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OnX Maps

An Apple Watch navigation MVP that validated the companion model, surfaced a high-intent user segment, and clarified where wearable investment actually belongs.

Lead Product Designer

Apple Watch

WatchOS

iOS

R&D

App Design

Map

Navigation

Overview:

OnX's backcountry users were already hitting the core limitation. Checking position, confirming a route, or reading navigation status required stopping, pulling out a phone, and breaking focus from the trail. In environments where that kind of attention split has real consequences, that's not a UX inconvenience. It's a product gap.

Competitors had started closing that gap with wearable apps, and OnX users were noticing. That competitive pressure, combined with user feedback, created a clear signal that doing nothing wasn't an option.

But expanding into watchOS came with significant investment risk. Each OnX flagship serves a distinct user group with a distinct feature set, which meant wearable support couldn't be built once and reused without careful scoping. Building the wrong features, or overbuilding too early, would introduce development cost, battery risk for users, and long-term maintenance overhead that didn't pay off. The goal of this project was to validate whether wearable navigation belonged in the OnX ecosystem at all, and if so, which features genuinely justified the investment.

I led end-to-end design of the watchOS MVP, from initial scope definition through alpha launch and evaluation. That meant defining what belonged on the wrist versus the phone, navigating hard constraints around data quality, timeline, and platform limits, and advocating for decisions that would generate real signal rather than just ship something. A secondary objective was testing integration of a recently acquired UGC database, the Hiking Project, to enrich navigation data across the broader platform.

What launched wasn't a flagship. It was a focused research vehicle designed to answer specific questions about platform fit, user behavior, and whether wearable navigation could genuinely extend the OnX ecosystem.

Role:

Senior Product Designer

Platform:

Apple Watch - iOS - App

Core Contributions:

UX/UI Direction, Research synthesis, feature strategy, user flows, watch UX/UI, app UX/UI, design system creation, product roadmap.

Impact

Designed and launched app

Launched a research and development Apple Watch navigation experience with partner app that validated glance-based trail use and uncovered an emerging trail runner user base.

Research and development

Tested user flows, interactions, and early subscription willingness within a wearable context.

Scalable System

Delivered insights that directly influenced mobile map architecture decisions and clarified how OnX approaches ecosystem boundaries between wearable and phone experiences.

How the project moved

From concept to validation

From concept to validation

Less than three months from kickoff to alpha. Each phase produced a clearer picture of what the watch could realistically be, and just as importantly, what it shouldn't try to be.

01

Alignment & Scope Definition

Defined MVP boundaries, established offline navigation as the primary use case, and aligned on the companion relationship between watch and phone. Early conversations covered feasibility, battery constraints, and what could ship within a compressed timeline.

02

Core Experience Design

Focused on a glance-first map experience. Explored waypoint creation, group tracking, and data-heavy views before deliberately simplifying. Progressive disclosure, gesture-based actions, and clear map orientation became foundational principles in this phase.

03

Testing & Iteration

Usability testing reshaped several assumptions. We added a visual scale indicator, deprioritized waypoint creation after learning it lacked perceived value, added activity segments for trail runners, and reworked the companion app entry experience to reduce friction.

04

Validation & Strategic Direction

Launched the alpha and evaluated signal. The watch delivered value primarily as a companion, not a standalone product. Limited willingness to pay for watch-specific features informed the decision to remove the subscription model and not continue long-term standalone investment.

What we were up against

Constraints that shaped everything

Constraints that shaped everything

01

Platform limits that don't negotiate

Tiny screen real estate, no cellular in backcountry, aggressive battery drain from GPS polling, and multiple watch sizes to accommodate. The hardware created hard ceilings on information density and interaction depth from day one.

02

A data source decision I flagged and lost

Leadership chose the Hiking Project database over OnX's Backcountry dataset to accelerate development. I pushed back on the architectural implications early. When the decision held, the design strategy adapted around it, but the ceiling it created on map richness and turn-by-turn viability shaped the product in ways that weren't fully visible until mid-build.

03

Timeline pressure at every phase

Less than three months from concept to alpha. That meant building something functional, not polished, and making explicit, intentional tradeoffs between depth and speed at every stage. Production quality and reliability took consistent effort to maintain throughout.

04

Scope ambiguity from the start

The hardest constraint wasn't technical. It was determining which features genuinely belonged on a wrist versus what was merely possible. Without that clarity early, scope would have sprawled and the signal from testing would have been harder to read.

