Software developers and engineers have rarely been in higher demand. Organizations’ need for technical talent is skyrocketing, but the supply is quite limited. As a result, software professionals have the luxury of being very choosy about where they work and usually command big salaries.
In 2020, the U.S. had nearly 1.5 million full-time developers, who earned a median salary of around $110,000, according to the Bureau of Labor Statistics. Over the next 10 years, the federal agency estimates, developer jobs will grow by 22% to 316,000.
But what happens after a developer or engineer lands that sweet gig? Are they able to harness their skills and grow in interesting and challenging new directions? Do they understand what it takes to move up the ladder? Are they merely doing a job or cultivating a rewarding professional life?
To put it bluntly, many developers and engineers stink at managing their own careers.
These are the kinds of questions that have gnawed at me throughout my 25 years in the tech industry. I’ve long noticed that, to put it bluntly, many developers and engineers stink at managing their own careers.
It’s simply not a priority for some. By nature, developers delight in solving complex technical challenges and working hard toward their company’s digital objectives. Care for their own careers may feel unattractively self-promotional or political — even though it’s in fact neither. Charting a career path may feel awkward or they just don’t know how to go about it.
Companies owe it to developers and engineers, and to themselves, to give these key people the tools to understand what it takes to be the best they can be. How else can developers and engineers be assured of continually great experiences while constantly expanding their contributions to their organizations?
Developers delight in solving complex challenges and working hard toward their company’s objectives. Care for their own careers may feel unattractively self-promotional or political — even though it’s in fact neither.
Coaching and mentoring can help, but I think a more formal management system is necessary to get the wind behind the sails of a companywide commitment to making developers and engineers believe that, as the late Andy Grove said, “Your career is your business and you are its CEO.”
That’s why I created a career development model for developers and engineers when I was an Intel Fellow at Intel between 2003 and 2013. This framework has since been put into practice at the three subsequent companies I worked at — Google, VMWare, and, now, Juniper Networks — through training sessions and HR processes.
The model is based on a principle that every developer can relate to: Treat career advancement as you would a software project.
That’s right, by thinking of career development in stages like those used in app production, developers and engineers can gain a holistic view of where they are in their professional lives, where they want to go and the gaps they need to fill.
In software development, a team can’t get started until it has a functional specification that describes the app’s requirements and how it is supposed to perform and behave.
Why should a career be any different? In my model, folks begin by assessing the “functionality” expected of someone at their next career level and how they’re demonstrating them (or not). Typically, a person gets promoted to a higher level only when they already demonstrate that they are operating at that level.
Carl Pei says he looked around and saw a lot of the same. He’s not alone in that respect. Apple didn’t invent the fully wireless earbud with the first AirPods, but it did provide a kind of inflection point that sent many of its competitors hurtling toward a sort of homogeneity. You’d be hard-pressed to cite another consumer electronics category that matured and coalesced as quickly as Bluetooth earbuds, but finding something unique among the hordes is another question entirely.
These days, a pair of perfectly serviceable wireless earbuds are one click and $50 away. Spend $200, and you can get something truly excellent. But variety? That’s a different question entirely. Beyond choosing between a long-stemmed AirPods-style design and something a bit rounder, there’s really not a lot of diversification. Up until recently, features like active noise canceling and wireless charging bifurcated the category into premium and non-premium tiers, but they’ve both become increasingly ubiquitous.
Image Credits: Brian Heater
So, let’s say you’re launching a new consumer hardware company in 2021. And let’s say you decided your first product is going to be a pair of earbuds. Where does that leave you? How are you going to not only differentiate yourself in a crowded market but compete alongside giants like Samsung, Google and Apple?
Price is certainly a factor, and $99 is aggressive. Pei seemed to regret pricing the Ear (1) at less than $100 in our first conversation. It’s probably safe to say Nothing’s not exactly going to be cleaning up on every unit sold. And much like his prior company — OnePlus — he seems reluctant to position cost as a defining characteristic.
In a conversation prior to the Ear (1) launch, Pei’s take on the state of the industry was a kind of “feature glut.” Certainly, there’s been a never-ending spec race across different categories over the last several years. And it’s true that it’s getting more difficult to differentiate based on features — look at what smartphone makers have been dealing with the last several years. Wireless headphones, meanwhile, jumped from the “exciting early-stage mess” stage to “the actually pretty good” stage in record time.
Image Credits: Brian Heater
I do think there’s still room for feature differentiation. Take the recently launched NuraTrue headphones. That company has taken an opposite approach to arrive at earbuds, beginning with a specialized audio technology that it’s built three different headphone models around.
Pei noted in the Ear (1) launch presser that the company determined its aesthetic ideals prior to deciding what its first product would be. And true to form, its partnership with the design firm Teenage Engineering was announced well before a single image of the product appeared (the best we got in the early days was an early concept inspired by Pei’s grandmother’s tobacco pipe).
