Researchers at MIT have been working with the South Korean beauty company Amorepacific for the past few years to develop a wearable "electronic skin" platform that can provide real-time insights about skin aging and make personalized skincare recommendations, and it's due to debut at CES 2026 as "Skinsight." Skinsight, which was announced as one of the CES 2026 Innovation Award Honorees this week, is a Bluetooth-equipped sensor patch that sticks to the skin and works with a mobile app, tracking skin tightness, UV exposure, temperature and moisture.
An artist's rendering of the Skinsight patch showing various sensors and a bluetooth module
Amorepacific
Based on the readings, the AI-powered app will approximate how the different factors might contribute to or speed up skin aging, and suggest the products best suited for the job so the user can incorporate them into their skincare routine. The patch is designed to be breathable and withstand sweat so it can stay on for long periods of time. The team hasn't yet shared on Skinsight's availability and cost.
This article originally appeared on Engadget at https://www.engadget.com/wearables/mit-researchers-and-beauty-brand-amorepacific-made-a-wearable-patch-that-analyzes-skin-aging-225125621.html?src=rss
Nearly a decade after going offline, Vine is (sort of) back and, in a truly bizarre twist, Jack Dorsey is at least partially responsible. An early Twitter employee has released a beta version of a rebooted Vine — now called "Divine" — that revives the app's six-second videos and includes a portion of the original app's archive.
The project comes from Evan Henshaw-Plath, a former Twitter employee who goes by "Rabble," and has backing from Dorsey's nonprofit "and Other Stuff," which funds experimental social media apps built on the open source nostr protocol. Rabble has so far managed to resurrect about 170,000 videos from the original Vine thanks to an old archive created before Twitter shut down the app in 2017. In an FAQ on Divine's website, he says that he also hopes to restore "millions" of user comments and profile photos associated with those original posts as well.
But Divine is more than just a home for decade-old clips. New users can create six-second looping videos of their own for the platform. The app also has many elements that will be familiar to people who have used Bluesky or other decentralized platforms, including customizable controls for content moderation and multiple feed algorithms to choose from. The site's FAQ says Divine plans to support custom, user-created algorithms too.
Divine is also taking a pretty strong stance against AI-generated content. The app will have built-in AI detection tools that will add badges to content that's been verified as not created or edited with AI tools. And, according to TechCrunch, the app will block uploads of suspected AI content.
"We're in the middle of an AI takeover of social media," Divine explains on its website. New apps like Sora are entirely AI-generated. TikTok, YouTube, and Instagram are increasingly flooded with AI slop—videos that look real but were never captured by a camera, people who don't exist, scenarios that never happened. Divine is fighting back. We're creating a space where human creativity is celebrated and protected, where you can trust that what you're watching was made by a real person with a real camera, not generated by an algorithm."
While all that may sound intriguing, Divine has a long way to go before it can accomplish all that. The app hasn't made it onto either app store yet, though it's already added 10,000 people to an iOS beta, according to its founder. In the meantime, you can also browse some of the app's videos, including some old Vine posts, on its website, though not all of the videos are working properly at the moment.
Still, any kind of reboot is good news for fans of the original, who have long hoped the app might make a comeback. Elon Musk has suggested more than once that he would revive Vine in some way, but has yet to follow through.
This article originally appeared on Engadget at https://www.engadget.com/social-media/divine-is-a-jack-dorsey-backed-vine-reboot-for-2025-192307190.html?src=rss
Mozilla is working on a new tool for Firefox called AI Window. This will be an opt-in space for chatting with an AI assistant and getting help from it while browsing. The goal with this project appears to be giving users more control over when and how they choose to interact with AI. AI Window will be another option for users alongside the standard Firefox window and the Private Window, which will continue to offer more privacy protections. The feature is still in development, so interested users can sign up in Mozilla's blog post to be among the first users and provide feedback.
AI built into browsers is one of the current hot issues among tech companies. Every browser provider and AI operation appears to be engaged in an arms race to offer the best integrated solution. Mozilla isn't immune to that push; it also introduced an iOS tool for Firefox earlier this year where you can shake your phone to get an AI-generated summary of a web page.
