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PROPOSAL Active (Abdirahman)

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updyrahmanm153
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Muraadso Mobile App

A Case of Muraadso.com

By

Abdirahman Mohamad H. Abubakar

(Reg. No: 8339)

A Project Proposal Submitted to the Faculty of Computing


and ICT for partial fulfillment of the requirements of a
Bachelor’s Degree in Information Technology of

Amoud University

2nd Oct, 2018

i
DECLARATION AND APPROVAL

Declaration
I the undersigned hereby declare that this Project Proposal entitled “Muraadso Mobile App”- A
Case of Muraadso - is the effort of my work and that the proposal has not been submitted to any
other institution for purposes of examination.

Name: Abdirahman Mohamad Signature: _____________ Date: ___________

Approval
I the undersigned hereby declare that this Project Proposal entitled “Muraadso Mobile App”- A
Case of Muraadso -has been proposed by the above student under my guidance as the university
supervisor.

Name: Richard A. Nginja Signature: _____________ Date: ___________

Subject Lecturer

Name: _____________________________ Signature: _____________ Date: ___________

Project Supervisor

ii
ACKOWNLEGMENT

I would like to express my gratitude and appreciation to all those who gave me the encouragement
to complete this project. A Special thanks to Mr. Richard for his extraordinary support in this
proposal, I would also like to acknowledge all the help I received from my classmates especially
form my best friend Fathi Abdi Dahir, Finally I would like to thank my family for their support in
my studies. I am also extending my gratitude to my friends and well-wishers who supported me
morally, I will forever remain grateful to all of you.

iii
DEDICATION

I dedicate this project to Allah my creator, my strong pillar, my source of inspiration, wisdom,
knowledge and understanding. He has been the source of my strength throughout this program and
on His wings only have I soared.

I also dedicate to my family. A special feeling of gratitude to my loving Mother, Rukiya Omar
Qaadi her words of encouragement and push for tenacity ring in my ears., I also dedicate this work
to my father, Who has encouraged me all the way and whose encouragement has made sure that
I Give it all it takes to finished my final project ,Finally I also thankful to my dear friends,
classmate and family who always support me

iv
ABSTRACT

The purpose of this proposal is to expand the customer base Muraadso.com. the app can be
dramatically increase how many people use their platform, because there are more people who use
mobile devices than those who use computers. People can shop, sell, advertise and buy things
online, so why not use a mobile phone. This app will make shopping online easier because the user
can order things. the current system doesn’t support mobile phone shopping and mobile payment
is not integrated to it. This app will enable users to buy things online using an app and pay for it
while inside the app.

v
TABLE OF CONTENTS

DECLARATION AND APPROVAL .......................................................................................... ii


Declaration ...................................................................................................................................ii
Approval .......................................................................................................................................ii
ACKOWNLEGMENT ................................................................................................................ iii
DEDICATION.............................................................................................................................. iv
ABSTRACT ................................................................................................................................... v
TABLE OF CONTENTS ............................................................................................................ vi
TABLE OF FIGURES ................................................................................................................. ix
LIST OF ABBREVIATIONS ...................................................................................................... x
CHAPTER ONE: INTRODUCTION ......................................................................................... 1
1.1 Historical Background........................................................................................................... 1
1.2 Problem Statement ................................................................................................................ 1
1.3 Main Objective ...................................................................................................................... 1
1.3.1 Specific Objectives ............................................................................................................. 1
1.4 Significance ........................................................................................................................... 2
1.5 Justification ........................................................................................................................... 2
1.6 Scope ..................................................................................................................................... 2
CHAPTER TWO: LITERATURE REVIEW ............................................................................ 3
2.1 Introduction to Mobile Commerce Apps. ............................................................................. 3
2.2 Current Muraadso E-Commerce Platform ............................................................................ 3
2.3 Alibaba Online Marketplace ................................................................................................. 3
2.4 eBay....................................................................................................................................... 4
2.5 Amazon.com ......................................................................................................................... 4
2.6 Wish App............................................................................................................................... 4
2.7 Shopify .................................................................................................................................. 5
2.8 etsy.com................................................................................................................................. 5
2.9 Proposed Muraadso Mobile App........................................................................................... 5