Defining the ecosystem split

Product strategy & scope

The core design challenge wasn't what to build; it was where each feature belonged. Establishing a clear boundary between watch and phone was the most important structural decision of the project.

Apple Watch

The navigation surface

Map view — glanceable, north-up orientation optimized for active use

Activity stats — distance, duration, elevation, pace, heart rate via Apple Health

Trail path visibility — route and progress visible during active navigation

Activity segments — added post-testing to serve trail runners tracking performance splits

iPhone Companion

Planning & management

Route discovery — browse, filter, and download trails for offline watch use

Map download & sync — push offline map areas to the watch pre-activity

UGC trail feedback — surface and contribute to the Hiking Project dataset

Account, settings & activity history — everything that required a larger screen

Principles

Principle 01

Glanceability first

Every screen designed to communicate in under 3 seconds on a moving wrist.

Principle 02

Clarity over customization

No toggles, preferences, or configuration. Defaults had to be right for the context.

Principle 03

Ecosystem alignment

Every watch feature had to make sense as an extension of the phone experience, not a replacement.

Principle 04

Complexity lives on mobile

If it took more than a few taps or required sustained attention, it belonged on the phone.

Information Architecture

Watch & mobile user flows

The IA split between watch and mobile was one of the first structural decisions we made, and one of the most frequently challenged. Every feature request had to pass through this filter before it got further investment.

Where the product got defined

Decisions that shaped the outcome

Decision 01

Companion, not standalone

The call

Early exploration treated the watch as a potential standalone navigation product. I reframed it as a companion surface from the start, one that extended the phone rather than replicated it. That framing became the filter for every scope decision that followed.

Why it mattered

A standalone framing would have chased feature parity with the phone, a target the platform couldn't support and users didn't need. The companion model kept scope honest and gave every descope decision a clear rationale. Real-time navigation on the wrist, everything else on the phone. Without that framing, the product would have tried to do too much and done none of it well.

Decision 02

Design around the data you have — honestly

The call

Leadership chose to build on the Hiking Project database rather than OnX's Backcountry dataset. I flagged the architectural and feature implications early. When the decision held, the design strategy adapted, leaning into UGC experimentation and removing features that required high-confidence trail data to be trustworthy.

Why it mattered

Features like turn-by-turn directions and trail progress tracking weren't removed because they were hard to design. They were removed because the underlying data couldn't support the trust level those features require in a navigation context. Flagging that early prevented over-commitment to the roadmap and protected users from guidance we couldn't stand behind.

Decision 03

Monetization timing is a product decision

The call

I advocated for delaying the subscription paywall until the core experience had enough reps to justify recurring payment. The $2.99/month model was introduced during the alpha phase, earlier than I recommended. My position was that users can't fairly evaluate value on a product they've barely had time to use.

Why it mattered

Pricing a product before it's ready doesn't just affect revenue; it changes what you learn. Alpha users evaluating the app through a pricing lens couldn't give clean signal about the product itself. Adoption plateaued and it became difficult to separate product problems from pricing problems. The lesson I carry forward: monetization timing has design consequences, and it needs design input before the decision is made.

How the core experience came together

Core map UX decisions

Shipping on time with a focused feature set required active scope management throughout. Some cuts were deliberate strategic choices; others were forced by technical constraints discovered mid-build.

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00:48:43

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3.10

mi

9’51”

Pace

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73

bpm

340

Cal

Heading-up orientation

The map rotates to match the direction the top of the device is facing, so what's ahead of you is always at the top of the screen. This eliminated the mental translation users had to make between the map and the real world while moving. A fixed north-up map forces the user to reorient their thinking every time they change direction. At a glance on a wrist, that cost is too high.

Crown button for zoom

The Digital Crown controls zoom level on the map. Rather than using a pinch gesture that would require two hands and full attention, rotating the crown keeps one hand free and eyes on the terrain. It also avoids accidental map interaction while moving. The crown is the watch's most precise physical input and it was the right fit for a continuous action like zooming that users needed during active navigation.

Persistent stats on the map view

Distance, time, and heart rate sit in a fixed bar at the bottom of the map screen rather than requiring a swipe to a separate stats face. Users in active navigation need positional context and performance data simultaneously. Separating them into different screens created unnecessary friction during the moments that mattered most.

