ZDNet blogger Mary Jo Foley first reported on comments made by Julia White, general manager of marketing for Office and Office 365, at Microsoft’s Tech Ed Europe conference in Barcelona.
According to Foley, White said that the next version of Office on Windows would launch in the last half of next year, a broad timetable that was different from previous speculation, which had focused on the first half of 2015, perhaps as early as April.
During the end of a guest spot Tuesday on Channel 9, Microsoft’s online television channel, White did not specify the second half of the year, saying only “later in 2015.” But she did mention that the next version of Office would go through Microsoft’s typical testing process, including TAP (Technology Adoption Program) and a beta, with the latter presumably available to the general public.
TAP builds are pre-beta, and restricted to an invite-only group that’s usually composed of Microsoft’s larger corporate customers.
Microsoft confirmed that White’s comments were accurate as reported.
If Microsoft makes its target of the second half of next year, the upgrade would be on the same schedule as the last several editions, which have been released about two-and-a-half-years apart. Office 2013, for example, reached what Microsoft calls “general availability” in January 2013, while Office 2010 and Office 2007 made that milestone in June 2010 and January 2007, respectively.
The next office, code named Office 16, would carry the official label of Office 2016 if Microsoft follows convention.
IBM will help businesses predict trends in the marketplace and consumer sentiment about products and brands and will train 10,000 employees to consult businesses on the best use of Twitter data.
IBM chief executive Ginni Rometty has been trying to shift the 100-year-old company’s focus away from commoditized hardware to higher-value cloud and data analytics products.
In July, IBM announced a partnership with Apple Inc to offer iPads and iPhones loaded with applications geared toward enterprise clients.
“Here we are seeing an alignment of old tech and new tech companies. It is the second such deal that IBM has announced in the last couple months. They realize they don’t have all the answers and a lot of other companies have asset offerings that can be matched well,” said Scott Kessler, analyst at S&P Capital IQ in New York.
In April, Twitter acquired social data provider Gnip to burrow into the 500 million tweets sent daily on its network.
Enterprise clients will now be able to filter the data based on geography, public biographical information and the emotion expressed in the tweet.
The company previously allowed third-party companies such as Gnip, Datasift and Dataminr to buy access to tweets and re-sell that data to corporate clients.
That rate of growth is expected to increase each year over the next three years. By 2018, Gartner forecast shipments worldwide to top more than 2.4 million units.
The report points to the popularity of lower-cost, “plug-and-print” machines that require little or no technological knowledge to use. Users simply plug the machines into their desktops or laptops, upload 3D CAD images and hit “print.”
“As we noted last year, the 3D printer market is at an inflection point,” said Pete Basiliere, research vice president at Gartner. “Unit shipment growth rates for 3D printers, which languished in the low single and double digits per year throughout the 30 years since the first 3D printers were invented, are poised to increase dramatically beginning in 2015.”
As radical as the forecast numbers may seem, Basiliere noted that even the 2.4 million shipments Gartner expects to be sold in 2018 is still “a small fraction of the total potential market of consumers, businesses and government organizations worldwide.”
Gartner includes seven technologies in the 3D printer market that will propel growth, including the material extrusion products used to print objects. Two main thermoplastics dominate: PLA (Polylactic acid) and ABS (Acrylonitrile butadiene styrene).
The primary drivers for consumer-grade 3D printers include lower prices (below $1,000), improved performance and expanded global availability. The primary drivers for the enterprise 3D printer market are the viability of the technologies for rapid product prototyping and manufacturing coupled with lower 3D printer costs, improved quality and a wider range of materials, Gartner said.
The program, which will be marketed as Schwab Intelligent Portfolios to retail investors and independent investment advisers, will create portfolios of exchange-traded funds managed by Schwab and other providers.
In offering the service without management, transaction or account service fees, Schwab intends to be “disruptive” to competitors that have rapidly been introducing “rob o-adviser” platforms that charge fees of about 0.25 percent of money invested, Schwab officials said in a conference call with analysts and investors.
Reuters reported Schwab’s plan to introduce a free rob o-program on Oct. 3.
Schwab said it can make money through fees from managing and servicing underlying ETFs and from investing client cash in the portfolios. While the portfolios could draw investors who use conventional Schwab accounts or hire advisers who trade through Schwab, the company is not afraid of “cannibalizing” its own revenue, executives said.
