PPF Project Proposal Form Sample 1
PPF Project Proposal Form Sample 1
PPF Project Proposal Form Sample 1
Proposal ID:
Supervisor:
Student No :
1. Introduction
Assume the reader has very little knowledge of the subject. Introduce the topic, the sector of business/industry
concerned and how the project relates to it. Define the context of the problem and identify the research
required to solve it.
In this globalization era, people are prefer to purchase online. The reason is because they
can access everything digitally in anywhere at any time, instead of going to the physical store. As
the advantage, people do not have to face the traffic jam, crowds or long queues anymore. On the
other hand, there are more option range of products available online, such as fashion, health and
beauty, home and living, electronics and so on. The users also can check the available stock,
customize and zoom the item details. Fulfilling the customer demand, most of the company are
expanding their products to e-commerce.
E-commerce is a term for any type of business, or commercial transaction which involves
transfer of information across the internet [ CITATION Net14 \l 1033 ]. E-commerce allows the
customer to exchange goods and services with no barriers of time or distance. Since everything is
online, therefore the company can reach more customer broadly and make relationship with all
of the existing customer.
Besides its benefits, e-commerce also has some issues. The issues are coming from some
aspects, such as, technology, security, user privacy, technology and experience. The research will
be more focusing on the user experience, specifically in terms of user engagement and
motivation. Solving the issue, the research will be conducted the gamification technique to
enhance the user involvement and interaction to the system.
Gamification is the concept of utilizing mechanic game techniques in order to motivate
and engage the customer in achieving their goals [ CITATION ElK16 \l 1033 ]. Gamification is
different with game design. Gamification is more into the challenge, competition, feedback and
adding them into a non-game context to solve the issue or engage the audience [ CITATION
TED15 \l 1033 ]. Using gamification technique can create the tactic for the users to do the
actions that the company want to do without being forced or asked to do so. The reason is
because they are motivated and eager to do it by themselves for higher achievements.
In this project, the research will analyze deeper about gamification principle, area and
techniques on how to engage user with the e-commerce online website. The focus field area of
the research is the clothing website as it is the most visited e-commerce website recently. From
the analysis, the research will be analyzed in deep about how gamification can enhance the user
activity in the clothing website.
2. Problem Statement
Identify past and current work in the subject area. Outline the key references to other peoples work, indicate
for the most pertinent of these how your proposal relates to the ideas they contain.
2. Boring Experience
E-commerce must be able to motivate the users by engagement and progression on loop.
E-commerce website must provide ease of use and enjoyment for the users. So that, the users
will not leave e-commerce website directly, whenever they enter the website. Furthermore, the
gamification has to be able to increase the customers experience, self-efficacy, draw attention
and users satisfaction.
Running the online business, users experiences are very important. Fulfilling the user
experience, the users must engage and feel motivated with the online website. In order to make
the customer motivated, we must change their behavior in performing the online website.
Gamification is the tool that can be used to motivate the people to change their behavior through
positive re-enforcement [CITATION TED15 \l 1033 ]. Most of the people assume that, the
opposite of play is work. According to Bryan Smith, a play theorist, the opposite of work is not
play, but depression. Therefore, using the gamification can help the users to work for the
company in social sharing and branding value, without being asked to do so.
Aims and objectives are subject to approval from supervisor and students are expected to revise them
if deemed inappropriate for a Level 3 project.
The aims of the project is to increase the users experience and engagement in online
clothing e-commerce website to generate business revenue using the development of
gamification. Therefore, the users can involve and act as the main role function in building the
company reputation and branding value as well.
5. Deliverables
Provide a clear list of the outputs from the project.
The gamification approach will be able to deliver a fun e-commerce website experience
to the users, which is not only easy to learn, but also challenging at the same time. The
gamification will have progress, points, badges, rewards and high score in order to motivate the
users involve with the website. The users are able to operate and run this gamification e-
commerce website using any Browsers in their PC or laptops, such as Mozilla Firefox, Google
Chrome, Internet Explorer and so on.
The alternative approach in achieving the study aims are by giving the points that they
have been collected from playing the games. The points can be used to exchange with the items
which are displayed in the website. The functionalities of the gamification is implemented in a
web based application. The following are the gamification techniques approach which will be
implemented in the website:
1. Allow the customer to register and login as a member inside the system.
2. Allows the customer to get the points from playing the game.
3. Allows the users to check the nominal points for each of the products.
4. Allows the customer to exchange their points with the item product.
5. Allows the customer to mix and match the company product cloths and make into new
outfit look as part of the gamification progress.
6. Allows the customer to play some quizzes as part of the gamification progress.
7. Allows the customer to give rating and reviews as part of the gamification progress.
8. Allows the customer to give the feedback and recommendation from their shopping
experience.
6. References
Alahivl, T. & Oinas-Kukkonen, H., 2016. Understanding persuasion contexts in health
gamification: Asystematic analysis of gamified health behavior change support systems
literature. Introduction, Conclusion, 1(1), pp. 1, 2,.
Bhattacharya, R., 2013. Social Commerce: The transformation of e-Commerce and Social
Computing.. Transition from eCommerce 1.0 to eCommerce 2.0, 1(1), pp. 3,4,10.
El-Khuffash, A., 2016. GAMIFICATION. INTRODUCTION, 1(1), p. 5.
Eslinger, B. M. & D. Comb, R., 2013. Deeper Customer Engagement Through Gamification
and Gift Cards. New Strategies Emerge for Merchants and Brand Marketers, 1(1), pp.
2,3,4,6.
Gamification at work | Janaki Kumar | TEDxGraz. 2015. [Film] Directed by TEDxGraz. US:
TEDxGraz.
Hamari, J., 2013. Transforming homo economicus into homo ludens: A field experiment on
gamification in a utilitarian peer-to-peer trading service. Introduction, Limitations and
discussion on unsupported hypotheses, Conclusion, 1(1), pp. 236, 241, 243.
Hamari, J., 2015. Do badges increase user activity? A field experiment on the effects of.
Introduction, Background, Theoretical underpinnings, Discussions, Limitation, Conclusion,
1(1), pp. 1,2,3,6,8.
Hamari, J., Koivisto, J. & Sarsa, H., 2014. Does Gamification Work? A Literature Review
of Empirical Studies on Gamification. Introduction, Discussion, Methodological limitations
in the reviewed studies, 1(7), pp. 3025, 3026, 3029, 3030.
Hansun, S., 2012. Gamified E-Commerce (A New Paradigm on e-Media Business).
Introduction, 1(1), pp. 28,29,31.
Korn, O. & Schmidt, A., 2015. Gamification of business processes: Re-designing work in
production and service industry. Introduction, Conclusion, 1(1), pp. 1,2,6,7.
Network Solutions, 2014. What is Ecommerce?. [Online]
Available at: http://www.networksolutions.com/education/what-is-ecommerce/
[Accessed 21 October 2016].
Rodrigues, L. F., Oliveira, A. & J. Costa, C., 2016. Does ease-of-use contributes to the
perception of enjoyment? A case. Introduction, Conclusion, 1(1), pp. 1,2,11.
Zicherman, G. & Cunningham, C., 2011. Gamification by Design. 1 ed. Sebastopol, CA:
O'Reilly Media.