There are other ideals, as well — concepts about ecosystems, but those are the sorts of things that can only come after the release of multiple products. In the meantime, we’ve seen the product from all angles. I’m wearing the product in the ears and holding it in my hand (though I’m putting it down now; too hard to type).
Image Credits: Brian Heater
The form factor certainly borrows from the AirPods, from the long stems to the white buds from which they protrude. You can’t say that they’re entirely their own thing in that respect. But perhaps a case can be made that the nature of fully wireless earbuds is, in and of itself, limiting in the manner of form factors it can accommodate. I’m certainly not a product designer, but they need to sit comfortably in your ears, and they can’t be too big or too heavy or protrude too much.
According to Pei, part of the product’s delayed launch was due to the company going back to the drawing board to rethink designs. What they ultimately arrived at was something recognizable as a pair of earbuds, while offering some unique flourishes. Transparency is the primary differentiator from an aesthetic standpoint. It comes into play in a big way with the case, which is unique, as these things go. With the buds themselves, most of the transparency happens on the stems.
Image Credits: Brian Heater
In a vacuum, the buds look a fair bit like an Apple product. The glossy white finish and white silicone tips are a big part of that. The reason the entire buds aren’t transparent, as early renderings showed, is a simple and pragmatic one: the components in the buds are too unsightly. That brings us to another element in the product’s eventual delay: making a gadget clear requires putting thought into how things like components and glue look. It’s the same reason why there’s a big white strip in the middle of an otherwise clear case: charging components are ugly (sorry/not sorry).
It’s a potential recipe for overly busy design, but I think the team landed on something solid — and certainly distinctive. That alone should account for something in the homogeneous world of gadget design. And the company’s partnership with StockX should be a pretty clear indication of precisely the sorts of early adopters/influencers Nothing is going after here.
The Ear (1) buds are a lot more welcoming than any of the style-first experiments Will.i.am made in the category. And while they’re distinct, they don’t really stand out in the wild — which is to say, no one’s going to scream and point or stop you in the street to figure what’s going on with your ears (sorry, Will).
Image Credits: Brian Heater
Ultimately, I dig the look. There are nice touches, as well. A red and white dot indicate the right and left buds, respectively, a nod to RCA and other audio cables. A subtle Nothing logo is etched in dotted text, bringing to mind circuit board printing. The letter extends to most of Nothing’s branding. It’s clear the design was masterminded by people who have spent a lot of time negotiating with supply-chain vendors. Notably, the times I spoke to Pei, he was often in and around Shenzhen rather than the company’s native London, hammering out last-minute supply issues.
The buds feel really great, too. I’ve noted my tendency to suffer from ear pain wearing various earbud designs for extended periods. On Monday, I took a four hour intra-borough walk and didn’t notice a thing. They also stayed in place like champs on visits to the gym. And not for nothing, but there’s an extremely satisfying magnetic snap when you place them back in the charging case (the red and white dots still apply).
Image Credits: Brian Heater
The case is flat and square with rounded edges (a squircle, if you please). If it wasn’t clear, it might closely resemble a tin of mints. It also offers a pretty satisfying snap when shutting. Will be curious to see how well that stands up after several hundred — or thousand — openings and closings.
Though the company says it put the product through all of the standard drop and stress tests, it warns that even the strongest transparent plastic is still prone to scratching, particularly with a set of keys in the same pocket. Pei says that kind of battle scarring will ultimately be part of its charm, but the jury’s still out on that one. After a few days and no keys in close proximity, I have one long scratch across the bottom. I don’t feel any cooler, but you tell me.
A large concave circle on the top helps keep the lid from slamming into the earbuds when closing. It’s also a nice spot to put your thumb when fiddling around with the thing. I suspect it doubles to relieve some of that fidgeting we (I) usually release by absentmindedly flipping a case lid up and down. It’s a small, but thoughtful touch. Round back, you’ll find the USB-C charging port and Bluetooth sync button.
Image Credits: Brian Heater
On iOS, you’ll need to connect the buds both through the app and in the Bluetooth settings the first time. There are disadvantages when you don’t make your own operating system, chips and phones in addition to earbuds. That’s a minor (probably one-time) nuisance, though.
The Ear (1) are a decent sounding pair of $99 headphones. I won’t say I was blown away, but I don’t think anyone is going to be disappointed that they don’t really go head-to-head with, say, the Sony WF-1000xM4 or even the new NuraTrue. These aren’t audiophile headphones, but they’re very much suitable for walking around the city, listening to music and podcasts.
The app offers a built-in equalizer tuned by Teenage Engineering with three settings: balanced, more treble/more bass, and voice (for podcasts, et al.). The differences are detectable, but pretty subtle, as far as these things go. As far as equalizer customizations go, it’s more point-and-shoot than DSLR, as Nothing doesn’t want you straying too far from the intended balance. After experimenting with all of the settings, I mostly stuck with the balanced setting. Feel free to judge me accordingly.
