Lime Time
The Context
My Interactive Design class was tasked with redesigning the Apple Watch clock in order to change the way time is read and tracked.
My Role
I utilized the turning of fruit in order to convey the passage of time and explored how to develop an atomic UI system.
How might help users track the passage of time?
I started by identifying all the various ways time can be tracked with fruits. These included but weren’t limited to:
Preparing ground
Seed planting
Harvesting
Ripening
Decaying
Seasonality
Developing the System
Atomic design helped me build a solid UI foundation by thinking of the individual atoms of the interface and how the molecules they create are collections the whole design. The structure of this interface is easily recognizable to users and crafts an effective design system.
Prototyping
After developing the foundation of the interface, I made initial wireframes of the user flow. Users would be able to access information regarding fruit such as how to harvest, and seasonal fruits. There would also be an option to change the current fruit state depending on the amount of time being tracked.
User Testing & Key Insights
Once having the initial user flow, I tested the app with 6 different users of various ages and genders. I gave them the following set of questions:
How old are you?
What is your experience using smart watches?
What do you find confusing about this app?
What do you find to be successful about this app?
Why do you suppose you would use this app?
Pros:
Users had varying levels of smartwatch understanding, and most agreed that the simplicity of the app made it less frustrating to use than other apps due to the nature of such a small screen.
Cons:
Navigation however, was tricky to follow. There were too many options to select from and users weren’t sure what the central feature of the app was.
Going forward, here are a few flaws in the user flow I would fix:
Less screens, easier navigation
Legibility of information