This article originally appeared on Engadget at https://www.engadget.com/ai/mozilla-will-add-an-ai-window-to-firefox-225032453.html?src=rss
Apple will not be granted a preliminary option for appealing a landmark antitrust ruling in the UK. In October, the country's Competition Appeal Tribunal determined that Apple benefited from "near absolute market power" over app distribution and in-app payments and was "abusing its dominant position by charging excessive and unfair prices" as developer commission. At the time, Apple was reportedly planning to appeal, but today, the Tribunal refused to give the company permission to challenge its decision.
That means Apple's next recourse, if it wants to not pony up more than £1 billion in damages, is to take its case directly to the UK Court of Appeal. The company has requested 21 days to file any application with that judicial body.
It has been a busy year for Apple as it faces more regulatory pressure over its rules for the App Store and fees charged to mobile developers. Earlier today, Apple announced a new partner program that would halve the commissions it charges for mini-app transactions.
This article originally appeared on Engadget at https://www.engadget.com/big-tech/apple-suffers-setback-in-uk-app-store-fee-lawsuit-204627286.html?src=rss
Apple has introduced a new plan for developers who offer mini-apps that could see the commission rate cut in half. Under the App Store Mini Apps Partner Program, devs would pay a reduced rate of 15 percent, compared to the current 30 percent, on qualifying in-app purchases. Apple has a bunch of more detailed explanations and an FAQ about how the partner program will work and what mini apps are eligible.
Mini apps are "self-contained experiences" — often web-based games — that live within a larger "host" app. Apple has allowed developers to offer these experiences for years, but only allowed mini app developers to support in-app purchases of their own last year.
In order to participate in the Mini Apps Partner Program, developers will need to meet a few additional requirements. To start, developers will need to support both iOS and iPadsOS functionality. They're also required to implement Apple's Advanced Commerce API, as well as the Declared Age Range API. The latter requirement would prevent underage users from circumventing parental controls by accessing a mini app with a higher age rating than the host app.
Apple's fee structure has been an ongoing subject of debate, and the company has faced global pressure from regulators to change its commission policies to prove it isn't engaged in monopolistic, anti-competitive practices. We've already seen some changes at Apple this year, as its legal saga with Epic Games wound towards a conclusion and some of the App Store guidelines were changed to allow for external payment options.
Update, November 13, 2025, 2PM PT: Added additional details about the Mini Apps Partner Program.
This article originally appeared on Engadget at https://www.engadget.com/big-tech/apple-halves-app-store-fees-for-mini-apps-190251153.html?src=rss
Send a Ride lets you cover the cost of a ride directly from the Uber app, making it possible to pay for something like an airport pickup in advance. Uber says you'll be able to set a number of rides and a spending limit in the app (like two rides for up to $50 each) and then the app will generate a link that you can share with whomever you want to receive the rides. When they click the link, credit will automatically be added to their account and applied to their next trip.
For anyone whose winter travel includes skiing and snowboarding, Uber Ski is a new seasonal ride option Uber is adding that lets you book a ride to and from "nearly 40 of the top mountains across North America and Europe." When you select Uber Ski in the app, you can reserve an UberXL for up to two guests with gear or an UberXXL for up to four guests with gear. Uber also says it will sell the Epic Pass, a ticket that gets you access to Vail Resorts, directly through the Uber app.
If you're figuring out your own ride home from the airport, Uber is also expanding its Uber Share for Airports option that lets you split a ride home with people heading in the same general direction. Uber Share is now available at over 50 airports worldwide, including new additions John F. Kennedy International Airport, LaGuardia AirPort and Orlando International Airport.
Finally, starting in December, Uber will let you add a free video message from stars like Megan Thee Stallion, the Jonas Brothers or Tracee Ellis Ross to any Uber Eats order you send as a gift. The videos don't sound like they'll be personalized like a video from Cameo, but whoever you send the gift to will be able to choose their own delivery time so they're available when their gift arrives.
This article originally appeared on Engadget at https://www.engadget.com/transportation/ubers-send-a-ride-feature-makes-it-easier-to-pay-someone-elses-fare-130000110.html?src=rss
In August, Google announced that it will implement a new safety feature that would require developers to verify their identities if they want Android users to be able to sideload their apps. Now, the company has started inviting developers that distribute exclusively outside of the Play Store to the early access of the identity verification feature in Android Developer Console. Google has also revealed in the same announcement that despite its new rule, it will give experienced users the option to sideload even unverified apps on their Android devices.
