Getlitt: e-Book Reading App for Kids with Gamification!
Project brief.
GetLitt! is a gamified book reading and e-learning platform aimed to develop reading habits among children. It has a massive digital library of books across different genres like adventure, wildlife, science, biographies, fantasy, environment, humor, fairy tales, mystery and non-fiction. The entire platform is gamified with game mechanics and dynamics to make learning an enjoyable experience. It also organizes national and international-level reading olympiad for kids. The platform is a great success and has partnered with numerous schools and educational institutions.
Budget
$50k - $100k
Duration
30 Months
Deliverables
- Wireframes
- UI/ UX Web
- UI/ UX Mobile
- Web application
- Android mobile app
- iOS mobile app
- PDF ebook Reader
- User guide resources (doc and videos)
The technology ecosystem we used in this project.
Design
Project Model
Documentaion
Backend
Frontend
Cloud services
Mobile Tech
DB
CI/CD Pipeline
Project Management
Analytics
3rd Party Integrations
AI Service
Describe overall role of Techuz team in this project?
Challenges & Solutions
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PDF Reading:
One of the biggest hurdles we faced on our platform was dealing with PDFs. Each device used by our users had its quirks, and we needed custom game features on every book page. Unfortunately, there wasn't a ready-made solution for this. So, we had to use different PDF reading tools and add our own tweaks on top of them. This way, we could make sure our platform worked well on all kinds of devices while still offering the special game features we wanted.
Content Masking issue in PDF:
In response to the challenges faced by Getlitt, a B2B marketplace catering to publishers and students, regarding the quality control of uploaded PDFs, we have implemented a solution aimed at optimizing the mobile reading experience.
Frequently, publishers upload PDFs of low resolution or fail to adhere to established PDF creation guidelines. This results in significant image and text masking issues when PDFs are accessed via a PDF reader on mobile devices. To address this issue, we have developed a solution empowering super admins to meticulously review each uploaded PDF. Through this platform, admins can identify device-specific masking issues and make necessary parameter modifications to rectify these issues, avoiding the need for re-creating and re-uploading entire PDFs into the system.
This solution not only enhances the quality of PDFs available on our platform but also streamlines the PDF review and optimization process, ensuring a seamless reading experience for students and facilitating smoother interactions between publishers and end-users.
Digital Piracy:
Implementing effective digital rights management (DRM) posed a significant challenge for Getlitt, primarily due to financial constraints hindering customer adoption. Despite this limitation, it was imperative to prevent unauthorized access to server responses and discourage the unlawful downloading of entire PDFs. To address this concern, a bespoke solution was devised.
A customized hash algorithm was developed to safeguard the content. This algorithm involved breaking down the PDF files into individual pages, which were then encrypted using the hash algorithm. On the client side, decryption occurred using the corresponding hash keys, ensuring secure access while maintaining the integrity of the content. This approach allowed us to maintain content security and protect against unauthorized distribution, notwithstanding the absence of a traditional DRM solution.
Resources utilised to develop this project .
UI/UX Designer
01Frontend Developer
02Backend Developer
02Mobile Developer
02QA
02
Core Features.
- B2B marketplace for publishers and kids
- Multi user roles and permissions
- PDF ebook reader
- Reading olampiads
- Template-based product UI
- Gamification for each books
- Badges and rewards
- Recurring subscription model using razorpay
- Advanced admin module for CMS and process managemnt
- Analytics and reports
Glimpse of the project
EnGolfer : Super-app for Golf Players, Coaches, and Facilities
Inquires.
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