Google Pixel XL vs Apple iPhone 7 Plus vs Samsung Galaxy Note 7: What’s the difference?
Google announced the Pixel and Pixel XL during its October event, adding another premium smartphone to the choice of big phones out there.
It offers flagship specs and a premium design, putting it in the same boat as the likes of the Apple iPhone 7 Plus and Samsung’s Galaxy Note 7 (the non-exploding version).
The question is, how do the three devices actually compare? Here is the Pixel XL against the iPhone 7 Plus and Galaxy Note 7.
Pixel XL vs iPhone 7 Plus vs Galaxy Note 7: Design
- All offer premium, well-built designs
- Pixel XL is the lightest, iPhone 7 Plus is the largest but slimmest, Note 7 is the smallest
- All three have fingerprint sensors, Note 7 also offers iris scanner
Google’s Pixel XL, Apple’s iPhone 7 Plus and Samsung’s Note 7 all have solid, premium designs. They all look different of course, but they all look great. The iPhone 7 Plus is all about metal, while the Note 7 and Pixel XL use a combination of metal and glass.
The iPhone 7 Plus and Galaxy Note 7 are both water and dust resistant with ratings of IP67 and IP68 respectively, and the Note 7 also comes with its built-in S-Pen and iris scanner. The Note 7 and iPhone 7 Plus have fingerprint sensors on the front, while the Pixel XL’s is positioned on the rear.
The iPhone 7 Plus is the largest and heaviest of these three devices, but it is also the slimmest, measuring 158.2 x 77.9 x 7.3mm and weighing 188g.
The Pixel XL is the thickest but also the lightest, measuring 154.7 x 75.7 x 8.6mm and weighing 168g.
The Galaxy Note 7 is the smallest measuring 153.5 x 73.9 x 7.9mm and weighing 169g.
Pixel XL vs iPhone 7 Plus vs Galaxy Note 7: Display
- Galaxy Note 7 has largest display with dual-edge design
- Pixel XL has sharpest display
- Apple iPhone 7 Plus has pressure sensitive display for more functionality
The Google Pixel XL and Apple iPhone 7 Plus both have 5.5-inch displays. The Pixel XL has a Quad HD resolution for a pixel density of 534ppi, and it uses AMOLED technology, while the iPhone 7 Plus has a Full HD resolution for a pixel density of 401ppi across the LCD screen.
The Samsung Galaxy Note 7 has a larger 5.7-inch display that, like the Pixel XL, features a Quad HD resolution and AMOLED technology. Its pixel density is 515ppi, meaning the Pixel XL theoretically has the sharpest display of these three devices.
The Galaxy Note 7 has a dual-edge design however, making it look more exciting than both the Pixel XL and the iPhone 7 Plus. Apple’s trump card is 3D Touch, the company’s version of pressure sensitive technology, meaning its display is more functional than the Note 7 and Pixel XL, with extra features available based on the force with which you press.
Pixel XL vs iPhone 7 Plus vs Galaxy Note 7: Camera
- Pixel XL has the highest resolution front-facing camera
- iPhone 7 has a dual-lens rear camera setup
- Galaxy Note 7 has the widest aperture on both the front and rear cameras
The Google Pixel XL has a 12.3-megapixel rear camera with an aperture of f/2.0 and 1.55µm pixels. It features a dual-LED flash, phase detection autofocus and laser autofocus, along with optical image stabilisation. The front-facing camera is 8-megapixels with 1.4µm pixels and an aperture of f/2.4.
The Apple iPhone 7 Plus has a dual-lens setup on its rear comprising two 12-megapixel sensors, one wide-angle and one telephoto. The wide-angle sensor has an aperture of f/1.8 while the telephoto has an aperture of f/2.8 and optical image stabilisation and a quad-LED flash are also on board. The front-facing camera is 7-megapixels with an aperture of f/2.2 and a Retina Flash.
The Samsung Galaxy Note 7 has a 12-megapixel rear Dual Pixel camera with 1.4µm pixels, like the Galaxy S7 and S7 edge. It offers an aperture of f/1.7 and it too has optical image stabilisation and a dual-LED flash. The front-facing camera is 5-megapixels but it has a wider aperture than both the iPhone 7 Plus and the Pixel XL at f/1.7, meaning it should perform better in low-light conditions.
Pixel XL vs iPhone 7 Plus vs Galaxy Note 7: Hardware
- Galaxy Note 7 only one to support microSD storage expansion
- iPhone 7 Plus has largest available storage capacity option
- Galaxy Note 7 has largest battery capacity
The Google Pixel XL features the Qualcomm Snapdragon 821 processor, 4GB of RAM and a 3450mAh battery charged via USB Type-C. It is available in 32GB and 128GB storage options and it doesn’t support microSD. There is a 3.5mm headphone jack and it features bottom-firing speakers.
The Apple iPhone 7 Plus uses Apples latest A10 Fusion chip with an embedded M10 motion coprocessor. It is thought to be supported by 3GB of RAM with a 2900mAh battery running the show, charged via Lightning. The iPhone 7 Plus comes in 32GB, 128GB and 256GB storage options, none of which have microSD expansion. There is no 3.5mm headphone jack but it has stereo speakers.
The Samsung Galaxy Note 7 has either the Qualcomm Snapdragon 820 processor under its hood or an octa-core Exynos chip, depending on the region. There is 4GB of RAM, a 3500mAh battery charged via USB Type-C and it comes with 64GB of internal storage and microSD support. Like the Pixel XL, it has a 3.5mm headphone jack, along with bottom-firing speakers.
Pixel XL vs iPhone 7 Plus vs Galaxy Note 7: Software
- Pixel XL offers pure Android Nougat experience
- iPhone 7 Plus offers streamlined experience for Apple and Mac users
- Galaxy Note 7 has bloatware, but extra features for S-Pen
The Google Pixel XL launches on Android Nougat 7.1 and it offers a pure Android experience with no bloatware. There is a new launcher, round app icons and it is the first phone to offer Google’s Assistant built-in.
The Apple iPhone 7 Plus runs on iOS 10 and it will offer a streamlined experience for Mac users, like the Pixel XL does for Google users. There is no Google Assistant obviously, but Apple has Siri instead.
