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Mental health app Wysa raises $5.5M for ’emotionally intelligent’ AI

It’s hard enough to talk about your feelings to a person; Jo Aggarwal, the founder and CEO of Wysa, is hoping you’ll find it easier to confide in a robot. Or, put more specifically, “emotionally intelligent” artificial intelligence.

Wysa is an AI-powered mental health app designed by Touchkin eServices, Aggarwal’s company that currently maintains headquarters in Bangalore, Boston and London. Wysa is something like a chatbot that can respond with words of affirmation, or guide a user through one of 150 different therapeutic techniques.

Wysa is Aggarwal’s second venture. The first was an elder care company that failed to find market fit, she says. Aggarwal found herself falling into a deep depression, from which, she says, the idea of Wysa was born in 2016. 

In March, Wysa became one of 17 apps in the Google Assistant Investment Program, and in May, closed a Series A funding round of $5.5 million led by Boston’s W Health Ventures, the Google Assistant Investment Program, pi Ventures and Kae Capital. 

Wysa has raised a total of $9 million in funding, says Aggarwal, and the company has 60 full-time employees and about three million users. 

The ultimate goal, she says, is not to diagnose mental health conditions. Wysa is largely aimed at people who just want to vent. Most Wysa users are there to improve their sleep, anxiety or relationships, she says. 

“Out of the 3 million people that use Wysa, we find that only about 10% actually need a medical diagnosis,” says Aggarwal. If a user’s conversations with Wysa equate with high scores on traditional depression questionnaires like the PHQ-9 or the anxiety disorder questionnaire GAD-7, Wysa will suggest talking to a human therapist. 

Naturally, you don’t need to have a clinical mental health diagnosis to benefit from therapy. 

Wysa isn’t intended to be a replacement, says Aggarwal (whether users view it as a replacement remains to be seen), but an additional tool that a user can interact with on a daily basis. 

“Sixty percent of the people who come and talk to Wysa need to feel heard and validated, but if they’re given techniques of self help, they can actually work on it themselves and feel better,” Aggarwal continues. 

Wysa’s approach has been refined through conversations with users and through input from therapists, says Aggarwal. 

For instance, while having a conversation with a user, Wysa will first categorize their statements and then assign a type of therapy, like cognitive behavioral therapy or acceptance and commitment therapy, based on those responses. It would then select a line of questioning or therapeutic technique written ahead of time by a therapist and begin to converse with the user. 

Wysa, says Aggarwal, has been gleaning its own insights from more than 100 million conversations that have unfolded this way. 

“Take for instance a situation where you’re angry at somebody else. Originally our therapists would come up with a technique called the empty chair technique where you’re trying to look at it from the other person’s perspective. We found that when a person felt powerless or there were trust issues, like teens and parents, the techniques the therapists were giving weren’t actually working,” she says. 

“There are 10,000 people facing trust issues who are actually refusing to do the empty chair exercise. So we have to find another way of helping them. These insights have built Wysa.”

Although Wysa has been refined in the field, research institutions have played a role in Wysa’s ongoing development. Pediatricians at the University of Cincinnati helped develop a module specifically targeted toward COVID-19 anxiety. There are also ongoing studies of Wysa’s ability to help people cope with mental health consequences from chronic pain, arthritis and diabetes at The Washington University in St. Louis and The University of New Brunswick. 

Still, Wysa has had several tests in the real world. In 2020, the government of Singapore licensed Wysa, and provided the service for free to help cope with the emotional fallout of the coronavirus pandemic. Wysa is also offered through the health insurance company Aetna as a supplement to Aetna’s Employee Assistance Program. 

The biggest concern about mental health apps, naturally, is that they might accidentally trigger an incident, or mistake signs of self harm. To address this, the U.K.’s National Health Service (NHS) offers specific compliance standards. Wysa is compliant with the NHS’ DCB0129 standard for clinical safety, the first AI-based mental health app to earn the distinction. 

To meet those guidelines, Wysa appointed a clinical safety officer, and was required to create “escalation paths” for people who show signs of self harm.

Wysa, says Aggarwal, is also designed to flag responses to self-harm, abuse, suicidal thoughts or trauma. If a user’s responses fall into those categories Wysa will prompt the user to call a crisis line.

In the U.S., the Wysa app that anyone can download, says Aggarwal, fits the FDA’s definition of a general wellness app or a “low risk device.” That’s relevant because, during the pandemic, the FDA has created guidance to accelerate distribution of these apps. 

