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It’s Time to Stop Waiting for Apple’s Next iPhone Moment

Commentary: The iPhone took off because it came at the right time — a moment that may be impossible to re-create.

When the original iPhone arrived in 2007, few people knew it would lay the foundation for the devices we now carry in our pockets each day. As the June 5 date of Apple’s Worldwide Developers Conference approaches, all eyes will be focused on whether the tech giant can re-create that impact with its first entirely new product in almost a decade: a head-mounted computer

The iPhone wasn’t the first smartphone, nor was it the first mobile device to achieve cultural relevance as a status symbol. But it came at just the right moment, and there arguably hasn’t been such a perfectly timed tech product launch since. Re-creating that moment will be challenging, even for Apple. 

The tech industry has evolved a lot since 2007, and so has our relationship with technology. Devices like the iPhone and the BlackBerry revolutionized the way we access information and communicate, at a time when the idea of constant internet connectivity was relatively new. 

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But the biggest new gadgets since then (think smartwatches, wireless earbuds) were initially useful because they untethered us from those phones, helping us better navigate the influx of alerts flowing from them. It took years for the Apple Watch to establish its direction as a health and wellness device, and I suspect it’ll similarly take time for the headset to find its niche. 

The arrival of a completely new product — whether it be a smartwatch or a headset — doesn’t feel the same as it did 16 years ago. Nor should it. 

For the iPhone, timing was everything

The iPhone debuted at a formative time for personal technology. As the internet became a more integral part of our lives, so did the need to take it with us. 

The iPod, BlackBerry phones and other personal digital assistants (better known as PDAs) provided a way to keep us connected on the go as people recognized the need to listen to music, send emails, and manage calendars away from home. Shipments of handheld computers from brands like BlackBerry and Palm rose 18.4% in 2006, according to Gartner data reported by the Associated Press in early 2007, underscoring the demand for mobile access to email and other communications. 

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Research in Motion’s BlackBerry Curve 8350i, from 2008. The BlackBerry first appeared in 2002.

Corinne Schulze/CNET Networks

Then the iPhone came in 2007 and changed everything. Steve Jobs famously introduced the first iPhone as a phone, an iPod and an Internet communicator in one device. What made the iPhone so impactful was that those three things were already necessities in people’s lives, as the success of cell phones, the iPod and home computers showed. 

In 2000, 51% of US households had one or more computers, and more than 40% of households were connected to the Internet, according to a 2001 New York Times report covering Census Bureau data. The US added a record-breaking 25.7 million new mobile phone users in 2005, reported InfoWorld in 2006, citing data from the Cellular Telecommunications & Internet Association. And sales of MP3 players were booming in the early 2000s, as market researcher IDC reported back in 2002. 

Clearly the internet, MP3 players and cell phones were permeating everyday life long before the iPhone made its debut at the Macworld conference in 2007. The iPhone was the culmination of these trends, showing how hardware was catching up to the way people were already using tech products in their daily lives. Though PDAs and early «smart» phones like the IBM Simon were a promising start, they were largely designed to be handheld computers with cell phone functionality. 

The iPhone and other modern smartphones took that idea a step further. When Apple’s App Store arrived later in 2008, apps turned the iPhone and other handheld devices into Swiss Army Knives, expanding their functionality beyond the business-focused PDAs of years past. Today, mobile devices can serve as phones, internet and email portals, music players, mini-TVs, flashlights, wallets, keys and so much more, largely thanks to the proliferation of apps.

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The App Store turned the iPhone into much more than a phone, iPod and internet communicator. 

Angela Lang/CNET

But it’s important to remember that even the iPhone wasn’t an overnight success. The original model’s price and initial exclusivity to AT&T, combined with the notion that Apple was a newcomer to the mobile phone business, certainly resulted in some skepticism about the iPhone’s future. Let’s not forget that the first model also had many shortcomings, as former CNET Senior Managing Editor Kent German pointed out in his review.

Still, the iPhone had a long-term impact because it filled a need at the right time — even if it wasn’t immediately accessible to everyone right away. Consider technologies that came before their time. Microsoft’s SPOT platform sought to turn everyday objects like watches and household appliances into smart gadgets — preceding today’s smartwatches and the so-called internet of things boom. The SPOT watches never caught on, thanks in part to their bulky design and the subscription fee required to access Microsoft’s MSN Direct service, as my colleague David Carnoy wrote in 2008, marking the end of Microsoft’s efforts in that area at the time.