vi
CHAPTER THREE: METHODOLOGY .................................................................................. 6
3.1 General SDLC Methods ................................................................................................... 6
3.1.1 Waterfall Model ........................................................................................................ 6
3.1.2 V Model .................................................................................................................... 6
3.1.3 Iterative Model .......................................................................................................... 7
3.1.4 Spiral Model.............................................................................................................. 8
3.1.5 Agile Model .............................................................................................................. 8
3.2 Planning and Requirements Collection Methods ............................................................. 9
3.2.1 Observation ............................................................................................................... 9
3.2.2 Interviewing ............................................................................................................ 10
3.2.3 Questionnaires......................................................................................................... 10
3.2.4 Prototyping .............................................................................................................. 10
3.2.5 Brainstorming ......................................................................................................... 10
3.3 Requirements Analysis and Specification Methods ....................................................... 11
3.3.1 Structured System Analysis and Design Method (SSADM) .................................. 11
3.3.2 Object Oriented Analysis and Design (OOAD)...................................................... 12
3.3.3 Requirement Specifications .................................................................................... 13
3.4 System Design Methods ................................................................................................. 14
3.4.1 Logical Model ......................................................................................................... 15
3.4.2 UI Design ................................................................................................................ 16
3.4.3 Architectural Design ............................................................................................... 16
3.5 System Testing Methods ................................................................................................ 17
3.5.1 Unit Test.................................................................................................................. 17
3.5.2 System Test ............................................................................................................. 17
3.6 Systems Changeover Methods ....................................................................................... 17
3.6.1 Pilot ......................................................................................................................... 17
3.6.2 Parallel .................................................................................................................... 18
CONCLUSION ........................................................................................................................... 19
REFERENCES ............................................................................................................................ 20
vii
APPENDICES ............................................................................................................................. 21
Appendix A - Project Schedule ................................................................................................. 21
Appendix B – Budgeting ........................................................................................................... 22

viii
TABLE OF FIGURES

Figure 1 - Waterfall Model ............................................................................................................. 6


Figure 2 - V Model ......................................................................................................................... 7
Figure 3 - Iterative Model ............................................................................................................... 7
Figure 4 - Spiral Model ................................................................................................................... 8
Figure 5 - Agile Model ................................................................................................................... 9
Figure 6 - Data Flow Diagram for Mobile Commerce App ......................................................... 11
Figure 7 - Entity Relational Model for Mobile Commerce App .................................................. 12
Figure 8: Logical Design for E Commerce App ........................................................................... 15
Figure 9: Data Flow Diagram ....................................................................................................... 15
Figure 10: Entity Relational Diagram ........................................................................................... 16
Figure 11: Architecture Design ..................................................................................................... 16

ix
LIST OF ABBREVIATIONS

SDLC - Software development life cycle.

SSADM - Structured System Analysis and Design Methodology.

DFD - Data Flow Diagram.

ERD - Entity Relationship Diagram.

OOAD - Object-Oriented Analysis and Design

SRS - Software Requirements Specification

NFRs - Nonfunctional Requirements

URS - User Requirements Specification.

UI – User Interface.

x
CHAPTER ONE: INTRODUCTION

1.1 Historical Background

Muraadso is a Retail + Ecommerce (Online to Offline) company designed to become the market
leader in Web based and Direct sales of consumer merchandize with focus on consumer electronics
niche. They’re an Omni-channel platform, they get products from suppliers or third-party sellers.
Customers can shop on their computers and social media stores and physical show
room/warehouses, to provide seamless shopping experience, when the customer order online they
get the products delivered to their doorstep or they can pick it up at their warehouse/showroom, or
they can easily come to warehouse/showroom and buy it.

People can shop, sell, advertise and buy things online, so why not use a mobile phone. This app
will make shopping online easier because the user can order things. the current system doesn’t
support mobile phone shopping and mobile payment is not integrated to it.

1.2 Problem Statement

The problem here is that Muraadso doesn’t have mobile app, their system is web based. This app
will enable users to buy things online using an app and pay for it while inside the app.

1.3 Main Objective

The main objective is to build a mobile shopping app that enables users to buy things online and
pay for it while inside the app for Muraadso.

1.3.1 Specific Objectives

i. To design an interface that for end user to search for the item they need.

ii. To design a cart interface when customers need to shop for several things.

iii. To create checkout interface, which calculates the total price and if there is any discount.

iv. To integrate mobile payment systems (Zaad & E-Dahab) to the app.
1.4 Significance

To improve to convenience of customers because there are more people who use smartphones than
those who use computers.

