Review: Facebook’s Ray-Ban Stories make the case for smart glasses

Facebook’s first pair of smart glasses doesn’t feel like much of a Facebook product.

You won’t find the Facebook logo emblazoned on them or even its name in small print by the serial code. They aren’t Facebook Stories or Ray-Ban’s Facebook Stories or even Ray-Ban Stories in collaboration with Facebook. Unlike other Facebook-designed hardware like the Quest 2 or Portal, the Ray-Ban Stories feel more self-aware and restrained as though the company knew exactly what use cases they needed to hit, and stopped themselves from trying to do much more than that.

The glasses made in partnership with eyewear giant EssilorLuxottica are certainly the most basic device Facebook has shipped. They only do a few things, you can take photos and videos, you can take phone calls and you can listen to music. That’s it. But bringing audio into the mix via near-ear speakers embedded in the arms of the frames makes these a much more realized device than Snap’s Spectacles which shipped five years ago.


Ray-Ban’s classic dumb Wayfarers (left) next to the smart Ray-Ban Stories Wayfarers (right)

Let’s dig a bit into what this device does and how it feels to use it in daily life.

One thing to note about the $299 Ray-Ban Stories is that they can be worn pretty inconspicuously. People are probably more likely to notice the cameras than their slightly inflated dimensions. That’s already a revolutionary advance, which pushes these past the level of “toy” which Spectacles never really seemed to eclipse. The Ray-Ban partnership was particularly savvy given the thicker-than-average frames on their standard Wayfarer design.

What onlookers are more likely to notice is you tapping the frame of your glasses to control them. Pressing the  button on the right arm will take a 30-second video, a long-press will snap a photo. You can also use the voice command, “Hey Facebook, take a video” and do the same for photos — for the record, I’m not sure whether this is a sentence I’d feel great about hearing a stranger nearby me in public say. A small LED light sparks up when the camera is capturing footage though it’s a pretty low-key indicator.

The photo and video quality of the glasses is pretty middling, but plenty of forgiveness can be levied given the size of the device. The twin 5 MP cameras can shoot 2592 x 1944 pixel photos and 1184 x 1184 pixel square format videos. The quality seems to be about on-par with where smartphone cameras were about ten years ago, so it’s clear there’s plenty of room for improvement. Post-processing on the phone during upload enhances the photos and hides some of their struggles with low-lighting while making the photos pop a bit more with saturation.

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The twin camera setup is used to add 3D effects to your photos, but at the moment the filters aren’t great and there’s honestly not much there. Hopefully, Facebook invests a bit more in the software over time but with fairly low quality photos, I don’t completely see the reasoning in having two cameras to begin with.

Also worth noting, is that using the glasses requires linking them to a new Facebook app called View, which is basically a simple media viewer app which gets around limitations in how media from external devices can be uploaded to your phone. This is where you can also make quick edits to your photos and videos before dumping them to your photo roll or sharing them to Facebook or Instagram.

Audio is probably the most interesting bit of these glasses. The near-ear speakers will surprise you with their quality in a quiet spaces and leave you dissatisfied once you find yourself in a noisier environment. Unfortunately for Facebook, most outdoor spaces are a bit louder and sunglasses are mostly being used outdoors. The audio will work in a pinch outdoors for listening to tunes, but I honestly can’t see them replacing my AirPods anytime soon. The audio is much better suited for low-fidelity activities like phone calls, but I also had some issues with the three-microphone array picking up too much background noise while I was walking outdoors.

Battery life is surprisingly solid, but they also have the benefit of a charging battery case which is incidentally the best place to store them. The case is a little bulky but they also include a microfiber pouch to protect the lenses. Facebook says you can get 6 hours of straight audio and “all-day” usage otherwise.

One of their weirder quirks is their lack of water-proofing or even splash-proofing, something that doesn’t seem like a great quality for a pair of sunglasses. It’s just one more thing indicating that while the thicker frame aesthetic of sunglasses makes more sense for a smart glasses design, this product really thrives more indoors.


This isn’t first rodeo when it comes to hardware and you can see the company’s maturation.