The service will appeal primarily to Schwab’s traditional self-directed investors who do not want to use its fee-based advice programs, Chief Executive Walt Bettinger said.
He would not name specific competitors Schwab expects to undermine, but said they range from independent firms that offer only automated programs, to “wire houses,” a reference to large full-service firms such as Merrill Lynch, Morgan Stanley and UBS AG’s U.S. brokerage unit.
“This has the potential to create impact across the entire market,” Bettinger said.
Amazon is persisting in buying content to round out its service, with designs to take on Netflix Inc and other online digital media services. But that increasing spending has helped keep the company in the red, inviting criticism from investors.
Audible, the audiobooks service it bought in 2008 for $300 million, is picking up the 10-person company for an undisclosed sum. Audible founder and Chief Executive Donald Katz said in a statement on Monday the company had been attracted by Rooftop’s content as well as its pool of comic talent.
Rooftop records comedians at clubs across the country and licenses the digital rights to thousands of hours of comedy, which is broadcast either live or later on demand. The company’s media partners include Apple Inc and Yahoo, and it also works with streaming services such as Sirius XM, Spotify and Pandora.
Its content now becomes part of Audible, itself a fast-growing seller of online audiobooks, and vastly increases Rooftop’s audience, said Rooftop Chief Executive Officer Will Rogers.
Amazon is expected to continue acquiring digital content at a rapid clip. In past years, it began investing heavily to branch out from its online retail roots, delving into Hollywood-style content production as well as developing a line of tablets, smartphones and set-top boxes to accelerate the sale of digital content.
For the three months ending Sept. 30, Microsoft recorded $908 million in revenue for the Surface tablet line, an increase of 127% over the same quarter in 2013. The nearly one billion in revenue was a one-quarter record for the Surface, and beat the combined revenue of the previous two quarters.
Using information in Microsoft’s filing with the U.S. Securities and Exchange Commission (SEC), as well as data from earlier quarters, Computerworld calculated the quarter’s cost of that revenue at $786 million, leaving a gross margin of $122 million. Cost of revenue is the cost to make and sell a product, but excludes expenses such as advertising and R&D.
Microsoft said that the Surface line posted a positive gross margin — implying that outside estimates of prior losses were correct — but did not disclose a dollar figure.
According to Computerworld‘s estimate, the margin was small, about 13.4%. That’s more than the average for a Windows personal computer, but less than half or a third of the margins on tablets like Apple’s iPad.
It was even smaller by the figuring of Jan Dawson, principal analyst at Jackdaw Research, who has also used Microsoft’s SEC filings to estimate the Surface’s cost of revenue. He pegged the September quarter’s cost of revenue at $825 million, the gross margin at $83 million, and the margin rate at just 9.1%.
“That’s a gross margin … which is not earth-shattering and in fact about half the gross margin of the phone business at Microsoft. But it’s progress,” Dawson wrote on his blog, where he published his analysis of Surface’s financial performance.
Since its October 2012 introduction, Surface has been a money pit for Microsoft, in the hole to the tune of $1.73 billion through its first seven quarters. With the September quarter in the black, those overall losses have been reduced to about $1.6 billion.
Over the last four quarters, Surface also remained in the red, with losses of $325 million on revenue of $2.7 billion. Put another way, for each dollar Microsoft earned on Surface sales, it lost about 12 cents.
As the market for games has grown and diversified, it’s become increasingly important to take any headline figures you might read with a grain of salt. Every time an analyst or a research firm announces that the games business has reached such and such a size, or that monthly revenues compare thusly with previous figures, or that a certain product or company has over- or under-performed projections, their august pronouncement isn’t so much an answer as a source of more questions. What exactly are you defining as the “games business”? Which sectors have you included? How did you measure digital revenues? What about IAP? Are your figures global, regional, merely covering the increasingly unrepresentative US market or “global” for a narrow definition of “global” which means “markets we could find data for with a quick Google search, and to hell with the rest of them”? And as for projections, whose projections, arrived at through which logic and with which agenda?
