Our presentation on the philosophical design differences between watchOS and Android Wear from YOW! Connected 2015.
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Hi!
So.
Computers are onyour wrist now.
How do you dealwith that?
We’ll be talkingabout Apple Watchand Android Wear
Apple and Googlesee the watch indifferent ways
How Apple Sees theApple Watch
An extension to theiPhone
How Google SeesAndroid Wear
Another way toaccess search
These are notincompatible views
Fast access to whatthe user cares about
What does a smartwatch mean?
Much more intimatethan phones
Instantly accessible
Discreetnotifications
Phones are platformsfor software
Watches are devices
Watches blur the linebetween hardwareand software
Users like spendingtime with phones
Users hate staringat their wristsDISGUSTING
The watch shouldbe glanceableHEYLOOKIT
Shared DesignPatterns
Watches arepersonalcommunicators
Not“person-to-person”but“watch-to-person”hi
A goodconversation
A goodconversation isrelevant
Use user’s context
Location
Time
Sensors
A goodconversation isconsiderate
Frequentnotifications areannoying
Watches notify bytactile feedback
Tactile feedback is arequest for attention
Frequent tappingis awful
Users only want toknow aboutrelevant information
Expose preferencesfor notification types
- BUT -
Users don’t golooking forpreferences
Users shouldn’t golooking for preferences
“It just works”
SuggestandDemand
Infer the user’spreferencesNICE.
From user activity
From user context
A goodconversation isvaluable
Interactions arelightweight
5 seconds perinteraction
Be clear with text
Use graphics tosave on reading
Continuingactivities on thephone
Handoff
Unique DesignPatterns
Nothing is entirelyunique
Android Wear isabout guessingwhat the user wants
Show drivingtime to work!Show nextmeeting!
watchOS is aboutextending youriPhone apps
InfoInfoInfoInfo
Glanceable content
watchOS splits contentinto apps, glances andcomplications
Apps are like iPhoneapps, but smaller
Glances are quicksummaries ofimportant content
Complications are thebits on the watch thatdon’t tell the time
Context stream
Halfway between anotification and aglance
Thing youshould knowNext thingyou shouldknowAnother thingyou shouldknow
Ambient mode
Interactive Mode Ambient Mode
Voice-driven UI
Actions needconfirmation
Let’s look atan example!
Foursquare
“Where’s the best Xnear here?”
Mostcommondestinationsget the mostspaceUseful but lesscommon getsless space
Quicksummariesof possiblecandidates
Clear textElaborationon visualsQuick “do Iwant to gohere” element
Summary ofposition plusfast accessto detailedmap
Only the mostcritical info
Minimal complexityandMaximum usefulness
What have welearned?
Watches are notsmall phones
Be a considerateconversationpartner
Most everything isthe same ondifferent platforms
But be aware ofthe differencesthat do exist
Always remember:
The watch is notthe focus
The user is the focus
Make some great apps
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