There are three ANC settings, as well: noise cancellation, transparency and off. You can also titrate the noise cancellation between light and heavy. On the whole, the ANC did a fine job erasing a fair bit of street noise on my New York City walks, though even at heavy, it’s not going to, say, block out the sound of a car altogether. For my sake, that’s maybe for the best.
There’s also a built-in “find my earbud” setting that sends out a kind of piercing chirp so you can find the one that is inevitably trapped beneath your couch cushion.
Image Credits: Brian Heater
My big complaint day today is one I encountered with the NuraTrue. I ran into a number of Bluetooth connection dropouts. It’s a bit annoying when you’re really engrossed in a song or podcast. And again, it’s something you’re a lot less likely to encounter for those companies that build their own buds, phone, chips and operating systems. It’s a pretty tough thing to compete with for a brand-new startup.
I have quibbles, and in spite of months of excited teases, the Ear (1) buds aren’t going to turn the overcrowded category upside down. But it’s always exciting to see a new company enter the consumer hardware space — and deliver a solid first product out of the game. It’s an idiosyncratic take on the category at a nice price from a company worth keeping an eye on.
Playdate, the adorable whimsy-and-nostalgia-box/handheld game system built by Panic (with some help from Teenage Engineering), has taken one more big step toward reality: it has an official preorder date. And it’s soon!
The company announced this morning that preorders for the handheld will go live on July 29th at 10 a.m. Pacific.
Looking to get one from the first batch? Here’s the other stuff you need to know:
Panic first announced the Playdate in 2019. Games on the Playdate are released in “seasons”; in season one, two new titles will be released each week for 12 weeks. As experimental as it is charming, Panic is pretty open about what to expect of the titles. From their product page: “Some are short. Some are long. Will you love them all? Probably not. Will you have a great time trying them? Absolutely.”
Pivot Bio makes fertilizer — but not directly. Its modified microorganisms are added to soil and they product nitrogen that would otherwise have had to be trucked in and dumped there. This biotech-powered approach can save farmers money and time and ultimately may be easier on the environment — a huge opportunity that investors have plowed $430 million into in the company’s latest funding round.
Nitrogen is among the nutrients crops need to survive and thrive, and it’s only by dumping fertilizer on the soil and mixing it in that farmers can keep growing at today’s rates. But in some ways we’re still doing what our forebears did generations ago.
“Fertilizer changed agriculture — it’s what made so much of the last century possible. But it’s not a perfect way to get nutrients to crops,” said Karsten Temme, CEO and co-founder of Pivot Bio. He pointed out the simple fact that distributing fertilizer over a thousand — let alone ten thousand or more — acres of farmland is an immense mechanical and logistical challenge, involving many people, heavy machinery, and valuable time.
Not to mention the risk that a heavy rain might carry off a lot of the fertilizer before it’s absorbed and used, and the huge contributions of greenhouse gases the fertilizing process produces. (The microbe approach seems to be considerably better for the environment.)
Yet the reason we do this in the first place is essentially to imitate the work of microbes that live in the soil and produce nitrogen naturally. Plants and these microbes have a relationship going back millions of years, but the tiny organisms simply don’t produce enough. Pivot Bio’s insight when it started more than a decade ago was that a few tweaks could supercharge this natural nitrogen cycle.
“We’ve all known microbes were the way to go,” he said. “They’re naturally part of the root system — they were already there. They have this feedback loop, where if they detect fertilizer they don’t make nitrogen, to save energy. The only thing that we’ve done is, the portion of their genome responsible for producing nitrogen is offline, and we’re waking it up.”
Other agriculture-focused biotech companies like Indigo and AgBiome are also looking at modifying and managing the plant’s “microbiome,” which is to say the life that lives in the immediate vicinity of a given plant. A modified microbiome may be resistant to pests, reduce disease, or offer other benefits.
It’s not so different from yeast, which as many know from experience works as a living rising agent. That microbe has been cultivated to consume sugar and produce a gas, which leads to the air pockets in baked goods. This microbe has been modified a bit more directly to continually consume the sugars put out by plants and put out nitrogen. And they can do it at rates that massively reduce the need for adding solid fertilizer to the soil.
“We’ve taken what is traditionally tons and tons of physical materials, and shrunk that into a powder, like baker’s yeast, that you can fit in your hand,” Temme said (though, to be precise, the product is applied as a liquid). “All of a sudden managing that farm gets a little easier. You free up the time you would have spent sitting in the tractor applying fertilizer to the field; you’ll add our product at the same time you’d be planting your seeds. And you have the confidence that if a rainstorm comes through in the spring, it’s not washing it all away. Globally about half of all fertilizer is washed away… but microbes don’t mind.”
Instead, the microbes just quietly sit in the soil pumping out nitrogen at a rate of up to 40 pounds per acre — a remarkably old-fashioned way to measure it (why not grams per square centimeter?) but perhaps in keeping with agriculture’s occasional anachronistic tendencies. Depending on the crop and environment that may be enough to do without added fertilizers at all, or it might be about half or less.