Touch interactions: pan and tap

Dragging on the map surface pans around it, letting users look ahead on a route or check terrain without leaving the map view. Tapping on the stats bar at the bottom switches to the full stats face, showing distance, pace, elevation, and heart rate in a larger format. Tapping back returns to the map. Two modes, one tap to toggle between them, no nested navigation required. The interaction model had to be learnable in under ten seconds with gloves on.

􀆉

10:09

􀜓

00:48:43

􀝢

3.10

mi

9’51”

Pace

􀊵

73

bpm

340

Cal

Heading-up orientation

The map rotates to match the direction the top of the device is facing, so what's ahead of you is always at the top of the screen. This eliminated the mental translation users had to make between the map and the real world while moving. A fixed north-up map forces the user to reorient their thinking every time they change direction. At a glance on a wrist, that cost is too high.

Crown button for zoom

The Digital Crown controls zoom level on the map. Rather than using a pinch gesture that would require two hands and full attention, rotating the crown keeps one hand free and eyes on the terrain. It also avoids accidental map interaction while moving. The crown is the watch's most precise physical input and it was the right fit for a continuous action like zooming that users needed during active navigation.

Persistent stats on the map view

Distance, time, and heart rate sit in a fixed bar at the bottom of the map screen rather than requiring a swipe to a separate stats face. Users in active navigation need positional context and performance data simultaneously. Separating them into different screens created unnecessary friction during the moments that mattered most.

Touch interactions: pan and tap

Dragging on the map surface pans around it, letting users look ahead on a route or check terrain without leaving the map view. Tapping on the stats bar at the bottom switches to the full stats face, showing distance, pace, elevation, and heart rate in a larger format. Tapping back returns to the map. Two modes, one tap to toggle between them, no nested navigation required. The interaction model had to be learnable in under ten seconds with gloves on.

What we considered building

Feature exploration

We explored a wide range of ideas before deciding what belonged in the MVP. The challenge wasn't generating features; it was determining which ones truly belonged on a wrist, and which were technically feasible within the constraints we had.

Route pathing and path history

The map renders two distinct lines simultaneously: the planned route ahead and a breadcrumb trail showing exactly where the user has already traveled. In backcountry navigation, knowing where you came from is as important as knowing where you're going, particularly if you need to retrace your steps or identify where you left the trail. Both lines stay visible without any interaction.

Activity stats & Apple Health

Distance, duration, pace, elevation, and heart rate pulled from Apple Health. Initially treated as secondary; trail runner behavioral data elevated these to core watch features. A larger, high-contrast stats view was added for readability while moving.

Activity segments

Not in the original scope. Trail runners surfaced through behavioral data during the alpha wanted to split activities into segments to measure performance across specific trail sections. Added directly from watch actions without interrupting the core tracking flow.

Group Tracking

We explored real-time group tracking to support shared outings. This proved technically complex in low-connectivity environments and conflicted with our primary offline use case. It was ultimately deprioritized for the MVP.

Turn-by-turn trail directions

Would have shown directional cues when a trail forked and guided users back if they strayed from the route. The Hiking Project database couldn't provide accurate enough trail direction data or detect reverse routing reliably. Trust in navigation is non-negotiable, so we pulled it rather than ship something unreliable.

What testing changed

Assumptions vs. reality

Closed alpha testing and early user feedback challenged several things we thought we understood. Four adaptations had the most meaningful impact on the final product.

Assumption

Users could infer spatial scale from the map alone

We believed the map view provided enough visual context — even on a small display — for users to understand distance and terrain while moving.

What we changed

Added a visual scale indicator

Users frequently misjudged distance and terrain while moving. We added a static scale bar directly to the map view. It reduced spatial ambiguity, improved navigation confidence, and added zero interaction cost.

Assumption

Saved routes was the right entry point for the companion app

We launched the mobile companion with a saved routes landing page — the assumption being that users wanted to manage content before heading out.

What we changed

Shifted to a map-first entry experience

Users wanted immediate access to the map to explore nearby routes. The content-first entry created unnecessary friction before they could see anything useful.

Assumption

Turn-by-turn trail directions

We believed the Hiking Project database would have enough trail structure data to surface directional cues at forks and junctions, and to detect when a user was off-route or traveling a trail in reverse.

What we changed

Not enough data for the feature

The database didn't have the trail topology required to do this reliably. Fork detection was inconsistent, reverse routing wasn't identifiable, and in the cases where directions did fire, confidence in their accuracy wasn't high enough to trust in the field. We couldn't verify the data was right when it mattered most.

