Smartwatch interface design and 4 principles of Good Wearable Design

Nice article on interface design and 4 principles of Good Wearable Design

This Is How to Build an Interface for the Ultimate Smartwatch

4 Principles of Good Wearable Design
1. Glances, not stares: No smartwatch should ever command the attention, especially the eyesight, of a user for more than a few seconds at a time. Spending longer erodes any advantage over a smartphone
2. Interact once, display many times: Smartwatches should primarily provide displays of information and prompts for action rather than providing rich interactive elements, meaning they will show lots of information that is passively consumed.
3. Speed over accuracy: Consumer smartwatches should be flexible, fun, in-the-moment companions, which means they should make lots of ignorable suggestions rather than waiting to make a few suggestions that it deems perfectly right, as current predictive services do.
4. Pass the hallucination test: Smartwatch use can be perceived as novel behavior, but it can’t present like Bluetooth headsets, which make it impossible to know who is on the phone and who is screaming at an imaginary friend on the street.
Now, the interfaces: voice, gesture, and contextual response. As you might notice, none of these three ideas is new; ironically, the best interfaces for new devices tend to come from failures in the previous generation (touch screens were going nowhere fast when Steve Jobs first held up the iPhone, after all).

"The inauspicious beginnings of the smartwatch era have prompted intense debate about the role design could or should play in the success of the emerging product category. The prevailing theory is that what will make people want to wear computers on their wrists will be imported from runways in New York, London, Paris, and Milan: fashion and style."

(Concept smart watch designed by Branch Creative for WIRED)