Still, Wysa may not perfectly categorize each person’s response. A 2018 BBC investigation, for instance, noted that the app didn’t appear to appreciate the severity of a proposed underage sexual encounter. Wysa responded by updating the app to handle more instances of coercive sex. 

Aggarwal also notes that Wysa contains a manual list of sentences, often containing slang, that they know the AI won’t catch or accurately categorize as harmful on its own. Those are manually updated to ensure that Wysa responds appropriately. “Our rule is that [the response] can be 80%, appropriate, but 0% triggering,” she says. 

In the immediate future, Aggarwal says the goal is to become a full-stack service. Rather than having to refer patients who do receive a diagnosis to Employee Assistant Programs (as the Aetna partnership might) or outside therapists, Wysa aims to build out its own network of mental health suppliers. 

On the tech side they’re planning expansion into Spanish, and will start investigating a voice-based system based on guidance from the Google Assistant Investment Fund. 

 

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Mio, a social commerce startup focused on smaller cities and rural areas in Vietnam, raises $1M seed

Vietnam has one of the fastest-growing e-commerce markets in Southeast Asia, but many major platforms still focus on large cities. This means people in smaller cities or rural areas need to deal with longer wait times for deliveries. Social commerce company Mio is taking advantage of that gap by building a reseller network and logistics infrastructure that can offer next-day delivery to tier 2 and 3 cities.

The startup, which currently focuses on fresh groceries and plans to expand into more categories, announced today it has raised $1 million in seed funding. The round was co-led by Venturra Discovery and Golden Gate Ventures. Other participants included iSeed SEA, DoorDash executive Gokul Rajaram and Vidit Aatrey and Sanjeev Barnwal, co-founders of Indian social commerce unicorn Meesho.

Rajaram, Aatrey and Barnwal will become advisors to Mio co-founder and chief executive officer Trung Huynh, former investment associate at IDG Ventures Vietnam. Other founders include An Pham (who also co-founded Temasek-backed logistics startup SCommerce), Tu Le and Long Pham.

Founded in June 2020, Mio now claims hundreds of agents, or resellers. They are primarily women aged 25 to 35 years old who live in smaller cities or rural areas. Most join Mio because they want to supplement their household income, which is usually below $350, Huynh and Venturra investment associate Valerie Vu told TechCrunch in an email.

The social commerce model works for them because they are part of tight-knit communities that are already used to making group orders together. On average, Mio claims that its resellers make about $200 to $300, earning a 10% commission on each order, and additional commissions based on the monthly performance of resellers they referred to the platform.

Mio is among a crop of social commerce startups across Asia that leverage the buying power of areas where major e-commerce players haven’t reached dominance yet. For example, lower-tier cities fueled Pinduoduo’s meteoric rise in China, while Meesho has built a distribution network in 5,000 Indian cities. Other examples of social commerce areas focused on smaller cities and rural areas include “hyperlocal” startup Super and KitaBeli, both in Indonesia, and Resellee in the Philippines.

Social commerce companies typically don’t require resellers to carry inventory. Instead, resellers pick which items they want to market to their buyers. In Mio’s case, most of their resellers’ customers are friends, family members and neighbors, and they promote group orders through social media platforms like Facebook, TikTok, Instagram or Zalo, Vietnam’s most popular messaging app. Then they place and manage orders through Mio’s reseller app.

To address delivery challenges, Mio is building an in-house logistics and fulfillment system, including a new distribution center in Thu Duc that can distribute goods to all of Ho Chi Minh and the surrounding five cities in Binh Dong and Dong Nai provinces. Vu and Huynh said Mio can process up to tens of thousands of daily order units at the center. Mio is also able to perform next-day deliveries for orders that are made prior to 8 p.m.

To lower logistics costs and ensure quick delivery times, Mio limits the number of products in its inventory. The company currently focuses on grocery staples, including fresh produce and poultry, and plans to add FMCG (fast-moving consumer goods) and household appliances, too, especially white-label goods that have a higher profit margin.

Mio’s new funding will be used on its distribution center, and hiring for its tech and product teams. The startup plans to add more personalization options for product categories and resellers, so they can build their own brand identities.