The company said it received feedback from developers and power users who want to retain the ability to download unverified apps. That is why it’s now building “a new advanced flow that allows experienced users to accept the risks of installing software that isn't verified.” Google didn’t delve into how it designed the feature and how it will determine if someone is a “power user,” but it’s already gathering feedback about it and will share more details in the coming months. It did say that it designed the flow to ensure users aren’t duped into bypassing safety checks by scammers, including showing them clear warnings about the risks involved.
As Google explained in its announcement, one common attack in Asia involves scammers calling victims and making them download malware disguised as legitimate applications. They pretend to be employees from a bank, warning victims that their account has been compromised and instructing them to sideload an app to secure their funds. The scammers would also pressure their targets to ignore security warnings while they’re sideloading the application. The malware in the bad actors’ app will then steal the victim’s login and intercept two-factor codes needed to access their bank account.
“While we have advanced safeguards and protections to detect and take down bad apps, without verification, bad actors can spin up new harmful apps instantly,” Google said. “It becomes an endless game of whack-a-mole. Verification changes the math by forcing them to use a real identity to distribute malware, making attacks significantly harder and more costly to scale.” It’s still early days for Google’s developer verification requirement, however, and it won’t be rolling out widely until late 2026.
This article originally appeared on Engadget at https://www.engadget.com/apps/google-will-allow-experienced-users-to-sideload-unverified-android-apps-130000130.html?src=rss
At this point, the streaming music landscape feels pretty well settled. Giants like Spotify, Amazon, Apple and YouTube duke it out at the top, while plenty of other players like Qobuz, Tidal, Deezer try their best to stand out from the pack. Somewhat surprisingly, though, a new player emerged in September. Coda Music used the recent backlash around Spotify co-founder Daniel Ek as a way to differentiate itself from the number one streamer, calling out Ek’s controversial funding of defense technology firm Helsing earlier in the year. (Spotify’s refusal to stop airing ICE recruitment ads certainly hasn’t helped the platform, either.)
Today, the fledgling service is announcing a new feature that feels designed to answer another of the recent Spotify controversies: AI slop music flooding the platform. In response, Coda Music is launching AI identification tools with the purpose of finding and labeling songs that weren’t composed by actual humans.
There are a few prongs to Coda’s approach. For starters, any artist added to Coda will be reviewed for AI origins, and their profile will be labeled “AI Artist” so that listeners know what they’re getting into. Coda is also letting users flag profiles of artists if they suspect the music is AI-generated; the company will then review them and label them if necessary.
Finally, there’s a toggle in settings that just lets you turn off AI artists entirely. Obviously, how useful this setting is will depend on how good Coda gets at labeling AI-created music as such, but I can definitely see the appeal in just flipping that to “off” and avoiding as much slop as possible.
Besides its stance on AI and the assurance that the company does not “invest in war,” there are a few other differentiators about Coda Music. The company says that it currently paying the “highest per-stream rate” in the industry — while at the same time, it acknowledges that no one is paying enough to artists. “The real problem isn’t how much is paid per stream, it’s that streaming alone doesn’t pay enough,” the company’s website says. “And minor improvements to a fundamentally flawed per stream model will not help.”
To that end, the company also lets users pick an “independent or qualifying artist” who gets $1 of their monthly subscription fee. Sure, it’s only a dollar, but it’s the kind of thing that sweetens the pot at least a little bit for musicians.
And Coda has good reason to want to make itself visible to users and artists alike. The last major differentiator for Coda is the company’s ambitions to turn its app into a social, music-sharing feed where you get recommendations from humans rather than algorithms. To that end, users can share anything from the app in their feed, and it also allows you to share external links and photos as well (go ahead and post your blurry images from that NIN concert!).
The app’s home page prominently features fan-made playlists and recommended users to follow in addition to the usual suggestions based on what you’re listening to already. And there’s a social tab where you can see posts from people you follow; share songs, artists or albums; and see posts from artists you follow. That last part is key, as Coda wants artists interacting and sharing as well as just end users.