An Apple headset has a lot more competition for our attention 

Fast-forward to today, and the tech world is buzzing about what’s expected to be a similar moment in Apple’s history. The company will reportedly introduce its first mixed reality headset on June 5, which Bloomberg says will have apps and software features that span gaming, communication, fitness and more. Apple has a reputation for popularizing devices like the smartphone, tablet and smartwatch, so the expectation is that it will do so again for headsets.

That may very well be true. But making head-mounted computers as ubiquitous as the iPhone is a tough task, even for Apple. Once again, it will all come down to timing. From smartwatches to earbuds, tablets to smart speakers, there are plenty of gadgets in our lives designed to fulfill different needs — many more than when the first iPhone launched. 

Apple Watch Ultra vs Series 8 Apple Watch Ultra vs Series 8

Devices like the Apple Watch can help us manage the influx of notifications coming from our phones.

Lexy Savvides/CNET

American households owned an average of 16 connected devices as of 2022, according to research firm Parks Associates. A Pew Research survey from 2021 found that 31% of US adults said they’re constantly online. A Reviews.org survey, the results of which were published this month, found that 56.9% of Americans said they’re addicted to their smartphone.  

A gadget like Apple’s virtual reality headset, which will cost around $3,000 according to Bloomberg, will have to be very compelling to demand attention in a world already oversaturated with screens and sensors.

The iPhone may have revolutionized the way we communicate and use the internet. But we’re now in an era in which people are looking to disconnect from their phones more easily, and that shows in the new tech products from the last decade.  

What do smartwatches, wireless earbuds and smart speakers have in common? They all allow us to access the internet without reaching for our phones, whether it’s skipping to the next track on your Spotify playlist, asking a virtual assistant for today’s weather forecast or getting a text message on your wrist. A mixed reality headset would seemingly do the opposite by further plunging you into whatever content you’re experiencing at the moment.  

Even the developments in generative artificial intelligence, or AI, that can create content based on prompts, are designed to help us spend less time buried in screens. Google, for example, recently showed off a new Gmail feature called Help Me Write that can draft messages for you based on a quick prompt. Tools like these could shorten the amount of time we spend replying to emails and other communications, and could arguably be more impactful than new hardware. (In fact, if you’ve been following tech headlines in 2023, AI is apparently in the midst of its own «iPhone moment.»)

The slow-burn effect

In recent years, it’s taken longer for new Apple gadgets to establish a role in our lives, and the Apple Watch is the strongest example of this. When introducing it back in 2014, Apple initially positioned it as a personal timepiece by highlighting its stylish design and time-telling accuracy, before mentioning health and fitness.

But as the gadget matured and became more popular, Apple leaned more fully into health. It added ECG functionality in 2018 with the Series 4 model, enabling the watch to provide more data about cardiac health and signaling a turning point for the device. In 2019, Apple CEO Tim Cook told CNBC that Apple’s «greatest contribution to mankind» will be about health. Roughly three years after the first Apple Watch arrived, it became clear that health, fitness and wellness tracking would be the its most important purpose. The iPhone may not have been in everyone’s pockets right away, but its role as a handheld computer, MP3 player and phone was apparent from the start. 

A wrist wearing the Apple Watch Series 4 44mm smartwatch against a yellow background. A wrist wearing the Apple Watch Series 4 44mm smartwatch against a yellow background.

The Apple Watch Series 4 was the first with ECG support.

Sarah Tew/CNET

Is it the right time for Apple’s rumored headset? I don’t have the answer, and I’m not sure if Apple does either. But one thing is for certain: If the headset is a hit, its success will look a lot different than that of the first iPhone. We might not understand the headset’s role in our lives until years after its release, if the Apple Watch’s trajectory is any indication. That wouldn’t deem it a failure, it’s just a sign of the times. 

The so-called «iPhone moment» may be behind us for good. Or maybe it’s just changed.

Technologies

Zelle App Is Gone. Use These Alternatives to Send Money Digitally

You still have lots of free ways to send money to friends and family electronically.

If Zelle has been your go-to app for sending money digitally, it’s time to find a new method. The digital payment app shut down on April 1.

That doesn’t mean you can’t use Zelle altogether, however. Zelle has only discontinued its standalone app. You can still send money using Zelle if your bank belongs to the Zelle network. You’ll just need to do it through your bank’s app or website. You also have other services to choose from. Here’s what you need to know about this change and your options moving forward.