They aren’t an AR/VR device, but you can also see generations of Oculus products in the Ray-Ban Stories‘ design. On-ear audio born from the Oculus Go, a touchpad interface reminiscent of the Gear VR, simple and restrained audio controls first launched on the Quest. The hardware is a distillation of features and lessons learned from selling VR to a generally indifferent public that has seemed to warm up to it a bit over the years.

Meanwhile, you can also see years of Facebook screwing up its messaging and torching its brand name in the process, making itself the boogeyman of both political parties, courting enemies in the press and earning an outsized amount of distrust from the average internet user, something that probably led to these carrying so little Facebook branding. The Ray-Ban Stories will certainly have their detractors, but Facebook choosing to be conservative in their functionality and not toss in too many future-flung passive sensors will likely do them a favor. The Facebook View app is bare bones and Facebook details that photos and videos captured using the Stories won’t be used to serve ads. All that said, while we’ve certainly come a long way since the Google Glass debut in 2013, face-mounted cameras still feel icky when it comes to privacy in public and this device will undoubtedly reignite that conversation in a major way.

Baggage aside, my broadest takeaway is that the Ray-Ban Stories feel like a very important product — one that actually sells the idea of face-worn wearables.

The glasses are smartly designed and can be worn discreetly. That said, it’s clear Facebook made plenty of sacrifices to achieve such an aggressive form factor; the glasses honestly don’t do anything particularly well — photo and video quality is pretty lackluster, the in-frame speakers perform poorly outdoors and calls aren’t the most pleasant experience. For $299, that might make the first-generation a tough sell for some, but all that said, I think Facebook mostly made the right compromises for a product that they’ve repeatedly indicated is meant to be a stepping stone on the road towards an augmented reality future.

Facebook’s smart Ray-Ban Stories alongside my pair of classic Ray-Ban 2140 Wayfarers

TikTok owner ByteDance buys a top virtual reality hardware startup

TikTok parent company ByteDance seem to be looking to one-up Facebook anywhere it can. After taking over the mantle of most-downloaded social media app in the world with TikTok, ByteDance is coming for Facebook’s moonshot, buying up its own virtual reality headset maker called Pico.

The deal first reported on by Bloomberg last week was confirmed by the company on Monday, though ByteDance didn’t disclose a price tag for the deal. Pico had raised some $62 million in venture funding from Chinese firms including a $37 million Series B in March. Like Oculus, they create both hardware and software for their VR devices. Unlike Oculus, they have a substantial presence in China. Pico may not hold the same name recognition as Oculus or HTC, but the company is a top VR hardware maker, selling to consumer audiences in China and enterprise customers in the Western world.

With Pico finding its home now at ByteDance, two of the world’s largest virtual reality brands now reside inside social media companies. Ironically, many of the company’s North American customers I’ve chatted with over the years seem to have at least partially opted for Pico headsets over Oculus hardware due to general weariness of Facebook’s data and ads-dependent business models which they fear Oculus will eventually become a larger part of.

It’s no secret that the virtual reality market has been slow out of the gate, but Facebook has blazed the trail for the technology dumping billions of dollars into an ecosystem that traditional investors have largely seemed uninterested in, in recent years.

Without knowing broad terms of the deal (I’m asking around), it’s hard to determine whether this is a moment of resurgence for VR or another sign of a contracting market. What seems most likely to me is that ByteDance is indeed interested in building out a consumer VR brand and is aiming to follow in Facebook’s footsteps closely while learning from their missteps and capitalizing on their contributions to the ecosystem. Whether the company solely focuses on the consumer markets in China or loosely pursue enterprise clients stateside as well is a big question ByteDance will have to address.

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VividQ, which has raised $15M, says it can turn normal screens into holographic displays

VividQ, a UK-based deeptech startup with technology for rendering holograms on legacy screens, has raised $15 million to develop its technology for next-generation digital displays and devices. And it’s already lining up manufacturing partners in the US, China and Japan to do it.

The funding round, a Seed extension round, was led by UTokyo IPC, the venture investment arm for the University of Tokyo. It was joined by Foresight Williams Technology (a joint collaboration between Foresight Group and Williams Advanced Engineering), Japanese Miyako Capital, APEX Ventures in Austria, and the R42 Group VC out of Stanford. Previous investors University of Tokyo Edge Capital, Sure Valley Ventures, and Essex Innovation also participated.

