Running App for Smartwach

Designing a complete running experience for a tiny screen, a moving user, and a runner who wants more data, not less.

Status Shipped
Role Principal DesignerWith Creative Director, Senior Visual Designer, Product Manager
Context Fitness wearable
Scope Complete appRun setup · GPS · in-run interaction · summary · history
Methods
Interaction Design Paper Prototyping Treadmill Usability Testing Experience Surveys

I designed a complete running app for a fitness watch: run setup, GPS acquisition, in-run interaction, post-run summary, and historical run management. Most conventional and mobile UX patterns assume a user looking at the screen. A running watch is a different problem.

The Design Problem

A running watch isn’t a phone strapped to your wrist.

The fundamental constraints are different in ways that affect every design decision. The screen is small. Targets are difficult to acquire. The user is moving. Glanceability matters. Physical hard keys become a primary input method because sweaty fingers and bouncing wrists make touch finicky. Every interaction must be evaluated to determine whether a runner can perform it without breaking stride.

At the same time, runners are hungry for more data, not less. When we interviewed them, the top three stats they wanted visible during a run were pace, heart rate, and distance, but splits, elevation, gait, stride rate, and elapsed time were close behind. Most wanted to customize what they saw. The challenge was delivering all of that without building an interface that demands focused attention.

Testing scenarios with someone in motion on a treadmill isn’t routine software design usability work, but the findings directly changed the design: the half-map concept was deprioritized, notifications shifted away from social, touch target sizing became a first-order constraint, and the hard-key mapping was simplified based on what participants expected.

The obvious move
“Build a phone app with fewer controls. The patterns already exist. Mobile conventions translate to wearables.”
What that misses
“The user is moving and can’t focus attention. They can’t acquire small touch targets with sweaty fingers. The conventions are wrong for this device. The wrist is its own platform.”
What I Designed

Hard keys for high-stakes actions. Touch for moments of transition. Four in-run views the runner customizes.

The interaction model placed start and pause on physical hard keys. These are the actions performed mid-run, when the runner is moving and can’t acquire small touch targets. End was on touch, the moment the runner stops, no longer in motion, ready to see results. Below that, four in-run views the runner could swipe between, each tuned to a specific glance pattern. Stats showed configurable metrics in a customizable grid. The map is split into half-screen (quick orientation) and full-screen (street-level detail) options. Laps presented a tabular list of splits for interval training.

The work was grounded in structured concept testing I planned and moderated. Participants performed tasks on paper prototypes, then treadmill sessions with two fitness watches running different interaction frameworks. The study used the think-aloud protocol with observers taking notes and photos, followed by quantitative experience surveys. The prototypes tested fundamentally different interaction frameworks: one with settings before the run and vertical swipes for the map; one with settings accessible during the run and horizontal swipes for navigation between stats, notifications, and map. The findings shaped what shipped.

FOUR IN-RUN VIEWS · SWIPE TO NAVIGATE Stats 1×2 customizable grid pace · heart rate · distance elevation · time · cadence TAP TO CYCLE METRICS Half Map north-oriented quick orientation + live stats below DEPRIORITIZED IN TESTING Full Map street-level detail 4 zoom levels water fountains · restrooms DOUBLE-TAP TO PAN/ZOOM Laps tabular split list auto-lap by distance or manual via hard key CONFIGURED PRE-RUN INTERACTION MODEL · INPUT BY MODALITY HARD KEYS Start · Pause tactile, in-motion TOUCH End · Cycle metrics · Configure low-stakes, moments of transition SWIPE Navigate between views natural on the wrist
Four swipe-navigable views, each tuned to a specific glance pattern. Input is split by stakes: tactile hard keys for actions performed mid-run, touch for moments when the runner is no longer in motion.
What I Deliberately Did Not Build

The interaction choices that would have looked clever in a meeting and failed on a wrist.

Each rejection below is a place where a more conventional or more elegant-seeming choice would have failed the runner. Sometimes, for reasons concept testing surfaced, sometimes for reasons the constraints made obvious. The decisions defended runner agency, tactile certainty, and the fact that the user wouldn’t be looking at the screen most of the time.

