Smartwatch App Design Antipatterns
Antipatterns
All that glitters is not gold, as the saying states, and in terms of wearable interaction this applies all the same. While sometimes developing a creative interface, or working on new ways to deliver information to the user might seem attractive from the designer’s point of view, it might turn into a really frustrating experience for the user. Here are some of the most common examples of these types of unintended but annoying patterns found in wearables.
1. Pushy
Relevant content rather than all of it.2. Edgy
Specific and process content rather than broad and general3. Drainy
Effective use of resources rather than real-time usage4. Trappy
Native and intuitive interactions rather than modified interactions and complex flows5. Shady
Straightforward and multi-options rather than luring and single-optioning