The funding will be used to scale VividQ’s HoloLCD technology, which, claims the company, turns consumer-grade screens into holographic displays.

Founded in 2017, VividQ has already worked with ARM, and other partners, including Compound Photonics, Himax Technologies, and iView Displays.

The startup is aiming its technology at Automotive HUD, head-mounted displays (HMDs), and smart glasses with a Computer-Generated Holography that projects “actual 3D images with true depth of field, making displays more natural and immersive for users.” It also says it has discovered a way to turn normal LCD screens into holographic displays.

“Scenes we know from films, from Iron Man to Star Trek, are becoming closer to reality than ever,” Darran Milne, co-founder and CEO of VividQ, said. “At VividQ, we are on a mission to bring holographic displays to the world for the first time. Our solutions help bring innovative display products to the automotive industry, improve AR experiences, and soon will change how we interact with personal devices, such as laptops and mobiles.”

VividQ

VividQ

Mikio Kawahara, chief investment officer of UTokyo IPC, said, “The future of display is holography. The demand for improved 3D images in real-world settings is growing across the whole display industry. VividQ’s products will make the future ambitions of many consumer electronics businesses a reality.”

Hermann Hauser, APEX Ventures’ advisor, and co-founder of Arm added: “Computer-Generated Holography recreates immersive projections that possess the same 3D information as the world around us. VividQ has the potential to change how humans interact with digital information.”

Speaking on a call with me, Milne added: “We have put the technology on gaming laptops that can actually take make use of holographic displays on a standard LCD screen. So you know the image is actually extending out of the screen. We don’t use any optical trickery.”

“When we say holograms, what we mean is a hologram is essentially an instruction set that tells light how to behave. We compute that effect algorithmically and then present that to the eye, so it’s indistinguishable from a real object. It’s entirely natural as well. Your brain and your visual system are unable to distinguish it from something real because you’re literally giving your eyes the same information that reality does, so there’s no trickery in the normal sense,” he said.

If this works, it could certainly be a transformation, and I can see it being married very well with technology like UltraLeap.

 

Psychedelic VR meditation startup Tripp raises $11 million Series A

As an increasing number of startups sell investors on mobile apps that help consumers prioritize well-being and mindfulness, other startups are looking for a more immersive take that allow users to fully disconnect from the world around them.

Tripp has been building immersive relaxation exercises that seek to blend some of the experiences users may find in guided meditation apps with more free-form experiences that allow users to unplug from their day and explore their thoughts inside a virtual reality headset while watching fractal shapes, glowing trees and planets whir past them.

As the name implies, there have been some efforts by the startup to create visuals and audio experiences that mimic the feelings people may have during a psychedelic trip — though doing so sans hallucinogens.

“Many people that will never feel comfortable taking a psychedelic, this is a low friction alternative that can deliver some of that experience in a more benign way,” CEO Nanea Reeves tells TechCrunch. “The idea is to take mindfulness structures and video game mechanics together to see if we can actually hack the way that you feel.”

The startup tells TechCrunch they’ve closed a $11 Million in funding led by Vine Ventures and Mayfield with participation from Integrated, among others. Tripp has raised some $15 million in total funding to date.

Image via Tripp

VR startups have largely struggled to earn investor fervor in recent years as major tech platforms have sunsetted their virtual reality efforts one-by-one leaving Facebook and Sony as the sole benefactors of a space that they are still struggling to monetize at times. While plenty of VR startups are continuing to see engagement, many investors which backed companies in the space five years ago have turned their attention to gaming and computer vision startups with more broad applications.

Reeves says that the pandemic has helped consumers dial into the importance of mindfulness and mental health awareness, something that has also pushed investors to get bolder in what projects in the space that they’re backing.

Tripp has apps on both the Oculus and PlayStation VR stores and subscription experiences that can be accessed for a $4.99 per month subscription.

The company provides a variety of guided experiences, but users can also use the company’s “Tripp composer” to build their own visual flows. Beyond customization, one of Tripp’s major sells is giving consumers deeper, quicker meditative experiences, claiming that users can get alleviate stress with sessions as short as 8 minutes inside their headset. The startup is also exploring the platform’s use in enterprise in-office wellness solutions. Tripp is currently in the midst of clinical trials to study the software platform’s effectiveness as a therapeutic device.