Whatever the proportion provided by the microbes, it must be tempting to employ them, because Pivot Bio tripled its revenue in 2021. You might wonder why they can be so sure only halfway through the year, but as they are currently only selling to farmers in the northern hemisphere and the product is applied at planting time early in the year, they’re done with sales for the year and can be sure it’s three times what they sold in 2020.
The microbes die off once the crop is harvested, so it’s not a permanent change to the ecosystem. And next year, when farmers come back for more, the organisms may well have been modified further. It’s not quite as simple as turning the nitrogen production on or off in the genome; the enzymatic pathway from sugar to nitrogen can be improved, and the threshold for when the microbes decide to undertake the process rather than rest can be changed as well. The latest iteration, Proven 40, has the yield mentioned above, but further improvements are planned, attracting potential customers on the fence about whether it’s worth the trouble to change tactics.
The potential for recurring revenue and growth (by their current estimate they are currently able to address about a quarter of a $200 billion total market) led to the current monster D round, which was led by DCVC and Temasek. There are about a dozen other investors, for which I refer readers to the press release, which lists them in no doubt a very carefully negotiated order.
Temme says the money will go towards deepening and broadening the platform and growing the relationship with farmers, who seem to be hooked after giving it a shot. Right now the microbes are specific to corn, wheat, and rice, which of course covers a great deal of agriculture, but there are many other corners of the industry that would benefit from a streamlined, enhanced nitrogen cycle. And it’s certainly a powerful validation of the vision Temme and his co-founder Alvin Tamsir had 15 years ago in grad school, he said. Here’s hoping that’s food for thought for those in that position now, wondering if it’s all worth it.
Bioengineering may soon provide compelling, low-carbon alternatives in industries where even the best methods produce significant emissions. Utilizing natural and engineered biological process has led to low-carbon textiles from AlgiKnit, cell-cultured premium meats from Orbillion and fuels captured from waste emissions via LanzaTech — and leaders from those companies will be joining us onstage for the Extreme Tech Challenge Global Finals on July 22.
We’re co-hosting the event, with panels like this one all day and a pitch-off that will feature a number of innovative startups with a sustainability angle.
I’ll be moderating a panel on using bioengineering to create change directly in industries with large carbon footprints: textiles, meat production and manufacturing.
AlgiKnit is a startup that is sourcing raw material for fabric from kelp, which is an eco-friendly alternative to textile crop monocultures and artificial materials like acrylic. CEO Aaron Nesser will speak to the challenge of breaking into this established industry and overcoming preconceived notions of what an algae-derived fabric might be like (spoiler: it’s like any other fabric).
Orbillion Bio is one of the new crop of alternative protein companies offering cell-cultured meats (just don’t call them “lab” or “vat” grown) to offset the incredibly wasteful livestock industry. But it’s more than just growing a steak — there are regulatory and market barriers aplenty that CEO Patricia Bubner can speak to, as well as the technical challenge.
LanzaTech works with factories to capture emissions as they’re emitted, collecting the useful particles that would otherwise clutter the atmosphere and repurposing them in the form of premium fuels. This is a delicate and complex process that needs to be a partnership, not just a retrofitting operation, so CEO Jennifer Holmgren will speak to their approach convincing the industry to work with them at the ground floor.
It should be a very interesting conversation, so tune in on July 22 to hear these and other industry leaders focused on sustainability discuss how innovation at the startup level can contribute to the fight against climate change. Plus it’s free!
In 2013, Colombian businessman David Velez decided to reinvent the Brazilian banking system. He didn’t speak Portuguese, nor was he an engineer or a banker, but he did have the conviction that the system was broken and that he could fix it. And as a former Sequoia VC, he also had access to capital.
His gut instinct and market analysis were right. Today, Nubank announced a $750 million extension to its Series G (which rang in at $400 million this past January), bringing the round to a total of $1.15 billion and their valuation to $30 billion — $5 billion more than when we covered them in January.
The extension funding was led by Berkshire Hathaway, which put in $500 million, and a number of other investors.
Velez and his team decided now was a good time to raise again, because, “We saw a great opportunity in terms of growth rate and we’re very tiny when compared to the incumbents,” he told TechCrunch.”
Nubank is the biggest digital bank in the world by number of customers: 40 million. The company started as a tech company in Brazil that offered only a fee-free credit card with a line of credit of R$50 (about USD$10).
It now offers a variety of financial products, including a digital bank account, a debit card, insurance, P2P payment via Pix (the Brazilian equivalent of Zelle), loans, rewards, life insurance and an account and credit card for small business owners.
Nubank serves unbanked or underserviced citizens in Brazil — about 30% of the population — and this approach can be extremely profitable because there are many more clients available.
The banking system in Brazil is one of the few bureaucracies in the country that is actually quite skillful, but the customer service remains unbearable, and banks charge exorbitant fees for any little transaction.
Traditionally, the banking industry has been dominated by five major traditional banks: Itaú Unibanco, Banco do Brasil, Bradesco, Santander and Caixa Economica Federal.
