Zane History Addict App ɗin Ilimi daga Xi Pang mai nasara ne mai daraja sosai na 2025 Kyautar A' Design Award ta Tagulla a Rukunin Gasar Ilimi.
TagullaIlimi· 2025
History Addict App ɗin Ilimi
daga Xi Pang
Abokin Ciniki: X Design Studio
Mai Nasarar Kyautar A' Design Award ta Tagulla a Rukunin Ilimi
Mai Nasara da Aka Tabbatar
Tabbatar da Matsayin Kyauta na #171909Ƙirar
Game da History Addict App ɗin Ilimi
History Addict app ɗin wayar hannu ne na ilimi wanda yake mayar da tsarin gargajiya na koyon tarihi mai gajiyarwa zuwa ƙwarewa mai jan hankali mai kama da wasa. Yana amfani da binciken bayanai da algorithms na AI don ba da shawarar darussan tarihi waɗanda suka dace da sha'awar masu amfani. App ɗin kuma yana canza kayan koyo da masana tarihi suka amince da su zuwa wasannin tunani masu hulɗa a cikin sashin tambayoyinsa, yana taimaka wa masu amfani su ƙarfafa ilimi yadda ya kamata yayin da suke jin daɗin ƙwarewa mai kama da wasa. Ta hanyar sanya koyon tarihi ya zama mai daɗi da sauƙin samun dama, History Addict yana da nufin zaburar da mutane da yawa su girmama kuma su shiga cikin tarihi a rayuwarsu.
Amincewa
Game da Kyautar A' Design Award ta Tagulla
Zanen History Addict App ɗin Ilimi ya lashe Kyautar A' Design Award ta Tagulla, wata karramawa mai tsananin daraja da ake bai wa zane-zane na musamman waɗanda ke da ƙirƙira, basira da hikima. Waɗanda suka lashe kyautar Tagulla kayayyakin fasaha ne masu ƙwarewa da ƙirƙira mai ban mamaki waɗanda ke tabbatar da babban gogewa, tunani da dabarun masu zanensu. Ana sa ran zanen History Addict App ɗin Ilimi ya zama abu da ake girmamawa sosai, ake sha'awa da ƙauna, mai ƙwarewa da ƙirƙire-ƙirƙire. Wannan zane da ya lashe Kyautar A' Design Award ta Tagulla yana haɗa mafi kyawun ayyuka a fasaha, kimiyya, zane da fasahar zamani, kuma yana da kyau saboda kulawarsa ga cikakkun bayanai. Zanen History Addict App ɗin Ilimi yana biyan buƙatu da kyau, yana taɓa sha'awa, yana jan hankalin zukata kuma yana jawo sha'awar sani.
Bayan Ƙirar
Kayan Manema Labarai
Bayanin ƙungiyar, membobinta da cikakkun bayanai na fasaha da mai ƙirar ya bayar.
- Siffofi Na Musamman
- 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.
- Girma da Fakitin
- 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.
- Kalmomin Alama
- Gamification Design, History Learning, Education App, Emotional Design
- Fasahar Samarwa
- 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.
- Ƙalubalen Zane
- 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.
- Bincike
- 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.
- Wahayi
- 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.
- Tsawon Lokacin Aikin
- 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.
- Tsarin Aiki
- 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.
- Haƙƙoƙin Ƙirƙira
- Copyrights belong to Xi Pang, 2025.
- Mambobin Ƙungiya
- Xi Pang
- Godiyar Hotuna
- 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.
Tallafi
Bincika Bayan Designers.org
Gano kayayyaki, ayyuka da damammaki daga abokan tallafin mu.
Ƙarin Abubuwan Bincike
Ƙirare Masu Alaƙa
Bincika ƙarin ƙirare masu lashe kyauta daga wannan rukunin, waɗanda aka zaɓa bisa cancanta.