History Addict Aplikasi Pendidikan dek Xi Pang adolah pamenang nan sangaik tahormat dari A' Design Award Gangsa 2025 nan sangaik prestigius dalam Kategori Kompetisi Pendidikan.
GangsaPendidikan· 2025
History Addict Aplikasi Pendidikan
dek Xi Pang
Klien: X Design Studio
Pamenang A' Design Award Gangsa dalam Kategori Pendidikan
Pamenang Pangharogaan Taverifikasi
Verifikasi Status Pangharogaan untuak #171909Desain
Tantang History Addict Aplikasi Pendidikan
History Addict adolah sabuah aplikasi mobile pendidikan nan mangubah proses tradisional mampelajari sajarah nan biasonyo mambosokan manjadi pangalaman nan manarik jo gamified. Aplikasi iko mangunoan analitik data jo algoritma AI untuak marekomendasikan kursus sajarah nan sasuai jo minat pangguno. Aplikasi iko juo mangubah alat pembelajaran nan didukuang dek ahli sajarah manjadi puzzle interaktif dalam modul kuisnyo, mambantu pangguno mampakuek pangatahuan sacaro efektif sambil manikmati pangalaman bacarito permainan. Dek manjadikan pembelajaran sajarah labiah manarik jo mudah diakses, History Addict batujuan untuak mainspirasi labiah banyak urang supayo manghargai jo tarlibek jo sajarah dalam iduik mareka.
Pangakuan
Tantang A' Design Award Gangsa
History Addict Aplikasi Pendidikan adolah pamenang A' Design Award Gangsa, sabuah pangakuan nan sangaik bapresti nan dibarikan ka rancangan nan cemerlang nan dicirikan dek kreativitas, kacerdikan jo kabijaksanaan. Pamenang Gangsa adolah karya nan cukuik mahir jo kreatif sacaro mangesankan nan mamastikan pangalaman nan luas, imajinasi jo kacerdikan parancangnyo. History Addict Aplikasi Pendidikan dipaokan manjadi bando nan sangaik dihormati, dikagumi jo disayangi, nan profesional jo inovatif sacaro nampak. Rancangan nan manang Gangsa iko mamuek praktik tabaik dalam seni, ilimu, rancangan jo teknologi jo cemerlang dalam parhatian ka rincian. History Addict Aplikasi Pendidikan mamanuhi kaparluan jo elok, manyantuah karinduan, mamikaik parasaan jo manarik raso ingin tahu.
Di Baliak Desain
Kit Pers
Kredit, anggota tim jo rincian teknis nan disadioan dek perancang.
- Sifat Unik
- 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.
- Dimensi & Kemasan
- 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.
- Tag
- Gamification Design, History Learning, Education App, Emotional Design
- Teknologi Produksi
- 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.
- Tantangan Desain
- 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.
- Penelitian
- 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.
- Inspirasi
- 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.
- Durasi Proyek
- 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.
- Alua Operasi
- 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.
- Paten
- Copyrights belong to Xi Pang, 2025.
- Anggota Tim
- Xi Pang
- Kredit Gambar
- 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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