How to Choose the Right Apple Watch Band Size [iOS Blog]
After spending hours looking at the wide variety of Apple Watch band options, you’ve probably narrowed it down to just a few different models. One aspect you may not have thought through entirely, however, is what size band you need.
Apple is going to allow users to try on the wrist-worn device at its retail stores starting April 10. That is, however, the same day pre-orders become available, so if you don’t want to risk your favorite model selling out before you have a chance to try one on, you can use Apple’s sizing guide [PDF]. We also have a few suggestions to help you figure out which band is right for you.
Not all Apple Watch bands are available in every size and not all bands are available with every model. For example, the Classic Buckle is the only band that goes as small as 125 mm (4.92 inches). It is also the only band that goes as large as 215 mm (8.46 inches). Some bands are also available with only some casing sizes, as the Modern Buckle is compatible only with 38 mm casings and the Leather Loop is compatible only with 42 mm models.
Below is a rundown of what bands in which sizes are available with each casing (excluding the gold Apple Watch Edition). When looking at the band sizes below, keep in mind that the average woman’s wrist is between 140 mm (5.5 inches) and 170 mm (6.7 inches) and the average man’s wrist is between 165 mm (6.5 inches) and 195 mm (7.8 inches).
Modern Buckle
Case size 38 mm
- Small fits wrist circumference 5.3–5.9 inches (135–150 mm)
- Medium fits wrist circumference 5.7–6.5 inches (145–165 mm)
- Large fits wrist circumference 6.3–7.1 inches (160–180 mm)
Case size 42 mm
- None Available
Leather Loop
Case size 38 mm
- None Available
Case size 42 mm
- Medium fits wrist circumference 5.9–7.3 inches (150–185 mm)
- Large fits wrist circumference 7.1–8.3 inches (180–210 mm)
Milanese Loop
Case Size 38 mm
- Small/Medium fits wrist circumference 5.1–7.1 inches (130–180 mm)
Case size 42 mm
- Medium/Large fits wrist circumference 5.9–7.9 inches (150–200 mm)
Link Bracelet
Case size 38 mm
- Small/Medium fits wrist circumference 5.3–7.7 inches (135–195 mm)
Case size 42 mm
- Medium/Large fits wrist circumference 5.9–8.07 inches (140–205 mm)
Classic Buckle
Case size 38 mm
- Small/Medium fits wrist circumference 4.9–7.9 inches (125–200 mm)
Case size 42 mm
- Medium/Large fits wrist circumference 5.7–8.5 inches (145–215 mm)
Sport Band
*Watch and standalone band pack each come with both S/M and M/L bands.
Case size 38 mm
- Small/Medium fits wrist circumference 5.1–7.1 inches (130–180 mm)
- Medium/Large fits wrist circumference 5.9–7.9 inches (150–200 mm)
Case Size 42 mm
- Small/Medium fits wrist circumference 5.5–7.3 inches (140–185 mm)
- Medium/Large fits wrist circumference 6.3–8.3 inches (160–210 mm)
Getting Your Band Size
The first thing you should do is measure your wrist. Using a cloth tape measure (or a string measured with a standard ruler), you’ll typically want to wrap your left wrist if you are right-handed or your right wrist if you are left-handed.
Wrist preference for watches is, however, purely a personal thing, so feel free to use whichever wrist feels more comfortable to you. The Apple Watch has settings to allow it to be used on either the left or right wrist, although positioning of the Digital Crown and side button will be reversed depending on orientation.
Most cloth tape measures are based on inches, not millimeters, so you may want to convert your measurement. One inch is equal to 25.4 mm, so if your wrist is seven inches in circumference, multiply by 25.4 to get 177.8 mm. Or, you can reference our conversion guide above.
Choosing a Band
Taking a seven-inch wrist as the model, you can see that the Modern Buckle might not be a comfortable fit. Although the large size covers wrist of up to 7.1 inches, you won’t have any room for weight changes or slight puffing at night (or while going on long walks).
If your wrist measures seven inches in circumference, you may want to avoid the 38 mm case for all models except the Link Bracelet, Classic Buckle, and Sport Band.
If your wrist measures more than eight inches in circumference, your options for the 38 mm case are even more limited, and the Sport Band would be your best option.
