The issue with this render is the materials. You have used a very flat material and applied a uniform roughness value to it to simulate the watch material. real world material has many micro imperfections that diffuse light in a non uniform way.
I would suggest learning how to use roughness and specularity maps to simulate a more natural surface.
Using greyscale texture maps on the roughness channel, with a 'color to number' node to control the intensity is a good method to acheive this.
You can use the color composite node to stack multiple texture maps to further add complexity to the surface.
Finally I would place the watch on a physical surface by adding a plane and use physical lighting to place highlights. It is especially effective to backlight with a cooler light and front light with a warmer light.
If you want to test the effectiveness of your materials set your render preview to the same resolution you are going to render at and just leave it a few minutes to see how your changes work.