Gean nei de ynhâld
History Addict Edukative App troch Xi Pang

History Addict Edukative App troch Xi Pang is in heech wurdearre winner fan de tige prestizjeuze 2025 A' Design Award yn Brûns yn de kompetysje-kategory Ûnderwiis, Learmiddelen en Trainingsynhâld Ûntwerp.


BrûnsÛnderwiis· 2025

History Addict Edukative App

troch Xi Pang

Klant: X Design Studio

A' Design Award yn Brûns Winner yn de kategory Ûnderwiis

25,533

Kleuren

It Untwerp

Oer History Addict Edukative App

History Addict is in edukative mobyle app dy't it tradisjoneel ferfelende proses fan skiednislear transformearret yn in boeiende, gamifisearre ûnderfining. It brûkt data-analyze en AI-algoritmen om skiedniskursussen oan te rieden dy't ôfstimd binne op de ynteresses fan brûkers. De app set troch histoarisy goedkarde learmiddelen om yn ynteraktive puzelkes yn syn kwiismodule, wêrtroch brûkers harren kennis effektyf fersterkje kinne wylst se genietsje fan in spelachtige ûnderfining. Troch skiednislear fermaaklikker en tagonkliker te meitsjen, wol History Addict mear minsken ynspirearje om skiednis te wurdearjen en dêr yn harren libben by belutsen te reitsjen.

De Erkenning

Oer de A' Design Award yn Brûns

History Addict Edukative App is in winner fan de A' Design Award yn Brûns, in heech prestisjeuze erkenning foar treflike ûntwerpen dy't har ûnderskiede troch kreativiteit, fernuft en tûkens. Brûnswinners binne tige feardige en opfallend kreative artefakten dy't de grutte ûnderfining, ferbylding en betochtsumens fan har ûntwerpers befêstigje. Fan History Addict Edukative App wurdt ferwachte dat it in tige heech achte, bewûndere en dierber objekt is dat opmerklik profesjoneel en ynnovatyf is. Dit winnende ûntwerp fan de A' Design Award yn Brûns yntegrearret de bêste praktiken yn keunst, wittenskip, ûntwerp en technology en is treflik om syn omtinken foar detail. History Addict Edukative App foldocht behoeften prachtich, reitsjet winsken, betsjoeveret gefoelens en sprekt nijsgjirrigens oan.

Efter it Untwerp

Parsepakket

Credits, teamleden en technyske details levere troch de ûntwerper.

Unike Eigenskippen
History Addict is an education app that turns the traditionally tedious history learning process into a gamification experience. It leverages data analytics and AI algorithms to suggest courses that match user interest. Besides, the app builds on effective learning tools recommended by historians and transforms them into interactive puzzles in the quiz module. As such, users can effectively consolidate their learning outcomes via the quiz while having a game like experience.
Ofmjittingen & Ferpakking
Through data analytics, the home page feed automatically recommends courses that are currently trending based on other users interest on the app. On top of this, the app also leverages machine learning algorithms to suggest courses to the user based on his or her past searching, browsing, and learning behaviors. This ensures the user can get a good mix of familiar history topics that are similar to those they have learnt before and fresh history topics that they have not touched on yet.
Labels
Gamification Design, History Learning, Education App, Emotional Design
Produksjetechnology
History Addict followed a human centred design process. At the start, the designer conducted extensive research to understand the problem space and user needs. Various tools were then used to extract research insights, like persona, user journey map, and qualitative coding. Based on the research findings, the designer created early prototypes to experiment with different directions. Eventually, hifi interfaces were crafted based on the final design idea. See the attached pdf for more details.
Untwerpútdaging
The biggest challenge was to make the app entertaining and fun. There were some competitor products before History Addict so it is vital for the app to have a unique value proposition. I focused on the quiz as a breakthrough as it was often considered a daunting and tedious part in the learning process. Then I dedicated myself to active brainstorming and extensive literature review, which eventually helped me uncover various learning tools and turned them into game like puzzles for the quiz.
Undersyk
Multiple research methods were adopted in this project, including literature review, competitor analysis, and user research. For example, extensive surveys were conducted to collect both qualitative and quantitative data from over 50 history learners of different age groups. The goal was to understand the users pain points, needs, learning preferences and expectations. For more detailed research results and insights, please refer to the uploaded pdf document due to the 500 character limit.
Ynspiraasje
Learning history can be challenging sometimes. Firstly, memorizing various historical times and figures is difficult and time consuming. Secondly, existing learning materials feel tedious to some learners. To tackle these issues, I conducted research to explore effective learning tools that help users strengthen their memory, like family trees and flashcards. Afterwards, I leveraged these tools with gamification design to make the history learning process more entertaining and enjoyable.
Projektdoer
The user research and low fidelity mockups of this project were completed between October and November of 2019 in Shanghai, China. In the spring of 2021, it was revamped with a new visual style and updated UI elements in Edinburgh, Scotland. The final stage of this project was conducted to further refine design details in 2024 in California, United States.
Operaasjestreamferrin
All product features can be easily interacted with via common hand gestures. On the reading page, users can press and hold on text that they are interested in, then a toolbar will pop up giving them options to copy, highlight, or share the selected text. Plus, in the quiz module, users can solve the questions with multiple ways, like clicking on the right answer card or dragging and rearranging answer cards in the correct order. The variety of interaction adds more fun to the user experience.
Patinten
Copyrights belong to Xi Pang, 2025.
Teamleden
Xi Pang
Ofbyldingskrediten
Image #1: Photographer Daniel Tseng, Photo of Kyoto, 2017.
Image #2: Creator Katsushika Hokusai, The Great Wave off Kanagawa, 1831.
Image #3: Photographer Daisy Chen, Photo of Kyoto, 2020.
Image #4: Photographer Ryunosuke Kikuno, Photo of Samurai, 2020.
Image #4: Photographer Susann Schuster, Photo of Kabuki, 2021.
Image #5: Illustrator Storyset, Grades Concept Illustration, 2021.

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De A' Design Award is in ynternasjonale, troch in sjuery beoardiele ûnderskieding foar goed ûntwerp. Doch mei oan de A' Design Award om de kâns te krijen meritokratyske erkenning te fertsjinjen, ferneamdheid, prestiizje en publisiteit te winnen foar jo wurk. Nominearje jo wurk foar de A' Design Award en kompetearje foar de begearde A' Design Prize.

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