Upgrading to Android 16 brings a new layer of security enhancements, but it also introduces one of the strictest implementations of Factory Reset Protection (FRP) to date. While these protections are designed to safeguard user data, they can also create unexpected friction—especially when legitimate users are locked out of their own devices after a reset. […]
The furniture industry has been slow to reckon with its reliance on plastic. From injection-molded shells to synthetic fabrics, plastic finds its way into even the most design-forward pieces. Recycling has long been positioned as the answer, but the numbers don’t hold up. Only 19% of plastic produced globally actually gets recycled, and incineration, a practice that releases pollutants into the air, has surged 34% recently.
Matthew Whatley came to this problem not as a materials scientist, but as a furniture designer who’d spent a decade with his hands in the work. After years of carpentry and concrete formwork, he studied product design in Vancouver and Melbourne, and a trip through Southeast Asia, where plastic waste is impossible to ignore, pushed him toward a specific question: what if furniture didn’t need plastic?
The Novum Chair is his answer, built from a combination of natural woven fiber and bio-based resin. The two materials form a composite: the fiber provides structure and texture, while the resin binds and hardens it into a rigid, load-bearing shell. It’s a relatively simple idea on paper, but getting it to actually hold a person’s weight required significant hands-on material testing.
The result is a chair that doesn’t look like it’s making a statement about sustainability; it just looks good. Its form is a single, continuous shell that sweeps from the backrest down through the seat and curls beneath to cradle the sitter. The woven surface is visible through the resin coating, giving it a warm, textile-like quality that reads more like craft than manufacturing.
There’s something refreshing about a chair you could put in a design studio, a cafe, or a considered living space without it demanding attention. The Novum Chair has the kind of understated confidence that lets the material do the talking. The texture and warm amber of the resin-soaked fiber give it a character that shifts with the light, something molded plastic never manages.
Part of what makes this approach worth taking seriously is that it sidesteps one of the more uncomfortable truths about recycled plastics. Re-rendered recycled plastic isn’t the clean solution it’s often portrayed as; it can be roughly 10 times more toxic than the original material. Natural fibers and bio-based resins don’t carry that baggage, which makes this composite a genuinely different starting point.
Whatley is candid about the fact that bio-based resins aren’t perfect yet. They’re relatively expensive, not high enough in bio content, and not yet as accessible as conventional materials. But the Novum Chair isn’t presented as a finished product so much as a proof of concept that structurally sound, beautiful furniture can be built around materials that don’t depend on plastic.
What Whatley has done is take a material problem that feels overwhelming in scale and distill it into something you can sit in. That’s no small thing. The conversation around plastic alternatives tends to stay abstract, caught up in policy and data. A chair that you can actually inhabit, one that looks beautiful, pulls the conversation out of the theoretical and into the everyday.
The streamer has dropped a trailer for season four and it looks promising. The tone looks slightly darker when compared to season three, which was maligned for being a bit too silly and uneven. The trailer is narrated by Anson Mount's Captain Christopher Pike, who discusses the "terror" of space as a planet explodes.
This is still Strange New Worlds, so it won't be all doom and gloom. The trailer shows us a screeching alien dinosaur, which is pretty fun. There have also been reports that season four will feature a puppet episode with involvement from Jim Henson's Creature Shop.
This new batch of episodes will lean even heavier into connections to the original Star Trek show from the 1960s. Paul Wesley's version of Captain Kirk features prominently in several scenes, with one looking like a direct callback to Star Trek II: The Wrath of Khan. A younger Scotty also makes an appearance.
For the uninitiated, Star Trek: Strange New Worlds is a prequel to the first show and starts several years before Kirk takes over as captain of the Enterprise. It's been said that the series will end with Kirk taking the big chair. It's also primarily an episodic series, with no real serialized season-long arcs. It's pretty good!