The company says that users have gone through over 2 million sessions inside the app so far.

Facebook buys game studio BigBox VR

Facebook has bought several virtual reality game studios over the past couple years, and they added one more to their portfolio Friday with the acquisition of Seattle-based BigBox VR.

The studio’s major title, Population: One, was one of the big post-launch releases for Facebook’s Oculus Quest 2 headset and is a pretty direct Fortnite clone, copying a number of key gameplay techniques while adapting them for the movements unique to virtual reality and bringing in their own lore and art style.

As has been the case for most of these studio acquisitions, terms weren’t disclosed. BigBox raised $6.5 million according to Crunchbase, with funding from Shasta Ventures, Outpost Capital, Pioneer Square Labs and GSR Ventures.

“POP: ONE stormed onto the VR scene just nine months ago and has consistently ranked as one the top-performing titles on the Oculus platform, bringing together up to 24 people at a time to connect, play, and compete in a virtual world,” Facebook’s Mike Verdu wrote in a blog post.

It’s not unusual for a gaming hardware platform owner to build up their own web of studios building platform exclusives, but in the VR world things are a little different given that Facebook has few real competitors.

While many of the developers inside Oculus Studios continue to build titles for Valve’s Steam store which are accessible with third-party headsets, most non-Facebook VR platforms seem to be a shrinking piece of the overall VR pie, having been priced out of the market by Facebook’s aggressive pursuit of a mass market audience. Facebooks Oculus Quest 2 retails for $299 and the company has said that it outsold all of its previous devices combined in its first few months.

In April, Facebook acquired Downpour Interactive, maker of the VR shooter Onward.

Facebook VR exec Hugo Barra is leaving

Four years after joining as Facebook’s first VP of VR, ex-Xiaomi exec Hugo Barra has left the company, he said in a social media post Tuesday.

Barra led Facebook’s VR efforts during a particularly tumultuous time for Oculus, coming aboard to helm the division as the once independent arm was folded deeper into its parent company after the departure of co-founder and CEO Brendan Iribe. During Barra’s time at Facebook, the company pivoted from PC-based VR systems towards all-in-one designs, relying on a partnership with Barra’s previous employer Xiaomi to help the company scale its entry-level Oculus Go headset which has since been discontinued.

The executive was eventually replaced in his role leading AR/VR inside Zuck’s inner circle by long-time Facebook veteran Andrew Bosworth and subsequently moved to a role leading partnerships. Barra leaves months after the launch of Facebook’s $299 Quest 2 headset, which arrived to positive reviews, and on the cusp of the company’s first foray into AR-based smart glasses.

“When Mark Zuckerberg approached me 5 years ago to come to Facebook to lead the Oculus team and work on virtual reality, I knew I was jumping into an ambitious journey to help build the next computing platform but I couldn’t have imagined just how much this team would get done in just a few years,” Barra wrote in a public Facebook post.

Barra didn’t detail where he’ll be landing next, but said he’s joining an effort in the healthcare technology space.

Facebook brings software subscriptions to the Oculus Quest

Subscription pricing is landing on Facebook’s Oculus Store, giving VR developers another way to monetize content on Facebook’s Oculus Quest headset.

Developers will be allowed to add premium subscriptions to paid or free apps, with Facebook assumedly dragging in their standard percentage fee at the same time. Oculus and the developers on its platform have been riding the success of the company’s recent Quest 2 headset, which Facebook hasn’t detailed sales numbers on but has noted that the months-old $299 headset has already outsold every other Oculus headset sold to date.

Subscription pricing is an unsurprising development but signals that some developers believe they have a loyal enough group of subscribers to bring in sizable bits of recurring revenue. Facebook shipped the first Oculus Rift just over five years ago, and it’s been a zig-zagging path to finding early consumer success during that time. A big challenge for them has been building a dynamic developer ecosystem that offer something engaging to users while ensuring that VR devs can operate sustainably.

At launch, there are already a few developers debuting subscriptions for a number of different app types, spanning exercise, meditation, social, productivity and DJing. In addition to subscriptions, the new monetization path also allows developers to let users try out paid apps on a free trial basis.