While Brazil remains Nubank’s primary market, the company also offers services in Colombia and Mexico (services launched in Mexico in 2018). The company still only offers the credit card in both countries.
“The momentum we’re seeing in Mexico is terrific. Our Mexican credit card net promoter score (NPS) is 93, which is the highest we’ve had in Nubank history. In Brazil the highest we’ve had was 88,” Velez said.
The company has been on a hiring spree in the last few months, and brought on two heavyweight executives. Matt Swann replaced Ed Wible (the original CTO and co-founder). Wible continues to be an important player in the company, but more in a software developer capacity. Swann previously served as CTO at Bookings.com and StubHub, and as CIO of the Global Consumer Bank at Citi, so he brings years of experience of scaling tech businesses, which is what Nubank is focused on now, though Velez wouldn’t confirm which countries are next.
The other major hire, Arturo Nunez, fills the new role of chief marketing officer. Nunez was head of marketing for Apple Latin America, amongst other roles with Nike and the NBA.
It may sound a little odd for a tech company not to have had a head of marketing, but Nubank takes pride in having a $0 cost of acquisition (CAC). Instead of spending money on marketing, they spend it on customer service and then rely on word of mouth to get the word out.
Since we last spoke with Velez in January regarding the $400 million Series G, the company went from having 34 million customers to now having 40 million in a span of roughly 6 months. The funds will be used to grow the business, including hiring more people.
“We’ve seen the entire market go digital, especially people who never thought they would,” Velez said. “There is really now an avalanche of all backgrounds [of people] who are getting into digital banking.”
The pandemic forced companies around the world to adjust to a “new normal,” which caused many leaders to pivot their business strategies and adopt new technologies to continue operations. In a time of chaos and change, there is no senior leader that can navigate this sort of change better than a CTO.
Not only do CTOs understand the ever-changing tech landscape, they also provide invaluable insights to help organizations go beyond traditional IT conversations and leverage technology to successfully scale businesses.
Boards are facing pressure to be strategic and thoughtful on how to evolve in the rapidly iterating world of technology, and a CTO is uniquely positioned to address specific challenges.
There are now more reasons than ever to consider adding a CTO to your board. As a CTO myself, I know how important and impactful it can be to have technical-minded leaders on a company’s board of directors. At a time when companies are accelerating their digital transformation, it’s critical to have diverse technical perspectives and people from varying backgrounds, as transformations are a mix of people, process and technology.
Drawing on my experience on Lightbend’s board of directors, here are five hidden benefits of making space at the table for a CTO.
Currently, most boards of directors are composed of former CEOs, CFOs and investors. While such executives bring vast experience, they have very specific expertise, and that frequently does not include technical proficiency. In order for a company to be successful, your board needs to have people with different backgrounds and expertise.
Inviting different perspectives forces companies out of the groupthink mentality and find new, creative solutions to their problems. Diverse perspectives aren’t just about the title –– racial ethnicity and gender diversity are clearly a play here as well.
For a product-led company, having a CTO who has been close to product development and innovation can bring deep insights and understanding to the boardroom. Boards are facing pressure to be strategic and thoughtful on how to evolve in the rapidly iterating world of technology, and a CTO is uniquely positioned to address specific challenges.
Women engineers often face workplace and career challenges that their male colleagues don’t because they remain a minority in the profession: Depending on how you count, women make up just 13% to 25% of engineering jobs. That inequity leads to a power imbalance, which can lead to toxic working environments.
One of the more infamous and egregious examples is Susan Fowler’s experience at Uber. In a blog post in February 2017, she described her boss coming on to her in a company chat channel on her first day on the job. She later wrote a book, “Whistleblower,” that described her time at the company in detail.
Fowler’s ordeal cast a spotlight on the harassment women engineers have to deal with in the workplace. In a profession that tends to be male-dominated, behavior ranges from blatant examples, like what happened to Fowler, to ongoing daily microaggressions.
Four female engineers spoke with me about their challenges:
It’s worth noting that Fowler was also an SRE who worked on the same team as Medina (who was later part of a $10 million discrimination lawsuit against Uber). It shows just how small of a world we are talking about. While not everyone faced that level of harassment, they each described daily challenges, some of which wore them down. But they also showed a strong determination to overcome whatever obstacles came their way.
One of the primary issues these women faced throughout their careers is a feeling of isolation due to their underrepresentation. They say that can sometimes lead to self-doubt and an inkling that you don’t belong that can be difficult to overcome. Medina says that there have been times when, intentionally or not, male engineers made her feel unwelcome.
“One part that was really hard for me was those microaggressions on a daily basis, and that affects your work ethic, wanting to show up, wanting to try your best. And not only does that damage your own self-esteem, but your esteem [in terms of] growing as an engineer,” Medina explained.
Roa says that isolation can lead to impostor syndrome. That’s why it’s so important to have more women in these roles: to serve as mentors, role models and peers.
“One barrier for us related to being the only woman in the room is that [it can lead to] impostor syndrome because it is common when you are the only woman or one of few, it can be really challenging for us. So we need to gain confidence, and in these cases, it is very important to have role models and leadership that includes women,” Roa said.