Assumption

Group Tracking

Real-time group tracking was a natural fit for the watch. Knowing where your hiking partners are at a glance, without pulling out a phone, seemed like a strong value proposition for group outings.

What we changed

Not realistic for an offline based app

The feature required a reliable connection between devices to sync location data. In backcountry environments, that connection doesn't exist. Engineering explored several approaches to make it work offline, including periodic cache-and-sync patterns, but couldn't find one that was consistent or trustworthy enough. The core use case and the feature's technical requirements were fundamentally at odds.

Assumption

Waypoint creation would be a core, premium watch feature

We scoped waypoint dropping as a key capability — the kind of power-user feature that could justify a subscription tier.

What we changed

Removed from MVP entirely

Users didn't see waypoint creation on the watch as valuable or worth paying for. Most preferred managing this before or after a hike on a larger screen. Removing it kept the watch experience focused on high-impact, in-context actions.

Assumption

Hikes and trail runs were the same use case

Our initial model treated all outdoor activities as a single continuous tracking experience with the same data needs.

What we changed

Added activity segments for trail runners

Behavioral data revealed trail runners as a distinct, high-intent segment who wanted to measure performance across specific trail portions. Segment tracking — created directly from watch actions — made the product significantly more valuable for this group.

Scope & tradeoffs

What didn't ship and why

Shipping on time with a focused feature set required active scope management throughout. Some cuts were deliberate strategic choices; others were forced by technical constraints discovered mid-build.

Intentionally not built

􀁠

Full-featured mobile companion:

The goal was to validate the watch experience itself. A robust mobile planning ecosystem was explicitly out of scope. The companion app remained secondary — supporting sign-in, map sync, and basic account management only.

􀁠

Waypoint management

Testing and market research confirmed this wasn't a meaningful feature for most users in the moment. Deprioritized until there's a clear signal that users want it and are willing to pay for it.

Descoped due to constraints

􀈭

Trail progress indicator

Showing how far along a route a user had traveled was a high-value idea — but data accuracy inconsistencies and edge cases introduced too much risk. In a navigation product, a misleading progress indicator is worse than no indicator. Advocated to bring it back post-launch.

􀘬

Group tracking

Engineering couldn't find a reliable mechanism to share tracking data in low or no-connectivity environments. Given the offline-first requirement, this was a fundamental incompatibility — not an implementation challenge to solve later.

􀈭

Turn-by-turn trail directions

The Hiking Project database lacked the accuracy required to detect trail forks reliably or determine if a user was traversing a route in reverse. Shipping directions with unreliable data would have damaged trust at exactly the wrong moment.

Documentation strategy

Redlines & edge case documentation

To reduce delivery friction and protect interaction quality, I created detailed documentation for each core flow and its edge cases. The primary watch flow was annotated to clarify gesture hierarchy, state transitions, and key scenarios — minimizing back-and-forth during development and helping preserve interaction nuances through build.

To reduce delivery friction and protect interaction quality, I created detailed documentation for each core flow and its edge cases. The primary watch flow was annotated to clarify gesture hierarchy, state transitions, and key scenarios — minimizing back-and-forth during development and helping preserve interaction nuances through build.

What came out of it

Impact and results

The project was designed to generate signal, not to be a flagship. It did exactly that, and the signal shaped real decisions.

To the Business

To the Business

The MVP answered the question it was built to answer. Limited willingness to pay for standalone watch features was a clear signal, not a failure point, and it gave leadership the evidence needed to make a well-informed call: don't continue standalone investment in a product that wouldn't meaningfully differentiate. That's what a well-scoped MVP is supposed to produce.


The project also directly influenced Backcountry wearable roadmap conversations and shaped how onX thinks about ecosystem boundaries between devices going forward. Rather than overinvesting in a marginal surface, the team could redirect toward opportunities with clearer user demand and stronger strategic fit.


The subscription model test, even though it complicated signal during the alpha, generated a useful data point: users weren't opposed to paying for wearable features in principle. They were opposed to paying for features that hadn't proven their value yet. That's a product maturity problem, not a market problem.

The MVP answered the question it was built to answer. Limited willingness to pay for standalone watch features was a clear signal, not a failure point, and it gave leadership the evidence needed to make a well-informed call: don't continue standalone investment in a product that wouldn't meaningfully differentiate. That's what a well-scoped MVP is supposed to produce.


