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Justin Dike

Create the Art

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Create the Art

Join Justin Dike, as he teaches how to make a complete Apple Watch app from scratch. Seriously. We start with nothing, beginning in Flash with a blank scene. The course first teaches how to make a multi-layered vector clock face, complete with precise hour, minute and second hands, turning gears, the day of the week, the month and day of the month. This first section of the course essentially builds a template in Flash capable of producing hundreds of watch faces. We’ll talk about exporting images and animation sequences from the finished Flash file, and making mass changes to the file (for example, how to change the font of a label on every frame, or scale objects on multiple frames). The best part is you can make any style with this template, you are not just limited to watches with an analog clock face.

The Program It.

In this session, we will build an Apple Watch app, which is technically an extension of an iPhone app. So first we will cover everything it takes to build the watch app, then move onto programming the companion app for the iPhone. The finished Xcode project, or template, will build an iPhone app that gives users the option to choose and save a preferred face variation on the Apple Watch. So you could sell an app that has multiple clock faces, adding extra value to your buyer’s purchase.

Both parts of this session discuss importing the images exported from the first session, layering them in the Apple Watch interface controller / iPhone view controller, programming each element, and working with NSUserDefaults to save preferences for the preferred watch variation. We will also look at some optional add-ons, such as sounds, programming labels, swiping through multiple watch screens and opening new views on the watch.

The course also discusses some essentials for first-time app developers. Topics include: generating provisioning profiles, adding / changing bundle identifiers, adding the app listing to iTunes connect, submitting the app to Apple, and everything else we could think of to make working with Xcode for the first time as easy as possible.

In this session, we will build an Apple Watch app, which is technically an extension of an iPhone app. So first we will cover everything it takes to build the watch app, then move onto programming the companion app for the iPhone. The finished Xcode project, or template, will build an iPhone app that gives users the option to choose and save a preferred face variation on the Apple Watch. So you could sell an app that has multiple clock faces, adding extra value to your buyer’s purchase.

Both parts of this session discuss importing the images exported from the first session, layering them in the Apple Watch interface controller / iPhone view controller, programming each element, and working with NSUserDefaults to save preferences for the preferred watch variation. We will also look at some optional add-ons, such as sounds, programming labels, swiping through multiple watch screens and opening new views on the watch.

The course also discusses some essentials for first-time app developers. Topics include: generating provisioning profiles, adding / changing bundle identifiers, adding the app listing to iTunes connect, submitting the app to Apple, and everything else we could think of to make working with Xcode for the first time as easy as possible.

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What's inside

Learning objectives

  • Create vector based art in flash to export to xcode
  • Import assets to xcode specifically setup for an apple watch app
  • Design any style of watch face using static or animated images
  • Set specific images based on the current time (for example, the hour hand to 12)
  • Get the current time in swift and save variables for the hour, minute, second, day of week, month, day.
  • Save nsuserdefaults that are shared between the watch app and companion iphone app
  • Create and program a similar version of the watch app clock face on the companion iphone app
  • Work with the watch kit interface controller, groups, images, and labels
  • Programmably play sounds and set labels on either the watch app or iphone app
  • Change screens (interface controllers) on the watch app.
  • Create a complete watch app that tells time in style!
  • Show more
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Syllabus

Download and open all the assets used throughout the course
Download the Course Assets
In this first series of videos we will be working in Adobe Flash to create assets we can export and import into Xcode later.
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I describe some of the issues I had submitting the Watch extended app to Apple. You might not run into any of them, but in case you do, here's some tips.

