Telling Time

PROJECT TYPE

User Experience

YEAR

2022

Problem statement: The project entails developing a concept for telling time on an Apple Watch. The challenge involves addressing the design opportunities and challenges posed by the Apple Watch's functionality, bodily location, and small screen size through historical, contextual, and technical research.

Process: The project required conducting research to gain a comprehensive understanding of the design possibilities and constraints associated with the Apple Watch.

Based on the research findings, the design process involved effectively utilizing visual language, hierarchy, contrast, layout, and interactivity to develop a useful, usable, and meaningful interface. The design decisions were supported by usability testing and reporting, ensuring that the user experience is of high quality and aligns with established UI design principles.

The project also required creating an original watch face for the Apple Watch, featuring interactive graphics. The design incorporated inputs such as a tap, motion-based gesture, and the turning/pushing of the crown, to enhance user interaction.

Furthermore, the design responded to a specific area of interest related to telling time, specifically focusing on creating a sense of connection with loved ones in different time zones. Additionally, the project included variations that considered factors such as complications, color changes, and adherence to watchOS Human Centered Guidelines.

Solution: The final deliverable for this project was a unique watch face design for the Apple Watch that effectively communicates the time while fostering a connection with loved ones in different time zones. The design would integrate interactive graphics and responsive elements, guided by the principles of usability and adherence to watchOS guidelines. By addressing the design question of creating a sense of connection, the project aims to enhance the user experience and provide a meaningful and personalized way of telling time on the Apple Watch.

Design Goal

How might we leverage the design capabilities of apple watch faces to help people feel connected to their loved ones in different timezones

Research Method 1: Interviews 

Interviewed three apple watch users with loved ones in Australia, Denmark(Copenhagen), China, Taiwan, and USA (California, Tennessee), Canada (Toronto), Singapore

  1. College Students

  2. Age Range 18 - 23 years old

  3. 10 interview questions

Research Goals

  1. Learn about the user’s timekeeping habits with respect to other time zones

  2. Learn about how time zones affect the user’s relationships with friends/ family in different time zones

  3. Learn about technology’s impact on their relationships with friends/ family in different time zones

Interview Findings and Insights

Research Method 2: Role Play 

The user is asked to pretend as if they want to talk to their grandmother but they don’t if she’s available to talk or if she’s asleep. They’re given 5 sets of watch faces and asked to interact with each set of watch faces. They’re asked to think aloud and run their friend (the tester, me) through their process interacting with the apple watch and anything frustrating or delightful that they come across.

UX Narrative

Zoe is a 21-year-old college student studying marketing. She moved to Boston from China for undergrad. Zoe feels disconnected with her family back home due to the 13-hour time difference. She checks the clock app to keep track of the time in China so she can plan when to catch up with her family. She would like to know when they're available to talk, what they're up to and how they're doing. Katrina needs a way to feel more connected to her family and know when would be a good time to do so.

Usability scenario

  1. User is in their comfort space- their room- where thev're talking to their friend and figuring out a time to talk to their grandmother.

  2. I'm the friend disguised as the tester who the user is thinking out loud to, telling them how they need to figure out if their grandmother is awake and they have no idea how to know if she is.

  3. The user is asked to use this usabilitv scenario for 5 different versions of the designs

Conducted with 5 local participants for 30-40 mins each

  1. 3rd year students at Northeastern University 

  2. 3 females, 2 males

  3. Mech Engineering (x2), Marketing Analytics, Film, Design majors

Research Insights

Design Challenges

  1. How much information do users want to view and share with their loved ones?

  2. How can the information that they want to consume be visualized effectively?

  3. What is the essential information that they want regardless of the small real estate? 

Lo-Fi Wireframes

Iteration 1

Iteration 2

Hi- Fi Wireframes

Exploration of Data Visualization

Apple Watch Owner

Non- Apple Watch Owner

Prototypes

Tapping -> Switches calendars

Rotating crown -> Zooms in to watch face

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