In the reverse, a smaller wrist, say one that measures 5.5 inches in circumference, might find some of the 42 mm models to be a bit too loose. The Sport Band would be the best options for someone with a 5.5-inch wrist looking for a 42 mm casing, although you would probably find the Classic Buckle to fit fairly well since it is only 0.16 of an inch larger. While a slightly larger band is easier to get used to than a slightly smaller band, the Apple Watch needs to be worn snugly so the sensor on the back of the device can accurately pick up the user’s heart rate.
Considering all of the different band/casing combinations and available band sizes should give you a good start on picking the right Apple Watch band ahead of the pre-order launch. With any luck, your favorite option won’t sell out.
The first round of pre-orders for the Apple Watch will be available in nine countries starting April 10, both online and in Apple retail stores. The wrist-worn device will launch across those countries on April 24. Prices start at $349 for the aluminum Apple Watch Sport model, $549 for the stainless steel Apple Watch model, and $10,000 for the gold Apple Watch Edition Model. Starting April 10, you will also be able to make a reservation or stop by an Apple retail store to try on the Apple Watch and place pre-orders.
Relax, your smartphone and smartwatch won’t — and can’t — give you cancer
Repeat after me: your smartphone is not giving you cancer, and neither is your smartwatch.
We in the Mobile Nations family tend to be tech-obsessed. We get the newest smartphones with the biggest batteries and most powerful radios, we strap on the latest in fitness bands and smartwatches, and we spend our days interacting with laptops and tablets and all other manner of technology. And rarely at the front of our minds are the potential health impacts of these devices. Sure, there are things to be said for our psychological state of mind, and our chiropractors probably have something to say about our heads-down smartphone posture. But neurologists, oncologists, engineers, and scientists universally agree: the radios in our gadgets cannot, do not, and will not cause cancer.
That doesn’t stop otherwise reputable outlets from publishing fear-mongering pieces, like this one yesterday from the New York Times titled “Could Wearable Computers Be as Harmful as Cigarettes?” (and since retitled to the much less alarmist “Health Concerns in Wearable Tech”). It’s not just embarrassing, it’s also the latest in a string of pseudo-science quackery about technology and your health.
It’s high time we cut down to the science about of radiation, biology, and technology.
Xbox 360 game disc scratching class action lawsuit revived
A class action lawsuit filed against Microsoft over a hardware flaw in the Xbox 360 was revived Wedneday. The 9th U.S. Circuit Court of Appeals in Seattle overturned a lower court ruling that said owners of the console could not sue Mircrosoft over a defect that might cause the Xbox 360’s disc drive to scratch game discs.
Making ResearchKit open source is said to be about collaboration
ResearchKit was reportedly the topic of conversation at a recent Apple employee question and answer session hosted by SVP of Operations Jeff Williams and software engineering VP Bud Tribble.
Williams and Tribble are said to have answered many questions about Apple’s new medical research framework. Topics included how the idea for ResearchKit came about, as well as the decision to make it open source, according to 9to5Mac:
Tribble commented on the decision for making ResearchKit open source by saying, “If someone comes with a new way to measure the impact of Parkinson’s disease, they can put that module in ResearchKit and other researchers can use that as well.” He added that this strategy is “actually a very good match between Apple’s motives and how researchers are used to working, which is in a very open collaborative environment.”
Williams also highlighted how personal the ResearchKit project was for many at Apple:
Williams ended the conversation with employees by saying that “the engagement [of the developers] was just at the most personal level I have ever seen” because “so many of us have been affected by these diseases that there’s a strong personal connection.” He added that the “team working on ResearchKit seem to be really touched by that.”
ResearchKit was unveiled during Apple’s Spring Forward event on March 9. Five apps were launched alongside the announcement, including studies for heart health, Parkinson’s disease, and diabetes. Stanford’s MyHeart Counts cardiovascular study app saw 11,000 signups in the first 24 hours of availability.
ResearchKit will be available to developers at some point in April.
Source: 9to5Mac
HTC One (M7) owners, no Lollipop 5.1 for you!