In short: with a very, very few notable exceptions, most of the sector analysis and research conducted on this industry is awful. It’s under-informed, narrow and rarely exposes its methodology well enough to understand and account for its flaws. It’s also the best thing we’ve got, unfortunately, which is why sites (including this one) continue to publish this research as it becomes available, although all of it should probably carry a large flashing warning to remind readers that an infant let loose with coloured crayons and some graph paper would probably have a similar margin of error to their data.
Yet this is only when we’re talking about data about what’s going on right now. Start to project forward, into crystal-ball-gazing questions like “where will the market be in five years”, and you’re into the realms where the real nonsense starts. Models and figures are pulled out of analyst’s backsides with wild abandon. Rationales and factual grounds are nowhere to be found, but incredibly slick charts and graphs abound; it’s a little like astrology, except that rather than blathering about Saturn being in Capricorn and whatnot, analysts seek to bamboozle everyone with charts and then deeply, fervently hope that when the time period they’re predicting actually arrives nobody will remember how wrong they were.
Even so, when all of the world’s analysts start to point in the same direction – the good, the bad and the bluffing – it’s worth taking note. That’s the context in which the headline figures from research firm Newzoo’s latest report are interesting; headline figures which, in a nutshell, suggest that 2015 will be the tipping point at which revenues from mobile game software surpass revenues from console game software.
“What’s happened to consoles as mobiles have taken over? Not much, as it happens”
Newzoo, like most research firms focusing on this industry, doesn’t provide sufficient detail to back up or verify its sweeping and grandiose claims, because apparently a really pretty graph with a swish background ought to suffice. They would argue, no doubt, that all the juicy detail which would explain their peculiarly high figures is what they charge clients lots of money for, an argument which is entirely true and still leaves them in the position of peddling figures while failing to show their workings. Nevertheless, Newzoo is not alone in its prediction. It’s not even a particularly novel prediction, actually; research firms have been pointing at this tipping point for several years, although when exactly the graph lines would intersect has been a subject of some debate. With mobile growth still strong and the next-gen consoles performing excellently but remaining largely constrained within the core market (rather than seeing another Wii-style breakout success story), the lines are converging a little more evenly and the soothsayers are in accord; next year is the year.
So what happens then? Do burning stones rain from an angry sky to smash all our PlayStation 4s? Will a horde of rampant mobile gamers, driven to murderous insanity by Candy Crush Saga, rip the 3DS’ from our hands and beat us to death with them? Shall E3 be swallowed by a lake of fire, and every presentation at GDC be replaced by an ominous looping video of Zynga founder Mark Pincus laughing savagely at the audience?
Perhaps rather than stockpiling tinned foods, filling the bath with potable water and tearfully locking away your beloved RPGs and FPS games in a lead-lined safe, it might be instructive to take a look at a market where this transition has already happened. There is, you see, a place where revenues from mobile games overtook revenues from console games several years ago – as early as 2011, according to some figures, although the safe money is on 2012/13 being the tipping point. Now, in this market, mobile games are the unquestioned market leader in revenue.
The market in question is Japan, where a well-developed market for mobile gaming on existing “feature phone” devices was supercharged by the arrival of the smartphone. Now mobile game revenues have soared well clear of console games. Unlike in the 1990s, Japan’s mobile phones aren’t vastly advanced compared to those overseas – they queue up here for iPhones just like everywhere else, with Apple’s devices being by far the dominant player in the smartphone market, so it’s not that games they’re playing are technologically advanced compared to those in the west. Rather, it’s that the market itself was further down the path than the west, with a wider swathe of consumers familiar and comfortable with mobile gaming, F2P models and in-game transactions.
What’s happened to consoles as mobiles have taken over? Not much, as it happens. The softness of PS4′s sales in Japan since the stellar launch last spring has been well noted, but it’s not a meaningful indicator of an overall problem with the console market; anecdotally, I get the impression that PS4 is extremely desired but still lacks the killer apps which will actually drive Japanese gamers to go out and buy one. Indeed, the line-up of software that appeals to the local market is still weak; a few big titles will shift the needle significantly, just as Mario Kart 8 did for the Wii U (which is now back in a slump awaiting the arrival of Smash Bros; software sells hardware, as ever).
