Before you try come up with a clock method, you should learn a little about what makes clocks so different from cubes.
The most important thing to know is that you can change the order of moves and it does not change the outcome of the alg. Secondly, it doesn't matter which wheels you turn; all that matters is the pin positions and whether the pin next to the wheel that turns is up or down. This means that any solution, no matter how long, can be sorted so that moves with the same pin position are next to each other, and then all of the turns of a wheel next to any up pin can be added together, and all of the turns next to a down pin can be added together.
The implication of this is that any solution that involves using the same pin position more than once is guaranteed to be wasting moves. This kind of makes algs difficult to use in an efficient manner.
One method using algs that could work quite well is this
- Cross on the front face (max 5 moves)
- Flip
- Cross on the back face (max 4 moves)
- Corners (max 5 moves)
The problem is, you'd have to recognise how many clicks to move each wheel. This is tricky to do, so a reasonable strategy is to memorise the pin orders and wheels to turn as algs, then judge the distance to turn each wheel visually as you turn.
The thing is, since the order of moves doesn't matter, the pin order of your algs can be swapped so that all of your algs have the same pin order. That means you now only need one "alg" for each step.
What you're left with is the standard clock method that almost everyone uses.