The central question is how many Quest users there are that utilize their devices enough to justify a number of monthly subscriptions, but for developers looking to monetize their hardcore users, this is another utility that they likely felt was missing from the Oculus Store.

Apple said to be working a high-priced standalone VR headset as debut mixed reality product

Apple is reportedly working on developing a high-end virtual reality headset for a potential sales debut in 2022, per a new Bloomberg report. The headset would include its own built-in processors and power supply, and could feature a chip even more powerful than the M1 Apple Silicon processor that the company currently ships on its MacBook Air and 13-inch MacBook Pro, according to the report’s sources.

As is typical for a report this far out from a target launch date, Bloomberg offers a caveat that these plans could be changed or cancelled altogether. Apple undoubtedly kills a lot of its projects before they ever see the light of day, even in cases where they include a lot of time and capital investment. And the headset will reportedly cost even more than some of the current higher-priced VR headset offerings on the market, which can range up to nearly $1,000, with the intent of selling it initially as a low-volume niche device aimed at specialist customers – kind of like the Mac Pro and Pro Display XDR that Apple currently sells.

The headset will reportedly focus mostly on VR, but will also include some augmented reality features, in a limited capacity, for overlaying visuals on real world views fed in by external cameras. This differs from prior reports that suggested Apple was pursuing consumer AR smart glasses as its likely first headset product in the mixed reality category for consumer distribution. Bloomberg reports that while this VR headset is at a late prototype stage of development, its AR glasses are much earlier in the design process and could follow the VR headset introduction by at least a year or more.

The strategy here appears to be creating a high-tech, high-performance and high-priced device that will only ever sell in small volume, but that will help it begin to develop efficiencies and lower the production costs of technologies involved, in order to pave the way for more mass-market devices later.

The report suggests the product could be roughly the same size as the Oculus Quest, with a fabric exterior to help reduce weight. The external cameras could also be used for environment and hand tracking, and there is the possibility that it will debut with its own App Store designed for VR content.

Virtual reality is still a nascent category even as measured by the most successful products currently available in the market, the Oculus Quest and the PlayStation VR. But Facebook at least seems to see a lot of long-term value in continuing to invest in and iterate its VR product, and Apple’s view could be similar. The company has already put a lot of focus and technical development effort into AR on the iPhone, and CEO Tim Cook has expressed a lot of optimism about AR’s future in a number of interviews.

Review: iPad Air, smooth criminal

The 2020 iPad Air comes at an interesting time in Apple’s release cycle. The iPad Pro is still strong from a specs perspective but is now technically a half generation or so behind in CPU. The new pro models won’t arrive for (theoretical) months. 

So what you end up with is a device that shares the design philosophy of the iPad Pro and inherits some of its best features while simultaneously leaping ahead of it in raw compute power. This makes the Air one of the better overall values in any computing device from Apple in some time. In fact, it’s become obvious that this is my top choice to recommend as a casual, portable computer from Apple’s entire lineup including the MacBooks. 

The clean new design has a thin, pleasantly colored simplicity to it. It matches the new iPhone 12 aesthetic quite well. The smoothly bullnosed corners and dusty blue peened finish make this one of the better looking iPads since the original. For years, Apple moved to try to “pull” the casing of the iPads around the back, making it disappear. This new design is a nice balance between the original’s frank simplicity and the new iPad Pro direction. A bit less sharp-edged and a bit more ‘friendly’ while still crisp.

One thing that I love a lot about the Air is that it lives up to its name and clocks in at the lightest weight of any of Apple’s portables at 1.0lb flat. This plus the Magic Keyboard is just such a killer portable writing machine it’s wild. 

Apple didn’t fix the camera position on this, something that still stinks about the iPad Pro because you have to use Face ID to unlock it and your hand is always in the way in landscape mode. Instead, they straight up ditched the entire True Depth camera and Face ID altogether and tucked Touch ID into the power button.

The initial scanning process to set up a finger seemed ever so slightly more reluctant to grab my fingerprint here than it used to on the home button. My guess is that it’s to do with the oblong shape of the sensor or its housing. But once it was scanned and input, I’m happy to report that it works exactly as well if not better than any iPhone home button version. I set a finger on my left hand here because I only use iPads in horizontal mode. But if you aren’t a keyboard person and are doing a lot of reading, the right hand would be appropriate. 