Traffic lights

Read about what's good
what should give you pause
and possible dealbreakers
Combines artistic design in Flash with practical app development in Xcode, appealing to learners who enjoy both creative and technical aspects of app creation
Covers essential steps for first-time app developers, such as generating provisioning profiles and submitting apps to Apple, which can be daunting for newcomers
Provides a template for building an iPhone app that allows users to choose and save preferred watch faces, potentially adding value to a buyer's purchase
Explores how to use NSUserDefaults to save preferences that are shared between the Watch app and its companion iPhone app, which is useful for cross-platform development
Relies on Adobe Flash, which may require learners to acquire or have prior experience with a potentially unfamiliar or older software, which may be a barrier
Uses Flash to create assets, which may not align with modern app development workflows that favor more contemporary vector graphics tools

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Reviews summary

Apple watch app development from art to code

According to learners, this course provides a guide to building Apple Watch applications, covering both the art creation in Flash and the programming in Xcode/Swift. Students particularly praise the sections on learning WatchKit basics and the practical guidance for submitting the app to the App Store, finding these parts helpful for first-time developers. However, a significant point of contention among reviewers is the reliance on Adobe Flash for asset creation, which many recent reviews describe as outdated and irrelevant in the current development landscape. While some artists found the Flash section useful, developers often found it a hurdle or skippable but necessary dependency. Some recent feedback also suggests potential issues with outdated Xcode versions and APIs, indicating the programming content may require supplementary learning or adjustments for modern development.
Course suits specific backgrounds well.
"As an artist, I loved learning how to make complex watch faces in Flash. The integration with Xcode was a bit tricky at times, but the overall guide from art to app store is fantastic for creatives."
"Exactly what I needed! I'm a designer and wanted to bring my art to the Apple Watch."
Content may not reflect latest Swift/Xcode.
"Completely outdated. Xcode versions have changed, APIs are different."
"Some recent feedback suggests potential issues with outdated Xcode versions and APIs..."
Helpful guidance for App Store submission.
"The submission guide was a lifesaver."
"Covered everything needed... and submitting apps."
"discuss provisioning your app, creating the listing in iTunes Connect, and everything else related to submitting Apple your finished app right from within Xcode."
Good intro to WatchKit and Swift coding.
"Good introduction to WatchKit. The instructor explains the Swift code clearly."
"Solid course if you understand the Flash dependency. The programming concepts are explained well for beginners in Swift/WatchKit."
"The Xcode part is quite good, covering WatchKit basics..."
Flash part is old and not relevant anymore.
"The Xcode part is quite good... However, the Flash section feels really outdated. Wish it used more modern design tools."
"Terrible! Flash is irrelevant now. I skipped the first half and struggled with the second because the project builds on the Flash assets."
"Mixed feelings... The design part using Flash is a strange choice in 2023."

Activities

Be better prepared before your course. Deepen your understanding during and after it. Supplement your coursework and achieve mastery of the topics covered in The Artist's Guide to Making an Apple Watch App with these activities:
Review Vector Graphics Fundamentals
Reviewing vector graphics fundamentals will help you create better assets in Flash for your Apple Watch app.
Browse courses on Vector Graphics
Show steps
  • Review the principles of vector graphics.
  • Practice creating basic shapes and illustrations in Flash.
  • Experiment with different tools and techniques.
Brush up on Swift syntax
Refreshing your Swift knowledge will make it easier to understand and implement the code for your Apple Watch app.
Browse courses on Swift Programming
Show steps
  • Review basic Swift syntax and data structures.
  • Practice writing simple Swift programs.
  • Familiarize yourself with common Swift libraries and frameworks.
Read 'Applescript: The Definitive Guide'
Reading this book will help you understand how to automate tasks on macOS, which can be useful for app development.
Show steps
  • Read the book and take notes on key concepts.
  • Experiment with writing simple AppleScript scripts.
  • Explore how AppleScript can be used to automate tasks related to app development.
Four other activities
Expand to see all activities and additional details
Show all seven activities
Follow Xcode Interface Builder Tutorials
Following tutorials on Xcode's Interface Builder will help you master the visual layout and design aspects of your Apple Watch app.
Show steps
  • Find tutorials on using Interface Builder for iOS or watchOS development.
  • Practice creating different UI elements and layouts.
  • Experiment with constraints and auto layout.
Create a Simple Watch Face
Starting a small project to create a simple watch face will allow you to apply the concepts learned in the course and solidify your understanding.
Show steps
  • Design a simple watch face using Flash or another vector graphics tool.
  • Export the assets and import them into Xcode.
  • Implement the basic functionality of the watch face in Swift.
Write a Blog Post About Your App Development Journey
Writing a blog post about your experience developing an Apple Watch app will help you reflect on what you've learned and share your knowledge with others.
Show steps
  • Outline the key topics you want to cover in your blog post.
  • Write about your challenges, successes, and lessons learned.
  • Share your blog post on social media and relevant online communities.
Read 'SwiftUI by Tutorials'
Reading this book will help you understand SwiftUI, which is a modern UI framework for Apple platforms.
Show steps
  • Read the book and take notes on key concepts.
  • Experiment with writing simple SwiftUI apps.
  • Compare and contrast SwiftUI with UIKit and Interface Builder.