It's also ending in the near future. Season five will presumably premiere next year and will include just six episodes. As a matter of fact, it looks like the modern incarnation of Star Trek is ending in totality. Sets are being taken down and there are currently no new shows in production for the first time in a decade.
This is a bummer, even if I didn't always love some of the newer content. The upcoming second season of Starfleet Academy will be its last, which is exceptionally sad because it was really beginning to fire on all cylinders. It was 12 years between the final episode of Star Trek: Enterprise and the first episode of Star Trek: Discovery, which kicked off the modern era. Who knows how long we'll have to wait this time.
This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/star-trek-strange-new-worlds-returns-for-its-penultimate-season-on-july-23-170946603.html?src=rss
Valve's Steam Controller will hit the market on Monday, May 4, for a going price of $99 in the United States. The Steam Controller does precisely what it says: It communicates with anything running Steam or the Steam Link app, so this includes PCs, Macs, mobile devices and the Steam Deck.
Eventually, the Steam Controller will connect to the new Steam Machine console and Steam Frame VR headset, but neither of these products have solid release dates just yet. They were originally slated to come out in early 2026 alongside the Steam Controller, but we're nearly five months into the year and only a third of that promise is poised to be fulfilled. Valve in March said it hopes to ship in 2026, dropping the "early" bit.
As noted in our review, the Steam Controller is a solid gamepad, especially for the price. It feels and looks a lot like a Steam Deck, complete with two trackpads beneath a pair of TMR thumbsticks and a standard face array. It's reactive, ergonomic, and comes with a cute little charging and connection puck that snaps onto the bottom of the gamepad. Just note that the Steam Controller is not a PC controller: It works with Steam, and only Steam. You'll have to add games with their own launchers like Overwatch, Valorant, Minecraft or Fortnite to your Steam library before playing them with Valve's proprietary controller. How convenient — for Valve, at least.
Valve
Worldwide, Steam Controller prices are as follows:
US: $99
Canada: $149 CAD
EU: €99
UK: £85
AUD: 149
PLN: 419
This article originally appeared on Engadget at https://www.engadget.com/gaming/valves-steam-controller-costs-99-and-arrives-may-4-170058529.html?src=rss
Don’t mistake the Steam Controller for a PC controller. Even though its main function is to play PC games, Valve’s new gamepad communicates with Steam, and only Steam. This is not a general controller for your PC, Android or iOS devices, and it’s certainly not compatible with any console on the market today, unless you count the handheld Steam Deck. In order to play a game with the Steam Controller, you have to boot it up through Steam. (More on this later).
Valve’s end goal for the Steam Controller is compatibility with the Steam Machine, a console that doesn’t yet have a public release date or price point. The Steam Machine will support 4K gaming at 60 fps with FSR, it’ll come with 512GB or 2TB of SSD storage, and it’ll work with the Steam Frame VR headset, as will the Controller. The new Steam Machine was supposed to drop early this year, fulfilling a long-promised dream of PC gaming by moving your entire Steam library to the couch in a compact but powerful box. Due to the memory shortages plaguing the tech industry, the Machine and Frame aren't here yet, so the Steam Controller is the first step in Valve’s hardware takeover of living room territory. It’s due to come out on May 4, priced at $99.
The Steam Controller represents roughly 13 years of R&D, from its first iteration announced in 2013 to the debut of the Steam Deck in 2022, and the refinement period clearly paid off.
The Steam Controller is a tidy chonker of a gamepad with a broad, Duke-like face holding two square trackpads beneath the standard analog sticks and face buttons. Despite its extra girth, the Steam Controller feels light, slim and balanced, even in my smaller-than-average hands. The grips are slender and have four circular rear buttons, two per side, that are super satisfying to click even when they don’t do anything in-game. The bumpers, triggers, D-pad and face buttons are shiny black plastic, and all of the controller’s edges are rounded, allowing for a smooth glide between the bumpers and triggers especially. The trackpads don’t get in the way when you don’t need them, but in-use, they’re incredibly sensitive and kind of mesmerizing. They look and feel just like the trackpads on the Steam Deck, following the trails of your thumbs with miniature popping bubbles.
