Beyond Touch

Otter Agent!

It is a social game that turns Apple Watch’s heart rate sensor into a playful lie detector, it challenges players to bluff and detect. Join the fun and uncover who’s the best bullshitter in your circle!

The First Social Game on Your Apple Watch

From Concept to Launch: Designing WatchOS & Mobile Experiences

[Overview]

Our team consider the potential demographic, from middle school students to young professionals who often use smart watches for safety and communication purposes. Supported by a Senior Apple Engineer, Dr. Gierad Laput, we turns Apple Watch’s heart rate sensor into a playful lie detector. Feel free to also check out our project website for more details.

[Highlights]

Drove design ideation and aligned key stakeholders

  • Led design from concept to high-fidelity prototypes as a Product Designer and Co-Producer on a cross-functional six-person team.

  • Conducted weekly reviews with a Senior Apple Engineer to ensured compliance with Apple’s HIG, and accessibility standards.


Design development and media production:

  • Improved player retention by 38% through iterative user testing.

  • Boosted downloads by 19% by editing a commercial video and designing a project website to engage the target audience.

[Timeline]

January 2024 - December 2024

[Industry]

Tech / Game

[Platforms]

Watch OS, IOS

[My Role]

UI/UX Designer

[Team]

4 Engineers

3 Instructors

2 UI/UX Designers

1 Producer

[Timeline]

January 2024 - December 2024

[Industry]

Tech / Game

[Platforms]

Watch OS, IOS

[My Role]

UI/UX Designer

[Team]

4 Engineers

3 Instructors

2 UI/UX Designers

1 Producer

[Timeline]

January 2024 - December 2024

[Industry]

Tech / Game

[Platforms]

Watch OS, IOS

[My Role]

UI/UX Designer

[Team]

4 Engineers

3 Instructors

2 UI/UX Designers

1 Producer

[App Store Launch]

Download our app from App Store

Our first game, Otter Agent, is officially launched on the App Store! Feel free to download it and play with friends. (Each player needs an iPhone and an Apple Watch.)

Otter Agent, is officially launched on the App Store!

Commerical
Commerical

I edited a commercial targeting families and young professionals, introducing our first social game: Otter Agent.

Watch App – Design an immersive experience
Watch App – Design an immersive experience
Let users feel like secret agents

Before the mission begins, one agent needs to create a room for others to join. To enhance the feeling of becoming secret agents, I designed the experience to make players feel as if they are actually synchronizing their secret watches. The host receives a mission code, and others agents must scroll to enter the same mission code on their watches to join the same room.

Guest and host synchronizing secret watches

Guest and host synchronizing secret watches

Guest - Enter Code

Guest_Waiting Room

Host_Receive Coder

Host_Waiting Room with CTA

Host_Waiting Room

Assign Identity

Starting the mission, each agent will get their own identity, either a truth teller or a liar.

Pick a Prompt

Then, It’s time for the party to select a prompt to answer. Guests will see an instruction to choose a prompt along with the host, so they know they can discuss and select the prompt together.

Story Round

Moving to the next stage: story time, agents have 30 seconds to prepare their stories based on the prompt. Then another 30s to tell their stories one by one, whiles others can see the speaker’s heart rate.

Question Round

Each agent will now be interrogated (not for real!) — meaning, the others will ask them questions about the story they just told. While this happens, their heart rate will be monitored by the others, though the agent themselves won’t be able to see it. As they listen, the audience can also cast their votes.

Rankings

Each agent will now be interrogated (not for real!) — meaning, the others will ask them questions about the story they just told. While this happens, their heart rate will be monitored by the others, though the agent themselves won’t be able to see it. As they listen, the audience can also cast their votes.

Phone App - Design an engaging experience
Introduce the phone app to help user better understand our game

The main gameplay takes place on the watch. Since each watch app requires an associated phone app, we designed the phone app to provide additional guidance for the game.

Designed avatar customization for a more engaging user experience.

I designed an avatar customization feature that allows each agent to choose their own cover and code name before starting their training. This adds a layer of personalization as we want to make the experience feel more immersive and unique for each player.

Pick a Prompt

Then, It’s time for the party to select a prompt to answer. Guests will see an instruction to choose a prompt along with the host, so they know they can discuss and select the prompt together.


Then, It’s time for the party to select a prompt to answer. Guests will see an instruction to choose a prompt along with the host, so they know they can discuss and select the prompt together.

Guest - Enter Code

Guest - Enter Code

Story Round

Moving to the next stage: story time, agents have 30 seconds to prepare their stories based on the prompt. Then another 30s to tell their stories one by one, whiles others can see the speaker’s heart rate.


Moving to the next stage: story time, agents have 30 seconds to prepare their stories based on the prompt. Then another 30s to tell their stories one by one, whiles others can see the speaker’s heart rate.