Chong agrees it is essential to know that others have been in the same position — and found a way through.
“The fact that people talk authentically about their own jobs and challenges and how they’ve overcome that, that’s been really helpful for me to continue seeing myself in the tech industry,” she said. “There have been points where I’ve questioned whether I should Ieave, but then having that support around you to have people to talk to you personally and see as examples, I think it has really helped me.”
Butow described being interviewed for an article early in her career after she won an award for a mobile application she wrote. When the article was published, she was aghast to discover it had been headlined, “Not just another pretty face…”
“I was like, that’s the title?! I was so excited to share the article with my mom, and then I wasn’t. I spent so much time writing the code and obviously my face had nothing to do with it. … So there’s just little things like that where people call it a paper cut or something like that, but it’s just lots of little microaggressions.”
In spite of all that, a common thread among these women was a strong desire to show that they have the technical skill to get past these moments of doubt to thrive in their professions.
Butow said she has been battling these kinds of misperceptions since she was a teenager but never let it stop her. “I just tried to not let it bother me, but mostly because I also have a background in skateboarding. It’s the same thing, right? You go to a skate park and people would say, ‘Oh, can you even do a trick?’ and I was like, ‘Watch me.’ You know, I [would] just do it. … So a lot of that happens in lots of different types of places in the world and you just have to, I don’t know, I just always push through, like I’m just going to do it anyway.”
Chong says she doesn’t give in to discouraging feelings, adding that having other women to talk to helped push her through those times.
“As much as I like to persevere and I don’t like giving up, actually there have been points where I considered quitting, but having visibility into other people’s experiences, knowing that you’re not the only one who’s experienced that, and seeing that they’ve found better environments for themselves and that they eventually worked through it, and having those people tell you that they believe in you, that probably stopped me from leaving when I [might] have otherwise,” she said.
Chong’s experience is not unique, but the more diverse your teams are, the more people who come from underrepresented groups can support one another. Butow recruited her at one point, and she says that was a huge moment for her.
“I think that there is a network effect where we know other women and we try to bring them in and we expand on that. So we can kind of create the change or we feel the change we want to see, and we get to make our situation more comfortable,” Chong said.
Medina says that she is motivated to help bring Latinx and Black people into tech, with a focus on attracting girls and young women. She has worked with a group called Technolachicas, which produced a series of commercials with the Televisa Foundation. They filmed six videos, three in English and three in Spanish, with the goal of showing young girls how to pursue a STEM career.
“Each commercial talks about how we got our career started with an audience persona of a girl younger than 18, an adult influencer and a parent — people that are really crucial to the development of anyone under 18,” she said. “How is it that these people can actually empower someone to look at STEM and to pursue a career in STEM?”
Butow says it’s about lifting people up. “What we’re trying to do is sharing our story and hoping to inspire other women. It’s super important to have those role models. There’s a lot of research that shows that that’s actually the most important thing is just visibility of role models that you can relate to,” she said.
The ultimate goal? Having enough support in the workplace that they’re able to concentrate on being the best engineers they can be — without all of the obstruction.
An email has been going around the internet as a part of a release of documents related to Apple’s App Store based suit brought by Epic Games. I love this email for a lot of reasons, not the least of which is that you can extrapolate from it the very reasons Apple has remained such a vital force in the industry for the past decade.
The gist of it is that SVP of Software Engineering, Bertrand Serlet, sent an email in October of 2007, just three months after the iPhone was launched. In the email, Serlet outlines essentially every core feature of Apple’s App Store — a business that now brings in an estimated $64B per year. And that, more importantly, allowed the launch of countless titanic internet startups and businesses built on and taking advantage of native apps on iPhone.
Forty five minutes after the email, Steve Jobs replies to Serlet and iPhone lead Scott Forstall, from his iPhone, “Sure, as long as we can roll it all out at Macworld on Jan 15, 2008.”
Apple University should have a course dedicated to this email.
Here it is, shared by an account I enjoy, Internal Tech Emails, on Twitter. If you run the account let me know, happy to credit you further here if you wish:
Bertrand Serlet to Steve Jobs: "Fine, let's enable Cocoa Touch apps"
October 2, 2007 pic.twitter.com/9aTxmjgkRS
— Internal Tech Emails (@TechEmails) June 3, 2021
First, we have Serlet’s outline. It’s seven sentences that outline the key tenets of the App Store. User protection, network protection, an owned developer platform and a sustainable API approach. There is a direct ask for resources — whoever we need in software engineering — to get it shipped ASAP.
It also has a clear ask at the bottom, ‘do you agree with these goals?’
Enough detail is included in the parentheticals to allow an informed reader to infer scope and work hours. And at no point during this email does Serlet include an ounce of justification for these choices. These are the obvious and necessary framework, in his mind, for accomplishing the rollout of an SDK for iPhone developers.
