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History Addict 教育アプリ by Xi Pang

History Addict 教育アプリ by Xi Pang is a highly esteemed winner of the very prestigious 2025 A' Design Award 銅賞 in 教育・教材・研修コンテンツデザイン Competition Category.


銅教育· 2025

History Addict 教育アプリ

by Xi Pang

Client: X Design Studio

A' Design Award 銅賞 Winner in 教育 Category

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Verified Award Winner

Verify Award Status for #171909

Colors

The Design

About History Addict 教育アプリ

ヒストリーアディクトは、従来の退屈な歴史学習プロセスを魅力的なゲーミフィケーション体験へと変える教育モバイルアプリです。データ分析とAIアルゴリズムを活用し、ユーザーの興味に合わせた歴史コースを推奨します。また、歴史学者が推奨する学習ツールをクイズモジュール内のインタラクティブなパズルに変換し、ユーザーがゲームのような体験を楽しみながら効果的に知識を定着させることができます。歴史学習をより楽しく、アクセスしやすくすることで、ヒストリーアディクトはより多くの人々が日常生活において歴史に関心を持ち、関わりを深めることを目指しています。

The Recognition

About the A' Design Award 銅賞

History Addict 教育アプリは、創造性、独創性、鋭い洞察力で際立つ傑出したデザインに授与される、高い権威をもつ評価である A' Design Award 銅賞の受賞作品です。銅賞の受賞作品は、十分に巧みで印象的なほど創造的な工芸品であり、デザイナーの豊富な経験、想像力、機知を裏づけています。History Addict 教育アプリは、高く評価され、称賛され、愛される品であり、顕著にプロフェッショナルで革新的であることが期待されます。この A' Design Award 銅賞を受賞したデザインは、芸術・科学・デザイン・技術のベストプラクティスを取り入れており、細部への配慮に優れています。History Addict 教育アプリは、ニーズを見事に満たし、欲求に触れ、感情を魅了し、好奇心を引きつけます。

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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