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Why the Zelle app is shutting down

When Zelle launched in 2017, only about 60 US financial institutions offered the service by the end of that year. Today, that number exceeds 2,200. As a result, less than 2% of Zelle transactions occur through the standalone app. Zelle has been phasing out the ability to make transactions on its mobile app since October 2024.

«Today, the vast majority of people using Zelle to send money use it through their financial institution’s mobile app or online banking experience, and we believe this is the best place for Zelle transactions to occur,» Zelle said in an October 2024 press release

In December, Zelle was in the spotlight when the Consumer Financial Protected Bureau sued the company and three of the largest US banks for failing to protect consumers from widespread fraud on the peer-to-peer payment network. The lawsuit has since been dropped.

Other ways to send money digitally

You can still use Zelle through your bank’s app or website if it belongs to the Zelle network. You can also switch to another digital payment app, such as:

  • Apple Wallet
  • Cash App
  • PayPal
  • Venmo

Take some basic precautions when using Zelle or any other digital payment service. These apps are a frequent target for scammers, and Chase Bank has started blocking some Zelle payments it believes could be fraudulent. Only send money to people you know and trust, and watch for red flags like an urgent message claiming to be from your bank or an online ad for concert tickets that seem impossibly cheap.


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Technologies

Marvel Rivals Season 2 Starts Next Week, Devs Drop Big News

Emma Frost and Ultron are joining the Rivals roster in season 2, and developers are upping the pace to one new hero per month starting with season 3.

After surviving the endless night in New York City with the Fantastic Four, Marvel Rivals players are getting invited to the shores of Krakoa for the start of season 2 on April 11. The game dropped the first trailer for the new season, giving us our first official look at the new heroes, and a developer vision video dropped major news about the future of hero releases. 

The trailer features the former foe and sometimes-leader of the X-Men, Emma Frost, inviting people from across Rivals’ various timelines to the mutant nation of Krakoa, where everyone gets dressed up for a fancy gala — even Wolverine puts on a white tux. The event, however, is unceremoniously interrupted when Ultron shows up preaching extermination. 

We also got a look at some of the cosmetics in season 2, though it’s unclear which are from the shop and which might be in the battle pass. In addition to the dressed-up Wolverine, we also got looks at Magik and Psylocke in the traditional X-Men blue and yellow. Nonmutant guests are also getting in on the fun, with fancy attire for heroes like Cap, Widow and Luna Snow. 

New Heroes and balance changes in Marvel Rivals Season 2

Emma Frost joins the roster as a Vanguard. We don’t have detailed information about her abilities yet but expect that information to drop ahead of next week’s season launch. Ultron is coming in the season 2.5 update, which should be in late May. 

Some team-ups are changing in season 2, including three new team-up abilities that were previewed in the newest developer vision video. 

  • Emma Frost allows Magneto and Psylocke to create illusions of themselves.
  • Doctor Strange teams up with Scarlet Witch allowing her to use small portals to seemingly increase her damage output via a rapid-shooting alternate fire.  
  • Cap finally teams up with Bucky, allowing the Winter Soldier to leap to allies.

A few existing team-ups are getting adjustments, with Psylocke, Winter Soldier and Doctor Strange being removed from older team-ups in favor of new ones, and Namor moving from working with Luna’s anchor to Hulk’s to empower his ultimate with gamma energy. Two team-ups are being removed entirely: Magneto can no longer team up with Scarlet Witch, and Thor is no longer anchoring Cap and Storm.

The developers vaguely teased other balance changes, including buffs to Peni, Mister Fantastic and Moon Knight, with Strange trading offensive pressure for more survivability and Rocket getting more utility while Loki and Adam Warlock receive nerfs to their Regeneration Domain and Soul Bond abilities.

Future seasons will be shorter, which means more new heroes

One of the most surprising moments in the developer video was the announcement that, beginning with season 3, seasons will be two months long instead of roughly three. There has been a lot of discussion online about whether Rivals’ pace of new heroes (about eight per year based on three-month seasons) was sustainable. Well, apparently the Rivals devs took that personally and are cranking up that pace to a new hero every month, meaning 12 new heroes per year. 

This feels borderline ludicrous compared with other hero shooters that average about three new heroes per year, or even MOBAs like League of Legends, which has averaged about four new champions per year over the past five years. Rivals benefits from having an overflowing stable of Marvel characters to pull from rather than inventing their own hero concepts, and compared with Overwatch, the developers seem less worried about mechanical overlap in their heroes, as seen with many support ultimates. Still, a new hero every month feels unheard of for a hero shooter.

