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Apple Watch UX Observations

In DEUX our work focuses around the end user and this often takes us in different directions when it comes to the delivery and format of our solutions. Our web applications are ‘mobile first’ but there is often the need for native apps and this opens up the opportunity to develop for wearables.

I’ve spent 3 months using the DEUX Apple Watch Series 1 for a more informed opinion on what works and what doesn’t terms in terms of UX.

The process of setting up the watch is typically Apple, but the process of taking ownership from another person can be complicated if the watch has not been untethered in close proximity using the phone. The need for this close proximity is something that underpins the majority of the UX inadequacies with Apple Watch Series 1.

We don’t all wear watches on the left wrist, but the Watch is designed with left as the default. If you do wear on the right, you’ll need to flip the Watch upside down so the Digital Crown points to the left, otherwise you’ll be reaching across the phone! — meaning it’s at the bottom rather than the top and this is something that has irritated many!

By far the most prominent application feature is the health tracker. Notifications on calorie, active time and stand time are well presented and the recommended calorie target adjustment at the week ensures you are not left constantly missed your goal.

As part of the health tracker application you are encouraged to stand for minute each hour, with a target of 12 hours. This really encourages behavioural change and highlights the benefit of subtle delivery of notifications on a wearable. Though the post morning summary references ‘Afternoon stand goal progress’ which appears to be an error!

The health progress charts feature across a number of default watch faces. But there are plenty of others.

One watch face allows you to push a random photo from a specified collection. This is a great way to keep re-living your last holiday. Every time you check the time you get a different image and can tap to view more.

The watch face is a challenging space for UI/UX design, but there are even smaller regions called ‘Complications’ that can be integrated into some of the watch faces. As well as provide a direct link into the app they can also contain summary information — e.g. activity chart progress, moon phase, Pokémon egg hatch progress!

With screen space at a premium the time functions are split across 4 apps, instead of tabbed sections in the single iPhone app. Unless the icons are grouped you can easily miss one. Setting an alarm took considerably longer than it should have done!

The health tracker doesn’t really cut it for any kind of serious training, so you’ll want to use the Workout app. I’d recommend Strava though, but that is partly done to the way your data is displayed and compared against locations and users to motivate you to reach PBs and climb league tables. Something that doesn’t really permeate it’s way into the app unfortunately. Series 1 does lack GPS (meaning you have to run with your phone), Series 2 added GPS but Series 3 has gone further with an on-board sim-card.

When you do use the watch for training though, don’t expect the battery to last the day. Argh! now I am going to miss my stand goal!! It reverts to a low battery mode that barely manages to show you the time when you raise your wrist. This is probably it’s main point of failure against training watches by brands like Garmin.

Wallet boarding passes are interesting. Some things suddenly become issues when they are not on your phone. Security gate QR-code scanners are on the right, so with your watch on your left hand you’ll to pull off some dance moves to get through! Someone suggested moon walking. Note to BA: put the names of the passengers at the top of the boarding card. If you have all the family’s, you have to keep scrolling down to check whose it is!

Some apps provide great information up-front, meaning you spend less time taking out your phone or at least removing your face from it — or in this case checking the departure boards.

Totally baffled by the need to set the time zone on the phone. Try and change time on the watch and you end up here, where you can set the time to be up to 55 mins fast. With everything on flight mode, it doesn’t make it easy to set the local time before landing.

Quick responses to texts is a great feature. You don’t want to do any more through such a small UI, so it just works.

As mentioned in relation to behavioural change and health tracker, the subtly in which your attention is drawn through haptics (a tap on your wrist) is one of the things that really sets the UX apart from a phone. You can totally get away with stuff during meetings.

There are some unexpected, nice to haves too — In combination with the ‘Parked car’ location feature on iPhone Maps, the watch presents you with a helpful time to get home.

Having noted all this, you can see that the wearable interface is a challenging space for good UX, but there are new and different opportunities when you consider the context of the user.

A user’s location, current activity, restricted dexterity or need for privacy are all key things that can be considered in the design of a digital solution — and that may point to the need for wearable app solutions for our clients.

Please share any comments below on your own experiences of using wearables.

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