It reminds me a little bit of the Fan Groups feature that Amazon Music just announced — and as with that feature, the problem facing Coda is getting people to start contributing to a new network rather than just posting things on whatever app they’re already using. Fortunately, music nerds love a community, so it’ll be interesting to see if this takes off at all.
As for the new features for reporting and filtering out AI music, Coda says they’re available as of today in its iOS and Android apps. The company doesn’t have a web interface yet, but says it is coming soon. If ducking AI-generated tunes is something that catches your attention, Coda currently costs $11 a month, or $17 per month for a family plan with up to four listeners.
This article originally appeared on Engadget at https://www.engadget.com/entertainment/music/new-streaming-app-coda-music-is-rolling-out-tools-for-labeling-and-blocking-ai-generated-tunes-140000530.html?src=rss
It can be tough to know when a phone is on its deathbed or when an app is just being an overt battery hog. Google is going to help users get to the bottom of things, according to a recent Android Developers Blog.
The company just announced the launch of a new metric for app developers that keeps an eye on battery usage. If a developer consistently runs afoul of Google's battery usage guidelines, a warning will pop up in the Play Store to alert end users.
Google
This metric will keep a particular eye on so-called wake locks, which is when smartphones are prevented from entering sleep mode by battery-hungry apps that want to run background processes when the screen is off. Google says wake locks are a "heavy contributor to battery drain" and has developed a threshold for what is deemed acceptable for apps running in the background.
This threshold "considers a user session excessive if it holds more than two cumulative hours of non-exempt wake locks in a 24 hour period." There are exemptions if the background process offers "clear user benefits" with examples given of audio playback and user-initiated data transfers.
If a developer doesn't fix the underlying wake lock issue, they get slapped with a visible warning. The Play Store label says that "this app may use more battery than expected due to high background activity." That will likely turn off potential downloaders. I certainly wouldn't pop one of those apps on my phone.
Google will go a step further in some cases, making the offending apps ineligible for certain discovery sections within the Play Store. These rules go into effect on March 1, so we only have a few more months to experience just how quickly an Android phone can go from a full battery to completely dead.
This article originally appeared on Engadget at https://www.engadget.com/apps/google-is-clamping-down-on-android-apps-that-cause-excessive-battery-drain-194008031.html?src=rss
Editor’s note (11/10/25): After spending another month with the MX Master 4, our impressions remain largely unchanged. The new textured plastic finish and silicone thumb rest have shown no signs of wear, and we’ve continued to see no erratic behavior with the electromagnetic scroll wheel. Battery life still lines up with Logitech’s rating, while the haptic feedback and Actions Ring functionality remain useful if inessential. We’ve added an official review score to this post as a result. Our original hands-on is below.
Original post (9/30/25): If you’ve shopped around for a wireless mouse at any point in the past decade, you’ve probably seen lots of people recommending a Logitech MX Master. There’s good reason for that: They aren’t cheap, but they’re usually comfortable, versatile and loaded with features designed to make working in front of a monitor all day a little less annoying. The current MX Master 3S has sat at the top of our own wireless mouse buying guide for some time now.
Now, three years after releasing the 3S, Logitech is rolling out the new MX Master 4, which costs $120 and will ship in October. I’ve been able to test it out for the past few weeks.
For the most part, this is an iterative update, with the same general shape, battery life, 8K DPI sensor and ultra-quiet clicks as the MX Master 3S before it. It is a touch heavier (150 grams vs. 141g), wider (3.48 inches vs 3.32 in.) and taller (5.05 inches vs. 4.92 in.) than the last model, and the main click buttons are slightly larger. But if you found the 3S or older MX Master 3 comfortable, you should have few issues here. That said, this is still a hefty mouse designed for palm grippers and right-handed users: Its gentle contours, generous hump, ample thumb rest and large buttons will fit like a glove if that describes you, but lefties and those with especially petite hands won’t agree.
The flashiest change here is the addition of haptic feedback, which is built into a small panel within the mouse’s thumb rest. You can customize the intensity of this effect through Logitech’s Options+ software — or turn it off entirely — but it essentially brings a modicum of smartphone-style feedback to your desktop. When you first pair the mouse, for one, you’ll feel a little bump. The same goes if you move between devices using Logitech’s “Flow” feature. When battery is low, it’ll vibrate. If you’re trying to precisely line up a graphic in an app like Photoshop, you’ll get a little buzz when you’ve moved it to the exact right spot.