New Krakoa map and competitive changes

A new Krakoa-themed domination map is being added in season 2, and Yggsgard: Royal Palace (domination) and Tokyo 2099: Shin-Shibuya (convergence) will rotate out of the map pool for ranked modes, though they’ll still be available in quick play and custom games.

The threshold for competitive picks and bans, which currently only happen in diamond-ranked lobbies, will be lowered to gold 3. Players in Eternity or One Above All ranks will only be able to duo queue, instead of queuing with larger groups — a measure that’s likely intended to keep high-level teams from stomping lobbies. 

Speaking of ranks, season 2 will drop everyone by 9 divisions, which is equal to 3 ranks. That means players in Eternity will drop to diamond, and any players at platinum 3 or below will start their climb from bronze 3 again. (AGAIN… AGAIN.)

Rivals developers also announced that individual player performance will be weighted higher when determining competitive progress after a match, meaning if your stats outperform your team’s, you’ll earn more for winning and drop less for losing. This change can help elevate smurfs and other high-skill players in lower-ranked lobbies by getting them into their appropriate ranks faster. However, it can also lead to players stat-farming, instead of playing in a way that is most effective for winning games. Overall, given that Rivals doesn’t use any sort of competitive placement matches, this should be a net positive for the game.

Other announcements

Rivals is adding new skin recolors to certain hero skins and (finally) giving players the option to gift costumes to their friends so they can surprise someone for their birthday, which you definitely did not forget about.  

Missions are changing a bit, with the addition of weekly missions and a redistribution of where battle-pass-progressing chrono tokens are earned. The devs framed this as creating a «smoother expectation» of how to earn chrono tokens, but the surface-level description sounds like they’re just making it harder to earn battle pass progress over the season by tucking away more progress under missions with shorter time limits.

The developer vision update also gave us our first look at the competitive distribution, showing how many Rivals players are in each tier as of season 1.5. 

The Hellfire Gala trailer says season 2 will start on April 11. While it doesn’t give a specific start time, expect the between-seasons maintenance to finish sometime in the middle of the night in the US.

For more on Marvel Rivals, check out which heroes and roles you should play and how to get free skins.

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Technologies

Nintendo Switch 2 vs. Switch 1: Every Detail Compared

The Nintendo Switch 2’s official specs aren’t too different, but the new console has a lot of upgrades on the original Switch.

The Nintendo Switch 2 may look like its predecessor, but there’s been a lot of changes to its features and under the hood. The new console has «10x the graphics performance» compared to the original Switch, says Nvidia, which built the custom processor powering the Switch 2.  

The Switch 2, with a release date on June 5, is priced at $450 alone or $500 in a bundle with Mario Kart World, the headliner of the console’s launch games. Here’s all the info on how to preorder the Switch 2.

Note that we’re mostly comparing the Switch 2 to the original Switch 1 released in March 2017, because looping in the Switch Lite and Switch OLED gets complicated.

Design

Broadly, the Switch 2 is a larger version of its predecessor, with everything looking slightly inflated: bigger footprint, bigger screen, bigger Joy-Cons. 

Original Switch: The original Switch, with Joy-Cons slotted into the side rails, is a little over 9.4 inches wide, 4 inches tall, a little over half an inch thick and weighs about 10.5 ounces (297 grams). The Joy-Cons slide into place from the top of the device’s sides, while a thin wedge of plastic pops out of the back of the console to serve as a kickstand.

The Switch also came with a dock, which the console could slot into to for recharging and outputting to a TV or large display via HDMI port.  

Switch 2: The new Switch 2 is bigger in every way, but it has the same overall shape and layout as the original. The new Joy-Cons will indeed be held in place on the console magnetically, and connect to the console via pins. The new console also sports a wide U-shaped kickstand that spans almost its entire rear width, which can be moved around to prop up the Switch 2 at a variety of angles. Nintendo says the console has more powerful speakers, which we’re looking forward to testing.

The Switch 2’s dock is largely similar in function though it has rounded edges and an internal fan to cool down the console during long game sessions. More importantly, it can output games in 4K to TVs, but only for select games. 

Joy-Cons

The Joy-Cons were a marvel when they arrived on the first Switch, and while they’re functionally similar in its successor, there have been upgrades in the Switch 2’s controllers.

Original Switch: The Switch Joy-Cons are simple but powerful controllers that slid on and off the console via plastic rails, connecting and recharging via pins on the side. Detach and they become their own micro-controllers, with little shoulder buttons to boot.

