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January 1, 20172 min read

What Wrist Sized Directions Get Right and WrongWhat Wrist Sized Directions Get Right and Wrong

A watch is good at narrow, timely prompts and bad at exploration. Transit interfaces should treat it that way.

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Written by

  • SRShirasaka RenIT & Infrastructure · Student Member

In this article

  1. 01Designing for a glance

A smartwatch screen is roughly the size of a postage stamp. That constraint forces a designer to decide what a person truly needs in the moment, and what can wait until later.

A 2017 study of public transport navigation on Android Wear devices explored what happens when step by step directions leave the phone and move to a watch. The findings point to something more useful than plain feasibility.

01/01

Designing for a glance

Passengers on a bus or a minivan cannot stare at a screen. They need an answer they can absorb in a second, then look away. The study organised the wearable experience into three phases: choosing a destination, reviewing the itinerary, and following guidance while in motion.

An Android Wear smartwatch with its companion pairing screen. Photo: Maurizio Pesce, CC BY 2.0, via Wikimedia Commons.
Fig. 01An Android Wear smartwatch with its companion pairing screen. Photo: Maurizio Pesce, CC BY 2.0, via Wikimedia Commons.

Each phase has a different tempo, and that tempo shapes what the interface should show.

  • Input has to be quick and forgiving. Typing an address while standing in a moving vehicle is not realistic, so origin and destination need another way in.
  • The itinerary view has to work at a glance, because the rider is comparing options rather than reading a document.
  • Guidance has to be proactive. A wrist that buzzes before the stop arrives solves a problem that a map on a phone screen cannot.
A close view of the hardware the study targeted. Photo: Jobu0101, CC BY-SA 4.0, via Wikimedia Commons.
Fig. 02A close view of the hardware the study targeted. Photo: Jobu0101, CC BY-SA 4.0, via Wikimedia Commons.

The study is careful about one point. Simplifying a phone interface onto a wearable is feasible, but it may reach a different usability level than a traditional mobile map application. Smaller is not automatically worse or better. It is a different interaction, with its own strengths.

Riders waiting for minivans in Malang, Indonesia. Photo: Mujiono Ma'ruf, CC BY-SA 4.0, via Wikimedia Commons.
Fig. 03Riders waiting for minivans in Malang, Indonesia. Photo: Mujiono Ma'ruf, CC BY-SA 4.0, via Wikimedia Commons.

That nuance matters for anyone designing for wearables. The wrist is good at narrow and timely prompts, and poor at exploration. Treating it as a second screen for the phone, rather than a replacement for the map, is where the design starts to make sense.

Source

  1. Brata et al. (2017). Design of public transportation navigation system on android wear device. 2017 International Conference on Sustainable Information Engineering and Technology.

    DOI10.1109/SIET.2017.8304169 (opens in a new tab)

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