History Addict تعلیمی ایپ by Xi Pang is a highly esteemed winner of the very prestigious 2025 A' Design Award برنجی انعام in ایجوکیشن، ٹیچنگ ایڈ ءِ ٹریننگ کانٹینٹ ڈیزائن Competition Category.
برنجایجوکیشن· 2025
History Addict تعلیمی ایپ
by Xi Pang
Client: X Design Studio
A' Design Award برنجی انعام Winner in ایجوکیشن Category
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The Design
About History Addict تعلیمی ایپ
History Addict یک تعلیمی موبائل ایپ اِنت که تاریخ یاد گرتگ ءِ روایتی کسل زانگ پروسہ ءَ یک دلچسپ ءُ گیمیفائیڈ تجربہ ءَ بدل کنت۔ ای ڈیٹا اینالیٹکس ءُ مصنوعی ذہانت ءِ الگورتھمز ءَ کارمرز کنت تاکہ استعمال کنۆکاں ءِ دلچسپیاں ءِ مطابق تاریخی کورسز ءِ سفارش کنت۔ ایپ تاریخداناں ءِ منظور شدہ یادگیری ءِ آلات ءَ اے ءِ کوئز ماڈیول ءِ تہا انٹریکٹیو پزلواں ءَ بدل کنت، که استعمال کنۆکاں ءَ کمک کنت گیموار تجربہ ءَ لطف اندوز بوہگ ءِ گوں دانش ءَ مؤثر طریقہ ءَ مضبوط کنت۔ تاریخ یادگیری ءَ گیشتر دلچسپ ءُ دسترسپذیر جوڑگ ءِ واستہ، History Addict ءِ ہدف اِنت که گیشتریں مردماں ءَ ترغیب دیت تاکہ وتی ءِ زندگیاں ءَ تاریخ ءِ قدردانی کنت ءُ سرگرم بنت۔
The Recognition
About the A' Design Award برنجی انعام
History Addict تعلیمی ایپ A' Design Award برنجی انعام ءِ ورگ آ انت، باز معزز اعتراف کہ تخلیقی صلاحیت، اختراع ءُ ذہانت گوں ممتاز بہترین ڈیزائناں دیگ بیت۔ برنج ءِ ورگ آ بھرپور مہارت ءِ ءُ نمایاں ڈولا تخلیقی شاہکار انت، کہ وتی ڈیزائنراں ءِ وسیع تجربہ، تخیل ءُ ہوشیاری ءِ تصدیق کننت۔ History Addict تعلیمی ایپ چہ امید کنگ بیت کہ آ یک باز قدر کنگ بوتگیں، ساراہگ بوتگیں ءُ پیارکنگ بوتگیں چیز بیت، قابل ذکر حد ءَ پیشہ ورانہ ءُ جدت ءِ۔ ای ڈیزائن کہ A' Design Award برنجی انعام ءَ برتگ، فن، سائنس، ڈیزائن ءُ ٹیکنالوجی ءِ بہترین طریقہ شامل کنت ءُ ہورد تفصیلاں ءَ توجہ دیگ ءِ سببا شاندار انت۔ History Addict تعلیمی ایپ ضرورتاں جوانیں ڈولا پورا کنت، خواہشاں ءَ ہنچیت، جذباں ءَ موہنت ءُ تجسس کشنت۔
Behind the Design
Press Kit
Credits, team members and technical details provided by the designer.
- Unique Properties
- 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.
- Dimensions & Packaging
- 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.
- Tags
- Gamification Design, History Learning, Education App, Emotional Design
- Production Technology
- 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.
- Design Challenge
- 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.
- Research
- 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.
- Inspiration
- 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.
- Project Duration
- 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.
- Operation Flow
- 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.
- Patents
- Copyrights belong to Xi Pang, 2025.
- Team Members
- Xi Pang
- Image Credits
- 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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