The Galaxy Note 7 currently runs on Android Marshmallow with Samsung’s software over the top. It will eventually get updated to Nougat but users will still get the bloatware. It does however offer a number of extra software functions for the S-Pen.
Pixel XL vs iPhone 7 Plus vs Galaxy Note 7: Price
- Pixel XL and iPhone 7 Plus start at £719
- Galaxy Note 7 cheaper at £699
The Google Pixel XL has a starting price of £719 for the 32GB model. It creeps up to £819 for the 128GB model.
The Apple iPhone 7 Plus also has a starting price of £719, again for the 32GB model. The 128GB model also costs £819 like the Pixel XL, while the 256GB model will set you back £919.
The Samsung Galaxy Note 7 is £699, though it is currently not back on sale in the UK at the moment.
Pixel XL vs iPhone 7 Plus vs Galaxy Note 7: Conclusion
The decision between these devices will probably come down to the design you like best and the software experience you prefer rather than the specs. For those of you who do care about the specs though, all three devices are pretty much on par.
The Pixel XL has the sharpest display, all the power you could want and a promising camera offering. The iPhone 7 Plus is the slimmest device and it has already proved itself as an excellent device in terms of both performance and camera. The Note 7 has had its issues with the battery problem, but it is also a superb device, with an brilliant camera and a design that is the most exciting of these three handsets in our opinion.
Ultimately, whichever of these three you choose, you’re unlikely to be disappointed. They are all well-built, all powerful and all flagships.
- Google Pixel XL preview: A new, costly, Google overlord
- Apple iPhone 7 Plus review: Big changes from the big iPhone
- Samsung Galaxy Note 7 review: Take note, this is the big-screen phone to beat
Porsche Design’s first audio products have been made with KEF
Porsche Design, Porsche’s premium-lifestyle arm, has turned to KEF to help it release it’s first range of hi-fi audio products, not including the €2900 911 soundbar. The new products are the Gravity One; a wireless Bluetooth speaker; Space One, a pair of over-ear headphones and Motion One, a pair of wireless in-ear headphones and all have been designed at Porsche’s Studio in Zell am See, Austria
The Gravity One Bluetooth speaker is made from a single piece of aluminium and sports a winged design. While Porsche Design has taken care of what the speaker looks like, British audio brand KEF has taken care of the innards, which comprise the company’s proprietary Uni-Q technology to deliver 360 degree sound. There’s also two force-cancelling auxiliary bass radiators positioned back-to-back to help keep unwanted resonance at bay, to leave you with “clean, natural bass”.
You connect to the speaker via aptX Bluetooth or 3.5mm aux-in and the built-in battery claims to provide 10 hours of playback time. It’s available now for £330.
The Motion One wireless in-ears have brushed aluminium housings and a black silicone neckband. KEF says the Motion One deliver “tight bass, spacious mid-range and crisp highs for a listening experience far bigger than their size”. Connection is via aptX Bluetooth or you can fit an optional cable to handle high-resolution audio. The Motion One in-ears are water resistant and have a built-in battery for 10 hours of playback time. They’re available now for £220.
Finally, the Space One over-ear headphones have active noise-cancelling technology to help block out external sound. KEF says the combination of 40mm drivers with 20mm neodymium magnets offers “smooth highs, lush mid-range and tight bass”. The earpads are made from a breathable sweat-resistant leatherette with memory foam for added comfort. The Space One headphones are available now for £370.
PlayStation VR review: Great games outweigh limited specs
The PlayStation VR is just what the fledgling virtual reality industry needs today. While the Oculus Rift and HTC Vive made headlines for being the first truly high-end VR headsets on the market, they’re held back by their cost, complexity and lack of killer games and experiences. Sony’s solution, on the other hand, starts at $400 (assuming you already own the PlayStation Camera and Motion Controllers) and works with the $300 PS4 console that’s currently in tens of millions of homes. It’s also launching with a slew of titles from major developers, with even more on the way. While the PlayStation VR isn’t as technically capable as its competition, it’s a much more sensible option. But it’s still not quite a must-buy product just yet.
Hardware
The PlayStation VR screams “consumer friendly.” Its plastic headset has the same basic shape as its competitors, but it sports a rounder, more toy-like aesthetic. Bright lights on the PS VR make you look like a character in Tron whenever you’re wearing it. And instead of relying on ugly and crude straps, it has a sturdy headband with ample cushioning. There’s also just one wire coming out of the headset — an improvement over the HTC Vive’s bundle of cables.
While the Rift and the Vive both feel like advanced prototypes, the PS VR shows attention to detail — exactly what you’d expect from a company that’s been making consumer gadgets for more than 30 years.
Moving inside the headset, there’s a thin rubbery material around the lenses that rests against your face and nose. That might seem like a precarious method for keeping the headset in place, but the rubbery bits actually feel soft and smooth on your skin. And best of all, it doesn’t make you sweat like the foam liners around the Vive and the Rift. Sony’s design is far more suited to sharing the headset as well; you just need to wipe down the rubber portions and the head cushion. It’s much harder to successfully clean foam liners, and eventually they start to fall apart if you sanitize them well.

