Facebook's Mobile Problem, Three Weeks In
Three weeks after Facebook's IPO, the stock is tanking and everyone's suddenly asking the uncomfortable question: how does a company make money on phones?
Three weeks after Facebook's IPO, the stock is tanking and everyone's suddenly asking the uncomfortable question: how does a company make money on phones?
Three weeks after Facebook's disastrous IPO, the questions aren't about its business—they're about whether anyone actually learned what a company is worth.
Two weeks into Facebook's disastrous public life, the real issue isn't investor hype—it's that their entire advertising model is broken on phones.
Two weeks after Facebook's IPO disaster, the real issue isn't hype or bad timing—it's that we still don't know how to make money from mobile.
The Facebook stock drop isn't the real story from its IPO. The real story is that Morgan Stanley quietly cut its revenue estimates and only told its big clients before the shares even started trading.
I got up early to watch SpaceX's Dragon capsule get grabbed by the ISS's robot arm, and it was a much better tech story than another week of Facebook stock headlines.
Two 3 AM alarms this week for one Falcon 9 launch, a scrub half a second before liftoff, and why I think SpaceX's Dragon flight deserves more attention than it's getting.
I woke up at 3 AM to watch SpaceX launch the Dragon capsule live, three days after the first attempt aborted with half a second left on the clock.
I got up at 4:15 a.m. to watch SpaceX try to launch Dragon to the ISS, and it aborted half a second before liftoff. Some thoughts on that, plus a Diablo III error 37 rant.
A rant about Diablo III's launch-night Error 37 mess and why a mostly single-player game needing a constant server connection still feels wrong.
Diablo III launched yesterday and Battle.net basically fell over. A rundown of Error 37, why always-online single-player is a bad idea, and how I spent launch night staring at a login screen instead of killing anything.
Diablo III launched today and immediately buckled under Error 37, and a mandatory-online single-player game turned out to be a bad combination with an overloaded login queue.