It wasn’t too long ago that HTC had a reputation for being pretty horrid when it came to updating their Android devices, but this all changed starting with the HTC One M7. Upon release of said device, HTC promised two years of update support and they’ve kept that promise. Unfortunately, a new Tweet from Mo Versi indicates that the M7’s days of updates are over.
According to the HTC VP of Product Management, Android 5.1 is coming to the One M7 Google Play Edition, but not to the standard M7. To be fair, HTC has done a great job with updating the handset over the years, starting with Android 4.1 Jelly Bean and ending with Android 5.0 Lollipop. Still, Android 5.1 seems less like a luxury update and more like an essential one, if only because it fixes much of what was broken with Android 5.0 Lollipop.
@kennymaclean Only the GPE version of M7 will receive 5.1. Our target is early April. Thanks.
— Mo Versi (@moversi) March 18, 2015
At least as far as my own Nexus 5 is concerned, Android 5.0 Lollipop was barely usable in its original form, and yet now works like a dream since updating to Android 5.1. Seems like a small slap in the face for One (M7) owners that will never see the crucial bug fixes found in 5.1. Then again, many of the issues that are found on stock Android devices might not have been a problem for HTC owners in the first place. That and with the phone turning two years old, many users are probably getting ready to upgrade to something newer anyhow.
What do you think of the news? Feel that HTC should release one more update to Android 5.1, or can’t blame them for calling it quits? For M7 owners, what do you make of this news?
Samsung introduces Rich Accessory Collection for Galaxy S6 and edge
Samsung has announced today a group of accessories for their upcoming Galaxy S6 and S6 edge flagships phones, which they highlight “represents our commitment to uniting the worlds of fashion and technology.” They have partnered with multiple worldwide popular fashion brands such as Burton, Swarovski, Montblanc, Rebecca Minkoff, and Romero Britto.
These companies will provide a range of cases and covers for the Galaxy S6 and Galaxy S6 edge, including a clear view cover, S view cover, flip wallet, protective covers, wireless charger and external battery pack.
““Samsung has a long history of designer partnerships and an unparalleled understanding of how technology enhances fashion and how fashion inspires technology,” said Younghee Lee, Executive Vice President of Global Marketing, IT & Mobile Division at Samsung Electronics. “The premium accessory collection for the Galaxy S6 and Galaxy S6 edge represents our commitment to uniting the worlds of fashion and technology. Samsung has and will continue to pursue and create innovative, meaningful collaborations with the fashion industry that resonate with the ever-evolving consumer and provide them with essential tools for self-expression.”
The post Samsung introduces Rich Accessory Collection for Galaxy S6 and edge appeared first on AndroidGuys.
Lumia Camera: A tale of three, very confusing apps
Earlier this morning, we reported that Lumia Camera Classic was updated in addition to Lumia Camera.
However, many of you running certain Lumias noted that there was no update to Lumia Camera. As it turns out, there are now three ‘Lumia Camera’ apps although you cannot download all of them. The one updated this morning is for non-PureView Lumias while Lumia Camera Classic is for PureView phones that are not yet on Denim.
Confused? So are we, so let’s break it down.
Microsoft and Fuji Xerox update their cross-licensing patent agreement
Microsoft has entered into a new patent cross-licensing agreement with Japan-based Fuji Xerox. The new deal expands on a previous partnership the two companies signed in 2007 and allows them to use each other’s patents.
What drives the desire to engineer quality? What makes a tech achievement notable?