The Steam Controller uses tunnel magnetoresistance (TMR) joysticks, which are a leveled-up version of Hall effect sticks, offering ultimate precision and long-term stability with no chance of drift. After a few days of use across a range of game genres, including competitive first-person shooters, they’ve proven to be reliable and accurate. In terms of stick precision and feel, I find the Steam Controller is comparable to the Razer Wolverine V3 Pro, my PC gamepad of choice. I otherwise much prefer the swappability, rubberized microswitches and crisp clickiness of Razer’s gamepad — but the Wolverine also costs about $100 more and doesn’t come with trackpad capabilities, so we’ll call it a wash.
Sam Rutherford for Engadget
One of the neatest aspects of the Steam Controller is its charging and connection puck, which plugs into your PC or Steam Deck through a USB cable and enables stable wireless play. The puck snaps onto the belly of the controller for charging, and when you hover the gamepad’s connection point over it, it jumps up and latches on like a cute little sucker fish. I don’t know if this behavior is an intentional selling point, but it certainly is for me. The Steam Controller also connects to devices via Bluetooth or with a cable, and in all configurations it’s performed without issue for me. Of course, Bluetooth mode has the highest latency, so that’s mainly for phones and Steam Link play. The puck can support two Steam Controllers at once. Swapping between Puck and Bluetooth mode is a simple matter of holding the right bumper and A or B, respectively, when you turn the controller on.
Pressing the power button with the Steam logo wakes up the gamepad, and pressing it twice when you’re connected to a PC launches Steam in Big Picture mode. The Steam Controller feels like a natural extension of Valve’s storefront, and with its matte black finish and bubbled edges, it’ll be familiar to anyone who’s fallen in love with a Steam Deck these past few years.
I tested out the controller on my PC with Steam games and non-Steam games (added to my Steam library first, of course — seriously, more on that later), and in my living room with my Steam Deck acting as a makeshift, low-powered Steam Machine. On PC I played The Seance of Blake Manor, Creature Kitchen and Overwatch, and on Steam Deck I played Blake Manor, Demonschool and Balatro. Whether connected with Bluetooth, the puck or USB, the Steam Controller provided seamless play and no noticeable latency. The distance from my couch to the puck nestled behind my Steam Deck is about eight feet, and I didn’t feel a frame drop while cosplaying as a Steam Machine owner. I also never ran into battery issues, but that’s not shocking considering Valve’s claim that the gamepad has more than 35 hours on a single charge. In my testing, the battery barely registered a drop after multiple hours of playtime, and I was happy to snap on the charging puck whenever I wanted to set the controller down.
Sam Rutherford for Engadget
Valve notes the battery life may be lower if playing with the Steam Frame. The Steam Controller has infrared LEDs for tracking, which will obviously drain the battery a little faster. Some VR games may have you waving your controller, as there are gyroscopic sensors in there as well. As the Steam Frame isn’t out, I wasn’t able to test some of the controller’s more interesting features.
Even against players using a keyboard and mouse in competitive Overwatch matches, I won games and earned awards, passing my personal ultimate test of a controller’s capabilities. When it comes to Overwatch, I’m mostly comparing the Steam Controller to Sony’s DualSense, and it feels surprisingly similar. I enjoy the Steam Controller’s smooth slide between the bumpers and triggers, though its haptic feedback is more subtle than the DualSense’s, lacking in the analog sticks particularly. Much like with the Steam Deck, I haven’t found a consistent use case for the trackpads on the Steam Controller, but I appreciate their inclusion, the accessibility factor, and the fact that they aren’t otherwise intrusive. Now, just add a Playdate crank and I’m really sold.