The PS VR’s two lenses sit atop a 5.7-inch, 1080p display. That might sound like a lot of pixels, but it’s a bit less than the 2,160 x 1,200 resolution offered on the Oculus and HTC headsets. And when you have your face shoved right up against a screen, every single pixel matters. It also provides a smaller field of view compared with the competition: 100 degrees, instead of 110, which has an impact on the overall sense of immersion. The PS VR also includes the same Sixaxis gyroscope found in Sony’s game controllers, as well as a built-in microphone.
Those lights I mentioned before also help the PlayStation Camera track your head movements, just like how it follows your hand movements with the glowing bulbs on top of the Move controllers. Speaking of those devices, it’s important to know that they’re required for using the PS VR. You might have assumed they were optional, since they’re not included in the $400 Core bundle, but that’s really meant for people who already own two Move controllers and a PS Camera. The $500 PS VR bundle includes both (and it’s actually a decent deal compared with buying all of the gear separately).

I’m not sure if Sony had any idea it would be getting into the VR business back when it debuted the Move controllers in 2009, or even the Camera in 2013, so it’s practically a stroke of luck that it already had the hardware available. Those devices were seen as responses to the Nintendo Wii and Microsoft’s Kinect camera, and while a few games took advantage of them, developers never really jumped aboard. The PS VR could finally be a way for Sony to sell off its old inventory — if it succeeds, of course.
As for other hardware, the PS VR also comes with a Processor Unit (it honestly looks like an adorable baby PS4) that powers the “Social Screen.” That’s Sony’s fancy name for mirroring whatever you’re seeing in your headset to your TV. Some games will also use the TV for multiplayer features, allowing your friends to either join in or play against you on the same console.
Setup