 

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Apple launches an affiliate program for paid podcast subscriptions

Apple last month unveiled its plans for paid podcast subscriptions in a newly redesigned Apple Podcasts app. Now, it’s introducing a new program that will help podcast creators grow their subscriber base: affiliate marketing. The company’s “Apple Services Performance Partner Program,” which already exists to help market other Apple services like Apple TV, Apple News and Apple Books, is today expanding to include paid podcasts.

The new program — “Apple Services Performance Partner Program for Apple Podcasts” (whew!) — will be open to anyone, though the company believes it will make the most sense for publishers and creators who already have an audience and a number of marketing channels where they can share these new affiliate links. When users convert by clicking through one of the links and subscribe to a premium podcast, the partner will receive a one-time commission at 50% of the podcast subscription price, after the subscriber accumulates their first month of paid service.

So, for example, if a paid podcast was charging subscribers $5 per month, the commission would be $2.50. This commission would apply for every new subscriber that signed up through the affiliate channel, and there’s no cap.

Podcast creators can also use the affiliate links to promote their own paid programs, which would allow them to generate incremental revenue.

While anyone can apply to join the affiliate program, there is an approval process involved. This is mainly about keeping spammers out of the program, and ensuring that those signing up do have at least some marketing channels where they can distribute the links. The sign-up form asks for specific criteria — like how many channels are available and how the partner intends to use them to promote the affiliate links, among other things.

The program will be made available to anyone in the 170 countries and regions where paid podcasts subscriptions are being made available.

Once approved and signed in, affiliate partners will gain access to an online dashboard where they can create links (i.e. shortened URLs) much like any other affiliate program. They can also create multiple URLs for an individual podcast to make it easier to track how well different channels are performing. The URLs can be posted on their own, tied to a “Listen on Apple Podcasts” badge, or can be made available as a QR code. The latter may make more sense when live events return, as it could be printed on signage or in flyers that were distributed during a live taping, for example. It also could be used in other sorts of advertising, including both print and digital.

Though premium podcasts already existed, until more recently that often involved paying a podcaster directly to access a private RSS feed. Smaller services like Stitcher also used subscriptions to provide paying customers with a series of perks, like ad-free listening and exclusive content. The new efforts by both Apple and Spotify are focused on wooing creators to their platforms, where they’ll take a cut of the subscription revenues. Spotify is waiving its 5% fee for the first two years, while Apple is employing its usual model of 30% in year 1 that drops to 15% in year two.

While people can begin to enroll in the new affiliate program starting today, paid podcasts aren’t actually launching until later this month, per Apple. When they do, those enrolled in the affiliate program will be able to create links and begin earning commissions on subscriptions.

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Snap announces Story Studio, a new standalone app to edit stories

During Snap Partner Summit, Snap announced a brand new app focused on creators. Named Story Studio, this standalone iOS app gives you several editing tools so you can make your content look as professional as possible.

Story editing tools are still in Snapchat — nothing is changing on this front. But if you’ve been creating content for Spotlight, a TikTok-like feed, or if you’re a Snap star, you may need more powerful editing tools. Many creators choose to edit their stories on a computer.

But many creators also want to do everything on their phones. That’s why there are already a few powerful video editing tools out there. But Snap is making its own app so that it works better with Snapchat.

With Story Studio, you can see what’s trending on Snapchat already. It includes sounds, topics and lenses. This way, you can remix popular content and create your own take on the current meme.

Snap says that Story Studio lets you trim your shots with frame-precise editing. You can add captions, stickers and other visual elements. You can also take advantage of the company’s licensed music catalog.

And because it’s supposed to be a serious app for serious stories, you can save a project and edit it later.

When you’re done, you can share your video with Snapchat — you can use it to post a story or a Spotlight video. But Story Studio is also going to work with other platforms. You can save it to your camera roll or export your video to other apps on your phone.

Story Studio is launching later this year. It’s going to be available on iOS exclusively for now.

Image Credits: Snap

Send a gift to your favorite creator

While Snapchat started as an app to chat with your friends, it’s clear that the company now wants to attract a generation of creators with the right tools and monetization options. Creators have become a competitive space for social apps, such as TikTok, Instagram, YouTube with YouTube Shorts and Snapchat.

Snap’s own take on short viral videos have been working relatively well so far. Spotlight reaches 125 million monthly active users on Snapchat. The number of users watching at least 10 minutes of Spotlight per day has grown by 70% between January and March.

In addition to Story Studio, Snap is launching a web platform for Spotlight. This way, people can watch Spotlight content without launching Snapchat even when they’re browsing the web on their desktop computer. It could be a way to attract new Snapchat users as well.

