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Digitising the climbing experience

Digitising the climbing experience banner
Digitising the climbing experience
Published at 02 July 2025 | Austria

General details

EDIHs involved

Customer

EDIH logo
Customer type: SME
Customer size: Small (10-49)

Services provided
Networking and access to innovation ecosystems
Test before invest
Technologies
Sensors & Vision Processing Systems

Challenges

ArtRock is a small company in Tyrol, Austria, with over 30 years of experience providing innovative high-quality solutions for artificial climbing walls and halls (indoor as well as outdoor). The company has about 50 employees and is focused on climbing hold design and fabrication. Climbing walls and halls are designed and built internationally with partners. The core team has a strong background in climbing, design, and architecture – now they are seeking to further develop and discover how to implement new digital technologies. 

The company looking to improve their climbing experience, aimed to identify the potentials of digital transformation, with the intention of designing the “climbing hall of the future”. ArtRock was seeking to reshape climbing halls and transform them into a place where professional climbers and sportive families could feel comfortable and “at home”. As such, the company partnered up with Crowd in Motion to turn climbing into a “kinetic-3D puzzle” experience, making climbing an interactive and fun experience for everyone.

Solutions

These technological challenges were addressed with the support of EDIH Crowd in Motion. The transformation process started with a 4-day Design Sprint by the EDIH that allowed them to identify one of the key priorities. During this Design Spring specific digital technologies were used to enlarge and enrich the given possibilities of the current offer of primarily athletically oriented climbing scenarios. The idea was to implement this solution by developing interactive climbing walls that could provide feedback, and personalise the climbing experience to each person based on their abilities and preferences, offering different routes and gaming challenges.

As a basic enabling building block, a “smart” digital connected climbing hold was identified. The idea was to integrate IoT technologies so that the digital climbing holds could reliably sense the climber, identifying the person and giving them instructions. The climbing holds would also be connected with each other in order to enhance the experience making it more interactive and dynamic. The information would then be collected, interpreted and – according to a given challenge or task – leveraged to guide actions. The idea is that, in the best-case scenario, this solution can be applicable to existing climbing holds and walls with minimal to no effort required, with low costs and patent eligibility.

With these specifications given, the EDIH started a tech-prototyping bootcamp in close cooperation with the ArtRock team. Crowd in Motion started with a technology scouting and patent research phase and defined the main research questions that would then be answered at the end of the bootcamp. After the tech-prototyping bootcamp, the team followed these efforts with an intense prototyping, testing and validating activity in the digital fabrication lab, FabLab. At the end, the results were documented and presented to the customer.

Results and Benefits

Team photo during the bootcamp, presenting the MVP, minimum viable product (C. Teissl 2025, WW/FLT ©)The result of this first “proof of concept” phase fulfilled all requirements given by the EDIH customer, according to targets in function, costs and the potential for patentability.
In a next stage, the team worked more closely with potential key customers to develop a minimum viable product (MVP), which should then be scaled and real-life-tested in a climbing hall near Innsbruck, one of the world’s hot spots for professional climbing. 

With the developed digital climbing hold and IoT architecture, enabled by the services of the EDIH, ArtRock can now demonstrate an innovative solution for the climbing community, increase market size, as well as differentiate itself significantly from competitors. 

The solution provided by Crowd in Motion ensured: 

  • The introduction of innovative digital climbing holds and IoT architecture to the climbing industry. 

  • The development of a dashboards that analyses multiple data sources, such an athlete position and steering impulses, to provide deeper insights into athlete’s techniques.

  • Data collection in real-life settings to enhance understanding of the dynamic interactions between athletes, sleds and tracks. 

  • The development of cost-effective and reliable contact sensors applicable to existing climbing holds.

Perceived social/economic impact

This innovation project increased the digital capacity and know-how for a climbing enterprise, which can have ripple effects on the broader indoor and outdoor climbing industry in general:

Social Impact:

The social impact of this design innovation could open up a new service centred around rock climbing with digital, innovative elements, and therefore attract new target market segments which would not have otherwise been involved in rock climbing, such as non-athletes, etc. This could make a meaningful stride in involving a greater share of the population that engages in active endeavours.

Economic Impact:

The economic impact of this could enable and equip like-minded SMEs also in the rock-climbing industry to innovate their offering and inform the implementation of novel digitally enabled business models. This could possibly result in a substantial value added for like-minded businesses, especially as the target customer base is potentially widened as a result.

DMA score and results - Stage 0

Looking at the DMA results from T0, done in May 2023, it can be seen that the organisation is already moderately advanced in its digital transformation process with 53% average. They are not starting from scratch, but already have some experience in their digitalisation journey.

Although the organisation is on the path towards digital transformation, there is room for improvement in automation, AI, and sustainability through more targeted investments in digital technologies and skills. 

Scores in the separate dimensions: 

  • Digital Business Strategy (50%) 

  • Digital Readiness: (60%) 

  • Human-Centric Digitalisation: (57%) 

  • Data Governance: (68%)

  • Automation & Artificial Intelligence: (32%) 

  • Green Digitalisation: (45%)

This was –from a digital readiness perspective – a perfect starting point for the team to work with ArtRock on their digitalisation project. 

Lessons learned

With this case, the team successfully demonstrated our design thinking approach to innovation, with a key success factor being the combination of entrepreneurial, innovation and technology competences put into motion among an experienced multidisciplinary team. 

Addressing critical questions early in the circular innovation process, by scouting activities, prototyping and testing, leads to rapid knowledge gain and therefore significant cost and risk reduction in technology driven product or service design.   

Do's

  • Consider the importance of establishing a multidisciplinary team to exploit the strengths, increase efficiency and enhance collaboration.

  • Clearly address challenges, needs and questions at the early stages of the project in order to improve processes, productivity and knowledge gain.

Don’ts

  • Avoid underestimating the value of providing a team composed of individuals with diverse expertise and backgrounds.

  • Don’t overlook the importance of planning activities and testing services early on to significantly reduce costs and risks.

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