Once you open the box, the first thing you’ll have to do is connect the Processor Unit to your PlayStation 4. That involves swapping the HDMI cable in your console, adding another passthrough HDMI cable (included in the package) and connecting the Processor Unit to a USB connection on the front of the PS4. (I bet Sony regrets not including rear USB ports now.)
There’s a lengthy dongle with an HDMI port and proprietary power/data connection that plugs into the front of the Processor Unit, which is where you actually plug in the VR headset. A slim controller box in the headset’s cable also lets you turn on the power, mute the microphone, plug in headphones and adjust the volume. If that sounds like a mess of wires, well, you’re not wrong. If you want to live with the PS VR, you’ll have to learn to deal with plenty of cables.

When I’m not using the headset, I disconnect it from the dongle and hide all of the wires. But when you’re using it, you’ve got no choice but to have cables running all around your living room. It’s not nearly as cumbersome as the HTC Vive’s Alien-like cable bundle, but it’s still a potential hazard for tripping or knocking things over on your coffee table.
If you’re among the many PlayStation owners (myself included) who don’t have the Camera or Move controllers, you’ll need to allot some setup time for those as well. They’re fairly easy to connect, though the Camera’s precarious stand always needs some fiddling. The Move Controllers also need to be plugged into your console over USB to get set up, a process that took several tries for me.
In use

With everything connected, you just need to hit the power button on the headset’s inline remote to turn on the Processor Unit (it comes alive with a satisfying “beep”). Slipping on the headset — which involves lengthening the front telescopic portion of the lens, pulling back on the rear of the headband and tightening everything with the adjustment dial — brings you to the familiar PlayStation 4 interface.
Sony didn’t make any changes to its PlayStation dashboard for VR, but then again, it didn’t really have to. The interface translates well to VR, especially since you’re still navigating it with your existing DualShock 4 controller. Eventually it’d be nice to see some virtual reality flourishes while browsing your PS4 library. At this point, you’re basically just staring at a 2D screen inside of the headset.
From afar, the PS VR’s headset looks pretty bulky. And at 1.3 pounds, it’s also significantly heavier than the one-pound Oculus Rift and slightly beefier than the 1.2-pound HTC Vive. But here’s the thing: Sony’s headset doesn’t feel heavier when you’re wearing it, thanks to the smart ergonomics of the headband.
The front of the band rests on your forehead — it’s almost like you’re wearing half of a helmet — while the rear portion sits against the back of your head. Both sides are cushioned well, and the back of the band also has weights to help balance everything. The result: I can wear the PS VR for hours on end with glasses without feeling fatigued, whereas discomfort is a big problem for me with the HTC Vive. It also doesn’t make me feel like I’m strapped into some sort of Clockwork Orange eye torture device, a sensation I inevitably feel when using the Rift or Vive for too long.

This is something worth stressing: Comfort matters if we want regular consumers to see VR as more than just a fad. Geeks and early adopters are often willing to suffer through wonky designs to experience bleeding-edge tech. But for everyone else, headsets need to be something that’s easy to wear. Mobile solutions like Samsung’s Gear VR and Google’s upcoming Daydream headset emphasize comfort, and since they’re not encumbered by wires, they’re also much lighter and easier to wear than high-end VR headsets.
So how does the PS VR handle virtual reality? Surprisingly well, it turns out. The OLED screens spit out bright, vibrant images, and the combination of the PlayStation Camera and Move controllers allow for some solid motion tracking. (It also puts the PS VR a step above the Rift, which still hasn’t launched its motion controllers yet.) There’s also some decent 3D positioning audio, even with the bundled Sony headphones.
And while most VR experiences don’t have the same graphics fidelity as you’d get from a PC — there are more jaggy edges and fewer details — they’re good enough to make for convincing virtual experiences.
I was especially surprised at how well the Move controllers adapted to VR. They’re just as comfortable as the Vive’s controllers but far less bulky, and they’re precise enough to let you maneuver small puzzle pieces or flip a virtual object around to view it from every angle. Not bad for seven-year-old technology.
The one big complaint I have is with the PS VR’s limited 100-degree field of view. It makes virtual environments feel a bit less immersive and more like you’re peering through a pair of binoculars. Most people probably won’t notice the issue, but it feels like a distinct step back if you’re used to more powerful VR platforms. Sony also purposefully designed the headset so that there’s a small gap at the bottom of the screen, allowing you to catch glimpses of the real world. I get the safety reasons for doing that, but it’s something that could have been addressed with a built-in camera, as on the Vive.
Games

