![]() Second, the watch is worn on your wrist, and it requires you to raise your arm to actively interact with it or to lift your wrist to access information. This left us blind to key aspects of the user experience. Interacting with it on a computer screen creates an entirely different feel and flow to the app. While the simulator was a great starting point, there are some key aspects of the watch it just couldn’t recreate.įirst, just like with a smartphone, we are accustomed to using such a device with one or two hands. The Simulator can’t replace real testing. To understand more about how we redesigned our initial concept after testing on the Apple Watch, here are the following ten lessons we learned: 1. And we needed to experience what does and does not make information “glanceable” on a wrist. ![]() We needed to figure out through daily use what information and actions are essential and what are just nice to have. We needed to feel the frustration of holding up our arms 15 seconds longer than necessary because a key feature was buried. While the simulator allowed us to experiment with some preliminary designs, we knew we needed to use the actual device to design the best user experience possible. Apple Developer describes the foundations on which the Apple Watch was designed as :Īt first, testing our app was only possible on the simulator Apple provided to developers. While coming up with solutions, we kept the core purpose of the watch in mind: brief, but frequent and important actions on the wrist. We had to start from square one: to completely rethink the design and interactions of our app and create the best user experience possible. As a device that is literally strapped to our bodies, the Apple Watch allows us to have constant access to content and information.īut with these exciting possibilities came new challenges designing for a much smaller screen with limited interactions. When Apple released its Apple Watch, we knew that it was going to be an entirely new and exciting platform to adapt our app to.
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