But creators in particular are going to like this website as you can upload videos to Spotlight from Chrome or Safari.

When it comes to monetization, Snap is distributing $1 million every day to Snapchat users who create the top Snaps for Spotlight — 5,400 creators have earned $130 million since November 2020. The company will stop giving away $1 million per day on June 1st. Snap only says it plans to give millions every month.

But creators will be able to start accepting gifts directly on Snapchat. When Snapchat users reply to a story, they can buy Snap Tokens and send them as a gift — a virtual item with real-life value. The company hasn’t detailed how it plans to split revenue between Snap and creators. Gifting will roll out on Android and iOS later this year.

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Watch Google I/O keynote live right here

After skipping a year, Google is holding a keynote for its developer conference Google I/O. While it’s going to be an all-virtual event, there should be plenty of announcements, new products and new features for Google’s ecosystem.

The conference starts at 10 AM Pacific Time (1 PM on the East Cost, 6 PM in London, 7 PM in Paris) and you can watch the livestream right here on this page.

Rumor has it that Google should give us a comprehensive preview of Android 12, the next major release of Google’s operating system. There could also be some news when it comes to Google Assistant, Home/Nest devices, Wear OS and more.

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How Expensify got to $100M in revenue by hiring “stem cells” and not “cogs in a wheel”

The influence of a founder on their company’s culture cannot be overstated. Everything from their views on the product and business to how they think about people affects how their company’s employees will behave, and since behavior in turn informs culture, the consequences of a founder’s early decisions can be far-reaching.

So it’s not very surprising that Expensify has its own take on almost everything it does when you consider what its founder and CEO David Barrett learned early in his life: “Basically everyone is wrong about basically everything.” As we saw in part 1 of this EC-1, this led him to the revelation that it’s easier to figure things out for yourself than finding advice that applies to you. Eventually, these insights — and the adventurous P2P hacker attitude he nurtured alongside his colleagues and Travis Kalanick at Red Swoosh — would inform how he would go about shaping Expensify.

Expensify’s culture can’t be separated from its hiring and growth processes — by joining the company, employees self-select into a group that isn’t likely to get hung up about trade-offs.

It’s striking how Expensify has managed to maintain this character 13 years later, even on the threshold of an IPO. How did this happen? During a series of interviews in February and early March, we found the answer is tied to the level of thought and effort this expense management business puts into its culture.

You see, the people at Expensify are prepared to invent their own playbook, develop it and, if needed, rewrite it completely. Its HR policies and strategy are tailored to find people who would have fun building an expense management product. It has a unique growth and recognition scheme to offset the drawbacks of a flat organizational structure. It’s even got a “Senate” that vets all major decisions. No kidding.

All this, and more, has ultimately helped Expensify reach more than 10 million users and achieve $100 million in annual revenue with just 130 employees. Let’s take a closer look at how Expensify makes it happen.

“We want the fewest people necessary to get the job done”

It’s clear Expensify’s unusually high employee-to-revenue ratio is intentional: “We want the fewest people necessary to get the job done,” Barrett says. But how do you actually achieve it? How do you hire and keep people who can deliver such results? Barrett had to learn how the hard way.

Expensify’s first team was based in San Francisco and comprised Barrett’s old Red Swoosh and Akamai colleagues, who joined a few months after Akamai fired him. A small team was enough to get started, but it was much more difficult to hire additional people. Barrett is eager to clarify the Valley is not really the best place to recruit talent: “Sure, Silicon Valley has a ton of really awesome people, but all of them have jobs!,” he says.

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Fantasy fantasy sport Blaseball developers score $3M seed funding to go mobile

In the absence of a real baseball league, it is perhaps not surprising that a simulated one should grow popular during the troubled year 2020. But even so, the absurdist horror and minimalist aesthetic of Blaseball seem an unlikely success. The text-based fantasy fantasy league has attracted hundreds of thousands of players and now $3 million in funding to build up the game and go mobile.

If you’re unfamiliar with Blaseball, feel free to go check it out now and sign up — it’s free. You’ll probably get a better idea of what the game is from 30 seconds of browsing than the next couple paragraphs.

For those of you who’d rather read, however, Blaseball is a web-based fictional baseball-esque league where players can bet in-game currency on the outcomes. But this is where things get weird. The teams aren’t the Mariners or the Mets but the Moist Talkers and the Worms; players have names like Chorby Soul and Peanutiel Duffy; their stats include things like allergies, pregame rituals and an inventory of RPG-like items.

