This is based on a presentation I did for our company on the Apple Watch. It covers the hardware and software technology on the watch as well as things like UI elements, design pattterns and limitations.
16. Architecture (cont’d)
• Only UI rendered on watch (for now)
• Communication between watch app and
extension on iPhone happens seamlessly
(blue tooth)
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17. Glances
• Glances show a single view
• no interaction
• launches app when tapped
• configured using iPhone app
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22. Building a Watch App
• Why use watch instead of phone?
• Perfect for
• Brief interactions
• Notifications
• Apps that require watch hardware
• Fitness
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23. Design Principles
• Don’t port your phone app onto the watch
• Avoid using tech that requires user
permission like core location
• request will trigger prompt while phone in pocket
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24. Design Principles
• Interactions with watch should be brief
• WatchKit app is suspended without user interaction
• WatchKit extension only runs while user
interacts with app
• Do not use background execution modes
• Avoid performing long-running tasks with a technology
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26. Page-based
• Closely related data
• Two or more interface controllers
• “Carousel” (dot indicator)
• Swipe left/right
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27. Hierarchical
• Similar to navigation controller in iOS
• Hierarchical views
• Starts with root interface controller
• Push other controllers on top
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34. UI Layout
• Different layout model than iOS
• no view hierarchies, Xcode arranges vertically
• Groups
• container for other elements
• can arrange horizontally
• Nest groups
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35. UI
• Different layout model than iOS
• no view hierarchies, Xcode arranges vertically
• Groups
• container for other elements
• can arrange horizontally
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