WatchOS and Android Wear give designers and developers alike new opportunities for app builds and designs and/or simply making a passive income. Renata discusses what to keep in mind when designing for wearables.
- [Narrator] When thinking about designing a game for wearable, it's wise to think about the context of where the user is and what they're doing. Since the wearable is usually on an arm, don't force them to keep their arm raised for too long. If you're watching a video on your watch, you're doing it wrong. Ideally, it should be glanceable, lightweight interactive actions that you're creating within your game. So, some things to think about might be things like fitness games or utilizing GPS locations.
For example, in a scavenger hunt, maybe they have to go from one place to the next and pick up different things in the different locations. If you wanna learn more about how to design for wearables, I highly recommend the User Experience Design for Wearables course right here in our library. And check out Framer for UX Design in order to prototype your game.
- Getting organized in Sketch
- Managing symbols in Sketch
- Drawing shapes in Sketch
- Boolean operations
- Building and sharing your own library
- Designing gestures and interactions
- Building game assets
- Advanced tips for workflow management