I actually found this to be a more natural feeling activation gesture than swiping up only to remember that my hand is in the way and having to move it and look at the camera. If the camera was placed along the horizontal edge of the iPad Pro or even in the corner I might feel differently. But as a compromise so that Apple doesn’t have to ship a True Depth camera in this unit, it works plenty fine. 

The surface of the Touch ID button is covered by an opaque sapphire crystal cover that blends well with the casing but allows the print to be read through it. 

Once you have the iPad Air unlocked, it falls right into the ‘X’ style navigation system. Swipes to open and navigate and move around. This is great because it brings near parity of navigation across Apple’s device lineup (minus the iPhone SE.)

The camera is fine. Do you shoot pictures on an iPad? Really you do? Wow, interesting, ok. Maybe buy the iPad Pro which has a full LiDAR array, a Wide and an Ultra Wide lens. Great for artists, scanning, reference work etc. On the iPad Air the camera is just fine but is really a formality. It can be used in all of those ways and the quality is on par, but it’s there because it has to be there. 

Those of you that travel with an iPad and an iPhone will be happy to know that you can charge an iPhone from the USB-C port on the iPad Air. And yep, it works fine with USB-C hubs and card readers too.

The iPad Air has 4GB of RAM where the iPad Pro 2020 has 6GB. It has a Liquid Retina display, but no ProMotion 120hz refresh. The lack of ProMotion is unfortunate but understandable. It requires another whole layer of display technology that is quite a bit more expensive. Having gotten used to it now I would say that on a larger screen like this it’s easily the best excuse for spending the extra $150-200 to bump up to the 11” Pro model. It’s just really damn nice. If you’ve never had one, you’ll be a lot less likely to miss this obviously.

But it also has an A14 Bionic chip where the iPad Pro 2020 models are still on the A12Z. Because that ‘Z’ is related to the fact that it has an extended number of graphics cores (8-core CPU/8-core GPU), the performance gap isn’t as big as you’d think.

Though the iPad Air edges out the iPad Pro in single-core performance, the multi-core numbers are essentially on parity. This speaks to the iPad Pro being tuned to handle multiple processes in simultaneous threads for processing images and video. If you’re running Photoshop or Premiere Rush or LumaFusion on an iPad, you want the Pro. For most other uses, you’re gonna be just fine with the Air.

I do really wish that the Air started at 128GB instead of 64GB for the base $599 price. Apple has finally gotten the iPhone to a great place for minimum storage across the lineup, and I wish that the iPad Air matched that. If a ton of space is important to you, it’s important to note that you cannot get anything over 256GB in this unit, unlike the iPad Pro that is offered up to 1TB. 

The two speaker system in the iPad Air is arranged in the much better horizontal array but it’s hal the amount that are in the iPad Pro and it shows. It’s a bit less loud overall but honestly the top volume is still way more than you need for typical iPad viewing distance.

Much of what I wrote about using Apple’s iPad Pro over the course of 10,000 miles of travel applies directly here. I still find it to be a great experience that, once you’ve adjusted for workflows, is just as powerful as any laptop. The additional features that have shipped in iOS 14 since that review have only made the iPad a better platform for legitimate work. 

And now you get the Gen 2 pencil and the fantastic Magic Keyboard in an iPad outside of the Pro lineup and it honestly adds a ton of the utility. 

Here’s my advice: Buy this if you want a portable iPad Pro to use alongside a MacBook or desktop computer for those times you don’t want to carry or can’t carry it. If you want an iPad Pro as your only computer, get the big iPad Pro but probably wait until they update that one in a few months.

China Roundup: Alibaba to add 5,000 staff to cloud unit

Hello and welcome back to TechCrunch’s China Roundup, a digest of recent events shaping the Chinese tech landscape and what they mean to people in the rest of the world. This week, we have updates from Alibaba’s rapidly growing cloud computing unit, Apple’s controversial decision to remove two podcast apps from its Chinese App Store, and more.