Likewise, games — told through simple text summaries of the action like you might see in the corner of a sports site — involve hits, balls and stealing, but also incineration, shaming and secret bases. “Weather” might involve spontaneous blood transfusions between players, or birds that interfere with play.

In short, it’s totally ridiculous, utterly unpredictable and very funny. This totally unique concoction of fantasy leagues, baseball satire and cosmic horror has accrued a dedicated yet routinely puzzled fanbase over its 19-week-long seasons. And like so many hits, this one came as something of a shock to its creators.

Activity feed from the game Blaseball showing various absurd and normal events like hits and incinerations.

Image Credits: The Game Band

“We’re as surprised as you are,” said Sam Rosenthal, founder and CEO of The Game Band, which developed (and is developing) the game. “Blaseball was an experimental side project for the studio — we were in the middle of a pandemic, publishers were in a spending freeze, it was a scary time. We wanted to make a game that brings people together in this really isolating time.”

The idea for it came from banter at a real baseball game, where Rosenthal and a friend speculated about a league where the rules were “different and more chaotic.” Of course the rules of real-life baseball are continually being revised, but so far there haven’t been any resurrections of players incinerated by rogue umpires, free runs for home teams or shrink rays.

While the resulting game-like product bears some resemblance to baseball, betting and fantasy leagues, it’s much too weird and random to really be considered the same thing. That’s led to some friction as players who expect a more traditional experience lose coins on a game decided by, say, a bird pecking their team’s star hitter inside an enormous peanut shell, or a guaranteed home run because the batter ate magma.

The Hades Tigers … so hot right now. The roster shows a team’s current and permanent attributes, while players can work together to create change by voting weekly. Image Credits: The Game Band

“Sometimes we have to remind the fans that this is a horror game,” Rosenthal admitted. The gameplay, as players discover in time, consists more in cooperation and guiding the league itself than in precision odds making. “This is not a game about individual success but collective success. The mechanics of the game reward organization, fans banding together with other fans of their team.”

Using those coins to buy votes to determine how the most idolized players are treated at the end of a season, for instance, could have huge repercussions on the next season. Ultimately the players are really participating in a sort of long-term alternative-reality game rather than a zany baseball sim, as the ominous announcements and events drive home now and again.

Next to the outcome of a match and the news that a player was walked to second base, you might learn that “Reality flickered in the Feedback” or see disembodied dialogue about the league or disordered cosmos.

It can be disconcerting and one may rightly wonder whether the creators have a narrative or goal in mind, or whether they’re just winging it and being weird for weirdness’s sake. I guessed the latter, but Rosenthal set me straight.

The Game Band logo on a flag behind several instruments.

Image Credits: The Game Band

“It is going somewhere,” he assured me. “There are a lot of plans, we have a ton of lore written. We literally have a writers’ room every day, usually about 3-4 hours long. But we need to stay flexible because there’s two other creators: the simulation, since we don’t know what will happen in the games themselves, and the fans. There are things we don’t know they’ll latch onto, emergent narratives like the reincarnation of Jaylen Hotdogs. We’re always learning, and we give ourselves a lot of room to backtrack or change things quickly if needed.”

What was never clear even to the developers, however, was whether the game would live long enough to see those plans come to fruition. Blaseball, being a side project built during strange days, was never envisioned as a big money maker. For a small game developer to have a runaway success on their hands but little ability to monetize that success, the stresses of continuing development and support can overtake the benefits of popularity.

“Since we didn’t really set it up from the get-go to be profitable, we were just sort of slowly losing money,” said Rosenthal. “Fortunately our community has been really supportive through Patreon and sponsorships. But ultimately we wanted to make the game better and sustainable, and we wanted to pay our team what they deserve.”

Illustration showing how 51 percent of Blaseball players are on mobile.

Image Credits: The Game Band

The $3 million seed round keeps the lights on, to begin with, but also lets The Game Band staff up, so the writers don’t have to break up a meeting early because one of them is doubling as product support and the site is breaking. More importantly, however, the team plans to make a native mobile app. More than half of Blaseball‘s players (that is, the real ones, not Baby Triumphant and Wyatt Mason IV) are on mobile and Rosenthal admitted the mobile experience is “not great.”

