Overview
WALLZ is a mobile app created for Toronto's indoor bouldering community, designed to help beginner and intermediate climbers feel more supportive, collaborative, and insightful by streamlining progress tracking, boosting mutual learning and providing tailored guidance.
Role
Sole UX/UI designer
Tools
Figma, FigJam, Miro
Timeline
May - June 2025 (5 weeks)
Problem
Climbers struggle with lack of guidance, uncertain movement, and feeling alone in their progress.
Climbers—especially beginners and intermediates—often feel unsure how to approach problems, lack technique guidance, and struggle to evaluate their progress. Without the right support, they can feel isolated, intimidated, or unsure how to improve.
Solution
WALLZ streamlines progress tracking and digitalizes community support to build confidence and accelerate learning.
Beyond simply tracking gym projects and progress, WALLZ digitalizes the real-life support found in climbing communities to solve the isolation and skill-gap challenges many climbers face.
By allowing users to mark cruxes, share beta, and learn from climbers with similar body types or skill levels, WALLZ builds a collaborative, connected climbing experience —reducing guesswork and turning progress into a shared journey.
Impact
Key Measurable Outcomes

Project Workflow

User Research
Where Climbers Feel Stuck and Unsupported
Gathering the Data
I launched a user survey to explore bouldering climbers habits and references of bouldering. 6 climbers submitted survey questions, and I got in touch with three of them for interview.



Meet the People Behind the Problems
Based on what I learned from the survey and interviews, I created two personas and mapped out their typical climbing journeys.



Problem Statement
What Pain Points Am I Solving for Users?




User Flow
Turning Pain Points into Improvement

Mid-Fi Wireframes
Ideating Solutions through Key User Scenarios
Scenario 1: Project Discovery
Place recently visited climbing gyms at the top of the home screen to improve quick access.

Scenario 2: Real Time Attempt Tracking
When users tap “Log Send,” show a positive feedback popup to encourage and reward them. After 5 seconds or when tapping outside the popup, automatically redirect them to the log form page.
On the form page, prioritize the video upload section to motivate users to share their beta videos.

Scenario 3: Technique Learning
On the project detail page, users can view beta videos, with those uploaded by climbers of similar skill level and body type shown first.
In the Tips section, users can explore technique-related content and training videos recommended by the platform based on the current project.

Scenario 4: Community Encouragement
After completing a session, users receive a positive feedback popup along with a session summary. They can choose to share the report with the community to spark more interaction.
This helps users effectively track their climbing records and stay motivated through encouragement from both the platform and the community.

Questions Raised during User Testing
How Can I Go Beyond Generic Advice to Support Individual Needs?
While participants responded positively during user testing, some asked whether there were more personalized and relevant solutions to help them enjoy climbing even more.


Contextual Inquiry
Finding the Gap in Real Climbing Conversations
Climbers love talking about climbing.
Take my friend Max and me, for example — whether we’re climbing together or apart, we often share updates about our challenges and progress on the wall.
Most of our conversations revolve around one thing: the tricky parts of a climb.
Seeking Shared Understanding
When facing a climbing problem, the questions naturally become:
What’s the obstacle?
How can I solve it?
What do others feel about this?
How do they address it?

This made me realize:


Framing a New Challenge
How Might I...
create a digital space where climbers can openly discuss unfinished projects, share their thoughts, and support each other—so that even in struggle, they feel connected, encouraged, and part of a climbing community?
I defined key adjectives to guide my design thinking for the digital experience:
Informative
Collaborative
Supportive
Comparative Analysis & Design Solution
From Inspiration to a Core Solution: Marking Cruxes
I conducted a comparative analysis to explore products that embody qualities I want to bring into WALLZ—collaborative, informative, and supportive experiences. What they have in common: These products have user-generated content or/and community-driven communication, whether synchronous or asynchronous.

A Core Solution: Marking & Discussing Cruxes
After analyzing products with strong collaborative and contextual design, I crafted solutions that make WALLZ more community-driven, interactive, and responsive to the real challenges climbers face on the wall.


Key Interaction Flow
Organizing Solutions into a Cohesive Flow
I synthesized all the solutions I had defined and focused on structuring the user flow—particularly for the project detail page, where most interactions occur during a climbing session.

Two key scenarios guided this flow:
Working on a project – logging attempts, marking and adding notes to cruxes, and viewing betas and tips
Sending a project – logging a send

Mid-Fi Iterations
Bringing the Flow to Life Through Wireframes

Mood Board
Translating Climbing Vibe into a Visual Identity
WALLZ takes the fun, colorful energy from the mood board and brings it into the app. The brush textures are inspired by real climbing chalk, just like the stuff we use on our hands, making the design feel more real and full of personality.

Final design
A Supportive Solution to Isolation and Uncertainty
1. Get motivated and jump into a session quickly at a frequently visited gym.

2. Learn, Send, and Connect – Support That Moves With You



3. Simple, Guided Flow to Mark and Share Climbing Struggles

User Testing
Why WALLZ Makes a Difference
To validate my design choices, I conducted a comparative usability test with 4 climbers, evaluating WALLZ against the widely used Vertical-Life Climbing app. Participants were asked to complete the same core tasks using both interfaces. The results demonstrated that WALLZ provides a measurably better user experience.
1. Users Track Finished Projects 2x Faster on WALLZ
Users completed the core task of finding and logging a finished project in half the time on WALLZ. This dramatic reduction was a direct result of design decisions aimed at simplifying the user flow and providing a clearer path to action.

2. Personalized Beta Support Increased User Confidence
This personalized support was a key factor in building user confidence. During testing, all 4 climbers responded positively to the ability to:
Watch beta videos from climbers with similar body types and skill levels
Access contextual climbing tips for each project


3. Collaborative Crux-Marking Enhanced Social Connection and Support
3 climbers shared that they would love to use this feature to exchange thoughts on climbs, noting it made them feel understood and supported.


The study proved that by streamlining the user experience and introducing key community-focused features, WALLZ made the user journey more efficient and engaging.
Learnings
I’m beyond happy to have combined my passion and profession in such a fun 5-week project. The deeper I explored the research and design process, the more I realized how much UX design and bouldering have in common. Both are about solving problems, testing ideas, improving step by step, and growing through the process.
Progress is always the goal, and new challenges will continue to appear. What truly matters is how I face them—with courage, an open mind, patience, strategy, and collaboration.
Huge thanks to all the peers who shared valuable insights and feedback along the way. I believe this project has great potential, and I’m excited to continue refining it in the future.
Resources
The climbing project photo shown on the Marks page was taken at Boulderz Climbing Centre, Etobicoke.
All other photo in the app mockup are sourced from Unsplash or generated with ChatGPT.