China tech abroad

TikTok’s besieged rival

Zynn, a TikTok rival that had rocketed to the top of the download charts a few weeks since its launch in May, was removed from Google Play this week over plagiarism. Developed by Kuaishou, the nemesis of TikTok’s Chinese sister Douyin, Zynn is another made-in-China app that has recently taken the international market by storm.

In a statement (in Chinese) this week, Kuaishou said the removal was triggered by one complaint about a user-generated video that had stolen content from another platform. As venture capitalist Turner Novak observed, much of Zynn’s early content seemed to be ripped from TikTok.

The main driver of the app’s rise, however, is its reward system; it essentially pays users to use and promote its app, a strategy that has proven popular among China’s rural and small-town populations. Nasdaq-listed content aggregator Qutoutiao has used the same tactic to grow.

Whether this pay-to-use strategy is sustainable is yet to be seen. Zynn is apparently making efforts to retain users through other means, claiming it’s in talks with “celebrity-level” creators to enrich its content.

Alibaba hunts for global influencers to sell more

Influencers are in high demand these days. After proving the strategy of driving e-commerce sales through influencer live promotion, Alibaba decided it wanted to bring the model to overseas markets. As such, it put out a notice to recruit as many as 100,000 content creators who would help the Chinese giant promote products sold on its international marketplace, AliExpress.

Data center in Tibet to connect China to South Asia

Many may know that China has turned one of its poorest provinces Guizhou into a pivotal tech hub that’s home to many cloud services, including that of Apple China. Now China is morphing Tibet into another cloud computing center. One main project is a 645,000-square-meter data facility that will facilitate data exchange between China and South Asia.

China tech at home

Dingtalk as an OS

At its annual summit this week, Alibaba Cloud reiterated its latest strategy to “integrate cloud into Dingtalk (in Chinese),” its work collaboration app that’s analogous to Slack.

The slogan suggests the strategic role Alibaba wants Dingtalk to play: an operating system built on Alibaba Cloud, the world’s third-largest infrastructure as a service behind Amazon and Microsoft. It’s a relationship that echoes the one between Microsoft 365 and Azure, as president of Alibaba Cloud Zhang Jianfeng previously suggested in an interview (in Chinese).

Dingtalk, built initially for enterprise communication, has blossomed into an all-in-one platform with a myriad of third-party applications tailored to work, education and government services. For instance, the Ministry of Education can easily survey students and parents through Dingtalk. The app is now serving 15 million organizations and 300 million individual users.

On top of Dingtalk integration, Alibaba Cloud said it will hire up to 5,000 engineers this financial year to fuel growth in areas including network, databases and artificial intelligence. The recruitment came after Alibaba committed in April to spend 200 billion yuan ($28 billion) over the next three years to build more data infrastructure amid increased demand for services like video conferencing and live streaming as businesses adapt to the COVID-19 pandemic.

Apple bans podcast apps

Just as podcasts are gaining ground in China, two foreign podcast apps that appeal to independent content creators were banned from the Apple App Store. The move echoed Apple’s crackdown on Chinese-language podcasts on its own podcast platform last year this time.

Investor’s favorite app is back

Speaking of app removal, this week, many venture capitalists and product managers in China are celebrating the return of Jike (即刻). The social media app, which has a loyal following within the Chinese tech circle, was removed nearly a year ago from app stores for unspecified reasons, but many speculated it was due to censorship.

The app is a kind of a hybrid of Reddit and Twitter, allowing users to discover content and connect based on interests and topics. Many VCs and internet firm employees use it to trade gossip and share hot takes. Its death and life are a reminder of the immense regulatory uncertainty facing tech companies operating in China.

Sought-after Hong Kong listings

Two of the largest U.S.-traded Chinese companies are floating their shares in Hong Kong for secondary listings amid fraying ties between Beijing and Washington. NetEase, the second-biggest gaming company in the world after Tencent, jumped 6% from its offer price to HK$130 on the first day of trading this week. JD.com, the Alibaba archrival, has reportedly priced its offering at HK$226 a share.

Chip company Eswin raised $283 million

Eswin, a semiconductor company founded by the boss of Chinese display technology giant BOE Technology, has completed a sizable funding round as the Chinese government encourages domestic chip production.