From Chris Breuer, testing hq.training:
heart rate stuff could work seamlessly apparently, when you start testing using the Apple Watch
but thinking about it, sounds like we should have an Apple Watch app, or how would it nicely/deeply integrate best?
That second sentence is the real question, and it is worth answering before anyone builds anything: a training app can meet a watch at several depths, and they cost very different amounts.
The depths, cheapest first:
- Nothing on the watch. The phone reads what the watch already wrote to HealthKit. This is where hq.training is now, and it is why heart rate "could work seamlessly" — the data arrives without a watch app existing.
- A workout sent to the watch. The planned session reaches the watch as a structured workout through the platform's own mechanism, so the member starts it there. hq.training has an open issue for the Garmin equivalent of this.
- A complication and notifications. Today's session on the face; the reminders land on the wrist.
- A real watchOS app. Start, follow and finish a session on the watch, live heart rate and zones on the wrist, works away from the phone, syncs when it is back.
Only (4) needs a watchOS target, and it is the one that would need Craft to grow one: a second native target, its own bundle and runtime, a way to share state with the phone app, and a way to write a watch screen from TypeScript rather than SwiftUI — which is #343's goal applied to a new platform.
Worth deciding here: whether Craft takes on a watchOS target at all, or whether the right answer for a training app is (2) and (3) done well, with the watch staying a sensor and a notification surface. hq.training is the app that would use it first either way, and its members are already wearing the watches.