Project Background (and Welcome to My First Behance Post!)
Since I began teaching myself visual design and UX, it's always been fun to consider the possibilities of designing for newer interfaces. When the Apple Watch launched, it was a no-brainer for me to think about experiences that would fit the device.
Unfortunately, many Apple Watch apps aren’t built with the device in mind. Making the UI and content glanceable should be a top priority. In considering the types of experiences suitable for a wearable like the Apple Watch, I became inspired to adapt an old idea of mine: a Daruma doll iPhone app.
A Daruma doll is a Japanese handmade “goal doll” who keeps you focused on your goal. He comes with two hollow eyes; you draw in one eye (generally Daruma’s left) when you make a goal.
You then place the doll somewhere visible to serve as a reminder of that goal. Once you complete your commitment, you fill in the other eye. You can also write your goal on the doll’s back and keep it.
Exploring the Concept of “Single Feature Release” for UX
This Apple Watch app idea also presented an opportunity to explore the concept of a "single feature release" for UX. This shifts one’s mindset from designing the full-featured "finished" product to asking, “what is the smallest whole experience we can ship first/next?” The process looks like this:
1) Have just enough research (personas, high level business goals, etc.)
2) Sketch out your vision/destination
3) Explore Minimum Viable Release candidates
4) Rinse, lather, repeat...
Early Design: Minimum Viable Release and User Handholding
After I sketched out an initial user flow and prioritized possible features, I designed a V1 (or free) app based on the concept of Minimum Viable Release candidates.
The vision for V2 (without the option of watch OS 2) could include the following (possibly paid) features: select a color, add text (via voice) to the doll’s back once the goal is achieved, collect past Daruma dolls and display them in the user’s iPhone app, and share new and completed Daruma dolls to social networks.
The “Goal Not Complete” and “Goal Complete” layouts indicate how Daruma would appear in the user’s Glances, which Apple has set up as “scannable summaries of the information you view most frequently.”
This replicates the real-world experience of setting the physical doll in a place where it can serve as a visible reminder of your goal
Revised Design: Minimum Viable Release and Physical Mimicry
After some feedback, I revised the layouts to be more like the real-world experience of using a Daruma. Instead of walking the user through the process, there’s an option to slide left to reference instructions. Note that the copy would be larger and scrollable on the instructions screen.
There’s also the ability to Force Touch a completed Daruma to begin a new one.
At the time of design, the Watch didn’t handle its own code, instead relying on a connected iPhone to run and beam the relevant info to the Watch. This meant an iPhone app was necessary to implement the Watch experience. With the watchOS 2 about to release, it will be interesting to see where the ability to natively develop will lead.