Career center

Learners who complete The Artist's Guide to Making an Apple Watch App will develop knowledge and skills that may be useful to these careers:
Independent App Developer
An Independent App Developer creates and publishes applications, often working as a sole proprietor or within a small team. This course is perfect for an Independent App Developer looking to enter the Apple Watch app market. The course covers the entire process from art creation in Flash to Xcode programming and submission to the Apple App Store. Especially valuable is the advice for first-time developers, covering topics such as provisioning profiles, bundle identifiers, and iTunes Connect. An Independent App Developer can use this course to create and sell custom watch faces.
Wearable Technology Developer
Wearable Technology Developers specialize in creating applications and software for wearable devices, such as smartwatches. This course is directly applicable to the work of a Wearable Technology Developer, with instruction focusing on the Apple Watch. The ability to design watch faces, program the interface, manage assets, and handle user preferences covered in this course are all vital skills for a Wearable Technology Developer. By learning how to build a complete Apple Watch application, a Wearable Technology Developer can expand their skillset.
Mobile Application Developer
Mobile Application Developers create software for smartphones and tablets, and this extends to wearable devices like the Apple Watch. This course provides a Mobile Application Developer with the specifics of building Apple Watch applications, which are technically extensions of iPhone apps. This is a very useful course because it offers a thorough walkthrough of the entire development process, from initial setup in Xcode to submitting the finished app to Apple. The course covers topics such as working with WatchKit and using NSUserDefaults to save preferences between the watch and iPhone app.
User Interface Designer
A User Interface Designer focuses on creating intuitive and visually appealing interfaces for applications, including mobile and wearable platforms. This course provides a foundation for User Interface Designers who want to specialize in Apple Watch applications. The course provides helpful guidance around working with Xcode and WatchKit, and will guide through topics like adding sound and custom fonts, paging through multiple screens, and opening new views on the watch. A User Interface Designer may find the Flash-based vector art design and asset exporting processes especially useful.
Flash Animator
Flash Animators create animations using Adobe Flash, often for web or interactive media. While this course focuses on Apple Watch apps, it begins with creating vector-based art in Flash, which a Flash Animator would find very familiar. A Flash Animator can use their existing skills to create unique watch faces and animations before exporting these assets to Xcode. This course helps a Flash Animator to apply their skills in a new and growing market, which includes personal devices.
Software Engineer
Software Engineers design, develop, and test software applications. This course will be useful to a Software Engineer interested in expanding their skills to include mobile and wearable device development. The course focuses on building an Apple Watch application and its companion iPhone app, covering essential aspects of iOS development. The Software Engineer will find the sections on Xcode, Swift programming, and interfacing with Apple's ecosystem particularly useful, as they are all facets of software engineering.
Digital Artist
Digital Artists create art using digital tools and software. This course begins with creating vector-based art in Flash and exporting it to Xcode, so that a Digital Artist can use existing artistic abilities for the creation of Apple Watch applications. Creating watch faces is not the only application of this, as a Digital Artist can create other kinds of applications. This course will guide a Digital Artist in the creation of a watch application.
Application Support Engineer
Application Support Engineers provide technical support and troubleshoot issues for software applications. This course may be useful by providing them with a deeper understanding of how Apple Watch applications are developed and function. By learning the development process, an Application Support Engineer can better troubleshoot issues that users might face. The course's discussion of Xcode, Swift, and the Apple ecosystem may be particularly beneficial to an Application Support Engineer.
Technical Writer