Handhelds, meanwhile, are what you’d expect to suffer most from the triumph of mobile, yet the 3DS is going gangbusters in Japan and the PS Vita is stronger in this market than anywhere else in the world. The rise of mobile to take the crown of most lucrative and expansive market hasn’t even impacted the ability of Japanese publishers to launch genuinely massive new franchises on handheld consoles; Yokai Watch may not have made it to the west yet, but if it’s half as pervasive over there once it launches, it’ll be the biggest new gaming franchise in years.
So the consoles are still pretty healthy, especially the handheld devices. They play to their strengths, for the most part; it’s notable that the biggest handheld games around at the moment, games like Smash Bros and Monster Hunter, really wouldn’t work on a mobile phone as they rely on accurate, pinpoint controls that couldn’t be replicated on a touchscreen to any degree of satisfaction. Other games that work well are those designed for long sessions of play; mobile devices still suffer badly from rapidly draining batteries when playing games, and while a dead battery in your 3DS is a little annoying, a dead battery in your mobile phone is a disaster, meaning few people are willing to put in significant play sessions in GPU-intensive mobile titles.
“If 2015 does see mobile overtaking console worldwide, it may be the best thing to happen to games in years; it won’t hurt console, at least not for a long while yet, and it’ll allow us to finally turn a corner towards mobile being seen as a platform for everyone”
What’s actually more interesting than what’s happened to console, though, is what’s happened to mobile itself. The mobile game market in Japan is nothing short of fascinating. Ever since its meteoric growth, it’s become a hugely expansive market that caters to an enormous range of tastes and demographics, as you’d expect – but the core demographic, the heart of the market for which every company seems to be competing… Well, that’s oddly familiar, as it happens.
Every time you see a commuter train festooned with ads for a new mobile title, or a lengthy TV commercial promoting the latest smartphone release, or even the huge screens at Shibuya’s scramble crossing taken over with a video of a mobile game, they always have something in common. Their visual language, their core mechanisms and their basic appeal is absolutely in tune with core gamers. Mobile’s new position on top of the heap has opened the door to games with higher production values and more depth, aimed at the market that has always played the most and paid the most; the core.
The results aren’t always appealing; mobile games launch fast and fail fast, and that’s fine. When things do work out, though, they create some pretty amazing hits. Puzzle & Dragons, as you probably know by now, was the biggest-grossing game on any platform in 2013 (probably; analyst figures, you know?), and it’s also incredibly deep, compelling and fun. Publisher GungHo advertises the game on trains and TV over here with videos showing advanced techniques for building chain combos in the game; just consider that for a moment, a game so successful that your advertising isn’t even “here’s why this game is great”, it’s “we know you already play, here’s a tip so you can play better”, displayed on evening TV across the nation. Puzzle & Dragons is far from being Japan’s only “mobile core” hit, though. RPGs have been rapidly rising in prominence on mobile platforms, and now appear to be even more popular than the collect ‘em up titles (mostly card battlers) which dominated up until this point; the latest big title is Mistwalker-developed RPG Terra Battle, a game which I’m resigned to installing on my phone this week because literally everyone around me doesn’t talk about anything else any more.
In short, the Japanese market may be peculiar by comparison with the rest of the world, but sometimes that’s simply because it’s still a couple of years ahead of the western market in a few regards. Not in every regard; Japan is a very retrograde nation in terms of certain tech advances (it’s worth noting that streaming video services like Netflix are an absolute disaster here, and let’s not even talk about online banking), but in gaming, the market if not the technology is a little in advance of most western countries. Japan crossed the line between console-as-number-one and mobile-as-number-one a couple of years ago, and the world did not end. Console and handheld are doing fine; mobile is doing better than fine, and most excitingly of all, the new titles coming to mobile are better than ever, driven by a strong desire to get the most lucrative market in gaming, the core gamers themselves, playing. If 2015 does see mobile overtaking console worldwide, it may be the best thing to happen to games in years; it won’t hurt console, at least not for a long while yet, and it’ll allow us to finally turn a corner towards mobile being seen as a platform for everyone – core, casual, and everyone in between.
The company that owns Chili’s Grill & Bar also said it will complete a tablet ordering system rollout next month at its U.S. restaurants. Applebee’s announced last December that it would deliver tablets to 1,800 restaurants this year.
The pace of self-ordering system deployments appears to be gaining speed. But there’s a political element to this and it’s best to address it quickly.