The Steam Controller is a clear and unmistakable signal that Valve is joining the console wars, and perhaps by patient and diligent design, it’s appearing at a vulnerable time. Xbox is fumbling the current generation and attempting to redefine its place in the console market amid a significant leadership shakeup, while Sony and Nintendo are carrying on with standard hardware upgrade cycles in a landscape that’s based less on platform exclusivity every day. Right now there’s room for a robust PC-based storefront to stake its claim on couch gaming, and voila, here’s Valve with the Steam Machine and Steam Controller.
Sam Rutherford for Engadget
Similarly to the way Valve used Half-Life 2 to get people to download Steam in 2004, the Steam Controller pushes players to fully consolidate their PC libraries in its own ecosystem. You’ll have to add games with their own launchers like Overwatch, Valorant, Minecraft and Fortnite to your Steam library before you can play them using Valve’s controller. This is a small inconvenience, since it takes just a few clicks to add a non-Steam game to your profile.
(Welcome to later). However, I don’t enjoy doing it. As I was browsing through files to add Overwatch to my Steam library, I couldn’t help thinking that it would have been pretty easy for Valve to add a switch that would let the Steam Controller communicate with any PC game. Maybe it's a touch of oppositional defiant disorder, but I despise being coerced into behaviors that are designed to serve a corporation’s market control over my own workflow, especially in my personal spaces.
Now more than ever, I value my ability to choose — which businesses I work with, where I store my software, how I play — and the Steam launcher requirement is another small expansion of Valve’s incredible power in the PC games industry. It’s too easy to say, most of my games are already on Steam, no big deal, and use the Controller as an excuse to consolidate them all on Valve’s launcher. Suddenly, Steam is where you begin and end every gaming session, rather than just most. Obviously and especially with the coming rollout of the Steam Machine, this is the reality that Valve wants: a rich industry utterly reliant on its platform of DRM, shitty revenue splits and random opaque censorship. It’s the situation that Microsoft, Apple or Epic also want for themselves, but the main difference is that this future is actually in reach for Valve, and the Steam Controller is a tiny part of the plan. If willing and unforced support of a monopoly makes you bristle as well, feel free to stick with 8BitDo.
Sam Rutherford for Engadget
Truly though, I get it. The Steam Controller doesn’t come with a PC switch because it’s not a PC controller. It’s for controlling Steam, a service that’s become synonymous with PC and handheld gaming, and is now creeping onto the living-room scene. The Steam Controller is designed to follow you everywhere Steam is, for all your gaming needs across every screen forever and always — and there is something soothing about that idea in a Brave New World Soma kind of way. A PC controller? That’s far too limited, from Valve’s perspective.
Encroaching corporate dystopia aside, the Steam Controller is a sturdy and sleek gamepad that stands up to the competition. It’s for Valve diehards, trackpad fanatics and anyone whose main gaming hub is Steam. Which, to be clear, is a massive market that’s only poised to grow.
This article originally appeared on Engadget at https://www.engadget.com/gaming/valve-steam-controller-review-a-gamepad-in-search-of-a-console-170054068.html?src=rss
There's something deeply relaxing about chucking on a solid pair of headphones, listening to some good music and cleaning muck off structures and vehicles. Not in real life, though. Heavens, no. PowerWash Simulator 2 lets you do that without having to deal with any actual muck — as long as you're regularly cleaning your keyboard or controller, anyway.
You'll soon be able to carry out powerwashing jobs in six more locations, all of which are in a galaxy far, far away. In the game's upcoming Star Wars expansion, you can visit the likes of Tatooine and Hoth to clean the Lars homestead, an X-wing and a Star Destroyer bridge.
Lars homestead in PowerWash Simulator 2
FuturLab
Developer FuturLab has created an exclusive powerwasher for these levels, in which you'll play as a labor droid called P0-W2. You can take on the jobs with up to four friends. Expect a bunch of Easter eggs too.
