
Not long ago, the idea of controlling technology without a screen seemed like science fiction. We tapped, swiped, and pinched our way through the smartphone era… until smartwatches shrunk that experience to just 1.5 square inches. They became the first true test of UI/UX under extreme constraints.
Now, with Meta Ray-Ban Display Glasses, priced at $799 and paired with the Neural Band, we are glimpsing the post-screen future. With AI smart glasses now accounting for 78% of total smart glasses shipments, Meta has captured 73% of the global smart glasses market by solving the fundamental challenge. And that is… making technology invisible while making interactions more intuitive.
At Onething Design, we’ve witnessed this evolution firsthand through our work on flagship smartwatch experiences for Boat Crest and Noise Champ. These projects taught us that successful wearable UX is about reimagining how humans connect with technology when every pixel, gesture, and voice command matters.
The smartwatch era was defined by the core constraint of screen scarcity. Designers were tasked with squeezing desktop-level utility into a space barely bigger than a postage stamp, thereby turning every design decision into a high-stakes compromise.
A smartwatch screen averages just 1.5 inches, often around 44×44 pixels minimum for touch targets. When users spend an average of only 7.94 seconds per interaction, every pixel has to earn its place.
Designing for such tight constraints means:
The smartwatch isn’t a device for reading an email, of course. Users take quick glances at watches for contextual information rather than destinations for deep engagement. And that is known as the Quick Glance Paradigm, where the user interaction window is a mere 2–3 seconds.
A user typically raises their wrist, glances, and returns to their task. If they can’t find the information in that fleeting moment, the device fails to serve its purpose. This demands:
Our work on leading Indian wearable brands illustrates how to master these constraints:
The project of Boat Crest involved transforming the accompanying phone app’s user experience (the brain behind the watch). We focused on aligning the app’s mental model with the user’s fitness journey, ensuring seamless data sync and a coherent visual system that felt consistent across the large phone screen and the small watch display.
This was a fascinating dual-user design challenge. The primary user of Noise Champ was a child, requiring a highly graphical, gamified, and simplified interface. The secondary user was the parent, who needed a robust, data-rich control panel on their phone. Our design system innovations ensured that the core brand identity and data consistency held up across both radically different screen sizes and user needs.
If the smartwatch was about minimizing screen size, smart glasses are about maximizing context and dissolving the screen into the real world.
The next wave, exemplified by devices like the Meta Ray-Ban Display, moves away from the wrist’s constrained touch to a subtle, in-world visual and audio overlay.
Augmented Reality (AR) on smart glasses introduces complex UX challenges that never existed on the wrist.
With the screen gone or minimized, the voice interaction becomes important.
The two form factors — smartwatch and smart glasses — represent two vastly different user experience paradigms.
Smartwatches demand precise touch interactions on limited surfaces, where every tap competes with arm movement and environmental factors. The 44×44 pixel minimum isn’t generous when your target area covers a fraction of a postage stamp.
Smart glasses liberate users from touch entirely, embracing ambient voice commands and subtle gestures. In that way, users can control their devices through natural movements rather than deliberate actions.
Information architecture in smartwatches follows hierarchical, drill-down navigation patterns inherited from mobile devices but constrained by screen space. Users navigate through nested menus and screens, building mental maps of information locations.
On the contrary, smart glasses enable contextual, overlay-based information delivery where relevant data appears spatially anchored to real-world objects.
Smartwatches excel in private, personal contexts where users can afford brief moments of focused attention. They’re perfect for discrete notification checking during meetings or quick fitness tracking during workouts.
On the other hand, smart glasses shine in social, exploratory contexts where hands-free operation becomes essential. Restaurant translation, navigation assistance, and social sharing feel natural when your hands remain free for other activities.
The journey from the tiny, touch-dependent screen on your wrist to the voice-first, invisible overlay on your face is a significant shift in how we interact with technology.
At Onething Design, we believe the next great interface isn’t a screen. Rather, it’s the world around us. Our mastery of small-screen constraints, combined with our strategic focus on VUI, AR, and ecosystem design, positions us to lead clients through this complex leap, delivering experiences that are truly transformative.
The future is hands-free, contextual, and subtle. Are you prepared to design for a world beyond the screen? The time to master conversational AI, AR overlays, and the principles of invisible design is now, quite literally.