Technical Writers create documentation, such as user manuals and API references, for software applications. A Technical Writer may find this course helpful by gaining a practical understanding of Apple Watch application development. By learning the development process, a Technical Writer can create more accurate and comprehensive documentation. The course's coverage of Xcode, Swift, and the Apple ecosystem may be particularly useful for creating technical documentation.
Quality Assurance Tester
Quality Assurance Testers ensure that software applications meet quality standards through testing and identifying bugs. This course may prove helpful by giving a Quality Assurance Tester insights into the development process of Apple Watch applications. Understanding the intricacies of Xcode, Swift, and the Apple ecosystem can lead to better test case creation and bug identification. The course's hands-on focus on building an application from scratch is very practical for the Quality Assurance Tester.
Project Manager
Project Managers plan, execute, and close projects, ensuring they are completed on time and within budget. Project managers may find this course useful for project management in the context of mobile and wearable device application development. Understanding the steps involved in creating an Apple Watch application, can help a Project Manager with project planning, resource allocation, and risk management. The course's coverage of Xcode and submission to the Apple App Store may be of particular relevance.
Product Manager
Product Managers guide the development and launch of products, including software applications. This course may be useful for a Product Manager who is overseeing the development of an Apple Watch application. Understanding the technical aspects of the app development process, as covered in this course, helps the Product Manager make informed decisions about features, timelines, and resources. The course's coverage of the entire process, from design to submission, is valuable to the Product Manager.
Technical Trainer
Technical Trainers teach technical skills to others, such as software development or application usage. This course may be useful for a Technical Trainer who wants to develop expertise in Apple Watch application development. The course provides a structured approach to learning the necessary skills, from vector art creation to Xcode programming and app submission. The Technical Trainer can use this knowledge to create training materials or workshops on Apple Watch app development.
User Experience Researcher
User Experience Researchers study user behavior and needs to improve product design. This course may be useful to gain a better understanding of the development process and technical aspects of the Apple Watch. This is helpful for User Experience Researchers in the context of user experience (UX) research for wearable devices. Having insight into the platform's capabilities, discussed in this course, can help a User Experience Researcher to develop informed research questions and design studies.
Creative Director
Creative Directors lead creative teams and oversee the visual and artistic aspects of projects. While a Creative Director may not directly develop applications, this course may be useful to gain a better understanding of the creative process involved in developing Apple Watch applications. Knowing the capabilities and limitations of the platform discussed in this material can help a Creative Director in making informed decisions and guiding their team. The course's emphasis on art creation in Flash and design execution in Xcode may be of particular interest.

Reading list

We've selected two books that we think will supplement your learning. Use these to develop background knowledge, enrich your coursework, and gain a deeper understanding of the topics covered in The Artist's Guide to Making an Apple Watch App.
Provides a comprehensive guide to SwiftUI, Apple's modern declarative UI framework. While the course focuses on using UIKit and Interface Builder, understanding SwiftUI can provide a broader perspective on UI development for Apple platforms. This book is more valuable as additional reading to expand your knowledge of the Apple ecosystem.
Provides a comprehensive guide to AppleScript, which can be helpful for automating tasks related to app development on macOS. While not directly related to Swift or Xcode, AppleScript can be used to streamline workflows and manage files. This book is more valuable as additional reading to expand your knowledge of the Apple ecosystem.

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