There is no extensive rationale provided for each item, something that is often unnecessary in an informed context and can often act as psychic baggage that telegraphs one of two things:
Neither one of those is the wisest way to provide an initial scope of work. There is plenty of time down the line to flesh out rationale to those who have less command of the larger context.
If you’re a historian of iPhone software development, you’ll know that developer Nullriver had released Installer, a third-party installer that allowed apps to be natively loaded onto iPhone, in the summer of 2007, early September, I believe. It was followed in 2008 by the eventually far more popular Cydia. And there were developers that August and September already experimenting with this completely unofficial way of getting apps on the store, like the venerable Twitterific by Craig Hockenberry and Lights Off by Lucas Newman and Adam Betts.
Though there has been plenty of established documentation of Steve being reluctant about allowing third-party apps on iPhone, this email establishes an official timeline for when the decision was not only made but essentially fully formed. And it’s much earlier than the apocryphal discussion about when the call was made. This is just weeks after the first hacky third-party attempts had made their way to iPhone and just under two months since the first iPhone jailbreak toolchain appeared.
There is no need or desire shown here for Steve to ‘make sure’ that his touch is felt on this framework. All too often I see leaders that are obsessed with making sure that they give feedback and input at every turn. Why did you hire those people in the first place? Was it for their skill and acumen? Their attention to detail? Their obsessive desire to get things right?
Then let them do their job.
Serlet’s email is well written and has the exact right scope, yes. But the response is just as important. A demand of what is likely too short a timeline (the App Store was eventually announced in March of 2008 and shipped in July of that year.) sets the bar high — matching the urgency of the request for all teams to work together on this project. This is not a side alley, it’s the foundation of a main thoroughfare. It must get built before anything goes on top.
This efficacy is at the core of what makes Apple good when it is good. It’s not always good, but nothing ever is 100% of the time and the hit record is incredibly strong across a decade’s worth of shipped software and hardware. Crisp, lean communication that does not coddle or equivocate, coupled with a leader that is confident in their own ability and the ability of those that they hired means that there is no need to bog down the process in order to establish a record of involvement.
One cannot exist without the other. A clear, well argued RFP or project outline that is sent up to insecure or ineffective management just becomes fodder for territorial games or endless rounds of requests for clarification. And no matter how effective leadership is and how talented their employees, if they do not establish an environment in which clarity of thought is welcomed and rewarded then they will never get the kind of bold, declarative product development that they wish.
All in all, this exchange is a wildly important bit of ephemera that underpins the entire app ecosystem era and an explosive growth phase for Internet technology. And it’s also an encapsulation of the kind of environment that has made Apple an effective and brutally efficient company for so many years.
Can it be learned from and emulated? Probably, but only if all involved are willing to create the environment necessary to foster the necessary elements above. Nine times out of ten you get moribund management, an environment that discourages blunt position taking and a muddy route to the exit. The tenth time, though, you get magic.
And, hey, maybe we can take this opportunity to make that next meeting an email?
If Bertrand Serlet and Steve Jobs could change the world over an email perhaps we don’t need to have that meeting. https://t.co/NZ1HmVAnwb
— Matthew Panzarino (@panzer) June 3, 2021
Get ready to spend a full day rubbing virtual elbows with the global mobility community’s best and brightest minds and makers. TC Sessions: Mobility 2021 takes place June 9, and we’ve packed the agenda with experts, interviews, demos, panel discussions, breakout sessions and a metric ton of opportunity.
Pro tip: It’s not too late to book a ticket. Grab yours here and save with groups of 4+.
If you’re still on the fence, here are five excellent reasons you should attend TC Sessions: Mobility 2020.
TC Sessions: Mobility represents a broad range of companies and topics within the mobility space.
Want to know what’s happening in self-driving delivery? We’ve got Ahti Heinla (CTO @ Starship), Apeksha Kumavat (Co-Founder @ Gatik), & Amy Jones Satrom (Head of Ops. @ Nuro).
Want to get the low-down on Commuter Cars? We’re talking with Jesse Levinson (Co-Founder & CTO @ Zoox).
Want to see what’s in the future for passenger aircraft? Then you’ll definitely want to watch the session with JoeBen Bevirt (Founder @ Joby Aviation) and Reid Hoffman (Co-Director @ Reinvent Technology Partners)
Mobility is a fast-moving target, and success depends on a company’s or individual’s ability to spot possibilities before they become mainstream. At TC Sessions: Mobility you’ll meet with exhibitors, founders, and leaders to figure out what’s coming next. Here’s what our attendees are saying:
“Attending TC Sessions: Mobility helps us keep an eye on what’s coming around the corner. It uncovers crucial trends so we can identify what we should be thinking about before anyone else.”
— Jeff Johnson, vice president of enterprise sales and solutions at FlashParking.
1 on 1 Global Networking
At TC Sessions: Mobility you can take advantage of CrunchMatch, our free, AI-powered networking platform (think speed dating for techies) makes connecting with like-minded attendees quick and painless — no matter where they’re located. A virtual conference means global participation, and you might just find your next customer, partner, investor or engineer living on a different continent. It takes only one connection to move your business forward.
