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History Addict Образовательное приложение by Xi Pang
History Addict Образовательное приложение by Xi Pang
History Addict Образовательное приложение by Xi Pang
History Addict Образовательное приложение by Xi Pang
History Addict Образовательное приложение by Xi Pang

Бронзовая Образование · 2025

History Addict Образовательное приложение

by Xi Pang

  • Бронзовая премия A' Design Award 2025 in Образование
  • CLIENT: X Design Studio
  • Estimated Number of Design Views: 25,071
  • Verification code 370C1DEA55 · Verify this award
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About History Addict Образовательное приложение

History Addict — это образовательное мобильное приложение, которое превращает традиционно утомительный процесс изучения истории в увлекательный геймифицированный опыт. Оно использует аналитику данных и алгоритмы искусственного интеллекта для рекомендации курсов по истории, адаптированных к интересам пользователей. Приложение также трансформирует одобренные историками учебные инструменты в интерактивные головоломки в модуле викторин, помогая пользователям эффективно закреплять знания, наслаждаясь игровым процессом. Делая изучение истории более увлекательным и доступным, History Addict стремится вдохновить больше людей ценить историю и взаимодействовать с ней в своей жизни.

About the Бронзовая премия A' Design Award

History Addict Образовательное приложение — лауреат Бронзовой премии A' Design Award, весьма престижного признания, присуждаемого выдающимся проектам, отличающимся творческим подходом, изобретательностью и сообразительностью. Обладатели Бронзовой премии — это в полной мере искусные и поразительно творческие произведения, свидетельствующие об огромном опыте, воображении и находчивости их авторов. Ожидается, что History Addict Образовательное приложение станет высокоценимым, вызывающим восхищение и дорогим сердцу объектом, заметно профессиональным и инновационным. Этот проект, получивший Бронзовую премию A' Design Award, воплощает лучшие практики в искусстве, науке, дизайне и технологиях и превосходен вниманием к деталям. History Addict Образовательное приложение прекрасно удовлетворяет потребности, затрагивает желания, очаровывает чувства и пробуждает любопытство.

Press Kit

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.
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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