BeBoulder
context
solo project
role
designer, developer
timeline
fall 2024
8 weeks
tools
ethnographic research
figma
illustrator
Background
Bouldering is a physical activity where participants climb boulders—either natural rocks outdoor or bouldering gyms indoor—without safety ropes. It involves completing short "problems," or climbing routes, using the mind and body in conjunction. It's one of the fastest-growing sports worldwide, and was recently introduced into the Tokyo Olympics. What makes the bouldering community unique and how can we design an immersive experience tailored to their interests and needs?
Research
User Interviews
Long-form interviews and short gym chats
Archival Research
Social media, articles, documentaries
Ethnography
Participation in climbing community
Observation
Photo/video documentation
Overall, data confirmed that bouldering was a sport currently trending in popularity and that it had a vibrant social community behind its growth.
Further analysis revealed the core aspects of bouldering that make the sport so unique and loved by the participants. The bouldering audience can be categorized into three distinct user personas depending on their motivations for climbing and the core aspects they enjoy.
Adaptability
Intuitive full-body movement, diverse routes and approaches
Strategy
Problem-solving mechanic, route grades offer skill progression
Community
Short routes and open gyms allow for ample social downtime
Thrill
Inherent risk of climbing, physical exertion and accomplishment
Problem
Participants were generally highly satisfied with the bouldering experience and rarely mentioned any pain points, but one issue that did reoccur was repetitiveness. Although the climbing routes are different each time, the end goal of reaching the top stays the same, creating on/off cycles of interest.
The challenge: conceptualize an immersive experience that would engage our audience of climber and address the issue of repetitiveness.
Goal
Concept
To address this challenge, we envisioned bouldering as a mechanism for a narrative-based adventure game.
RPG style: Climbing is the mechanic through which story choices and storyline progression are made. Each completed bouldering problem is a quest that builds up to an overarching narrative goal, providing a progressive incentive that eases feelings of repetitiveness.
NFC integration: User movements are logged via NFC tags on the climbing wall, which can be scanned by the user's wristwatch to transmit data to a mobile app.
Concept Features for Personas
- Narrative pressure and haptic immersion induces sense of risk and excitement for the DAREDEVIL
- Team cooperation and social player profiles provides community for the SOCIAL BUTTERFLY
- Story-relevant restrictions and buffs create strategic play for the STRATEGIST
Prototyping
Based on the concept, wearable technology (smartwatch) is the ideal affordance for this interaction. Smart watches can read data NFC tags, which are low-cost and easy to install at gyms, and allow for a seamless experience that doesn't distract from the physicality of bouldering.
Multiple rounds of user testing were conducted in collaboration with the Climbing Wall at Gregory Gym.