The project also directly influenced Backcountry wearable roadmap conversations and shaped how onX thinks about ecosystem boundaries between devices going forward. Rather than overinvesting in a marginal surface, the team could redirect toward opportunities with clearer user demand and stronger strategic fit.


The subscription model test, even though it complicated signal during the alpha, generated a useful data point: users weren't opposed to paying for wearable features in principle. They were opposed to paying for features that hadn't proven their value yet. That's a product maturity problem, not a market problem.

To the User

To the User

The clearest user signal was one we didn't plan for. Trail runners weren't the intended audience, but behavioral data surfaced them as the most engaged segment within the first few weeks of alpha. High session frequency, strong activity completion rates, and clear demand for segment tracking all pointed to a user whose needs the watch addressed better than a phone ever could.

For that group, the watch reduced friction at exactly the right moments: moving fast, on technical terrain, where stopping to pull out a phone isn't just inconvenient. The product adaptations we made for them, larger stat displays, segment tracking, Apple Health integration, validated that building for a specific high-intent audience produces sharper signal than building for everyone.

The clearest user signal was one we didn't plan for. Trail runners weren't the intended audience, but behavioral data surfaced them as the most engaged segment within the first few weeks of alpha. High session frequency, strong activity completion rates, and clear demand for segment tracking all pointed to a user whose needs the watch addressed better than a phone ever could.

For that group, the watch reduced friction at exactly the right moments: moving fast, on technical terrain, where stopping to pull out a phone isn't just inconvenient. The product adaptations we made for them, larger stat displays, segment tracking, Apple Health integration, validated that building for a specific high-intent audience produces sharper signal than building for everyone.

System Impact

System Impact

Building for a wrist exposed inconsistencies across the broader system that hadn't been fully mapped. Map behavior, offline handling, and navigation hierarchy all had gaps that became visible under the constraints of a small screen and no connectivity. Those inconsistencies were later resolved across the hiking and flagship apps.

More practically, the project forced a clear answer to a question that had been fuzzy: which device owns which part of the experience. Planning on mobile, active navigation on the wrist, review and history back on mobile. That clarity shaped how onX approached multi-device work going forward.

Building for a wrist exposed inconsistencies across the broader system that hadn't been fully mapped. Map behavior, offline handling, and navigation hierarchy all had gaps that became visible under the constraints of a small screen and no connectivity. Those inconsistencies were later resolved across the hiking and flagship apps.

More practically, the project forced a clear answer to a question that had been fuzzy: which device owns which part of the experience. Planning on mobile, active navigation on the wrist, review and history back on mobile. That clarity shaped how onX approached multi-device work going forward.

Insight & Takeaways

The most durable output of this project wasn't a shipped feature. It was clarity. We knew going in that we were validating platform fit, not building a flagship. The signal we got, that the companion model works, that trail runners are a high-value wearable segment, and that standalone subscription needed more product maturity before it could stick, gave onX a confident basis for decisions that came after. That's what a well-scoped MVP is supposed to do.

Looking back

Reflection

What made it hard

The constraints didn't arrive sequentially

Platform limits, a compromised data source, a compressed timeline, and a monetization decision I disagreed with weren't problems that appeared one at a time. They were all active simultaneously. The hardest calls weren't about the interface; they were about what not to build, when to escalate, and how to hold a clear enough position to make those calls stick across multiple rounds of stakeholder pushback.

What I'd do differently

Commit to the trail runner segment earlier

Behavioral data pointed there within the first few weeks of alpha, with high session frequency, strong completion rates, clear demand for segment tracking. I'd push harder and earlier to make trail runners the primary design target, rather than continuing to serve a broader, less committed audience that diluted the product's value proposition and made scope decisions harder to sequence

What this project shows

Judgment under constraint, not just execution

This project required holding a product direction steady while the data source changed, the monetization model was introduced too early, and the target user turned out to be someone we hadn't originally designed for. The work that mattered wasn't the screens; it was knowing which constraints were load-bearing, which decisions needed design input before they were made, and how to extract useful signal from a product that didn't hit its commercial target. That's the work senior designers do.

Design - Experience - Portfolio - About - Photography - Creative

Copyright 2026

Design - Experience - Portfolio - About - Photography - Creative

Copyright 2026

Design - Experience - Portfolio - About - Photography - Creative

Copyright 2026