Question Round

Each agent will now be interrogated (not for real!) — meaning, the others will ask them questions about the story they just told. While this happens, their heart rate will be monitored by the others, though the agent themselves won’t be able to see it. As they listen, the audience can also cast their votes.


Each agent will now be interrogated (not for real!) — meaning, the others will ask them questions about the story they just told. While this happens, their heart rate will be monitored by the others, though the agent themselves won’t be able to see it. As they listen, the audience can also cast their votes.

Rankings

Finally, rankings will be revealed, and agents can check who they deceived and who they got during the training on their phone. They can also choose to replay at this stage.

Each agent will now be interrogated (not for real!) — meaning, the others will ask them questions about the story they just told. While this happens, their heart rate will be monitored by the others, though the agent themselves won’t be able to see it. As they listen, the audience can also cast their votes.

Phone App - Design an engaging experience
Introduce the phone app to help user better understand our game

The main gameplay takes place on the watch. Since each watch app requires an associated phone app, we designed the phone app to provide additional guidance for the game.

Designed avatar customization for a more engaging user experience.

I designed an avatar customization feature that allows each agent to choose their own cover and code name before starting their training. This adds a layer of personalization as we want to make the experience feel more immersive and unique for each player.

[01] Ideation

Resersch
Understanding Limitations & Capatibility of an Apple Watch

Researched hardware constraints such as battery life, sensor accuracy, and real-time processing limitations.
Explored unique interaction methods, including haptic feedback, heart rate monitoring, and gesture controls.

Main directions
Smart Watch vs Secret Agents: A theme that drives the storytelling

A smart watch monitoring body status reminds us of spy movies, and we want players to feel like secret agents being monitored by advanced technology, tackling secret missions.

  • Players take on the role of an otter agent to infiltrate the groundhog family, but the smartwatch invented by the groundhog family will track players’ body status.

  • Our game provides a series of missions to help players become skilled otter agents.

Four game prototypes leverage various Apple Watch features

We designed four game prototypes that incorporate different hardware features of the watch:

  • Bluffing game + heart rate

  • Chasing game + decibel detector

  • Balancing game + accelerometer

  • Exercise game + heart rate

Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector

Chasing game + decibel detector

Bluffing game + heart rate

Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector

Balancing game + accelerometer

Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector

Exercise game + heart rate

[02] Playtest

Concept validation through rapid prototyping
Playtest to gather real user feedback

We conducted playtests through the design process, showed designs to stakeholders, and collected feedback.

  • In the beginning, we playtested different types of games, such as bluffing games, playground games, etc:

  • When we were designing the wireframe, we held playtest days and used brown boxing to playtest our game:

When we designed the wireframe, we held playtest days and used brown boxing to playtest our game:

Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector

Thoughts and Preparation

Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector

Lots of people enjoy playing our game druing the playtest day

  • When designing the high-fidelity prototype, we built it on a watch and invited more people to playtest our game. We also attended game conference to showcase our game..

When we designed the wireframe, we held playtest days and used brown boxing to playtest our game:

Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector

We showcased our game at the Serious Play Conference

[03] Develop

Key challenges after Playtest
Small screens limit information
  • Limited display space

  • Small tap targets

How I solve it:
  • Designed larger, well-spaced touch targets

  • Utilized haptic feedback and audio cues to enhance user interaction

Edge case
  • When assigning roles, some players read their roles aloud.

How I solve it:
  • Added a confirmation check page, requiring players to tap before revealing their assigned identity to prevent accidental disclosure.

Notifications Are Easy to Miss
  • Small screen and subtle notifications made in-game prompts easy to miss.

How I solve it:
  • Introduce sound and haptics during stage changes.

  • Designed the live voting system - allows audiences to make back-and-forth voting decisions while listening and encourages them to constantly check the speaker's heart rate.

Limited Personalization on Small Screens
  • The watch’s small screen limits opportunities for personalization

How I solve it:
  • Incorporated color variations, so each player’s watch screen is color-coded to match their Otter Agent

[04] Get Buy-ins and Execute Designs

How to get buy-ins
Weekly Meeting with key stakeholders
  • Regularly reported to instructors and subject matter experts to ensure alignment and keep them informed of the design process and direction.

    • The expectations for this project were initially quite low. It started as a one-semester, fully experiential project in collaboration with a senior engineer from Apple. On the first day, our instructor emphasized that the goal was purely to explore and learn. But as a team, we were thrilled to discover during testing that users genuinely loved the game we created. Motivated by this feedback, we pitched to the stakeholders for an additional semester and took the initiative to continue development—ultimately pushing the project toward becoming a real product.

Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Schoolwide Presentations
  • Huge thanks to everyone who supported me and my team throughout this journey.

Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Collaborate with Programmers
  • Worked closely with programmers to ensure design feasibility within Apple Watch’s technical constraints.
    Iterated on designs based on engineering feedback.

  • Tested and validated functional prototypes to ensure smooth interaction and user experience.

Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector

[05] Product Launch

Marketing
Marketing Video
  • Led the creation of the marketing video, from initial sketches to final edit.

  • Developed a storyboard to plan shots and structure the narrative.

  • Filmed, cut, and edited footage to produce the final video showcased at the beginning.

When we designed the wireframe, we held playtest days and used brown boxing to playtest our game:

Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector
Land Page
  • Designed and built the project website to showcase key information and attract users.

  • Created detailed weekly blogs documenting design and development progress the year.

When we designed the wireframe, we held playtest days and used brown boxing to playtest our game:

Chasing game + decibel detector
Chasing game + decibel detector
Chasing game + decibel detector

[05] Outcomes

In two weeks after launch

When we designed the wireframe, we held playtest days and used brown boxing to playtest our game:

145 downloads
447 sessions
2.56k views

[Key Learnings]

Users are the key—but don’t just follow them blindly.

While it’s essential to learn from user testing, it’s just as important to be selective in interpreting feedback. As designers, we must understand that we can’t satisfy everyone. The real value lies in identifying recurring patterns and prioritizing insights that align with our product goals. This allows us to make thoughtful design decisions that serve the majority while staying true to the core experience.

Users are the key—but don’t just follow them blindly.

While it’s essential to learn from user testing, it’s just as important to be selective in interpreting feedback. As designers, we must understand that we can’t satisfy everyone. The real value lies in identifying recurring patterns and prioritizing insights that align with our product goals. This allows us to make thoughtful design decisions that serve the majority while staying true to the core experience.

Users are the key—but don’t just follow them blindly.

While it’s essential to learn from user testing, it’s just as important to be selective in interpreting feedback. As designers, we must understand that we can’t satisfy everyone. The real value lies in identifying recurring patterns and prioritizing insights that align with our product goals. This allows us to make thoughtful design decisions that serve the majority while staying true to the core experience.

Getting buy-in is always the higher priority.

One key lesson I learned from this project is how important it is to secure buy-in early—and there are some effective strategies to do that. For example, inviting people into the conversation as early as possible helps them feel like they’re contributing to the direction, not just responding to it. This applies across the board, whether it’s teammates at the same level or higher-level stakeholders. It not only builds alignment and trust, but also saves time. The more support you have, the more likely your design decisions will get green-lit.

Getting buy-in is always the higher priority.

One key lesson I learned from this project is how important it is to secure buy-in early—and there are some effective strategies to do that. For example, inviting people into the conversation as early as possible helps them feel like they’re contributing to the direction, not just responding to it. This applies across the board, whether it’s teammates at the same level or higher-level stakeholders. It not only builds alignment and trust, but also saves time. The more support you have, the more likely your design decisions will get green-lit.

Getting buy-in is always the higher priority.

One key lesson I learned from this project is how important it is to secure buy-in early—and there are some effective strategies to do that. For example, inviting people into the conversation as early as possible helps them feel like they’re contributing to the direction, not just responding to it. This applies across the board, whether it’s teammates at the same level or higher-level stakeholders. It not only builds alignment and trust, but also saves time. The more support you have, the more likely your design decisions will get green-lit.

Thinking in Others’ Shoes

In this project, I collaborated closely with programmers—we shared the same room, which led to lots of spontaneous conversations. It gave me a fresh perspective on how they approach and view problems, which is often very different from a designer’s mindset. I also came to understand why some features that seem simple in design can take significant time to implement. What I found most inspiring was how often these discussions sparked unexpected and creative solutions. Through this experience, I gained a deeper understanding of what cross-disciplinary thinking truly means—it’s not just about working together, but learning to think through each other’s lenses.

Thinking in Others’ Shoes

In this project, I collaborated closely with programmers—we shared the same room, which led to lots of spontaneous conversations. It gave me a fresh perspective on how they approach and view problems, which is often very different from a designer’s mindset. I also came to understand why some features that seem simple in design can take significant time to implement. What I found most inspiring was how often these discussions sparked unexpected and creative solutions. Through this experience, I gained a deeper understanding of what cross-disciplinary thinking truly means—it’s not just about working together, but learning to think through each other’s lenses.

Thinking in Others’ Shoes

In this project, I collaborated closely with programmers—we shared the same room, which led to lots of spontaneous conversations. It gave me a fresh perspective on how they approach and view problems, which is often very different from a designer’s mindset. I also came to understand why some features that seem simple in design can take significant time to implement. What I found most inspiring was how often these discussions sparked unexpected and creative solutions. Through this experience, I gained a deeper understanding of what cross-disciplinary thinking truly means—it’s not just about working together, but learning to think through each other’s lenses.