The move toward more automation comes at the same time pressure to raise minimum wages is growing. A Wall Street Journal editorial this week, “Minimum Wage Backfire,” said that while it may be true for McDonald’s to say that its tech plans will improve customer experience, the move is also “a convenient way…to justify a reduction in the chain’s global workforce.”
The Journal faulted those who believe that raising fast food wages will boost stagnant incomes. “The result of their agitation will be more jobs for machines and fewer for the least skilled workers,” it wrote.
The elimination of jobs because of automation will happen anyway. Gartner says software and robots will replace one third of all workers by 2025, and that includes many high-skilled jobs, too.
Automation is hardly new to retail. Banks rely on ATMs, and grocery stores, including Walmart, have deployed self-service checkouts. But McDonald’s hasn’t changed its basic system of taking orders since its founding in the 1950s, said Darren Tristano, executive vice president of Technomic, a research group focused on the restaurant industry.
The move to kiosk and mobile ordering, said Tristano, is happening because it will improve order accuracy, speed up service and has the potential of reducing labor cost, which can account for about 30% of costs. But automated self-service is a convenience that’s now expected, particularly among younger customers, he said.
“It’s keeping up with the times, and the (McDonald’s) franchises are going to clamor for it,” said Tristano, who said any labor savings is actually at the bottom of the list of reasons restaurants are putting in these self-service systems.
HP has announced general availability of its Helion OpenStack cloud platform and Helion Development Platform based on Cloud Foundry.
The Helion portfolio was announced by HP earlier this year, when the firm disclosed that it was backing the OpenStack project as the foundation piece for its cloud strategy.
At the time, HP issued the HP Helion OpenStack Community edition for pilot deployments, and promised a full commercial release to follow, along with a developer platform based on the Cloud Foundry code.
HP revealed today that the commercial release of HP Helion OpenStack is now available as a fully supported product for customers looking to build their own on-premise infrastructure-as-a-service cloud, along with the HP Helion Development platform-as-a-service designed to run on top of it.
“We’ve now gone GA [general availability] on our first full commercial OpenStack product and actually started shipping it a couple of weeks ago, so we’re now open for business and we already have a number of customers that are using it for proof of concept,” HP’s CloudSystem director for EMEA, Paul Morgan, told The INQUIRER.
Like other OpenStack vendors, HP is offering more than just the bare OpenStack code. Its distribution is underpinned by a hardened version of HP Linux, and is integrated with other HP infrastructure and management tools, Morgan said.
“We’ve put in a ton of HP value add, so there’s a common look and feel across the different management layers, and we are supporting other elements of our cloud infrastructure software today, things like HP OneView, things like our Cloud Service Automation in CloudSystem,” he added.
The commercial Helion build has also been updated to include Juno, the latest version of the OpenStack framework released last week.
Likewise, the HP Helion Development Platform takes the open source Cloud Foundry platform and integrates it with HP’s OpenStack release to provide an environment for developers to build and deploy cloud-based applications and services.
HP also announced an optimised reference model for building a scalable object storage platform based on its OpenStack release.
HP Helion Content Depot is essentially a blueprint to allow organisations or service providers to put together a highly available, secure storage solution using HP ProLiant servers and HP Networking hardware, with access to storage provided via the standard OpenStack Swift application programming interfaces.
Morgan said that the most interest in this solution is likely to come from service providers looking to offer a cloud-based storage service, although enterprise customers may also deploy it internally.
“It’s completely customisable, so you might start off with half a petabyte, with the need to scale to maybe 2PB per year, and it is a certified and fully tested solution that takes all of the guesswork out of setting up this type of service,” he said.
Content Depot joins the recently announced HP Helion Continuity Services as one of the growing number of solutions that the firm aims to offer around its Helion platform, he explained. These will include point solutions aimed at solving specific customer needs.
The firm also last month started up its HP Helion OpenStack Professional Services division to help customers with consulting and deployment services to implement an OpenStack-based private cloud.
Pricing for HP Helion OpenStack comes in at $1,200 per server with 9×5 support for one year. Pricing for 24×7 support will be $2,200 per server per year.
“We see that is very competitively priced compared with what else is already out there,” Morgan said.
Canonical has released Ubuntu Server 14.10 for data centre server and cloud applications, offering its latest technology for scale-out infrastructure.
