements by Apple CEO Tim Cook. During the most recent Apple investor call, he told people to look to fall and 2014 specifically for exciting new product launches from Apple, which seems to indicate we might have to wait at least that long for something as exciting as an iPad mini refresh.

A Retina screen on the iPad mini would help Apple address the only real shortcoming reviewers and critics have identified on the tablet thus far. When the first reviews hit the web, mention of the lack of a Retina display was almost universal, though few cited it as a dealbreaking oversight. Even so, the addition of that capability will likely bring at least as much praise as its absence brought raised eyebrows.

Early rumored case leaks have shown that the next generation might be slightly thicker than the existing version, which would be in keeping with what happened between the iPad 2 and the first Retina Display iPad, which gained both girth and weight over its predecessor. I’m personally hoping that this is an early prototype; the size and weight change between the iPad 2 and 3rd gen device was very noticeable, and took away from the benefits of having a better screen.

Apple isn’t hurting in the tablet game, but some competitors are starting to show stronger numbers than they have in the past, including Asus, which reported earnings this week. Those included 3 million tablets sold for the quarter, a larger portion of which are likely the Nexus 7 Android devices it makes for Google. NPD DisplaySearch says that the Kindle Fire line of tablets will get 300 ppi or higher displays in the next generation, too, so Apple bringing the best-of-breed display in its next-gen device makes sense in terms of helping keep its dominating lead.

RunKeeper For Pebble Arrives, Bringing Run, Walk And Bike Ride Progress Tracking To The Smart Watch

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So far, the Pebble smart watch has done little besides offer up watch faces for users to tinker with, but the apps are starting to come in, and today marks the much-anticipated debut of early marquee partner RunKeeper. RunKeeper was an early player in the smartphone-based activity tracker market, and continues to be an industry leader. It was a natural partnership for both Pebble and RunKeeper, and now consumers get to see what the two can do together.

The new Pebble RunKeeper integration works with both Android and iOS apps, and provides the same functionality for both. RunKeeper CEO Jason Jacobs says that his company is very interested in the wearable tech market, and he believes that the key to cracking open a much broader audience for fitness and health tracking tech could be gadgets like the Pebble, which make it even easier to access and use information gathered by tools like RunKeeper.

“What’s really exciting for me is that what people were expecting was that it just makes it easier to have a RunKeeper controller on your wrist,” he said, describing the experience of the Pebble integration’s early beta testers. “But what they’re finding is not only can it do that, but it’s actually more powerful than an app because it’s starting to change the way they’re interacting with the data, it’s more seamless to their experience, it’s not disrupting their flow.”

Jacobs says RunKeeper’s thesis as a company is that that’s exactly what needs to happen in order to help this kind of activity tracker technology find wider purchase among a mainstream audience. “The data needs to be more actionable, and it needs to be proactively given to you so that you don’t need to hunt and look for it,” he said. The Pebble is a good way to achieve that, since it can surface any data that a smartphone, either Android or iPhone, can gather on its wrist-mounted display.


On the Pebble, RunKeeper will display pace, speed, and distance travelled and offer workout start and stop features. It can work with runs, and also bike rides and walks, and does everything most will need to get a lot more out of their smartphone supported workouts right away. It offers RunKeeper a way to compete with wearables like the Nike+ GPS sport watch, all the while allowing them to focus on the tech they do best, leaving hardware to more specialized partners.

“The software is really hard, and we think it’s a really big opportunity, and we want to be the best at the software piece,” Jacobs explained. “Part of that is pushing the phone’s capabilities so that you don’t need hardware, but part of that is also playing nice with all the best of breed hardware that comes out. In terms of being that best of breed hardware ourselves, it’s not in our roadmap or aspirations. It is in our road or aspirations to be a good neighbour.”

This version of RunKeeper for Pebble is just a start, Jacobs says, noting that during the development process they realized they could add in much more, like setting pace on the smart watch, setting distance targets and more. RunKeeper also worked closely with Pebble to get this particular integration developed, and says we’ll see similar UI elements used as other fitness tracking apps come on board. Future work could go into helping RunKeeper differentiate its experience further as the development ecosystem for Pebble progresses.

Jacobs leads me to believe that RunKeeper will be opportunistic about partnerships with hardware companies and other software efforts operating in the same general space, and this Pebble partnership is just one part of a larger strategy to try to find the key to cracking the mainstream market with a product that, while successful, has had more niche appeal up until now. The Pebble is also arguably a niche product, but taken together, it’s possible two things aimed at a very specific audience could combine in just the right way to attract a much broader following.