1.5 Justification

The first advantage is that it provides accessibility to almost everyone. Also, customers will have
access to plenty of products on their mobile phones. Finally, the customers can pay for things while
inside the app.

1.6 Scope

This app will be developed for android phones for now.

2
CHAPTER TWO: LITERATURE REVIEW

2.1 Introduction to Mobile Commerce Apps.

A mobile application, most commonly referred to as an app, is a type of application software


designed to run on a mobile device, such as a smartphone or tablet computer. Mobile applications
frequently serve to provide users with similar services to those accessed on PCs (Mobile
Application. (Techopedia, 2018)

Ecommerce, also known as electronic commerce or internet commerce, refers to the buying and
selling of goods or services using the internet, and the transfer of money and data to execute these
transactions (Shopify, 2018)

Mobile commerce, also known as m-commerce, is the use of wireless handheld devices, such as
cellphones and laptops, to conduct commercial transactions online. Mobile commerce
transactions, which continue to grow, include the purchase and sale of a wide range of products
and services, such as online banking, bill payment and information delivery (Investopedia, 2017)

2.2 Current Muraadso E-Commerce Platform

Muraadso is a hybrid (online to Offline) ecommerce platform that provide customers with cheaper
products with vast selection through lower cost structure and third-party sellers.

Customers can shop on their computers and social media stores and physical show
room/warehouses, to provide seamless shopping experience, when the customer order online they
get the products delivered to their doorstep or they can pick it up at their warehouse/showroom, or
they can easily come to warehouse/showroom and buy it. (Muraadso, 2018)

2.3 Alibaba Online Marketplace

According to (Kelly, 2017) Alibaba is international business-to-business (B2B) site connects


suppliers with buyers across the globe on a single marketplace platform.

Suppliers manufacture and sell products in bulk to buyers looking for inventory for their
companies. Sellers can join for free, basic membership on Alibaba severely limits the number of
products displayed as well as access to promotional tools, rendering it functionally useless to most
3
companies hoping to expand. For vendors, then, it is important to examine the market to make sure
there is an audience for said goods.

2.4 eBay

eBay is an online auction site. You can browse through categories like Antiques, Boats, Clothing
& Accessories, Computers & Networking, Jewelry & Watches and Video Games. When you see
something you like, you click on the auction title and view the details, including pictures,
descriptions, payment options and shipping information.

If you place a bid on an item, you enter a contractual agreement to buy it if you win the
auction. You can pay for an item on eBay using a variety of methods, including money order,
cashier's check, cash, personal check and electronic payment services like PayPal and BidPay.
(Layton, How eBay Works, 2017)

2.5 Amazon.com

Amazon.com sells lots and lots of stuff. The direct Amazon-to-buyer sales approach is really no
different from what happens at most other large, online retailers except for its range of products.
You can find beauty supplies, clothing, jewelry, gourmet food, sporting goods, pet supplies,
books, CDs, DVDs, computers, furniture, toys, garden supplies, bedding and almost anything else
you might want to buy. What makes Amazon a giant is in the details. Besides its tremendous
product range, Amazon makes every possible attempt to customize the buyer experience.
Amazon.com lets almost anyone sell almost anything using its platform. (Layton, How Amazon
Works, 2016)

2.6 Wish App

According to (Silbert, 2018).The Wish app is one of the most hyped shopping apps around.
Available on the desktop as well as for Androids and iPhones, To get started with Wish, you need
to register for an account using your Facebook login, your Gmail login, or with a new login you
create with your email address.

4
Once you've done that, you'll be able to browse the available deals by category (Accessories, Baby
& Kids, Fashion, Gadgets, Hobbies, Home Decor, Phone Upgrades, and more). There's even a
Made for You Section that includes T-shirts and mugs that can be customized with your name.

2.7 Shopify

According to (Midrack, 2018) Shopify is an ecommerce platform that provides a one-stop-shop


set of services for individuals or companies to create an online store. Shopify is a service designed
to provide everything needed to set up, manage, and promote your online store. Shopify includes
a website, web hosting with unlimited bandwidth, shopping cart, ability to take payments either
through Shopify’s services or external payment processing options, options for shipping services,
inventory management option, and a fully-responsive mobile version of your website for
customers using smartphones or tablets.