The British software company claims that this latest release of Ubuntu Server features the fastest, most secure hypervisors available on bare metal, as well as the latest in container technologies with Docker 1.2.
Canonical says that Ubuntu Server 14.10 with Docker 1.2 is unique in that it offers user-level container management and includes support that enables higher density cloud operations than a virtualisation layer.
The firm is targeting large enterprises that want to deploy what it calls “scale-out” cloud computing with this release.
Canonical says that Ubuntu 14.10 includes some of the most valuable and complex cloud software technologies in use today, including Cloud Foundry, ElasticSearch, Hadoop with Hive and PigLatin as well as real-time data analytics with Storm big data technology.
The firm says that improved GUI for Juju service orchestration greatly simplifies deployment and scaling of these complex software infrastructures on public and private clouds, or on bare metal hardware through what it terms “metal as a service” (MaaS), claiming that full deployments take just minutes.
Canonical noted that its MaaS 1.6 hardware provisioning tool in Ubuntu Server 14.10 now supports a number of different operating systems as guests, including Windows Server with Hyper-V, CentOS and openSUSE.
Canonical also said that Ubuntu 14.10 presents a consistent operating system experience for all major hardware architectures: ARM, ARM64, x86, x86-64 and Power8. ARM64 support is added for the launch of next-generation hyperscale, hyperdense servers from HP and AMD.
The firm added that Ubuntu Server 14.10 includes the addition of bcache, which adds disk acceleration to extend SSD performance to large, cost-effective rotating disks.
For cloud deployments, Canonical said that Ubuntu Server 14.10 includes the latest OpenStack Juno, which includes more granular policy controls for object storage as well as initial support for network function virtualization.
The company released Rooms on Thursday, its answer to the craze around posting and sharing anonymously. People can use any name they want and don’t need a Facebook account. The app contains rooms geared around various topics, all of which require an invite link to enter. Providing an email address is optional, for the purposes of having accessed rooms restored if the user deletes the app.
The app is only available on iOS. Plans for other platforms like Android or Windows Phone were not disclosed.
The app is not just about anonymity. With it, Facebook hopes to provide a discussion board-type platform where users can chat about shared interests outside of their usual social circles. It’s a concept that has been super popular since, oh, the web’s been around.
“One of the magical things about the early days of the web was connecting to people who you would never encounter otherwise in your daily life,” Facebook said in a statement Thursday.
“From unique obsessions and unconventional hobbies, to personal finance and health-related issues — you can celebrate the sides of yourself that you don’t always show to your friends,” the company said.
But the app’s ability to succeed likely depends on the number and diversity of rooms created by its users, and whether the app’s focus on visuals and photos appeals to them. There’s also no desktop version.
The app was developed as part of Facebook’s Creative Labs project, which has also released stand-alone apps like Slingshot and Paper.
Facebook stresses that Rooms will let users create a unique identity separate from their Facebook account. Your name can be “Wonder Woman” in the app, Facebook said.
I tried out the app, and was even able to use “Mark Zuckerberg” as my name. (A short “hello” post of mine then immediately generated several “high fives.”)
Facebook, however, may share information about Room users within the companies and services operated by Facebook, which would include Facebook itself and other apps like Instagram and WhatsApp, according to the Rooms terms of service.
Google Inc is growing its artificial intelligence area, hiring more than half a dozen leading academics and experts in the field and announcing a partnership with Oxford University to “accelerate” its efforts.
Google will make a “substantial contribution” to establish a research partnership with Oxford’s computer science and engineering departments, the company said on Thursday regarding its work to develop the intelligence of machines and software, often to emulate human-like intelligence.
Google did not provide any financial details about the partnership, saying only in a post on its blog that it will include a program of student internships and a series of joint lectures and workshops “to share knowledge and expertise.”
Google, which is based in Mountain View, California, is building up its artificial intelligence capabilities as it strives to maintain its dominance in the Internet search market and to develop new products such as robotics and self-driving cars. In January Google acquired artificial intelligence company Deep Mind for $400 million according to media reports.
The new hires will be joining Google’s Deep Mind team, including three artificial intelligence experts whose work has focused on improving computer visual recognition systems. Among that team is Oxford Professor Andrew Zisserman, a three-time winner of the Marr Prize for computer vision.