The company comes from a mobile development background, he noted, so they know what they’re doing, but saw the web as the easiest platform to deploy on during the pandemic. Now they want to get mobile up and running, since the live, constantly shifting nature of the game fits well with the kind of updates sports and fantasy aficionados tend to sign up for. Who wouldn’t want to know right away that their favorite team has entered Party Time, or that their idolized player found a new piece of armor, or that a new non-physical law has been ratified?

Rosenthal said they resisted seeking funding to begin with due to a desire for independence, but was enthused about their choice of investor, Makers Fund, saying they actually understand Blaseball and have been partners rather than parents when it comes to moving the operation toward making money.

“They know we can’t just copy monetization from another game and put it in Blaseball, that would ruin the experience right away. They have an amazing network of people in the games industry, and at the end of the day they’re not prescriptive,” he said.

(They also gamely did not object to a line in the press release by the fictional Commissioner asserting that “Blaseball has acquired Makers Fund,” which says a lot.)

“We’re very cognizant that there are ways that free games can monetize that are detrimental to the community,” he continued. “So it will always be free to play and it will never be pay to win. Like, the Crabs are never going to run away with it because they’re the richest team. When we think about monetization we think about how it can benefit the community as a whole, not individuals.”

In the meantime the league slouches on, morphing from week to week in a live dialogue between players and developers. Don’t expect it go get any less weird, because the creators know that constant disorientation is part of the game’s charm.

Amazingly, Rosenthal even managed to suggest that Blaseball was, in the parlance of game design tropes, the Dark Souls of baseball simulators — “it [Dark Souls] gives you so little, it asks you to interpret and put a thesis together, to go linger on forums and talk with others about it. We wanted to create that kind of experience, and see how people would interpret this sort of weird, unknowable entity.”

They certainly got the weird and unknowable part right. You can try Blaseball out for yourself here.

(This story originally included the figure of $3.4 million for the round — this was an unforced error on my part and has been corrected to $3 million.)

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Facebook debuts ‘Live Shopping Fridays’ featuring beauty, fashion and skincare brands

Facebook wants to whet consumers’ appetite for live streamed shopping with this week’s launch of “Live Shopping Fridays” event series, which will see larger brands live streaming beauty, skincare, and fashion content on a weekly basis. The event begins Friday, May 22nd and runs through mid-July, with streams from brands like Abercrombie and Fitch, Bobbi Brown, Clinique, Sephora, Dermalogica, Alleyoop, and Zox.

The events are meant to encourage larger brands to try out live shopping as a medium, as well as generally raise awareness about live shopping on Facebook among consumers.

The brands will use their live shopping events in a number of ways. They may give a behind-the-scenes look at their business or they may partner with creators to showcase their products in “how-to” style videos, for example.

During the live streams, viewers can comment and ask questions which brands can read and respond to. Shoppers can also tap on the products displayed in the stream to learn more without having to leave the video. If they want to buy, they can add them to the cart and check out at any time — during or even after the event has wrapped. The brands receive the customer’s shipping information, and if the consumer opts in, they can gain access to other details as well, like email and phone number.

Live stream video shopping became publicly available on Facebook last summer, following a series of smaller trials and beta tests, where the format initially found traction with smaller to medium-sized businesses and digital-first brands, Facebook says.

The Covid pandemic also pushed adoption of the format, in some cases, as creative business owners turned to live shopping to reach their customers when lockdowns closed non-essential businesses.

Image Credits: Facebook

More recently, larger brands like Petco and Bobbi Brown have run live shopping events — the former as part of a charity effort, and the latter with a live stream featuring tips from makeup artist Michele Shakeshaft. (Pictured)

“The way that we’re thinking about this is that e-commerce has made buying incredibly convenient. So when you have a need, you pull out your phone, purchase, and your order is on its way,” explains Yulie Kwon Kim, who leads product for Facebook App Commerce.

“But buying is not shopping. And so, a lot of what people do is window shop to see what’s new, for entertainment. You discover something cool that you didn’t know about. When you’re shopping, people often want to hear from a live person, get suggestions, and see the product and context,” she says. “And increasingly, people are discovering and deciding what to buy through social media,” Yulie adds.

She also notes that almost three-quarters of consumers globally are getting shopping ideas through Facebook, Instagram, Messenger, and WhatsApp, and almost two-thirds agree that social media has now become as important as other information sources when making purchase decisions.

