Designing Digital Climbing Experiences through Understanding Rock Climbing Motivation

  • Richard Byrne
  • Florian ‘Floyd’ Mueller
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8770)

Abstract

Interactive systems have been used successfully in sports to assist people in achieving their performance goals, however, we believe that some aspects are often overlooked. In this paper we focus on rock climbing and we examine existing work on climbing from varying fields, including sports science, psychology, and climbing literary works, in order to identify recurring motivational themes. In total we identify and describe five key themes from these works: “risk as a measure of progress”, “maintaining challenge”, “social engagement”, “experiencing beauty and nature”, and “documenting and reliving the experience”. We then examine how existing digital climbing experiences address these themes and suggest ways in which these interactive climbing designs could embrace the themes they do not yet address. We believe this work will be important not only when designing digital climbing experiences, but also digital experiences for other extreme sports.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Anderson, R., Harrison, A., Lyons, G.M.: Rowing: Accelerometry-based feedback-can it improve movement consistency and performance in rowing? Sports Biomechanics 4(2), 179–195 (2005)CrossRefGoogle Scholar
  2. 2.
    Bächlin, M., Förster, K., Tröster, G.: Swimmaster: a wearable assistant for swimmer. In: Proceedings of the 11th International Conference on Ubiquitous Computing, pp. 215–224. ACM (2009)Google Scholar
  3. 3.
    Bencho, B.: Brian Bencho: Hack A Day Blog - Wall-O-Tron, the inter-active rock climbing wall (2013), http://hackaday.com/2013/06/26/wall-o-tron-the-interactive-rock-climbing-wall/ (accessed: April 07, 2014)
  4. 4.
    Csikszentmihalyi, M.: Flow: The psychology of optimal experience, vol. 41. Harper Perennial, New York (1991)Google Scholar
  5. 5.
    Csikszentmihalyi, M., Csikszentmihalyi, I.S.: Optimal experience: Psychological studies of ow in consciousness. Cambridge University Press (1992)Google Scholar
  6. 6.
    Daiber, F., Kosmalla, F., Krüger, A.: BouldAR – Using Augmented Reality to Support Collaborative Boulder Training, pp. 1–6 (February 2013)Google Scholar
  7. 7.
    De Leseleuc, E., Gleyse, J., Marcellini, A.: The practice of sport as political expression? rock climbing at claret, france. International Sociology 17(1), 73–90 (2002)CrossRefGoogle Scholar
  8. 8.
    Ewert, A.W.: Playing the edge motivation and risk taking in a high-altitude wilderness like environment. Environment and Behavior 26(1), 3–24 (1994)MathSciNetCrossRefGoogle Scholar
  9. 9.
    Ewert, A.W., Hollenhorst, S.J.: Adventure recreation and its implications for wilderness. International Journal of Wilderness 3(2), 21–26 (1997)Google Scholar
  10. 10.
    Fave, A.D., Bassi, M., Massimini, F.: Quality of experience and risk perception in high-altitude rock climbing. Journal of Applied Sport Psychology 15(1), 82–98 (2003)CrossRefGoogle Scholar
  11. 11.
    Fuss, F.K., Niegl, G.: Instrumented climbing holds and performance analysis in sport climbing. Sports Technology 1(6), 301–313 (2008)CrossRefGoogle Scholar
  12. 12.
    Google Glass (2014), http://www.google.com/glass/start/ (accessed April 04, 2014)
  13. 13.
    Kajastila, R., Hämäläinen, P.: Augmented climbing: Interacting with projected graphics on a climbing wall. In: Proceedings of the Extended Abstracts of the 32nd Annual ACM Conference on Human Factors in Computing Systems, CHI EA 2014, pp. 1279–1284. ACM, New York (2014)CrossRefGoogle Scholar
  14. 14.
    Ladha, C., Hammerla, N.Y., Olivier, P., Plötz, T.: ClimbAX. In: The 2013 ACM International Joint Conference, p. 235. ACM Press, New York (2013)Google Scholar
  15. 15.
    Levenhagen, M.: A stage model of why climbers climb and how it frames the discussions of recent climbing controversies. Journal of Mountaineering, 16–33 (2010)Google Scholar
  16. 16.
    Liljedahl, M., Lindbergand, S., Berg, J.: Digiwall: an interactive climbing wall. Advances in Computer Entertainment Technology, 225–228 (2005)Google Scholar
  17. 17.
    Louková, T., Vomáčko, L.: Motivation for climbing and mountaineering. In: 4th International Mountain and Outdoor Sports Conference. Outdoor Activities in Educational and Recreational Programmes, pp. 135–139 (2008)Google Scholar
  18. 18.
    MacKenzie, M. In the Footsteps of Mallory and Irvine: The Wildest Dream. John Murray (2009)Google Scholar
  19. 19.
    Nike Plus (2014), https://secure-nikeplus.nike.com/plus/ (accessed April 04, 2014)
  20. 20.
    Rogers, Y., Sharp, H., Preece, J.: Interaction design: beyond human computer interaction. John Wiley & Sons (2011)Google Scholar
  21. 21.
    Run Keeper (2014), http://runkeeper.com/ (accessed April 04, 2014)
  22. 22.
    Simpson, J.: The Beckoning Silence. Mountain Books (2003)Google Scholar
  23. 23.
    Twight, M.: Kiss Or Kill: Confessions of a Serial Climber. The Mountaineers Books (2001)Google Scholar
  24. 24.
    Vause, M.: Mountaineering: The heroic expression of our age. In: Personal, Societal, and Ecological Values of Wilderness: Sixth World Wilderness Congress, vol. 2, pp. 83–86 (2000)Google Scholar
  25. 25.
    Vomáčko, L., Gável, L.: Motivation to mountaineering. In: 5th International Mountain and Outdoor Sports Conference. Outdoor Activities in Educational and Recreational Programmes, pp. 122–142 (2010)Google Scholar
  26. 26.
    Walmink, W., Chatham, A., Mueller, F.: Interaction opportunities around helmet design. In: CHI 2014 Extended Abstracts on Human Factors in Computing Systems, CHI EA 2014, pp. 367–370. ACM, New York (2014)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2014

Authors and Affiliations

  • Richard Byrne
    • 1
  • Florian ‘Floyd’ Mueller
    • 1
  1. 1.Exertion Games LabRMIT UniversityMelbourneAustralia

Personalised recommendations