FuturLab says the expansion is set during the original Star Wars trilogy. You'll first be taking on work for the Galactic Empire before defecting to the Rebel Alliance (so you'll literally be dealing with Rebel scum).
The studio has previously brought other franchises into the fold. Those who own the first PowerWash Simulator can snag the Final Fantasy and Tomb Raider expansions for free before they’re delisted at 10AM ET on May 19. There are also Back to the Future and Shrek expansions for the original game.
The Star Wars expansion is coming to PowerWash Simulator 2 on PC, PS5, Xbox Series X/S and Nintendo Switch 2 this summer. It'll cost $10. In the meantime, spare a thought for those poor contractors whose jobs the P0-W2 droids are taking:
This article originally appeared on Engadget at https://www.engadget.com/gaming/a-star-wars-expansion-is-coming-to-powerwash-simulator-2-162946670.html?src=rss
OpenAI is opening up its partnership with Microsoft in the latest amendment to the major multi-year collaboration between the tech giants. The latest changes allow OpenAI to offer its latest AI models to other companies and through other cloud providers, stripping Microsoft of its exclusivity rights.
In a joint announcement posted on OpenAI and Microsoft's websites, Microsoft will still be OpenAI's primary cloud partner with the latest products shipping first on Azure, but OpenAI is now allowed to use any cloud provider. Sam Altman, OpenAI's CEO, posted on X that the company is "now able to make our products and services available across all clouds."
On top of that, Microsoft will still have a license for OpenAI's models and products through to 2032, but the license will no longer be exclusive. On the business side, Microsoft will no longer pay a revenue share to OpenAI, but OpenAI would still make revenue share payments to Microsoft until 2030, which will now be subject to a total cap.
The two companies have worked closely together since announcing a multiyear partnership in 2019. Microsoft and OpenAI have gone through several phases for its collaboration, but the two put out a joint statement in February of this year that still mentioned the exclusivity agreements. However, the latest update confirms that OpenAI can break exclusivity, with the companies arguing these changes are for "flexibility, certainty, and a focus on delivering the benefits of AI broadly."
This article originally appeared on Engadget at https://www.engadget.com/big-tech/openai-breaks-out-of-exclusivity-agreements-in-its-partnership-with-microsoft-162829584.html?src=rss
Most public sculptures ask you to stand in front of them and feel something, usually reverence, awe, or a vague sense of civic pride. They represent people, events, or abstract ideals, but they rarely suggest function. A figure cast in bronze doesn’t appear to be doing anything, and that’s largely the point. The statue commemorates; it doesn’t operate. The relationship between viewer and object is, by design, entirely passive.
Michael Jantzen had a different idea. The Santa Fe-based designer set out to create public sculptures that look like they’re built to do something, even if no one, including Jantzen himself, can say what that something is. The result is the Monumental Engines of Creation, a concept series drawing from the visual language of high-technology hardware, assembled into objects that feel purposeful, alien, and oddly believable all at once.
The design process is telling. Jantzen didn’t start with a function and work backward to a form, as industrial designers typically do. He built the pieces intuitively, combining various components into composites that simply suggest some kind of high-level intelligence at work. The question of what they might actually be for was deliberately left unanswered, and that open-endedness is precisely what gives the series its strange pull.
Standing near one of these sculptures, you’d spend a while trying to decode it. Jantzen’s hope is that viewers engage with the objects and find themselves genuinely wondering about their origin, their creators, and their purpose. That kind of sustained curiosity is harder to provoke than it sounds. Most public sculptures deliver their meaning almost immediately; these deliberately withhold it, rewarding prolonged attention with more questions rather than answers.
Part of why that works is scale. Each piece in the series is intentionally gigantic, dwarfing any person nearby to the point of near insignificance. That proportion isn’t accidental; Jantzen designed the scale to convey the symbolic weight of each object relative to its imagined function. A machine built to scatter the seeds of creativity throughout the universe, the thinking goes, should probably look the part.