 

Facebook says the live events will be presented to consumers in a number of ways during the summer. If you follow a brand, you’ll be notified of their participation. You’ll also see News Feed announcements where you’ll be notified when events are starting (see above). And the Facebook Shop tab will offer a schedule of upcoming live shopping streams taking place across the platform.

Facebook, of course, is not the only one to realize the potential in live shopping.

Startups like NTWRK, Popshop Live, Talkshoplive, Dote, Bambuser, and others brought the live shopping model already popular in China to the U.S. and other markets, many months before the pandemic. TikTok has been testing live shopping, including with Walmart in the U.S., as well.

Amazon, meanwhile, live streams to its website, and YouTube announced earlier this year its beta tests of an integrated e-commerce experience.

As for Facebook, a live shopping platform could ultimately serve as a significant revenue stream, thanks to selling fees applied at checkout. While Facebook did waive those selling fees through June 2021 — a decision it claims was to help support small businesses during the Covid-19 pandemic — that move also conveniently helps Facebook stake its place in the live stream shopping market land grab now underway. Facebook also needs to diversify its revenue, given that Apple’s privacy push around third-party tracking will hurt Facebook’s ad business. 

Facebook’s Live Shopping Fridays series will roll out across both mobile and desktop in the U.S. this week, and will also pop on Facebook’s Shop Tab for easy access.

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Pinterest introduces Idea Pins, a video-first feature aimed at creators

Pinterest is expanding further into the creator community with today’s launch of a video-first feature called “Idea Pins,” aimed at creators who want to tell their stories using video, music, creative editing tools and more. The feature feels a lot like Pinterest’s own take on TikTok, mixed with Stories, as the new Pins allow creators to record and edit creative videos with up to 20 pages of content, using tools like voiceover recording, background music, transitions and other interactive elements.

The company says Idea Pins evolved out of its tests with Story Pins, launched into beta in September 2020, after various stages of development beginning the year prior. At the time, Pinterest explained that Story Pins were different from the Stories you’d find on other social networks, like Snapchat or Instagram, because they focused on what people were doing — like trying new ideas or new products, not giving you snapshots of a creator’s personal life.

Another notable differentiator was that Story Pins weren’t ephemeral. That is, they didn’t disappear after a certain amount of time, but rather could be surfaced through search and other discovery mechanisms.

Over the past eight months since their debut, Pinterest has worked with Story Pin creators on the experience. That’s led to the new concept of the Idea Pin — essentially a rebranded Story Pin, which now offers a broader suite of editing tools than what was previously available.

Video is a key element in Idea Pins, as the Pins target the increased consumer demand for short-form video content of a creative nature — like what’s being delivered through TikTok, Instagram Reels, YouTube Shorts and elsewhere. The videos in the Pins can be up to 60 seconds on iOS, Android and web for each page, with up to 20 total pages per Pin.

Image Credits: Pinterest

Creators can edit their videos by adding their own voiceover or using a “ghost mode” transition tool to better showcase their before-and-afters by overlaying one part of a video on another. And they can save drafts of their work in progress.

But Idea Pins still include a number of features common to Stories, like adding stickers or tagging other creators with an @username, for instance. Pinterest says it will start with over 100 stickers featuring hand-drawn illustrations focused on top categories and behaviors it expects to see, like food-themed illustrations, stickers for before-and-afters, seasonal moments, and more.

Pinterest is also working with the royalty-free music database Epidemic Sound to offer a catalog of free tracks for use in Idea Pins.

And because many creators will use Idea Pins to inspire people to try a recipe or project of some sort, they can include “detail pages” where viewers can find the ingredient list or instructions, which is handy.

Image Credits: Pinterest

Pins are shared to Pinterest, where the company says they help the creator build an audience by being distributed in several places across its platform, including in some markets, by locating Pins for creators you follow right at the top of the home page.

Creators can also apply topic tags when publishing to ensure they’re surfaced when people are seeking that sort of content. Each Idea Pin can have up to 10 topic tags, which help to distribute the content in a targeted way to users via the home feed and search, the company says.

While Pins can help creators build an audience on Pinterest, they can use Idea Pins to grow their audience on other platforms, too. The company says it will offer export options that let people share their Pins across the web and social media. To do so, they download their Pin as a video, which includes a Pinterest watermark and profile name — a trick learned from TikTok. This can then be reshared elsewhere.

Image Credits: Pinterest

Pinterest users, meanwhile, can save Idea Pins like any other Pin on the platform.