Jeff Dunn for Engadget
You’ll also feel it when you hover over options in the Actions Ring, a customizable overlay that presents different shortcuts depending on the app you’re using. This pops up when you click the side panel; you could use it quickly access the screenshot tool while in Chrome, for instance, or the brightness and contrast sliders in Photoshop.
If all of this sounds like a gimmick, well, yeah it kind of is. It’s not the kind of thing anyone needs. But the effect is surprisingly subtle on the default “medium” setting, and there’s a level of reassurance that comes with feeling a confirmed action instead of just seeing it. I found it more pleasant than distracting. The catch is that only a few apps will natively support the MX Master 4’s haptics at launch: Photoshop, Lightroom and Zoom, with Adobe Premiere Pro to follow soon after. You’ll still be able to utilize the haptic feedback on a system level on Windows and macOS, and Logitech is releasing an SDK for more developers to integrate the functionality, but we’ll have to see how many do so.
Another change is with the mouse’s coating, which trades the 3S’ rubbery finish for a lightly textured plastic around the top. (The thumb rest area and right side still use a denser rubber.) Some users have complained about older MX Master mice peeling and wearing down after extended use; time will tell how well the new model holds up, but it should avoid the same sort of sweat-induced degradation. Either way, I’ve found it smooth to the touch without being slippery. I also haven’t been able to replicate the accuracy issues some 3S buyers have had with that mouse’s electromagnetic scroll wheel, which is still made of a high-quality metal and lets you conveniently swap between a notched and free-spin scroll on the fly.
Customizing the Actions Ring in Logitech's Options+ app.
Logitech/Jeff Dunn for Engadget
There are other minor tweaks and improvements. The receiver included with the Windows model is now USB-C instead of USB-A. The horizontal scroll wheel on the side — which remains a blessing for navigating spreadsheets — is now more exposed and extends a little farther with each spin. The PTFE feet on the bottom are a bit larger for a smoother glide. The dedicated gesture button is no longer awkwardly integrated into the thumb rest; instead, it’s been pulled out ahead of the two programmable side buttons. Logitech says there’s a more powerful chip inside the mouse to improve connection quality. The edges around the main click buttons are now translucent: nothing major, but a bit more stylish. The screws on the bottom are now exposed, too, which Logitech says should be helpful for recycling purposes down the road.
The rest is largely the same as before, which isn’t a bad thing. The best feature here is still the virtually silent main buttons, which keep a pleasing level of travel but will never bother anyone around you. Battery life is still rated at a solid 70 days, which seems about right — I haven’t charged the mouse in about a month and the Options+ app says I still have about 50 percent juice left. The design still feels super sturdy, with no flexing or creaking. The side buttons feel firm and tactile. Options+ is resource-heavy but still intuitive enough for reprogramming buttons and customizing app-specific settings. It can still track on a variety of surfaces, including glass or the fabric of my couch. You can still connect to three devices simultaneously and switch between them with a button on the bottom, too.
Logitech
On the downside, there’s no USB-C cable included in the box anymore, and the polling rate is still set at a basic 125Hz, which means tracking isn’t quite as buttery smooth as it could be. (Though you'd never want to use something this heavy for gaming.) The Mac version doesn’t come with a USB receiver, and there’s still no built-in storage compartment for the dongle with either model. You also need to keep Options+ open to feel the haptic feedback, which is annoying, especially if your work limits use of third-party software.
Some of those complaints have been issues for a while, so it’s frustrating to see them three years later. Still, they’re probably not dealbreakers. The MX Master 4 may not be a essential upgrade if you’re happy with an older MX Master mouse, and if those didn’t work for you before, this one probably won’t work for you now. But if you’re a power user in the market for a new productivity mouse, we’d expect this newest iteration to be as popular as its predecessors.
This article originally appeared on Engadget at https://www.engadget.com/computing/accessories/the-logitech-mx-master-4-comes-with-haptic-feedback-less-rubber-and-the-same-general-shape-070129482.html?src=rss