Switch 2: The new console’s Joy-Cons are larger to fit the Switch 2, and lock into the side of the console via powerful magnets — there are small inward-facing buttons to the side of ZR and ZL to detach the controllers from the console. The larger-size Joy-Cons have longer L and R outside shoulder buttons, as well as much wider SL and SR internal shoulder buttons, which are accessible when detached from the console. 

And yes, you can use the Switch 2 Joy-Cons as mice by placing their inner edges flat on a surface. During the Nintendo Direct, we saw it being used to control active action games like the wheelchair basketball-simulating DragXDrive and strategy games like Civilization VII. 

Display size

Original Switch: The original Switch has a 6.2-inch LCD screen with 1,280×720-pixel resolution, which was reasonably impressive at launch in 2017 but has been outclassed by newer handhelds with sharper displays. The Switch OLED upgraded this with a larger 7-inch display showing deeper blacks and colors, but no upgrade in resolution. The Switch Lite has a 5.5-inch LCD screen.

Switch 2: Unsurprisingly, the Switch 2’s larger size means a larger display. The new console has a 7.9-inch 1080p LCD screen that can get up to 120Hz refresh rate in handheld mode, or up to 4K when docked and outputting to a TV. 

Why no OLED display? Possibly to save on costs… or possibly to give Nintendo room to release a Switch 2 OLED version down the line.

CPU/GPU

Original Switch: The original Switch runs on an Nvidia custom Tegra X1 processor split into four ARM Cortex A57 CPU cores, and according to Hackaday, there are four extra A53 cores that aren’t used. 

Switch 2: Once again, Nintendo hasn’t released any official info on the Switch 2’s specs, even after the Nintendo Direct reveal stream — and they most the company reveals is that it has a «custom processor made by Nvidia» on the Switch 2’s official specs page. Nvidia confirmed it also has a custom GPU, claiming that the new console has «10x the graphics performance» of the Switch 1, and the custom processor’s AI-powered features include Deep Learning Super Sampling (DLSS), face tracking and background removal for video chat and real-time ray tracing.

We do still have more supposed details from previous leaks. Months ago on X (formerly Twitter), leaker Zuby_Tech posted that the Switch 2’s CPU will be an eight-core Arm Cortex A78C. They also suggested that the GPU will be an Nvidia T239 Ampere, aligning with years of similar rumors reported on by Eurogamer and others about the custom chip, which derives from Nvidia’s Tegra line of chips for smartphones and mobile devices.

RAM and storage

Original Switch. The Switch has 4GB of LPDDR4 RAM and 32GB of onboard storage, expandable up to 2TB via microSD cards in the slot beneath the kickstand.

Switch 2: Even after the reveal stream, Nintendo didn’t release official specs for RAM. Leaker Zuby_Tech posted on X back in September suggesting the Switch 2 will have 12GB of LPDDR5 RAM and 256GB of onboard storage. That leak also suggested the new console will have two internal fans, up from the single one in the original Switch. 

Nintendo did confirm that the new console will have 256GB of onboard storage, which can be expanded with special microSD Express cards — sorry, your old Switch-compatible microSD cards won’t work on the Switch 2.

Battery life

Original Switch: The original Switch packs a 4,310-mAh battery, which gives between 4.5 and 9 hours of battery life depending on screen brightness and other factors.

Switch 2: Though Nintendo didn’t release details on the Switch 2’s capacity in the reveal stream, the company does list specs on its website, showing it packs a 5,220mAh battery. While that’s notably larger than the one in its predecessor, Nintendo estimates this will only get players between an estimated 2 and 6.5 hours, depending on games played.   

Ports

Original Switch: The first Switch sports a single USB-C port out the bottom, a 3.5mm headphone jack on the top and Wi-Fi 5 plus Bluetooth 4.1 connectivity. On the top is a slot at the top for Switch game cartridges as well as the microSD slot beneath the kickstand on the rear of the console.

Switch 2: The Switch 2 retains the original’s USB-C port on the bottom and 3.5mm jack on the top while adding another USB-C port topside, and now we know what it’s for: to connect with accessories like the Nintendo Switch Camera, a webcam-like camera on a stand to let you do Nintendo’s version of FaceTiming while you play games with your friends.

Nintendo hasn’t clarified the console’s connectivity options, and rumors are scarce on the subject. 

As for cartridges, Switch 2 will play some original Switch games in physical versions. The cartridge slot is to the right of the headphone jack in the above image, which is where the slot is on the original Switch. You can tell game cartridges from the two console generations apart by color: ones for the new Switch 2 are red, while older Switch 1 games are black.

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