So. Many. Games. That’s the PlayStation VR’s big draw over the competition. While the Rift and the Vive offered a handful of titles at launch, they didn’t have much support from major publishers, and there’s still a disappointing lack of quality titles on their platforms. The PS VR, on the other hand, is launching with more than 30 titles, with another 20 or so to come by the end of the year, according to Sony. And they’re not all just small titles from indie devs either.
Every PS VR unit also comes with a demo disc that lets you test out 17 games, including EVE: Valkyrie, Job Simulator and Resident Evil 7. Most of the experiences last just 10 to 15 minutes, but they’re enough to help you decide which games you’d actually want to buy. It also gives me flashbacks to the demo disc in the original PlayStation, which I remember playing endlessly, since I didn’t actually own many games. Every PS VR owner will also be able to download The Playroom VR for free, which is basically a collection mini-games. And Sony has compiled five of its own experiences into the $40 PlayStation VR Worlds, which will let you do things like take on the role of British gangster or dive into the ocean’s depths.
Batman: Arkham VR is probably the biggest launch game, because who hasn’t secretly wanted to be the Caped Crusader? It comes from Rocksteady Studios, the folks behind the recent trilogy of well-regarded Batman games. With an iconic character and trusted developers, it was the experience I was most looking forward to trying out. And for the most part, it didn’t disappoint.
We’ve already covered the early part of Arkham VR in depth, but without revealing spoilers, I can say that it’s one of the more unique VR experiences on the market. The game leans heavily on the detective side of Batman, as you’re trying to solve a murder mystery. It takes full advantage of the character’s gadgets: If you look down, you’ll see your utility belt with an environmental scanner on the left, batarangs in the middle and a grappling gun on the right. When you’re playing the game, you just need to reach down in the general area to select those gadgets. It wasn’t long before I was flinging batarangs on command (and, yes, you’re helped out by some heavy aim assistance).
You’ll come across some familiar faces from the comics, and I was glad to see that Rocksteady brought in its usual voice actors (including Mark Hamill as the Joker) to lend some gravitas to the experience. Arkham VR doesn’t have much in the way of combat, though, which will disappoint fans of the developer’s previous games. Personally, I too wanted to bust some heads in VR. The game is also only a few hours long (hence the $20 price), so it’s more an appetizer than a truly satisfying entree.
I was also wowed by Rez Infinite, which brings the on-rails shooter mechanics from the classic Dreamcast game into a fully immersive environment. It relies on a Move controller for targeting enemies, but the real beauty of it is simply looking around and feeling enveloped by the stylized graphics and 3D audio. The magic of Rez was always about finding the flow of shooting, which directly affects the rhythm of the score. Infinite evolves that experience in just the right ways.
Until Dawn: Rush of Blood is another on-rails experience, except you’re literally on rails. The game places you inside a train cart and moves you through a variety of creepy areas, from a haunted mansion to a slaughterhouse with screaming pigs. Naturally, you’ll have to shoot some baddies, but it also uses head tracking to force you to duck or lean from deadly obstacles. It’s more of a carnival ride than the engrossing narrative experience of the original game, but boy, is it a fun way to show what VR can do.
I didn’t suffer any of the motion sickness issues that some of Engadget’s staff experienced at E3, which were at times so dispiriting that they made us fear for the future of VR. That could be due to developers having had more time to polish their experiences (especially with Resident Evil 7) as well as further refinements with the PS VR software. Either way, I’m glad to see that the PS VR isn’t a vomit machine.
There weren’t any major technical issues either. On some occasions, the PS Camera had trouble accurately positioning the Move controllers, but a reset would usually fix it. That’s the sort of bug that Sony can solve with a software update, at least.
The competition

No surprises here: The PS VR is going head to head with the Oculus Rift and the HTC Vive. But there really isn’t much of a contest, if you really think about it. If you value higher-fidelity graphics and are already a PC gamer, it makes more sense to invest in the more powerful hardware. But if you’re a console gamer who already owns a PS4, the PS VR makes more sense.
When it comes to overall cost and accessibility, the PS VR is a far more compelling option. For now, it’s the only way to get into immersive motion-tracking VR for less than $1,000 ($400 for the PS VR core bundle or $500 for the Camera and Move Controller PS VR bundle, plus $300 for the console). The more powerful $400 PlayStation 4 Pro could also solve some of the graphical issues I had with the PS VR when it debuts next month. Even with that machine, you’ll still be shelling out less than you would with a powerful gaming PC and the $600 Rift or $800 Vive.
What’s next?