Single press to stop, double press to pause
An elegant consolidation that introduced timing ambiguity. In concept testing, participants found the timing window for “double press” unreliable when their thumb was bouncing along with their stride, and their breathing was ragged. The system felt unreliable. We separated stop and pause into different inputs: pause stayed on the hard key; end moved to touch and was performed after the run, when the runner had stopped moving.
Touch-only controls with collapsed and expanded states
The whole point of a running watch is that the runner should be able to operate it without looking. Start a run, glance at pace, dismiss a notification, all while keeping their eyes on the road. Hard keys for the actions performed in motion were non-negotiable.
Auto-discard or “save?” prompt at the end of a run
Runs save automatically on completion. No discard option, no “save this run?” interstitial. The cost of accidentally losing a runner’s run data far outweighs the cost of an unwanted entry appearing in history that can be cleaned up later.
Auto-share to social on completion
A participant in concept testing specifically mentioned not wanting to share a “bad run.” Sharing became opt-in and selective. It’s an explicit control over which details to include. There were no automatic posts and no defaults that surface a slow split or a missed goal. The system respected that runners get to choose which moments become public.
Blocking the run when GPS hadn’t locked
The 60-second GPS countdown is a soft gate, not a hard one. If the acquisition fails, the runner can retry or fall back to running without GPS. Imperfect data is better than no run at all. This reflects a fundamental respect for what the user is actually trying to do: run, not produce a perfect dataset.
How It Works

The complete app, end to end.

Interaction model

Hard keys · Touch · Swipe
Input split by stakes

Four approaches to start/pause/end were evaluated in concept testing: hard-key start/end with touch pause, single-press stop and double-press pause, touch-only with collapsed/expanded states, and pause-menu interstitial before ending. The final approach used hard keys for start and pause, touch for end, with an elapsed-time banner serving as both status indicator and interaction anchor. Tactile certainty for the actions performed most often while moving, while touch is reserved for the moment the runner has stopped.

Four in-run views

Stats · Half Map · Full Map · Laps
Glanceability per pattern

Stats defaulted to a 1×2 grid showing the runner’s chosen metrics, tappable to cycle through available data points. Half Map gave a quick orientation check alongside live stats. Testing showed that runners preferred the full-screen version, so Half Map was retained as a quick-glance option, and Full Map became the primary option. Full Map activated pan and zoom via double-tap with toggles for contextual markers like water fountains and restrooms. Laps presented a running table of splits supporting both auto-laps (by distance) and manual laps (hard-key press), configured before the run.

GPS acquisition with fallback

60-second countdown · retry · fallback
Soft gate, not hard

GPS lock is the unglamorous interaction that gates the entire experience. The design used a 60-second countdown that communicated progress without demanding the runner’s attention. A retry option was available if the acquisition failed. A fallback to run without GPS was the critical design decision. Rather than blocking the runner entirely, the system acknowledged that sometimes you just want to run, and an imperfect dataset is better than no run at all.

Notification strategy

Slide-in toast · stacked · auto-dismiss
Research-driven, contextual not social

Notifications slid in from the left edge and stacked when multiple arrived. The system displayed contextual alerts (nearby water fountains, restrooms), device alerts (low battery), and status updates (GPS signal quality). Research shaped two choices: auto-dismissing toasts were preferred, but with the option to tap or swipe to clear early. While about half of the participants were interested in route-based landmark notifications, most were not interested in seeing social notifications during a run. The strategy prioritized contextual, run-relevant alerts over social ones.

Run lifecycle

Setup · Run · Summary · History
Zero data loss by architecture

Run Setup offered configuration for run type (outdoor, treadmill, laps), lap settings, route selection, goal type (time or distance), and the stats layout. Run Summary appeared immediately after the run ended, displaying key stats and a route map with opt-in, selective sharing controls. Past Runs presented a chronological list with sync status indicators that distinguished locally stored from cloud-synced data, and each run’s detail view mirrored the summary screen.

Result

A complete running app reasoned through from first principles.

4
Interaction approaches evaluated
4
In-run views
60s
GPS acquisition window
0
Auto-discarded or auto-shared runs
Original Documentation

The design specifications.

The documentation of the work: an interaction design document (every screen, every state, every gesture) and the research document (concept testing methodology, treadmill session findings, participant quotes).