Wearable and TV Apps, Built Only Where They Earn Their Place
Apple Watch, Wear OS, Apple TV and Android TV. These are the most commonly wasted budgets in mobile, so the first thing we do is work out whether yours should exist at all — and quite often the answer is a complication rather than an app.
- Priced as its own line
- We will talk you out of it
- Tested on real hardware
A Watch App Has About Four Seconds
That is roughly how long somebody holds an arm up before it becomes uncomfortable and they reach for the phone instead. Every design decision on a watch follows from that number.
What a watch app should do
- Show one thing that is true right now: the next step, the current total, how long is left, whether it worked
- Offer one action, reachable without scrolling, that resolves the reason the watch buzzed
- Work during an activity, when hands are busy, or when taking a phone out is genuinely awkward
- Start from cached data so something appears immediately, then update quietly if it can
- Be readable in sunlight, at a glance, by somebody walking
- Use haptics as a real channel. On a wrist a distinct tap carries information a notification banner cannot.
What it should not try to be
- The phone app, shrunk. A five-tab navigation on a wrist is a joke the user is not in on.
- Anything requiring typing, an account to be created, or a form with more than a confirmation in it
- A browsing experience. Nobody explores a catalogue on a watch.
- Long lists. Two screens of scrolling is already past the point of usefulness.
- A dashboard. Multiple numbers competing for attention is the opposite of glanceable.
- A feature that only works when the phone is in range, without saying so
Battery is not a background concern here, it is the whole environment. A watch app that keeps the screen awake, polls a server or holds a sensor open is a watch app people uninstall the same week, and they blame your product rather than the platform.
Complications and Tiles Beat an App Almost Every Time
The most valuable thing you can own on a watch is a small piece of a screen the person already looks at dozens of times a day. It is also, by some distance, the cheapest thing on this page.
Complications on the watch face
A number, a short word or a tiny graph sitting on the face itself. Tapping it opens your app at the right screen. It comes in several shapes and sizes and has to be legible in every one, including the tiny corner slots.
Tiles and stacked cards
A single swipe from the face brings a card with slightly more room than a complication and a tap target or two. The right home for a summary plus one action, and it earns its place because it costs the user nothing to reach.
Always-on states
Modern watches dim rather than switch off, so every surface needs a second, low-power appearance: less colour, less detail, no animation, and no information the person would not want visible to someone sitting opposite them.
Refresh is budgeted, not free
These surfaces update on an allowance the system controls, weighted towards apps the person actually uses. So they are designed around values that stay meaningful for an hour, not a live ticker, and anything urgent arrives by push instead.
Notifications, but on a wrist
A phone notification can be ignored. A wrist notification is a physical interruption, so the bar for sending one is much higher. Actionable, infrequent, and dismissible in one gesture, or people turn the whole channel off.
Live activity on the face
Something with a start and an end that a person wants to watch progress on, surfaced without opening anything. Genuinely useful for deliveries, journeys and timers, and genuinely irritating for anything else.
If the budget only stretches to one thing, it should be the complication or the tile. It is seen far more often than any app screen will be, and it is a fraction of the build.
The Data That Makes Wearables Worth It Is Also the Data With Rules Attached
Heart rate, movement, sleep, workouts and location are what make a watch app valuable. They also carry obligations that are easier to design for at the start than to retrofit after a rejection.
How the platforms treat it
- Health data sits behind its own permission system, granted per data type rather than in one sweep
- Permission to write can be granted while permission to read is refused, without the app being told, so the app must behave correctly when the data it expected is absent
- Both stores restrict what you may do with it: not for advertising, not sold on, and with rules about where it may be stored
- Purpose strings have to explain the benefit to the person, not the benefit to you
- Continuous sensor access is a declared capability that reviewers look at carefully, and background location more so
- Store declarations, on both platforms, must match what the code and every SDK actually do
How we design around it
- Collect the minimum that makes the feature work, and nothing gathered because it might be useful later
- Process on the device wherever possible, so the sensitive version never leaves the watch or phone
- Ask at the moment the feature is used, with an explanation before the system prompt appears
- Every screen has a designed state for permission refused, which is the state most apps forget
- Retention, export and deletion written down before the first screen is drawn
- Anything resembling diagnosis or treatment is flagged early, because that can move a product into regulated territory and that is a question for a professional adviser rather than for us
More on declarations, encryption and data handling across the whole app on app security and privacy.
