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Gift Guide: 7 great gifts for anyone working from home

Let’s just get this out of the way: For the past several years, I’ve contributed the “Best Gifts for Frequent Travelers” segment to TechCrunch’s annual gift guide. I love it. It was easily my favorite gift guide to write, and it was an audience favorite, as well. But I am no longer a frequent traveler. I’ve left New York City exactly once since March. Odds are that special person in your life isn’t traveling much, either.

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Gift Guide: 22 STEM toy gift ideas for every little builder

In 2020, parents and guardians are super spoilt for choice in the STEM toys gift department — which is great news in the midst of a pandemic that’s supercharging homeschooling needs. The category has matured to offer an interesting range of options for children across a wide span of ages, shedding some of its earlier reliance on Disney IP in favor of more original ideas. Below, we’ve rounded up 20+ gift ideas to get the (robotic) ball rolling.

Transfr raises $12M Series A to bring virtual reality to manufacturing-plant floors

The coronavirus has displaced millions of workers across the country. In order to recover, companies must focus on re-skilling their workforces in a measured and sustainable way. However, training and recruitment can cost hundreds of thousands of dollars for companies, a heavy investment that is hard to explain during volatile times.

To Bharani Rajakumar, the founder of Transfr, the dilemma of displaced workers is the perfect use case for virtual reality technology. Transfr leverages virtual reality to create simulations of manufacturing-plant shop floors or warehouses for training purposes. The platform’s entry-level gives workers a way to safely and effectively learn a trade, and companies a solution on mass up-skilling needs.

At its core, Transfr is building a “classroom to career pipeline,” Rajakumar says. Companies have influence over the training they need, and students can turn into entry-level employees within vocational schools, on-site or within training facilities. Below is a presentation from the company highlighting the trainee experience.

Transfr’s core technology is its software. Hardware-wise, the business uses Facebook’s Oculus Quest headset with Oculus for Business, not the generic customer hardware available in stores.

Transfr makes money by charging a software-as-a-service licensing fee to companies, which can go for up to $10,000 depending on the size of the workforce.

Transfr started as a mentor-based VR training programming play. The business sold courses on everything from bartending to surgery skills, as shown below:

The shift to displaced worker training, Rajakumar says, came from realizing who had the purchasing power in the relationship of entry-level employees. Hint: It was the companies that had the most to gain from a higher-skilled worker.

Virtual reality has gotten an overall bump and better reputation from the coronavirus pandemic, but is yet to massively be adopted among edtech founders. Rajakumar thinks that it could be revolutionary for the sector. He first saw virtual reality when he attended a gaming conference in San Francisco in 2017.

“I can’t believe that gaming and pornography are the two big industries for this technology,” he said. “I don’t think anybody understands what this is gonna be for teaching and learning.”

Labster, which offers schools VR simulations of science class, had product usage grow 15 times since March. The company raised money in August to expand to Asia.

Labster CEO and co-founder Michael Jensen says that Transfr’s gamification and simply UX is good for adoption, but noted that production costs could be the biggest barrier toward making the company scale.

“It’s simply too expensive to build a stable, well-polished VR application still today, and all players, us included, need to think about reusability, testability and scalability to be able to truly succeed.”

Transfr is trying to lower costs by creating a catalog of work simulations, a Transfr virtual reality training facility of sorts, that it can then repurpose for each different customer. Each month, it adds to the training facility with new jobs that are in demand, helping it scale without needing to start from scratch with each new customer. Since March, Transfr’s customers have quadrupled.

Most notably, though, is Transfr’s recent work in Alabama. The company is behind a statewide initiative in Alabama where its software is being used in the community college system and industrial workforce commission for re-skilling purposes. It’s through these large contracts that Transfr will truly be able to scale in its mission to train workforces. Rajakumar hopes to sign 10 to 15 similar contracts in the next year.

It’s an ambitious goal, and one worth raising financing to achieve. Transfr today announced that it has raised million in a round led by Firework Ventures . The money will primarily be used to grow Transfr’s catalog of virtual reality simulations. While the company is not yet profitable, Rajakumar says that Transfr “could be” if they wanted to move at a slower growth rate.