2.8 etsy.com

According to (Collins, 2016) Etsy is an E-Commerce website; you can find lovely handmade
crafts there, but one of the biggest perks is how wonderfully designed the site is. You can see Etsy
listings almost in real time as they are submitted, as well as go back in time and view older Etsy
listings.

2.9 Proposed Muraadso Mobile App

The features this app will have are

I. Support multiple payment options. (Cash, Zaad, etc.)

II. Review and rate the products.

III. Wish List

IV. Easy Checkout.

V. Integrate popular mobile payment systems like Zaad.

5
CHAPTER THREE: METHODOLOGY

3.1 General SDLC Methods

Software development life cycle (SDLC) is a series of phases that provide a common
understanding of the software building process. There are several SDLC Methodologies:

3.1.1 Waterfall Model

Waterfall is the oldest and most straightforward of the structured SDLC methodologies. There are
strict phases and each phase needs to be completed first before going to the next phase. There is
no going back. Each phase relies on information from the previous stage and has its own project
plan. Waterfall is easy to understand and simple to manage. However, it is usually prone to delays
as each phase needs to be reviewed and fully signed off before the next phase can begin.

Figure 1 - Waterfall Model

3.1.2 V Model

V Model which is also known as the Verification and Validation model, was the next logical step
from the Waterfall model with the aim of introducing testing at each stage of development rather
than at the end of the project.

Like Waterfall, each stage begins only after the previous one has ended. This model is useful when
there are no unknown requirements, as it’s still difficult to go back and make changes.

6
The advantage of V Model is that each stage has a corresponding testing activity which helps to
identify missing requirements, and incorrect design early in the life cycle.

Figure 2 - V Model

3.1.3 Iterative Model

With the Iterative model, software is built in small chunks, each time adding more functionality.
Unlike the waterfall model which requires fully specified requirements before starting the
implementation, with the Iterative model, you implement a small set of software requirements,
then test, evaluate and refine the requirements.

With each iteration, new requirements are added and a new version of the software is produced.
This process is repeated until the application is fully developed and all requirements implemented.

One advantage of Iterative model over the other SDLC methodologies is that we get a working
version of the application early in the process and so it less expensive to implement changes.

Figure 3 - Iterative Model

7
3.1.4 Spiral Model

One of the most flexible SDLC methodologies, the Spiral model takes ideas from the Iterative
model and its repetition but also combined with the structured and systematic development of the
waterfall model with a heavy emphasis on risk analysis.

The project passes through four phases (identification, design, build, evaluation and risk analysis)
over and over in a “spiral” until completed, allowing for multiple rounds of refinement. It allows
for incremental releases of the product, or incremental refinement through each iteration around
the spiral.

Figure 4 - Spiral Model

3.1.5 Agile Model

The agile model is a combination of both iterative and incremental model by breaking a
product into components where on each cycle or iteration, a working model of a component is
delivered. The model produces ongoing releases (iterative), each time adding small changes to the
previous release (iterative). During each iteration, as the product is being built, it is also tested to
ensure that at the end of the iteration the product is shippable. The Agile model emphasizes
collaboration, as the customers, developers and testers work together throughout the project. An
advantage of the Agile model is that it quickly delivers a working product and is considered a very
realistic development approach.

8
Figure 5 - Agile Model

Waterfall model will be used to develop this app because it focuses on changing requirements, it
is very easy to explain to the users, structured approach, activities and stages in this model are very
well defined and it’ll help plan and schedule the project.

3.2 Planning and Requirements Collection Methods

Planning requirements and identification of requirements are done in the planning phase and the
outcome of this planning can be used to collect requirements. When developing a system, it’s
difficult to build a solution if you don't know the requirements. Many techniques are available for
gathering requirements. Each has value in certain circumstances, and in many cases, you need
multiple techniques to gain a complete picture from a diverse set of clients and stakeholders. Some
of the common reequipments collection methods are observation, interviewing, questionnaires,
prototyping and brainstorming.

So, when I observed Muraadso I found out that their clients are only computer users and other
shoppers that come to the show rooms, then after observation I interviewed some of the employees
to gather how they work and then they filled out some questionnaires and now I am developing a
prototype to show them how the app will work.

3.2.1 Observation

Observing, shadowing users or even doing part of their job, can provide information of existing
processes, inputs and outputs. It is used when user is not able to clearly explain what they do or
their requirements for the new system. It can be used to see ideas for improving processes or
removing unnecessary activities from the new system. But it can be Relatively slow, focused on
existing processes rather than the new system processes.