There’s something worth sitting with in the idea that creativity itself deserves monuments. Most of what we commemorate in public space is history, politics, or governance. Jantzen’s machines point somewhere else, toward imagination, invention, and the strange optimism embedded in building. They don’t ask to be understood. They ask to be wondered at, which turns out to be a different, and arguably more honest, kind of public art.
Most modern smartwatches are essential health and connectivity hubs, featuring high-resolution OLED/LCD screens, comprehensive health monitoring, built-in GPS, NFC for contactless payments, and whatnot. They focus on fitness tracking while being highly practical and comfortable to wear.
Rogbid wants to change the perception of a smartwatch from just being a health tracking wearable that stays connected to your smartphone to one that is utilitarian within its own rights. The Chinese smartwatch brand has revealed the SpinX smartwatch that comes with a scroll wheel for navigating menus and other options with better precision. This little change simplifies things for the wearer, which is a small win that goes a long way.
This precision scroll wheel has a full-area pressure-sensing system to make operations smooth. The little hardware comes with a full-area pressure-sensing system that eliminates any blind spots, especially in the corners. Essentially, we are talking about a 360-degree pressure-sensing control system that brings faster command navigation to the fore and improves the overall experience. The SpinX smartwatch comes with a 1.43-inch AMOLED display with a 466 x 466 pixel resolution. The elements displayed are going to be color correct since it has 99.5% Adobe RGB color accuracy.
Apart from the intuitive scroll wheel control, the watch has a built-in flashlight that is much more than the bright screen mode that normal smartwatches use for the flashlight function. SpinX goes a step further by adding a specialized optical lens and a deep reflector for better results. The focused beam from this flashlight is very useful in inclement weather conditions as it prevents light scattering. This comes very handy on foggy nights and rainy seasons. The flashlight comes in three modes: High, Beam, Strobe, and SOS for a more granular control over the usage scenarios.
Another highlighting feature of the smartwatch is the built-in 1100mAh battery pack, which ensures you don’t need to recharge it for 40 days on active usage. In the standby mode, it can last up to 100 days, which is staggering. Compare that to my Galaxy Watch’s meagre backup that lasts only a day at best, and this smartwatch already has my vote. The 3ATM water-resistant watch is adventure-ready with military-grade durability (MIL-STD 810H certified) and a built-in compass.
Of course, it comes with comprehensive health tracking features like a heart rate monitor, tracking SPO2 levels, and keeping a tab of sleep health. For active individuals, the smartwatch has more than 100 sports modes, including an activity tracker. The watch faces on this one can be customized as per your liking, and the Bluetooth 5.4 connectivity to your phone keeps things seamless. SpinX is available in classic black finish with the option to choose from the Tech Black or Vibrant Orange scroll wheel. With a price tag of $50, this smartwatch is already going to be on many people’s wishlists, I’m sure.
In its quest to become an all-in-one app, Spotify is now breaking into the fitness app world by offering "guided workout experiences" and on-demand Peloton classes. Premium subscribers will get access to Peloton's library of more than 1,400 classes in the app, while both Free and Premium can browse curated playlists (they're listed under the genre "fitness.")
Spotify
Spotify said the classes are primarily in English, but there are some options in Spanish and German. Like music and podcasts, Spotify lets you bounce between different devices for its fitness media, so you can start a video workout on your TV and switch to an audio-only version on your phone or smart speaker. Users can even download the classes for offline use.
The fitness category may feel like a sharp turn for Spotify, but the company said that nearly 70 percent of its Premium subscribers work out monthly and that fitness and workout content was one of the top use cases for its Prompted Playlist feature. Spotify has long been expanding its offerings outside of music, with its latest efforts giving users a way to buy physical books or create group chats.
This article originally appeared on Engadget at https://www.engadget.com/apps/spotify-is-now-a-fitness-app-too-144037057.html?src=rss