“Extraordinarily Disappointed” Users Reckon With the Google-fication of Fitbit

Longtime Slashdot reader schwit1 shares a report from Ars Technica, written by Scharon Harding: Since the acquisition closed in 2021, the Google-fication of Fitbit has largely meant a reduction in features and a focus from Google on getting people onto the Fitbit app. Long-time users have flocked to Fitbit — sometimes upon Fitbit’s request — to share hundreds of complaints about recent changes. However, Google has been mostly unresponsive to customer feedback. […] It’s worth mentioning that users disgruntled with Fitbit are more likely to complain online. However, it’s notable that Fitbit’s announcement has been met with 1,523 (as of this writing) mostly negative replies, with new responses still coming in. Another thread on Fitbit’s forum that requests to keep the web dashboard currently has 601 upvotes. You can find outraged users on Reddit, too.

The most common complaints are around losing previously available features. “Change is fine. Removing key features is not,” Community member Seymourh86 wrote in June. “Unless you want people to go to competitors…” Comments from this week show that users are not over the change. DebL555, for example, said today that they’re “extremely disappointed and frustrated I cannot access my Dashboard on my PC.” Yesterday, NessWeb dubbed the change “an incredibly bad decision,” adding: “It’s particularly awful for anyone with a visual disability or a finger dexterity issue. It’s still bad for everyone else because you just can’t see as much on a 3″ screen as you can see on a real computer … Bring back the web interface!!”

As has been the case every time there have been problems with Fitbit post-acquisition, theories that Google is making Fitbit worse to push people toward the Pixel Watch run rampant. Others on the Community forum were upset because they felt like Google was ignoring feedback from longtime Fitbit customers. In June, a user going by jessicabilasano wrote: “I just hope Fitbit does not end up like any other Google purchase that turns into a nightmare product/company. Google, instead of removing things that users love about Fitbit features, why not improve them? Listen to your customers/consumers.” However, a lack of response to public negative customer feedback has become commonplace for the Fitbit brand lately. “Users seek alternatives as Google is intent on app-centric focus,” captions schwit1. “Google ruins everything, it’s already ruined Google.”

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California’s Grid Survives Heat Wave Thanks to Massive Battery Storage

Longtime Slashdot reader Uncle_Meataxe shares a report from the Sacramento Bee: California’s power grid handled a nearly three week long record-setting heat wave with few issues. The heat wave was the hottest 20-day period on record around Sacramento and set an all-time temperature record of 124 degrees in Palm Springs. Emergency alerts and calls for voluntary conservation were avoided this time around. Officials credit years of investment in renewable energy, especially battery storage that store solar power for use when the sun stops shining.

CAISO last issued calls for voluntary conservation two years ago, during a 2022 bout of extreme heat. Since then, roughly 11,600 megawatts of new renewable energy sources have come onto California’s electricity grid. That includes 10,000 megawatts of battery power, enough to power 10 million homes for a few hours. California is now home to the most grid batteries in the world outside of China, [said Elliot Mainzer, president and CEO of California Independent System Operator (CAISO)].

“Batteries performed very well in this event, they were charged and ready at the right times for optimization on the grid,” he added. “That made a big, big difference.” […] Apart from battery storage, Mainzer also credited that success to less extreme temperatures in Southern California as well as noticeable slightly lower electricity consumption in the peak demand hours, from 4 p.m. to 9 p.m.

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Valve Runs Its Massive PC Gaming Ecosystem With Only About 350 Employees

Valve had its employee and payroll data leaked through a poorly redacted document in an antitrust lawsuit in May, offering a rare glimpse into the company’s small but impactful workforce over the years. As first noticed by SteamDB’s Pavel Djundik, Valve’s significant influence in PC gaming transactions has been maintained by just a few hundred employees. Kyle Orland reports via Ars Technica: It’s striking to consider just how small Valve is compared to other major players in the game industry. In 2021, Microsoft estimated Valve’s annual revenue at $6.5 billion, roughly on the same scale as EA’s $7.5 billion in 2024 revenue. But Steam achieved those numbers with around 350 employees, compared to well over 13,000 people employed by EA. The disparity highlights just how much money Valve brings in with a relatively small workforce. And a lot of that is thanks to the chunk of revenue Valve takes from every sale on Steam. The dominant PC gaming marketplace has seen a massive increase in the number of annual game releases since 2012 or so, thanks to initiatives like Steam Greenlight and Steam Direct.

Yet, surprisingly, the size of the “Steam” department inside Valve has shrunk in recent years, from a peak of 142 employees in 2015 down to just 79 in 2021. From the outside, having just 79 employees keeping track of more than 11,000 Steam releases in 2021 is a pretty incredible ratio. Some readers may also be surprised that Valve’s “Games” department has represented a majority of the company’s headcount since 2003. That has remained true (though to a lesser extent) even in more recent years, as Valve’s output of new games has become much more occasional. It seems likely a large number of those Games department employees are devoted to ultra-popular Valve games like Dota 2 and Counter-Strike 2, which enjoy tens of millions of players and need significant support work.

The leaked data also shows the slow rise of Valve’s small Hardware department, which started with just three employees in 2011 as the company began work on its doomed Steam Machines initiative. Transitioning into the Valve Index era in the late 2010s, the hardware department still represented just a few dozen people and a paltry 3 to 4 percent of the company’s annual payroll. By the time we hit 2021 and the run-up to the Steam Deck, the Hardware division still makes up just 12 percent of Valve’s small total headcount. Looking back, it’s impressive that such a small team was able to create a portable gaming device that quickly spawned a whole micro-industry of imitators. We can only hope the Hardware team got a little more employee support in the wake of the Steam Deck’s market success.

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