“Before COVID, people would say we’re such good Samaritans for working on workforce development,” he said. “In a post-COVID world, people say that we’re essential.”

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How China’s Realme sold 50 million phones in just over 2 years

Starting a new phone brand in 2018 might seem too late in an already crowded market, but Sky Li was convinced that consumers between 18-25 years old were largely underserved — they needed something that was both affordable and cool.

A few months after Li founded Realme in May that year, the smartphone company organized a product launch at a college campus in India, the world’s second-largest smartphone market. It brought its own production crew, built a makeshift stage and invited local rappers to grace the event.

“I was amazed. No one was sitting down and it felt like a carnival, a big disco party,” Chase Xu, Realme’s 31-year-old chief marketing officer, told me at the firm’s headquarters in Shenzhen.

“No foreign company had ever entered the campus. They didn’t think it was possible. Why would a university let you do a launch event there?” Xu, clad in a minimalist, chic black jacket from a domestic brand, recounted with enthusiasm and pride.

“Realme became widely known thanks to the event. People found it very interesting that it was mixing with students. It didn’t just launch a product. It was showing off a youthful, flamboyant attitude.”

Within nine quarters, Realme has shipped 50 million handsets around the world, with India as its biggest market, even larger than China. The target this year is to double last year’s target to 50 million units, a goal that’s “nearly complete” according to Xu. It’s now the world’s seventh biggest smartphone brand, trailing only after those that have been around for much longer — Samsung, Huawei, Xiaomi, Apple, Oppo and Vivo, according to a Q3 report from research firm Canalys.

Realme didn’t accomplish all that from scratch. It’s yet another smartphone brand rooted in BBK Group, the mystic electronics empire that owns and supports some of the world’s largest phone makers (Vivo, Oppo, OnePlus and now Realme).

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In 2018, former Oppo vice president and head of overseas business Sky Li announced he was resigning from Oppo to start Realme as an independent brand, similar to how OnePlus started in 2013. Today, Realme, OnePlus and Oppo all belong to the same holding group. That entity, together with Vivo, sits under BBK, which started out in 1998 selling electronic dictionaries in south China and has been diversifying its portfolio ever since.

While Realme and OnePlus operate independently, they get access to Oppo’s supply chain, a model that has allowed them to have lighter assets and consequently fewer costs.

Realme’s pop-up store in India / Photo: Realme

“Realme has an advantage because we share a supply chain with Oppo. We are able to get very good resources from the supply end, stay ahead globally and obtain what we should have,” said Xu.

For instance, the nascent phone maker was among the first to get Qualcomm’s new Snapdragon 865 chips and put four cameras into a handset. Priority isn’t always guaranteed, however, because “there is definitely competition between us and our peers to fight to be the first,” Xu admitted. “Of course, it also depends on the progress of each team’s research and development.”

The light-asset strategy also means Realme is able to offer competitive technologies at relatively low prices. In India, its 8GB RAM, 128GB phone cost less than 1,000 yuan ($152) and its notch screen model was less than 1,500 yuan ($228).

Realme isn’t concerned about increasing margin in the “growth stage,” Xu said, and the firm has “been profitable from the outset.” On the other hand, the phone maker is also introducing a slew of IoT gadgets like smart TVs and earphones, categories with higher markups.

The smartphone-plus-IoT strategy is certainly not unique, as its siblings in the BBK family, as well as Xiaomi and Huawei, have the same vision: smartphones and smart devices from the same brand will form a nicely interconnected ecosystem, driving sales and data collection for each other.

Another way to cut costs, according to Xu, is to avoid extravagant outdoor advertising. The company prefers more subtle, word-of-mouth promotion like working with influencers, throwing campus music festivals and fostering an online fan community. And the strategy seems to be clicking with the young generation who like to interact with the brand they like and even be part of its creative process.

The most enthusiastic users would sometimes message Xu with pencil sketching of what they envisioned Realme’s next products should look like. “They have very interesting and excellent ideas. This is a great generation,” the executive said.