Early Stage Expo & Pitch
30 early-stage startups will showcase their mobility tech in our virtual expo. Peruse the exhibitors, peek at their pitch decks, schedule a demo, start a conversation and see where it leads. During the show, you can also check out the pitch sessions where startups will present their company to a panel of TechCrunch editors.
TC Sessions: Mobility on June 9 is sure to be a blast and a great opportunity for you to expand your knowledge and network within the mobility industry. Book your tickets today as prices go up at the door.
While the COVID-19 pandemic has had a devastating impact on countless businesses across the globe, the $118 billion gaming industry not only survived, it thrived, with 55% of American consumers turning to gaming for entertainment, stress relief, relaxation and a connection to the outside world amid lockdowns.
This drove a 20% boost in gaming sales globally and created nearly 20,000 jobs in 2020 alone. And it’s not expected to stop any time soon: According to research company IBISWorld, the industry is set to grow again in 2021, adding to the year-over-year growth the industry has seen in the preceding half-decade.
This is great news for the growing gaming industry and especially those looking to score a job at a company developing the next blockbuster. The unemployment rate is already near zero for those with gaming development and design skills, which means there is an unprecedented opportunity to join the field.
The unemployment rate is already near zero for those with gaming development and design skills, which means there is an unprecedented opportunity to join the field.
Gamesmith, a digital community dedicated to the gaming industry, currently has more than 5,750 open jobs posted on its site, with roles in design, engineering and animation leading the way. In other words, if you never considered a career in the gaming industry — or thought that your skill set wouldn’t translate — this expanding job market needs employees from all types of backgrounds. Chances are one of your interests — besides gaming, of course — can act as a conduit into finding a career.
One career path for those with art skills — particularly with a talent for digital art tools like Autodesk Maya and Adobe Photoshop — is animation. An animator can do any number of jobs at a gaming company or studio, from building immersive landscapes and cities to modeling what a certain character will look like to designing user interfaces and navigational components. There is significant growth here, too: According to a recent study, most sectors of the animation industry are growing 2% to 3% year over year. According to Gamesmith, the average 30-year-old female artist or animator makes a salary of just under $90,000 a year.
If you’re a whiz with words and witty dialogue, then you might consider applying for a job as a writer at a studio. Writers are responsible for writing everything from the profanity-laced shouts heard in the background in the Grand Theft Auto series to the long speeches in epic adventures like The Legend of Zelda: Breath of the Wild. Employers are looking for writers with a flair for crafting stories and understanding characters, so even if you’re not a career writer, highlight the work you’ve done that fits in the mold of what game publishers are looking for.
One of the most important segments of the industry — and one of the fastest-growing — is developing and designing the gaming experiences themselves. The job market for these roles is predicted to grow by 9.3% between 2016 and 2026, according to the New England Institute of Technology, and the breadth of jobs in this wing of the industry range from level designers to lead designer and developers.
Gamesmith calculated that these jobs account for 16% of the available openings, but make up only 5% of all applications. While you will need at least a computer science degree and an understanding of the fundamentals of programming to land one of these jobs, the payoff for the time spent hitting the books is worth it. Gamesmith estimates that the average 28-year-old male engineer earns a salary north of $100,000.
Even if you don’t have any of these skills to help design a game from the ground up, there are still plenty of ways to break into the industry. No matter how good a game is, it will only be a success if people know about it, so the marketing and promotions teams at studios play a crucial role in making sure that consumers purchase the latest release and that it gets written about. If you have great communication skills and can work through people’s problems, companies always need customer service representatives.
Across all sectors of the gaming world, companies are looking to diversify their workforce and move away from an image as a job sector solely populated by white men in their early to mid-30s. Gamesmith research found that currently 74% of the industry’s workforce is male and 64% is white.
But that is changing. While in 2020, only 24% of studios invested moderate resources into diversity initiatives, out of those studios that did invest those resources, 96% reported at least moderately successful results and improvements to company culture. It may seem slow, but there does seem to be a recognition that the gaming industry needs a more diverse workforce as a way not just to bring more equity to their offices, but to make better games in the future and make the industry look more like the people who play games.
“Diversity isn’t a nicety; it’s a necessity if the industry is going to grow, thrive and truly reflect the tens of millions of people who play games every day in this country,” said Jo Twist, the CEO of the U.K.-based gaming trade association Ukie. “A diverse industry that draws on myriad cultures, lifestyles and experiences will lead to more creative and inclusive games that capture the imagination of players and drive our sector forward.”
Between the push to diversify the industry and a slew of new opportunities in the field, the key takeaway is that there are a wide range of possible careers in the industry and, even if you don’t think they do, your skills probably translate into one of the many roles that a gaming company needs to fill. Avid gamers know that you’re not going to beat a game the first time you turn on your console. So hone your skills, build up your experience and continue your quest to land a job in the industry of your dreams.