Looking ahead, though, I have a feeling the PS VR won’t age very gracefully. We’ll likely see some more technically impressive PC VR titles next year, and it’ll be left in the dust whenever we see follow-up headsets from Oculus and HTC. Microsoft is also opening up its Windows Holographic platform to VR headsets soon, so who knows what that will bring.
But here’s the thing: Even though the PS VR is a good value for this nascent industry, that’s still a lot of money. At this point, most consumers would be better off just waiting for prices to come down across the board in the high-end VR arena. And as great as some of the games are, none of them are true must-play experiences. I had fun with plenty of them, but nothing has pulled me back to play repeatedly as much as recent non-VR titles like Overwatch or Forza Horizon 3.
It’s also unclear how much Sony will continue to support PS VR moving forward. For now, it’s getting buzz for being a low-cost solution. But if Sony doesn’t sell enough units, or if developers start to cool on the platform, you’ll be left with an unsupported and expensive experiment. In many ways, the PS VR reminds me of the Sega CD, an expensive peripheral that gave us a glimpse at the future but was too expensive and technically limited to truly succeed.
The best thing about the PS VR: Even if it’s not for you, it could help grow the overall VR market. Since it’s not just limited to the Rift and the Vive now, more developers might actually consider making VR games.
Wrap-up

Good on Sony for actually delivering a decent VR headset that comes in much cheaper than the competition. It’s even more impressive that it managed to get a fair number of developers on board for the initial push. Nonetheless, the PS VR is hard to recommend for most people. Even if you’re intrigued by virtual reality, it’s worth waiting for prices to go down and for the overall market to settle.
Amazon’s latest Prime perk is free books and magazines
While members of the Amazon Prime club get all kinds of benefits with their subscription, bookworms don’t receive a great deal of special treatment. Sure, they can borrow one e-book for free each month and access new novels early, but the all-you-can-read Kindle Unlimited service requires a separate, $10 per month subscription of its own. That isn’t changing today, but Amazon has just announced something of a light version of Unlimited called Prime Reading, which is now available to Prime subscribers in the US.
Prime Reading lets members access over a thousand “popular” books for free, from The Hobbit to Lonely Planet guides, as well as full issues of well-known magazines, comics and short works from the Kindle Singles catalog (including Classics). The carousel of content will rotate too, so you should find new things added to the Prime Reading list fairly often. With winter fast approaching, it’s time to get your neglected e-reader recharged, the fire stoked and some free stuff downloaded.
Source: Amazon
Netflix and Girl Scouts team up to get kids into STEM
Netflix has revealed a collaboration Melinda Gates would approve of. The streaming service has teamed up with Girl Scouts of the USA for a project that aims to encourage young girls to pursue careers in science, technology, engineering and math. To start with, they launched an online resource called STEM Superstars Guide that scouts across the US can access to find out more about what pursuing a career in those fields mean. Volunteers can also check it out to find activities they can do and ideas they can use to start relevant conversations.
In addition, Netflix has invited troops from Silicon Valley to its headquarters on October 4th, where scouts met female reps from big-name tech corporations, including Google, Instagram, Intel and Twitter. The kids also got an early look at the new season of the Netflix original Project MC2, featuring teen spies saving the world with the powers of science and technology. Plus, they got to perform some experiments inspired by the show.
According to the company, 50 percent of young women ultimately decide that a career in STEM isn’t for them despite showing early interest in those fields. This partnership aims to change that. Besides being an attempt to keep girls interested in pursuing STEM careers, this project also wants to show them that there are many female role models whose footsteps they can follow. And that includes Girl Scouts interim CEO Sylvia Acevedo, who’s a rocket scientist herself:
“As a lifelong Girl Scout who grew up to pursue rocket science, I know the impact our program can have on girls interested in STEM. My Girl Scout experience was a key element in empowering me to enter the engineering field when most females didn’t pursue STEM. I am so thrilled to work with Netflix to ensure more girls have the interest, drive and determination to pursue and lead in STEM-related fields.”
Source: Girl Scouts
Roku makes it easy to launch a streaming TV channel
Roku just showed off its latest players upgraded with features like 4K and HDR, and now it’s working on getting more stuff for owners to watch. That will come via its new Roku Direct Publisher tool, which lets the people who have videos make a channel for the box, without having to do any coding. Of course, you will need somewhere to host the content for your streaming channel, but if you already have that then getting content in front of Roku’s 10 million or so active accounts (those that have actively streamed in the last 30 days) is as easy as writing this blog post.