Chinese brands go global

A Realme event during Diwali / Photo: Realme

Realme’s India chief executive Madhav Sheth is equally adored by the country’s young consumers. A former distribution partner of Realme, he made an impression on Realme founder Li, who “understands the Indian market very well despite not speaking fluent English,” according to Xu.

“Sheth is very charismatic and good at public speaking. He knows how to excite people.” Xu spoke highly of Sheth, who is an avid Twitter user and has garnered some 280,000 followers since he joined in the spring of 2018.

The Indian boss’s job is getting trickier as India becomes more wary of Chinese influence. In June, the Indian government banned TikTok and dozens of other Chinese apps over potential national security risks, not long after it added more scrutiny on Chinese investments. Anti-China sentiment has also soared as border tensions heightened recently.

Against all odds, Realme is seeing robust growth in India. In Q3, it grew 4% from the previous quarter and currently ranks fourth in India with a 10% market share, according to research firm Counterpoint.

“During the start of the quarter, we witnessed some anti-China consumer sentiments impacting sales of brands originating from China. However, these sentiments have subsided as consumers are weighing in different parameters during the purchase as well,” the researcher wrote in the report.

“Of course the India-China conflict is not something we want to see. It’s a problem of international relationships. Realme doesn’t take part in politics,” Xu assured. “There will always be extremist users. What we can do is to expand our fan base, give them what they want, and leave the extremists alone.”

Next year, Realme is looking to ramp up expansion in Europe, Russia and its home market China. None will be a small feat as they are much-coveted markets for all major phone makers.

Realme’s onion-inspired model designed by prominent Japanese designer Naoto Fukasawa

Part of Realme’s effort to associate itself with what Gen Z around the world considers “cool” is to work with prominent designers. Xu’s eyes lit up, raising his hand in the air as if he was holding a ball. He was mirroring Naoto Fukasawa, the renowned Japanese industrial designer who came up with the onion-inspired color and pattern of the Realme X model.

“The afternoon sunlight slanted through the large windows. [Fukasawa] gave me a playful look, took an onion from beneath the table, and told me that was his inspiration,” Xu recalled. “He slowly turned the onion in the sun. I was dumbfounded. The veins, the pink, gold color, the texture. It was so beautiful. You wouldn’t think it was an onion. You’d think it was craftwork.”

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This $99 gadget helps you make music, no skill required

At CES back in January, I met with a handful of founders who were/are crowdfunding musical instruments. It’s a fascinating category and one to watch if you have a passing interest in either music or technology. Like a vast majority of hardware startups, most companies in the space will build one product if they’re lucky — and even that can feel like something of a long shot.

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Lego expands its Super Mario world with customization tools, new Mario power-ups and more characters

Lego’s partnership with Nintendo delivered a pretty awesome debut earlier this year with the interactive Lego Super Mario Starter Course, and now it’s following that up with additional sets designed to complement the first. These include a new “Master Your Adventure Maker Set,” which adds customization options by tweaking Lego Mario’s response via three new bricks, and a new way to shuffle the rules for each level. Lego and Nintendo are also releasing additional themed Expansion sets, new power-ups for Mario and a second series of mystery characters to incorporate into level builds.

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The Master Your Adventure Maker Set includes 366 pieces in total, and will retail for $59.99. The Expansion sets include a Chain Chomp jungle-themed playset ($19.99), a Piranha Plan puzzle challenge set ($29.99) and a new Poison-themed biome for Mario to explore featuring Wiggler ($39.99). The two new power-ups for Lego Mario are his Penguin suit and his Tanooki suit, which retail for $9.99 each.

Each new Series 2 Character Pack retails for $4.99. These come in packaging that doesn’t reveal their contents until opened, adding some degree of chance to which of the new characters you end up with. The Series 2 characters include Huckit Crab, Spiny Cheep Cheep, Ninji, Foo, Parachute Goomba, Fly Guy, Poison Mushroom, Para-Beetle, Thwimp or Bone Goomba.

Image Credits: Nintendo

These will all go on sale starting January 1, both from Lego directly and from its retail partners. That’s just after the holiday rush, which seems like a bit of a miss for what you’d expect would be a popular set of gifts, but Nintendo’s still selling the original starter course and other kits.