Let’s pose an important question, one that is well over a four hundred years old. It’s a question which reflects the brilliant and timeless insight of playwright and poet, William Shakespeare, the leading linguist technocrat of his own information age. I actually heard it first posed from the mouth of Willy Wonka, who was Roald Dahl’s fictional cipher for the rise of the Industrial Age: Where is fancy bred? Is it in the heart? Is it in the head?
My young mind wondered why Willy Wonka was fascinated with the location of this supposed “fancy bread” and what might engender such interest. My mother, an English Lit Teacher, found this amusing. She set me straight eventually, but she definitely enjoyed my fascinated confusion.
Just what makes a technological achievement notable, and what drives the desire to engineer quality technology?
As these things go, understanding the real question left me even more perplexed. Just what did he mean by fancy? How things look? How they make one think? How they make you feel? That question has stayed with me throughout my lifelong fascination with technology. Just what makes a technological achievement notable, and what drives the desire to engineer quality technology? Is it how it works? Is it how it makes you feel about yourself, the world and universe at large? When you get down to it, the answer lies in finding the right mix of form and function.
Form, function and simplicity

So let’s start with something simple. Something almost anyone will recognise. Something I think is almost the perfect an example of form and function blended in equal amounts. The Lego brick.
On its own it is an icon, an avatar of solid engineering, design and creativity. It reminds us of childhood and sparks creativity – it can take us to a place where everything is awesome. More importantly, it reminds us of possibility, of endless possibilities. Multiply it, vary the dimensions, colors and textures of its copies and you can build anything. And yet it all starts with a simple 4×2 stackable plastic brick.
A Lego is such a simple thing, and yet therein lies the genius. Simplicity mixed with endless potential for iteration seem to be true breeding ground of ‘fancy’.
Form and function coming together to produce endless combinations and possibilities. A Lego is such a simple thing, and yet therein lies the genius. Simplicity mixed with endless potential for iteration seem to be true breeding ground of “fancy”. Fancy, then, is just another word for possibility. Possibility breeds in the blending of form and function where simplicity is key.
Applying this logic to the microprocessor

The same story holds true for the microprocessor. What started out as simple 8-bit processors have now been iterated on so many times and in so many different ways that modern 64-bit CPUs seem almost unrecognizable in comparison to their decades older ancestors. However, to the person who sees the form and function in their root simplicity, modern CPU ancestry is easily recognized. It’s all just iteration.
Look at almost any complex math function of a CPU: multiplication is just addition iterated to the nth degree, division is just subtraction and so on; simple aspects iterated through the blending of form and function to extend possibilities.
ARM: a shining tech example of “modern fancy”
ARM Holdings is at the center of the current revolution, the modern fancy. It was their research beyond the 8 bit era, where their Acorn machines started to push into the 16bit and 32bit arenas, which led to most of the mobile CPUs our devices use today.
The Acorn Archimedes is where it all really started. Its RISC (Reduced Instruction Set Computing) approach is the core technology of all mobile SoCs in varying degrees. For the uninitiated, RISC is a method of simplifying oft-repeated instructions in order to optimize performance. Without RISC’s simplification, without ARM’s fancy and optimization, portable computing as we know it essentially wouldn’t be possible. Of course, I’m simplifying things for the sake of argument, but this remains mostly true.
These RISC approaches were core to so many other techniques and technologies which we now take for granted. And it wasn’t just CPU instructions that ARM’s fancy changed – it was licensing too.
ARM’s SoCs and Cores were (and still are) licensed in a similar fashion to the original VHS video cassette player, wherein ARM offered guidelines and basic frameworks and their licensors were then welcome to iterate on these designs as they saw fit. That’s why Apple’s ARM based SoCs differ from Samsung’s, whose differ again from Mediatek’s, whose differ yet again from Qualcomm’s and so on. Each company’s SoC is built to suit their specific needs, and yet they can all share code and design approaches.
Many of the first mass produced and licensed ARM SoCs were at the heart of the 10/100 LAN and broader internet revolution of the early to late 90s. It was ARM’s iterative approach which allowed for so many technologies to reach critical mass from home printers, to cameras and, of course, almost the entirety of the mobile revolution. Each technology feeding into the next.
ARM’s quest for simplification and optimization of their own CPU cores bred form and function and helped pave the way for so many other companies and industries.
ARM’s quest for simplification and optimization of their own CPU cores bred form and function and helped pave the way for so many other companies and industries.
One pertinent example is Google. Without the price of network gear dropping to affordable levels, the broader market of network devices wouldn’t have reached critical mass and then the Internet itself might not have pushed demand for faster speeds. If those demands hadn’t come along Sergey Brin and Larry Page might not have needed to find a way to better organize search results. Demand creates more demand. Optimization creates increased demand for more optimization. Fancy breeds fancy. You see where I’m going with this.
We all owe ARM Holdings a debt of gratitude for their fancy – their desire to optimize the CPU towards the future. Their desire has literally made the modern Internet and mobile market what it is today. That’s what really excites me – that form and function come together from simple ideas and together they generate and iterate new ideas and the cycle repeats and repeats – seemingly endlessly.
Going forward: where form, function and the desire to simplify will bring us next
Virtual reality