“We believe the best inspiration comes from people who are fueled by their passions and want to bring positivity and creativity into the world,” said Pinterest co-founder and Chief Design and Creative Officer Evan Sharp, in a statement about the launch. “On Pinterest, anyone can inspire. From creators to hobbyists to publishers, Pinterest is a place where anyone can publish great ideas and discover inspiring content. We have creators with extraordinary ideas on Pinterest, and with Idea Pins, creators are empowered to share their passions and inspire their audiences,” he added.

The new Idea Pin format is rolling out today to all creators (users with a business account) in the U.S., U.K., Australia, Canada, France, Germany, Austria and Switzerland.

Image Credits: Pinterest

Pinterest says, during tests, it found that Idea Pins were more engaging than standard Pins, with 9x the average comment rate. The number of Idea Pins (previously known as Story Pins) has also grown by 4x since January, as more creators adopted the format.

To help creators track how well Pins are performing, Pinterest is expanding its Analytics feature to include a new followers and profile-visits-driven metric to show creators how their Idea Pins have driven deeper engagement with their account.

The company says the next step is to make Idea Pins more shoppable, which it’s doing now with tests of product tagging underway.

Pinterest has been increasing its investment in the creator community in recent months, with the launch of its first-ever Creator Fund last month, and this month’s test of livestreamed events with 21 creators. It’s also now testing creator and brand collaborations with a select number of creators, including Domonique PantonPeter Som and GrossyPelosi, it says.

Image Credits: Pinterest

While Idea Pins seem like a natural pivot from Pinterest’s founding as an inspiration and idea board, it will face serious competition when it comes to wooing the professional creator community to its platform. Other Big Tech companies are outspending Pinterest, whose new Creator Fund of $500,000 falls short of the $1 million per day Snap paid creators or the $100 million fund for YouTube Shorts creators, TikTok’s $200 million fund or the deals Instagram has been making to lure Reels creators. These platforms, as well as a host of startups, are also giving creators a way to directly monetize their efforts through features like tips, donations, subscriptions and more.

What Pinterest may have in its favor, though, is its reach. The company claims 475 million users, which makes it a destination some creators may not want to overlook in their bid for growth, and later, e-commerce.

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Apple to add lossless audio to Apple Music at no additional cost

Apple has announced that it is adding some new features to its music streaming service Apple Music. Starting next month, users will find some new options, such as spatial audio with support for Dolby Atmos as well as lossless audio files.

Spotify recently announced a new high-end subscription tier with CD-quality, lossless audio files. But Spotify HiFi isn’t included in Spotify Premium by itself. You’ll have to pay a bit more money to stream lossless audio. Pricing hasn’t been disclosed yet.

Apple’s move is a bit different, as lossless audio is going to be included in the basic Apple Music subscription tier. For $9.99 per month, you’ll be able to choose between various audio quality settings. By default, Apple and other streaming services compress audio files so that it doesn’t require a lot of bandwidth.

You can also choose CD-quality, lossless streaming — 16 bit at 44.1 kHz. In that case, you’ll receive lossless audio files. Behind the scenes, Apple uses its own lossless audio format (ALAC, Apple Lossless Audio Codec). But that shouldn’t have an impact as FLAC, WAV or ALAC files sound exactly the same — it’s lossless audio.

If you have a truly unlimited mobile plan, you can even choose 24 bit at 48 kHz or 24 bit at 192 kHz. In that case, the average weight of a song should be around 250MB — yep, that’s a lot of bytes. Apple says you have to use an external, USB digital-to-analog converter to take advantage of the hi-resolution lossless tier. Plugging in a pair of headphones with your iPhone won’t cut it.

The entire Apple Music catalog of 75 million songs will support lossless audio. Music distributors already upload lossless audio files when they submit a song to streaming services. Adding lossless audio is all about surfacing those files to the end users.

As for spatial audio, it’ll be enabled by default on hardware that supports Dolby Atmos, such as AirPods and Beats headphones with an H1 or W1 chip. The most recent iPhone, iPad and Mac models also support Dolby Atmos. But it sounds like songs have to be remastered for Dolby Atmos specifically.

At first, only “thousands of songs” will support spatial audio. Artists include J Balvin, Gustavo Dudamel, Ariana Grande, Maroon 5, Kacey Musgraves and The Weeknd. You’ll be able to identify those tracks with a badge in the user interface.

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