No Pointer, No Touch, One Highlight Moving Around a Grid
A television app is not a large phone app. The interaction model is different enough that a design which ignores it is unusable rather than merely awkward.
The focus engine decides everything
The system keeps a highlight on one element and moves it when the viewer presses a direction on the remote. Your layout is therefore a map of what sits next to what, and anything the highlight cannot reach effectively does not exist on that screen.
That has real design consequences. Rows and grids work; free-form arrangements do not. Every route through a screen has to be walkable with four directions and a select button. The focused item must be unmistakable from across a room, which means it grows, lifts or lights up, rather than gaining a two-pixel border. And when a screen appears, something sensible has to be focused already, because the viewer has nowhere to point.
Remotes also vary. Some have a touch surface with momentum, some only a directional pad, some add a voice button, and a lot of Android TV boxes ship with a remote nobody designed for. All of them have to work.
The other ten-foot realities
- Text and targets scaled for someone several metres away, not for arm’s length
- Important content kept inside a safe margin, because some televisions still crop the edges of the picture
- Sign-in by showing a short code the person enters on a phone or laptop, because typing with a remote is genuinely awful
- Playback controls that behave the way every other TV app behaves, because muscle memory here is strong
- Licensed video brings digital rights management, which is a workstream rather than a checkbox
- Its own store listing, its own screenshots and its own review, separate from the phone app
- Real hardware for testing, including a cheap Android TV box, not just a simulator
TV is worth building for video catalogues, live events, large-screen dashboards in a workplace, casual games and anything genuinely communal. It is rarely worth building for a transactional app where the phone is simply better.
Worth Building, or a Vanity Addition
This is the section that saves people money. We would rather lose the extra line on the quote than build something that gets opened twice.
Build it
When There Is a Real Moment
- The action happens during an activity: running, driving, cooking, working, carrying something
- The sensor is the product: heart rate, movement, sleep, a workout that has to be measured on the body
- There is one number people check repeatedly, which belongs on a watch face rather than behind two taps
- An alert needs a decision in seconds and one tap resolves it
- For TV: video, live events, something communal, or a screen a room needs to see
Do not build it
When It Is There to Be Mentioned
- The reason is that a competitor has one, or that it will look good on a slide
- The proposed watch app is the phone app with fewer screens
- Every useful action needs typing, browsing or reading more than a sentence
- The phone app is not finished. A wearable on top of a shaky app makes two problems.
- Nobody has budgeted for maintaining it through another annual platform release, every year, forever
The middle path we recommend most often: ship the phone app, add a complication or tile plus well-designed notifications, and see whether anyone uses them before committing to a full watch app.
None of These Exist on Their Own
A watch app is an extension of a phone app, and a TV app is a sibling of one. How they are packaged, shipped and kept in step differs by platform in ways that affect your release schedule.
Apple Watch
- Built and submitted inside the same iPhone app: one review, one release, one version
- Installing the phone app can place the watch app on the wrist automatically
- Shared Swift code between the two, with the interface written separately for each
- Can talk to your API on its own, and syncs with the phone when it is nearby
- A phone release is therefore also a watch release, which simplifies scheduling and complicates hotfixes
Wear OS
- A separate build published under the same Play listing, discoverable from the watch itself
- Its own release track and its own testing, even though customers see one product
- Kotlin and Compose for watch interfaces, sharing business logic with the phone app
- Data synced through the platform messaging layer, or fetched directly over the network
- Battery management is stricter than on a phone, so background work needs the same discipline and then some
Apple TV and Android TV
- A distinct application with its own listing, screenshots and review process
- Business logic, API client and data models shared with the phone app; the interface is new work
- Sign-in almost always by pairing code rather than typing credentials
- Subscriptions and entitlements have to carry across from phone to television without a second purchase
- Its own device matrix, including at least one cheap box with an unhelpful remote
Whichever surfaces you add, the backend usually does not change. If there is not one yet, that conversation is on mobile backend and APIs.
iOS App Development
The iPhone app a Watch app has to belong to, including widgets and Live Activities.
Learn moreAndroid App Development
The phone app behind a Wear OS build, and the battery rules that apply doubly on a watch.