Let’s take a look at virtual reality. Long the subject of science fiction movies and video games, VR is far from new. Moving beyond the realm of SciFi, the first VR applications surfaced in the 90s, only to die out shorlty thereafter. During the late 20th century there had been no more than a dozen or so bulky and cumbersome consumer VR products, most out of the reach of the general consumer both in terms of supply and price. Even with exponential performance increases in both the GPU and CPU over the last two decades, VR remained all but dormant.
Form and function come together from simple ideas and together they generate and iterate new ideas and the cycle repeats and repeats – seemingly endlessly.
What’s really allowed VR to come back are technologies which are part of the mobile computing revolution, the sensor arrays which our devices all use: those that sense gravity, alignment, rotation and movement of other varieties such as inertia. If mobile computing hadn’t reached critical mass, the cost of producing VR would have remained prohibitively expensive.
Sure, mobile GPU and CPU core performance improvements are also key but VR without extensive motion tracking and location awareness is little more than putting a dumb head-mounted display right in-front of your eyes. It’s the sensors which allow for immersion by blending the artificial with the real.

It’s telling then that mobile technology leaders like Samsung and now HTC have been core in revitalizing and iterating in modern VR. VR in the modern sense is possible because modern VR headsets are basically phones with the mobile radios removed.
I wouldn’t be surprised if the Vive is what puts HTC back on track too – they get to play in their own space with a well funded and creative partner in Valve and can avoid expensive 4G radio licenses, all while not having to directly compete with Samsung and Apple beyond a few core handsets. Not that the M9 wasn’t an impressive iteration on their previous devices either, it will likely be one of the best handsets of the year. It’s just that HTC needed to be able to move beyond relying solely on one device, tied to expensive radio licenses, to keep their market focus. Vive seems to be a great move for them in that regard.
Improved GPU technology and where it leads

The mobile GPU and GPGPU approaches like HSA is further example of form and function coming together via the desire for simplicity. In this case we’re seeing companies like Nvidia, and potentially AMD, taking their desktop class GPU cores into the mobile space, while simplifying them just enough by dropping solely core counts. As an end result, these mobile GPU cores for tablets and phones offer the same features and functionality of their desktop products, but with appropriate performance scaling to suit mobile power supplies in the form of batteries and low voltage, low wattage transformers. It also helps developers more speedily bring their modern games to mobile SoCs like the X1, because the GPU has the same features they’ve already developed their games for.

This bodes well for the future of mobile computing beyond just high end games and porting efficiency. It also means that these desktop class GPUs can offer better math functionality to programs which will potentially make use of it, such as Non Linear Video, High End Audio and Photo Editing suites and features such as encryption for mobile devices. This is potentially achieved via HSA where math processing is handed off to the GPU core seamlessly.
GPGPU – General Purpose GPU approaches like HSA — could eventually mean that mobile devices might edge out traditional laptops and some workstation class desktops for certain markets too. It’s too early to tell but it’s certainly interesting.
Project Ara