The four founders of Dark Blue Labs will also be joining Google where they will be will be leading efforts to help machines “better understand what users are saying to them.”
Google said that three of the professors will hold joint appointments at Oxford, continuing to work part time at the university.
Twitter is looking to embrace the developer community after having alienated it in 2012 when it tightened API rules governing third-party app developers.
The company said during its first developer conference that Fabric is a ‘modular mobile platform’, or developer toolkit, which brings together tools and services from a mixture of outfits already under the Twitter wing.
This will make it easier to build, integrate and monetise applications, according to the firm.
“Fabric was built with ease of use in mind. Installation takes just minutes, and most features only require a few lines of code – so you spend less time managing SDKs and more time building the best experience for your users,” Twitter said.
“It combines the services of Crashlytics, MoPub, Twitter and others to help you build more stable apps, generate revenue through the world’s largest mobile ad exchange, and tap into Twitter’s sign-in systems and rich streams of real-time content for greater distribution and simpler identity.”
The Introducing Fabric blog post leans heavily on the system’s ease of use, claiming that the modular kits can be installed and set up in minutes.
Developers can choose from a range of modular kits depending on how they want to use them. They do not need to have an obvious benefit to Twitter, it seems, and the MoPub kit offers tools for ad placement in apps.
The Crashlytics Kit is designed to help developers strip bugs out of applications and limit the number of times they crash. It should also help improve usability.
“In just the past 30 days, Crashlytics identified over 5.5 billion crashes. And beyond just identifying them, Crashlytics is able to isolate the root cause down to the exact line of code, reducing the time it takes for you to fix the bug and submit an update,” said Twitter.
“The Fabric Crashlytics Kit – Crashlytics, Beta and Answers – helps you ship high-quality, stable apps and gives you a 360-degree, always-on picture of the health of your app.”
The move is a real change for Twitter which traditionally had a hands-off relationship with third parties and would cut off their access to its APIs.
When Twitpic closed down in September the firm blamed Twitter for its demise.
“Twitter contacted our legal [department] demanding that we abandon our trademark application or risk losing access to their API,” said Twitpic founder Noah Everett at the time.
“This came as a shock to us since Twitpic has been around since early 2008, and our trademark application has been in the USPTO since 2009.
“Unfortunately we do not have the resources to fend off a large company like Twitter to maintain our mark which we believe whole heartedly is rightfully ours. Therefore, we have decided to shut down Twitpic.”
Pandora Media Inc, owners of the leading Internet radio service, reported a lower-than-expected increase in listeners in the third quarter, sending the company’s shares down 6 percent in extended trading on Thursday.
Pandora said it had 76.5 million active listeners as of Sept. 30, an increase of 5.2 percent from a year earlier.
Analysts, on average, had expected 76.7 million, according to market research firm StreetAccount.
Total listener hours rose to 4.99 billion from 3.99 billion, but again fell short of the average estimate of 5.02 billion.
Pandora’s profit and revenue both beat market expectations, however, as more people listened to streamed music on their mobile phones.
Mobile revenue increased 52 percent to $188 million, while local advertising revenue rose 118 percent to $41.8 million.
Despite its huge user base, Pandora faces stiff competition from Spotify, Apple Inc’s Beats online streaming service, Google Inc, and Amazon.com Inc in the fast-growing music streaming business.
Market research firm Gartner surveyed 4,300 U.S. consumers in June who work at large companies (with more than 1,000 employees) and found 40% used personally owned smartphones, tablets, laptops or desktops as a primary or supplemental business device.
That 40% might not be unusual, but more surprisingly, Gartner found that 45% of workers not required to use a personal device for work were doing so without their employer’s knowledge.
“Almost half [are using their device] without their employer’s awareness,” said Gartner analyst Amanda Sabia in an interview.
“Are those without employer’s awareness violating a rule? That would depend on the employer,” Sabia added. “The point is that some CIOs are underestimating [the number of] employees using their devices and should be prepared for this.”
The Gartner survey found the most popular personally owned device used for work was a desktop computer, at 42%, closely followed by a smartphone, at 40%, a laptop, at 36%, and a tablet, at 26%.
“The lines between work and play are becoming more and more blurred as employees choose to use their own device for work purposes whether sanctioned by an employer or not,” Sabia said. “Devices once bought for personal use are increasingly used for work.”