Learn moreApp UI/UX Design
Glanceable design, focus-driven layouts and the prototypes we test before building either.
Learn moreWearable and TV Questions We Get Asked
Do we actually need a watch app?
Probably not, and we would rather say so now than after you have paid for one. The test we use is simple: is there a moment where somebody needs a single piece of information or a single action, right now, and taking a phone out would be genuinely worse? Timers, live journeys, check-ins, alerts that need one tap to deal with, anything during exercise, anything while carrying something, anything where a phone is in a bag or a pocket with gloves on. If you cannot describe that moment in one sentence, the watch app will be installed by a few enthusiastic users, opened twice and forgotten, and it will still need maintaining every time the platform updates. The good news is that the valuable part of a watch presence is usually not an app at all. It is a complication or a tile showing one number on a face somebody already looks at fifty times a day, and that is a fraction of the work.
Is the watch app a separate app in the store?
It is one listing on both platforms, but the mechanics differ and the difference matters to your schedule. On Apple Watch the watch app is built and submitted as part of the same iPhone app, so there is one review, one release and one version number, and installing the phone app can put the watch app on the wrist automatically. On Wear OS the watch app is a separate build published under the same Play listing, so a user searching on the watch finds it, and phone users are offered it. That means separate build configuration, its own release track and its own testing, even though customers see one product. In both cases a watch app cannot exist without the phone app it belongs to, so it is always an addition to a project rather than a project.
Can the watch app work without the phone nearby?
Increasingly yes, and designing as if it cannot is the more common mistake. Modern watches on both platforms can run an app, talk to your API over their own network connection, store data locally and sync later. What you should not assume is that any of that is fast or free. A watch on its own network is slower and considerably more expensive in battery terms than one relaying through a phone, so the right design fetches a small amount of data, caches it, and shows something useful immediately from the cache rather than a spinner. The rule we work to is that every watch screen has to be able to show something sensible with no connection, no phone and no recent sync, because that is a routine situation on a wrist rather than an edge case.
What is actually different about designing for a TV?
There is no pointer and no touch. Every screen is a grid of items the system moves a highlight between, so the layout has to be built around what is next to what, and every single element must be reachable by pressing up, down, left or right. Anything the focus cannot reach effectively does not exist. On top of that: the viewer is several metres away, so text and targets are far larger than on a phone; the focused item has to be obvious from across a room, which means scale and light rather than a subtle border; important content stays inside a safe margin because some televisions still crop the edges; and text entry with a remote is genuinely painful, which is why sign-in should happen by showing a short code that the person types on their phone or laptop instead. Video also brings its own work, including playback controls that feel right on a remote and, where content is licensed, digital rights management.
What extra obligations come with health and sensor data?
More than most teams expect, and they are not all technical. Both platforms treat health and fitness data as a special category with its own permission system, granted per data type rather than all at once, and both restrict what you may do with it: it cannot be used for advertising, it cannot be sold on, and there are rules about where it may be stored. Permission can also be granted for writing but refused for reading, in a way the app is not told about, so the app has to behave correctly when the data it expected simply is not there. Beyond the platform rules, health information is treated as sensitive by law in most places, and anything that sounds like diagnosing or treating a condition can move a product into regulated territory. We design to collect the minimum, keep processing on the device where we can, and write the retention and deletion story down before the first screen, and we recommend taking proper advice on the regulatory question rather than guessing.
What does adding a watch or TV app do to the timeline and budget?
Less than a second phone app and more than a feature, and the drivers are predictable. A complication or a tile showing one number is the cheapest thing on this page and often the highest value. A small watch app with two or three screens is a modest addition, mostly design and testing rather than logic, because the business rules already exist in the phone app. A TV app is the largest of the three, because it is a genuinely separate interface with its own navigation model, its own listing and its own review, and because video playback and licensed content add real work. The costs people forget are the ongoing ones: another set of physical devices to test on, another platform release every year, and another submission whenever something changes. We price each of them as its own line rather than folding them into the app estimate, so you can see what you are buying and drop it without unpicking anything.
Find Out Whether the Watch App Is Worth It
Describe the moment you think it serves. We will tell you whether it needs an app, a complication or nothing at all, and price each option separately.