• Title/Summary/Keyword: Watchface

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Development of Smartwatch game contents utilizing the Watch face (워치페이스를 활용한 스마트워치 게임 개발)

  • Yoo, Wang-Yun;Woo, Tack
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.127-138
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    • 2016
  • Watchface is a content accounted for the largest number of current Smartwatch content posted on the App Store. However, the watch face itself does not find that the game content. Games operated in connection with the Watchface can minimize game controls and increase accessibility, while decreasing battery use, which ultimately can enhance immersion into the game. Beginning with background research on wearable devices, the current study puts forth development methodologies encompassing the entirety of the content development process from content design, to production. Through the current study, the author hopes to the ultimate effect of vitalizing Smartwatch game development.

Glanceable and Informative WearOS User Interface for Kids and Parents

  • Kim, Siyeon;Yoon, Hyoseok
    • Journal of Multimedia Information System
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    • v.8 no.1
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    • pp.17-22
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    • 2021
  • This paper proposes a wearable user interface intended for kids and parents using WearOS smartwatches. We first review what constitutes a kids smartwatch and then design UI components for watchfaces to be used by kids and parents. Different UI components ranging from activity, education, voice search, app usage, video, location, health, and quick dial are described. These components are either implemented as complications or on watchfaces and may require on-device standalone function, cross-device communication, and external database. We introduce a theme-based amusing UI for kids whereas simple and easily accessible components are recommended to parents' watchface. To illustrate use cases, we present 3 scenarios for enhancing communication between parents and child. To show feasibility and potential of our approach, we implement our proof-of-concept using commercial smartwatches, smartphones, and external cloud database. Furthermore, performance of checking app usages on different devices are presented, followed by discussion on limitations and future work.