In Praise Of Slow Hardware

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In all the discussions I’ve had with hardware makers about their products, one thing is becoming clear: in the end, the cheap part is never cheap. Take a look at this post about a Kickstarter project for example. A maker, Michael Ciuffo, had recently funded a very cool QR code clock that used a simple array of LEDs to display the time in QR code.

He ordered the parts from an online supplier – 500 in total – and begin testing them. In all he saw 38 of the 500 fail in basic tests. In short, his “quick and easy” shipment of components from an inexpensive vendor resulted in a 7.6% failure rate.

“I found out this week that sometimes goods and services purchased in China can be of low quality,” he wrote.

In a similar vein, I once spoke to a hardware broker in Shenzhen who sold bargain-basement phones to the developing world. While his products were far from amazing, he did find similar failure rates in all of the phones he sold, resulting in the need to hire a separate QA tester who powered on and tried all the phones before he shipped them, thereby reducing his profit.

I want to make it clear that this is no jingoistic rant, but this is, in short, the biggest problem with off-shoring hardware manufacturing. However, because the perception is that local – and by local I mean a general U.S. or European audience – is expensive, this quality problem is endlessly repeated.

“When you off-shore hardware, every mistake, and there will be mistakes, causes a delay chain that multiplies by physically shipping prototypes, samples, tester units and more half-way around the world,” said Limor Fried of Adafruit Industries. “One of the best things you can do is keep your supply chain as close as possible.”

It is telling, however, that the company just invested in a $175,000 pick and place machine for their SoHo office.

“This is why we like to manufacture here in SoHo, have our injecting molding in North America, PCBs made in the USA and services like large volume laser cutting here in NYC,” she said.

The proximity of a vendor to your assembly point allows you to, in a pinch, drive to complain. As it stands, Ciuffo’s vendor was kind enough to respond and resend extra pieces but after a 35 day wait on the original LEDs he had already added a month to his build time. While the price of the pieces was obviously low enough for him to consider the opportunity, the cost in time and potentially QA headaches becomes an intangible.

But therein lies the problem: you can’t always source, say, an array of LEDs locally. Chances are the pieces are pulled from the same factory you’d be going to in Shenzhen and, barring a bit of QA on arrival, you might be running into the same problems. However, as companies like Adafruit begin catering to the hobbyist and local manufacturers begin catering to smaller batch hardware creators, I could definitely see it becoming easier to become a true hardware locovore.

We, as consumers, should also require that the things we buy be locally sourced. While I am well aware that manufacturing is not all puppy dogs and rainbows, there is something to be said for a sourcing infrastructure that allows a Kickstarter project lead to make a few calls and flow a bit of money back into the community, state, or country. You either pay for cheap hardware up front or later on, in support costs. An active slow hardware movement would allow far more control over the process of making cool things and would, in the end, benefit us all by raising quality across the board.

Adobe Debuts “Project Mighty” Smart Stylus For Tablets And “Napoleon,” A Digital Ruler And Guide

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Adobe surprised everyone by showing off a new hardware effort today at its annual MAX conference, including Project Mighty and Napoleon. Mighty is a pressure-sensitive digital pen that works with tablets and stores a wide variety of settings and preferences in the cloud. Adobe showed it off working on an iPad, and it looked similar to what we’ve seen from existing pressure-sensitive input devices from other companies, but with tighter integration into Adobe products.

It can pull in stored Kuler color palette themes from Creative Cloud, for instance, as well as brush settings and a cloud clipboard that stores assets you’ve created previously for use in new drawings. Moving from tablet to tablet preserves the settings associated with your pen, which makes it possible to take everything from tablet to tablet.

Napoleon looks a little like a modern Apple remote, but allows you to easily draw straight lines and arcs via snap tools combined with digital pens like Mighty. It’s almost like having traditional drafting tools including squares and triangles, but better suited to digital media. For precise drafting and more serious, demanding graphics work, these two tools in tandem should help push creativity on mobile devices quite a bit further than what we have available today.

The Mighty pen itself looks similar to something like the Jot Touch 4 pressure sensitive pen, but with full access to Adobe’s Creative Cloud services behind it. It’s a little like an entire artist’s box in a single device, judging by what Adobe has shown us on stage today. It also takes advantage of non-stylus touch, too, in a way that looks novel, allowing users to do things like erase with their free hand. But when paired with Napoleon, it becomes much more powerful than what we’ve already seen, which should really push the envelope on mobile creativity.

