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Apple demonstrates how to use Apple Watch with new guided tour videos

Your Best Apple Watch Glimpse Yet In Four Official Videos  —  Will the Apple Watch be so radically different we won't understand how to use it at first?  Perhaps so: Apple has produced a series of videos …

Gizmodo Alissa Walker

Context & Ripple Effects

Every piece of pre-launch coverage has circled the same worry: after hands-on time in March, reporters called the Apple Watch great-looking but not immediately intuitive, and the New York Times later described a steep learning curve even for reviewers who lived with it. Apple's answer, three weeks before the April 24 release date, is pedagogy — four official guided tour videos that teach the interaction model before anyone touches the hardware.

That puts these videos in direct dialogue with the review cycle rather than alongside it: instead of letting the 'complicated to use' framing harden into conventional wisdom, Apple is supplying the instruction layer itself, the way it once did for products introducing entirely new input schemes.

First-order effects

  • Prospective buyers can now learn Force Touch, glances, and Digital Crown navigation from Apple directly, blunting the usability objections raised in the New York Times' steep-learning-curve assessment ahead of purchase decisions.
  • Apple gains a controlled demo channel that frames the Watch's unfamiliar gestures as features to master rather than flaws in the design.

Second-order effects

  • Developers who built first-generation apps without ever touching the device (as The Verge detailed) now have official footage of exactly how Apple intends the interface to be used, tightening the interaction conventions their apps must match.
  • Reviewers and early adopters will judge the launch against the videos' own tutorials — if real-world use still feels complicated, the gap between Apple's instruction and the experience becomes the story.

Third-order effects

  • If a flagship product needs a four-part tutorial series at launch, onboarding content becomes a standard part of wearable go-to-market, with each vendor expected to teach its interaction model — a burden smaller rivals with thinner marketing budgets feel most.
  • The June software preview already on the calendar suggests Apple treats learnability as an iterative software problem, meaning the Watch's interface assumptions stay open to revision rather than fixed at launch.

The trend: Wearable computing is forcing vendors to ship education alongside hardware, because interaction models too new to be intuitive must be taught before adoption follows.