If we’re really going to take Shakespeare’s words to heart, in terms of mobile technologies, I can think of no other better example than Google’s Project ARA. It’s form and function personified. It reduces every aspect of mobile computing to Lego. It allows the end user to create the devices they want without compromise. Want more power? Add another battery. Want stereo cameras? Add another camera. Want better Audio DAC? Add that too. A faster SoC? More RAM? Larger Storage? Etc etc. The possibilities are endless.
And those possibilities don’t just hinge on consumer desires. No, Project ARA is where Google opens up hardware development in the same way they treat software development: they plan to offer an open market where hardware features can be created by almost anyone, within reason, and where even certification isn’t a direct requirement so smaller, independent hardware developers won’t be overshadowed or denied access to potential customers and moreover people will not have to wait on curation to approve their own custom-made and designed additions for use in their own devices.
By following the Android model, we are creating a free and open platform… The Ara MDK is free and open and available to everybody, so everybody could create a module per the specifications of the developer’s kit and put it in the Ara module marketplace, which is analogous to the Google Play store, and sell directly to consumers.
Paul Eremenko
Google Project Ara director
Project ARA is potentially the best example of where fancy is really going to be bred. Puerto Rico looks set to be the first market where devices will be available in short supply later this year
Wrap up
As you can see, all the great technologies we rely on today, and in the years to come, owe their existence to reiteration and refinement of the technology that came before it.
So what really drives the desire to engineer quality? It all comes down to the intermingling of existing ideas, technologies and even people to create something better. It is human nature to want to improve our way of life, and that’s exactly what drives us to find the right mix of form, function and simplicity in all things. So then what makes a tech achievement notable? When we succeed at striking this balance, something we’ve seen from ARM, from Google and many others. And something we will continue to see from companies, both known and unheard of, in the years to come.
Cocos2d-x game engine ported to Android on MIPS, runs on Creator CI20 board

One of the most popular open source game engines is Cocos2d-x, a cross-platform framework designed by Chukong Technologies and based on the Cocos2d engine for iOS. It works on a variety of platforms including Android, iOS and Windows phone. At the end of January, Imagination sent Ricardo Quesada, the chief architect at Chukong, a couple of MIPS based CI20 boards. As a result he was able to port Cocos2d-x to Android for the MIPS processor.
If we can’t port Cocos2d-x to CI20 then something is fundamentally wrong with our toolchain.
Since Imagination also make the successful series of PowerVR GPUs, Quesada also used the newly released PowerVR SDK to make sure that any device with a PowerVR GPU from Imagination is able to run a fully optimized version of Cocos2d-x v4.
Not only did porting Cocos2d-x to Android on MIPS, show that MIPS fully supports the Android ecosystem, it also allowed Quesada to see if the Cocos2d infrastructure was robust enough. “If we can’t port Cocos2d-x to CI20 then something is fundamentally wrong with our toolchain,” wrote Quesada in the diary he started to document his experience.
As a result of his porting work, devices using MIPS CPUs and PowerVR GPUs from Imagination are now fully compatible with the latest version of the Cocos2d-x game engine. With the porting work finished, Chukong Technologies and Imagination made an official announcement about their collaboration.

For those who like the full technical details here are a few highlights from Richard’s porting experience:
- He first tried the Windows version of the MIPS compiler toolchain, but “didn’t like it.” So instead, he went with the 32-bit Linux version.
- As a result of this porting exercise Richard was able to improve the dependencies needed by Cocos2d-x and fix some build issues that weren’t actually related to MIPS.
- Richard found that GCC 4.8 with the NDK worked best, as GCC 4.9 crashed.
- The port use Lua instead of LuaJIT, since LuaJIT is not supported on MIPS.
- The JavaScript Bindings haven’t been ported yet.
Cocos2d-x v4.0-alpha0 was the code based used to port the game engine to Android on MIPS. It includes all the features of the recently released Cocos2d-x v3.4 game engine, plus some new features like the improved unified rendering for 2D and 3D objects, which enables developers to implement advanced 3D effects – shadows, particles, visual damage number popups, etc.