The pen boasts an LED on the back that can display different colors depending on what a user is doing with it, and there’s a button for connecting via Bluetooth. The ruler has two touchpoints on its underside to give the tablet its orientation, and the pen has managed to make Apple’s iPad recognize even small touches, which it actively tries to ignore using its built-in accidental touch software. Adobe isn’t saying exactly how it pulled that one off, however.

This is still essentially a project in the R&D phase, Adobe noted, but we will definitely see it materialize down the road as a real product, they said. The real question will be how this can compare to for-purpose devices like the Wacom series of tablets, which are much better than anything else out there in terms of pressure sensitivity, latency and overall ability to mimic the experience of working with traditional artists’ materials.

Sign Up Now For The Austin TC Meetup + Pitch-Off

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After the amazing success of our New York Pitch-Off in February, we thought it would be fun to bring the energy and excitement of a mini-Disrupt to more cities across the country. We’re pleased to announced the 2013 Meetups + Pitch-Offs will begin in Austin on May 30 at Stage On Sixth in downtown Austin from 6pm to 10pm. You can buy tickets now!

Then, throughout the year, we’re holding meetups with pitch-offs in Seattle, San Diego, and Boston.

Each meetup is traditionally a crowded mishmash of networking, hustling and, well, drinking, so 21 and older only, please. This year, after the roaring success of our first pitch-off, each meetup will feature a rapid fire pitch-off and a few brief on-stage discussions for TechCrunch TV.

You can sign up for the Pitch-Off here and buy a $5 ticket that entitles you to booze and other goodness. Sponsors can buy tables here (and we definitely need your support to make this a rocking event.)

The pitch-off is a way to get your startup in front of TC judges as well as a few local judges from the area. Our goal is to pick three winners. Third place gets one ticket to Disrupt SF, second place gets two tickets, and the winner gets a spot in Startup Alley. Everyone who pitches will be considered for the Startup Battlefield as well.

Participants interested in competing in the pitch-off will have 60 seconds to explain why their startup is awesome. PowerPoint presentations are not allowed. These products must currently be in stealth or private beta, and they must be ready to launch at Disrupt in September.

Our sponsors help make meetups happen. If you are interested in learning more about sponsorship opportunities, please contact our sponsorship team here sponsors@techcrunch.com.

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Nintendo Offers Smartphone App Porting Tool, But Should Be Porting Its Content To Phones Instead

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Nintendo is trying to get people to buy the new Wii U, but it just isn’t working, according to recent sales numbers. Now, the Japanese gaming giant is hoping that helping developers port their smartphone content to the home gaming console with conversion software will help entice buyers, according to the Japan Times.

Smartphone apps on a home console isn’t a novel idea: Sony began encouraging devs to bring their mobile phone hits to the PlayStation network a while ago, and continues to add mobile-first titles to the ranks of the Vita’s portable library. But there’s nothing really indicating that’s making a major difference in terms of attracting customers. After all, why would people seek out those titles on consoles, portable or otherwise, when they’ve already got myriad devices to play them on natively, including the iPhone, Android smartphones and the iPad?

Nintendo looking for ports of smartphone titles is a quick and dirty way to build out a larger software library, and for developers, a way to at least explore a new delivery vector to reach customers they may not already be reaching. But it will probably be a limited audience, made more so by the fact that anyone who’s already a fan of the title on mobile would probably be disinclined to pay for it all over again.

Porting is also a strategy that hasn’t really seemed to have been successful for anyone so far. BlackBerry has encouraged developers to port their Android apps over to BB10 using its own super-simple tool, which by all accounts takes only a few minutes to do its magic. But even still, it’s finding it hard to get developers on board, and that’s going from one mobile platform to another. Incentivizing conversions for mobile devs to bring their titles to a home console will likely be tricker still.

It’s been brought up before, but it bears repeating: Nintendo would probably stand to gain a lot more by reversing the situation, and porting its own blockbuster titles to other platforms, the way that Sony has flirted with doing, and the way that other publishers like Square Enix and Capcom have fully embraced. Admittedly, neither of those are hardware makers like Nintendo, but arguably that makes things more imperative for the Mario creator, which is having a really rough go of its hardware efforts, with lots of money sunk into a brand new console just at the beginning of what has been a 10-year release cycle in the past.

I wouldn’t mind having something like Dots on my Wii U, if I had or cared about one, but it’s not going to convince me to go buy that console. On the other hand, I’d love Super Mario World on the iPhone (a legit version, not via emulator) and would pay dearly for the pleasure. You’ve got the funnel all wrong, Nintendo, and it isn’t going to bring the people back.