Getlitt: e-Book Reading App for Kids with Gamification!

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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
Sketch
Sketch
Figma
Figma
Illustrator
Illustrator
Project Model
Waterfall
Waterfall
Documentaion
Gdocs
Gdocs
Postman
Postman
dbdiagram.io
dbdiagram.io
Backend
Node JS
Express
Express
Frontend
Angular 11
angular universal
angular universal
HTML Bootstrap
Cloud services
AWS
AWS
EC2
EC2
RDS
RDS
Cloudfront
Cloudfront
S3
S3
Mobile Tech
ios native (Swift)
ios native (Swift)
Android Native(Kotlin)
Android Native(Kotlin)
DB
Mysql
Mysql
MongoDB
CI/CD Pipeline
Github Actions
Github Actions
Project Management
Trello
Slack
Analytics
GTM
GTM
ClevarTap
ClevarTap
3rd Party Integrations
Sendgrid
Sendgrid
gupshup
gupshup
thinkexam
thinkexam
AI Service
GPT 3.5 Turbo
GPT 3.5 Turbo

Describe overall role of Techuz team in this project?

Challenges & Solutions

Share your project idea with us, and we'll manage the entire development process for you. At Techuz, we simplify the journey from concept to completion. Here’s how it works:

1

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.

2

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.

3

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 icon

    UI/UX Designer

    01
  • Frontend Developer icon

    Frontend Developer

    02
  • Backend Developer icon

    Backend Developer

    02
  • Mobile Developer icon

    Mobile Developer

    02
  • QA icon

    QA

    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

Getlitt: e-Book Reading App for Kids with Gamification! designs
Getlitt: e-Book Reading App for Kids with Gamification! designs
Getlitt: e-Book Reading App for Kids with Gamification! designs
Getlitt: e-Book Reading App for Kids with Gamification! designs
Getlitt: e-Book Reading App for Kids with Gamification! designs
Getlitt: e-Book Reading App for Kids with Gamification! designs
Getlitt: e-Book Reading App for Kids with Gamification! designs
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  • Inquires.

    [email protected][email protected]
  • Reach us at.

    +91 95125 59090( Sales )
    +91 95125 59091( HR )

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