To show off what it’s capable of, a number of new partners are delivering channels built with the tool, including names like Rolling Stone, Us Weekly and Cracked. Also, using the Direct Publisher setup also means content is included in Roku’s universal search, which it recently announced covers over 100 channels. While other set-top box entries like the Apple TV, Fire TV, Chromecast and Android TV get a lot of attention, the company points out survey results earlier this year from Comscore showing it has a 49 percent share of the market.
All of that means being in front of more eyeballs, which can mean more money, especially with access to Roku’s ad sales platform. Channels built this way don’t support subscription or video on-demand fees (yet), so if you’re looking to profit immediately that’s the option available.

Of course, as a viewer, this just means that the next time you turn on your (relatively modern) Roku box / TV / stick you can expect to see even more options. If the channels are easy to make, update and discover, then there are even more reasons to push content on the platform (if you ever choose to watch something other than just Netflix).
Beats By Dre Chief Marketing Officer Omar Johnson Leaving Company Next Month
One of the instrumental executives who oversaw the rise of Beats By Dre as a brand, chief marketing officer Omar Johnson, has announced that he is leaving the company on November 1 (via Fast Company).
Johnson didn’t give a specific reason as to why he is leaving the company, but his departure date will mark six years since he came onboard in 2010.
Back then he was vice president of marketing before being named CMO in 2012, two years before Apple would come in and acquire the brand for $3 billion.
Working with the ad agency R/GA, Johnson helped craft some of the most well-known Beats By Dre advertisements, fueling its “transition from a curiosity to a constant presence in pop culture.”
An example of one of the ads Johnson helped create
Although his departure from the company wasn’t explained, Beats co-founder and current Apple Music executive Jimmy Iovine commented on the announcement, describing Johnson as “one of the most talented marketing executives” he’s ever met and an instrumental factor in what Beats By Dre eventually became.
In an email, Beats co-founder Jimmy Iovine said, “Omar Johnson is a one of the most talented marketing executives I’ve ever met and we couldn’t have built Beats without him. He has my support in his future endeavor.”
After Johnson leaves, his former “right-hand man” Jason White will become executive vice president of marketing at Beats. Before he’s gone for good, Johnson is said to focus on putting the finishing touches on two new global brand campaigns that will be debuting soon.
Tag: Beats by Dre
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Apple Remains World’s Most Valuable Brand Despite First-Ever Drop in iPhone Sales
Apple remains the world’s most valuable brand this year, topping Interbrand’s annual rankings for the fourth consecutive year.
Apple’s valuation rose 5% to $178.1 billion, ahead of tech rivals like Google, Microsoft, and Samsung, despite iPhone sales declining for the first time this year in line with the company’s first revenue decline since 2003. Apple’s brand value has steadily risen since 2002, when it was worth $5.2 billion, according to the study.
Apple shows how ecosystems drive value. Analysts have often pointed out that “Apple has superior products.” While true, this opinion undersells the brilliance of Apple’s functionally integrated model. Its software, hardware, and touchpoints are connected not just by beautiful design aesthetics, but by a level of interoperability that justifies the Apple premium and discourages defections to another platform. And the more data you share, the more personal it becomes—adding new devices is painless and the thought of switching increasingly unpromising. Apple is the Alpha of Cohesiveness in full effect.
However, perhaps more reflective of its recent declines, Apple did not make Interbrand’s list of the top growing brands in 2016:

Coca-Cola, Toyota, Mercedes-Benz, and GE were the only companies outside the technology industry to make the top ten, which also included IBM and Amazon. Coca-Cola’s brand value dropped 7% to $73.1 billion, continuing its decline since Apple overtook it for the top spot in 2013, according to Interbrand.
Interbrand is one of several brand rankings released each year, with others including Forbes and BrandZ. Apple has consistently performed well in these studies over the past decade as its revenue has ballooned on the strength of iPhone sales. Apple remains the world’s most valuable company with a $611 billion market cap.
Tag: Interbrand
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Galaxy Note 7 back on sale at T-Mobile

Product page now reassures customers that the new version won’t explode.
With the official recall wrapping up, today’s the day T-Mobile U.S. puts the Samsung Galaxy Note 7 — in its new, entirely safe form — back on sale. It’s right at the very bottom of T-Mo’s list of “featured” phones, but very much available to buy, priced $849.99 to buy outright, or $32.50 per month for 24 months, with $69.99 payable upfront.
A notice at the top of the page reassures buyers that this Galaxy Note 7 is the fixed model, and not the one that’s liable to catch fire or explode while charging.
The Galaxy Note7 was recalled by the U.S. Consumer Product Safety Commission (CPSC) on September 9th. This Galaxy Note7 has been approved by the CPSC for all purchases and exchanges.
T-Mobile is the first major U.S. carrier to put the Note 7 back up for sale, just a few days after carriers in Samsung’s home market. Elsewhere, we’re looking at new sales beginning again in Europe from October 28.
Anyone been waiting on new Note 7 sales to start up again? Shout out in the comments!
MORE: Reasons to buy the Galaxy Note 7 when it goes back on sale
See at T-Mobile
Samsung Galaxy Note 7
- Galaxy Note 7 recall: Everything you need to know
- Samsung Galaxy Note 7 review
- The latest Galaxy Note 7 news!
- Here are all four Note 7 colors
- Complete Galaxy Note 7 specs
- Join the Note 7 discussion in the forums!
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Google Pixel: Here’s how much space you really get in the 32GB models

It’s not as simple as a single number, but here’s a breakdown of how much of that 32GB you’ll actually be able to use.
Google’s Pixel phones only come in two storage configurations — a base model 32GB, and a pricey 128GB model, for which you’ll pay a $100 premium. So if you’re looking to save some cash on what’s already a pretty expensive phone, you might be wondering just how much space you really get on the cheaper 32GB Pixel. Well, here’s the answer.
It’s not as simple as a single number, because of the way Android app updates work, but here’s a quick breakdown:
- The formatted capacity of the phone is 29.7GB — that’s how much space there is in total.
- The OS takes up 5.39GB, leaving you with around 24.3GB of space for your own stuff on a freshly unboxed 32GB Pixel
- … But updates to built-in apps have to come out of that. Google’s demo units had 1.22GB taken up by apps, so a more realistic starting number would be around 23GB
A few things to note here. Even if you don’t install any third-party apps, subsequent updates to built-in apps will whittle that number down further, over time. That’s because updates to preinstalled apps occupy the same space as newly installed apps from the Play Store. (Even if you don’t update, just using your phone accumulates cached data which also takes up space.)
MORE: How to free up storage space on Android
Secondly, more than 5GB might seem a bit steep for what’s still a relatively barebones Android 7.1 experience, but it’s worth remembering that Nougat’s seamless updates feature is likely at play here. In order to update faster and more easily — and with less chance of bricking due to a software update — phones shipping with Android 7.0 or above duplicate the partitions where the Android OS lives. This redundancy is a good thing, but it also takes up a few extra gigabytes.
MORE: How seamless updates work in Android 7.0
Still, 23GB (give or take) is about on par with what you’d expect from a modern 32GB Android phone — the real test will come when the likes of Samsung and LG start pushing out mid-range phones with Nougat. Losing a few extra gigabytes on a 32GB “Google experience” phone isn’t a huge deal. But factor in a heavier UI layer (like Samsung’s TouchWiz) and more built-in apps, and a future 16GB handset might end up with a lot less space available to the user.
Google Pixel + Pixel XL
- Google Pixel and Pixel XL hands-on preview
- In pictures: Google Pixel and Pixel XL
- Pixel + Pixel XL specs
- Understanding Android 7.1 Nougat
- Verizon is the exclusive U.S. carrier for the Google Pixels
- Join the discussion in the forums!
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