Project Type

Role

Academic

UX Designer

As indoor rock climbing’s popularity surges, it has fostered a subculture where sharing progress is just as important as the climb itself. While modern grading systems offer a quantitative way to track skill, there is a noticeable lack of dedicated platforms for climbers to actually showcase those achievements.

Krimp fills this gap. It provides a specialized space for climbers to share photos and videos of their sends, join local climbing groups, and discover nearby gyms. By combining performance tracking with community features, Krimp turns the solitary act of training into a shared social experience.

Project Summary

Design Challenge

As an avid indoor climber, I’ve experienced firsthand how social circles form within the gym. I was fortunate to have a mutual friend introduce me to the community when I started, but I quickly realized that isn't the case for everyone. The unfortunate reality is that many newcomers find the gym environment intimidating, which can lead to a solitary or antisocial experience that makes it harder to stick with the sport.

Climbing is a sport that demands intense perseverance and constant motivation. While climbers can connect through traditional social media, those platforms often lack the specific, tight-knit community needed to push someone to the next level. Without a dedicated support system within their gym, it’s easy for climbers to feel isolated or frustrated when they hit a plateau. This lack of connection is often what causes people to visit the gym less frequently or eventually leave the sport altogether.

Problem

Solution

Krimp is an online platform that inspires climbers to push their limits by comparing and contrasting their climbing experiences with those of others. Many people struggle with meeting people in real life. The Krimp app can enable climbers of all skill levels to share their progress within a comfortable environment.  

Research

To initially understand a potential user’s needs, I conducted an online survey that was shared with the members of a local climbing gym.  Through this survey, I gathered both qualitative and quantitative data that helped the ideation process of Krimp.

Primary Research

45% of respondents keep in touch with other climbers through social media

89% of respondents found that this use of social media can be used as motivation to progress as a climber

In addition to the primary research gained from my survey, I researched multiple peer-reviewed journals that analyzed the benefits of social engagement at climbing gyms. One particular journal found that the social dynamic of rock climbing has a variety of benefits.  

Only 36% of respondents feel comfortable sharing their climbing progress on their personal social media profiles

Secondary Research

46.8% of surveyed climbers self-reported as introverts, though 74.1% of participants reported engaging in social behavior during climbing sessions.

This data suggested that the nature of rock climbing gyms may foster environments that enhance the social nature of introverts.

46% of survey respondents self identified as introverts

Posner, L. (2020). Virtually invincible: The impact of social media presentation on rock climbing (Master’s thesis). University of Nevada, Las Vegas. UNLV Theses, Dissertations, Professional Papers, and Capstones. https://doi.org/10.34917/19412154

74% of these respondents reported that they engage in social behavior when climbing

User Pain Point

Climbers can be uncomfortable sharing their climbing progress on traditional social media

  • Posting photos or videos of climbs can cause unnecessary social anxiety, impact self-esteem, and create a desire for online validation.

  • Sharing one’s progress for anything online can be frightening, let alone on a platform that most people don’t understand.

App Constraints

  • Must be visually distinguishable from traditional social media

  • Requires a knowledge of climbing terminology

Technical Constraints

  • Users may have to influence fellow climbers to download the app

  •  Gen Z utilizes group features on social media more than third-party apps

Social Constraints

  • Making the app affordable/free to compete with free social media

  • Gym locating features may require consent from third parties

Business Constraints

Market Research

Synthesis

User Persona

Expereience Map

User goal: Bridget wants to connect with her climbing friends using an online app/service

Bridget’s goal is to connect with her existing climbing friend using an online app/service. Keeping this in mind, it becomes clear that an independent climbing social media platform would provide the best user experience for Bridget. Ensuring the platform is removed from other social media can help maximize climbing-related interactions, thereby improving Bridget’s overall climbing experience.

Opportunity

Ideation

Lo-Fi Prototype

User testing

Goal: Post an auto-belay climb with a 5.6 grade, caption, and video

Task 1: Find the post button

Task 2: Select the auto-belay climb type

Task 3: Select a climb grade

Task 4: Add a caption and video

Task 5: Post the climb

Task Revisions

The beginning of this user flow changes drastically from the lo-fi prototype to the hi-fi prototype

  • Applied spacing, iconography, and typography to better align with industry norms

  • Changed the inputs for both climb type and climb grade

  • Moved the add caption and media features to a second screen in the flow

  • Added an add attempts feature and flash or project input, to help make the app unique from other social platforms

The addition of another screen

  • Adding another screen to this user flow simplifies the experience of adding a climb

  • This second screen now has a select gym feature, meaning that a posted climb can be linked to a gym within the Krimp app\

  • The add media and add caption inputs are evenly spaced and cleaned up

  • The addition of a next button gives the user an opportunity to review the details of their climb before posting

Hi-fi Protoype

Visual Identity

Colour Palette

While climbing walls often feature a chaotic, random assortment of neon holds against a neutral backdrop, I took a more structured approach for the app. I utilized these signature colors throughout the interface to maintain a strong creative identity, but organized the logo's palette into a strategic progression from green to red. This bridges the gap between the playful "cluttered" aesthetic of a gym and the functional, intuitive flow of a digital product.

App name

Climbers have developed a thesaurus of terms that represent emotions or feelings towards climbing when ordinary language doesn’t suffice. Terms such as slab, dyno, and beta are frequently used within climbing gyms around the world. Crimp is one of the most popular terms to describe a style of climbing holds. Crimp holds are often small and require climbers to hold them with the very edge of their fingertips. In the climbing community, crimps are recognized as one of the hardest aspects of climbing. This disdain for crimps represents the communal nature of rock climbers who work together to get past difficult obstacles. To give the name some flair, the “c” in crimp was changed to a “k”. I think that the unique spelling of the name indicates to users that the app’s name is not correlated to the traditional use of the word crimp.  

Logo

The app’s logo uses climbing holds to form the name “krimp” in a variety of colours. By doing so, the climbing theme is conveyed while clearly presenting the app’s name. The dots inside each letter are supposed to mimic the screws that hold the holds on a climbing wall. This logo properly presents the app as a climbing platform through the use of a creative typeface and a variety of colours.