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Watch and Television Development Print

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The smaller platforms.

WHAT WATCH APPLICATIONS SUIT

Brief interactions, measured in seconds Glanceable information Health and fitness Notifications with actions

WHAT THEY DO NOT SUIT

Anything requiring reading or extended input.

WHAT CONSTRAINS THEM

A very small screen Limited interaction Battery Dependence on the phone for some capabilities

WHAT COMPLICATIONS ARE

Information displayed on the watch face itself.

WHY THEY MATTER

They are the most visible surface, and they drive usage.

WHAT TO DESIGN FOR

One piece of information, understood at a glance.

WHAT TELEVISION APPLICATIONS SUIT

Media, and content browsed from a distance.

WHAT CONSTRAINS THEM

Navigation by remote, with focus moving between elements Viewing distance, requiring large text and targets No touch, and limited text input

WHAT THE FOCUS MODEL REQUIRES

Every interactive element reachable by directional movement, with clear indication of what is focused.

WHAT TO AVOID

Text input, wherever possible.

WHAT TO PROVIDE INSTEAD

Signing in on another device, or a code-based flow.

WHAT TO TEST

Using only the remote, from across a room.


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