9
3.2.2 Interviewing

The most common technique for gathering requirements is to sit down with the clients and ask
them what they need. The discussion should be planned out ahead of time based on the type of
requirements you're looking for. There are many good ways to plan the interview, but generally
you want to ask open-ended questions to get the interviewee to start talking and then ask probing
questions to uncover requirements.

3.2.3 Questionnaires

Questionnaires are much more informal, and they are good tools to gather requirements from
stakeholders in remote locations or those who will have only minor input into the overall
requirements. Questionnaires can also be used when you have to gather input from dozens,
hundreds, or thousands of people.

3.2.4 Prototyping

Prototyping is a relatively modern technique for gathering requirements. In this approach, you
gather preliminary requirements that you use to build an initial version of the solution — a
prototype. You show this to the client, who then gives you additional requirements. You change
the application and cycle around with the client again. This repetitive process continues until the
product meets the critical mass of business needs or for an agreed number of iterations.

3.2.5 Brainstorming

On some projects, the requirements are not "uncovered" as much as they are "discovered." In other
words, the solution is brand new and needs to be created as a set of ideas that people can agree to.
In this type of project, simple brainstorming may be the starting point. The appropriate subject
matter experts get into a room and start creatively brainstorming what the solution might look like.
After all the ideas are generated, the participants prioritize the ones they think are the best for this
solution. The resulting consensus of best ideas is used for the initial requirements.

10
3.3 Requirements Analysis and Specification Methods

Requirements Analysis is the process of defining the expectations of the users for an application
that is to be built or modified. Requirements analysis involves all the tasks that are conducted to
identify the needs of different stakeholders. A requirements specification for a software system, is
a complete description of the behavior of a system to be developed and may include a set of use
cases that describe interactions the users will have with the software. In addition, it also contains
non-functional requirements. Non-functional requirements impose constraints on the design or
implementation (such as performance engineering requirements, quality standards, or design
constraints). There are several requirements analysis methods like Structured System Analysis and
Design Methodology (SSADM) which will be used to develop this app.

3.3.1 Structured System Analysis and Design Method (SSADM)

The SSADM is an open methodology based on the waterfall model, it is a set of standards for
systems analysis and application design. It uses a formal methodical approach to the analysis and
design of information systems.

3.3.1.1 Data Flow Diagram

A data flow diagram (DFD) is a graphical representation of the "flow" of data through an
information system, modelling its process aspects. A DFD is often used as a preliminary step to
create an overview of the system without going into great detail, which can later be elaborated.

Figure 6 - Data Flow Diagram for Mobile Commerce App

11
3.3.1.2 Entity Relational Model

An entity relationship diagram (ERD), also known as an entity relationship model, is a graphical
representation of an information system that depicts the relationships among people, objects,
places, concepts or events within that system.

Figure 7 - Entity Relational Model for Mobile Commerce App

3.3.1.3 Flow Charts

A flowchart is a type of diagram that represents an algorithm, workflow or process.


The flowchart shows the steps as boxes of various kinds, and their order by connecting the boxes
with arrows. This diagrammatic representation illustrates a solution model to a given problem.

3.3.2 Object Oriented Analysis and Design (OOAD)

Object-oriented analysis and design (OOAD) is a popular technical approach for analyzing and
designing an application, system, or business by applying object-oriented programming, as well

12
as using visual modeling throughout the development life cycles to foster better stakeholder
communication and product quality.

3.3.2.1 Class Diagram

A class Diagram is a type of static structure diagram that describes the structure of a system by
showing the system's classes, their attributes, operations (or methods), and the relationships among
objects. The class diagram is the main building block of object-oriented modeling. It is used for
general conceptual modeling of the systematic of the application, and for detailed modeling
translating the models into programming code.

3.3.2.2 Use Case Diagram

A use case diagram at its simplest is a representation of a user's interaction with the system that
shows the relationship between the user and the different use cases in which the user is involved.
A use case diagram can identify the different types of users of a system and the different use cases
and will often be accompanied by other types of diagrams as well. The use cases are represented
by either circles or ellipses.

3.3.3 Requirement Specifications

A software requirements specification (SRS) is a comprehensive description of the intended


purpose and environment for software under development. The SRS fully describes what the
software will do and how it will be expected to perform.

A good SRS defines how an application will interact with system hardware, other programs and
human users in a wide variety of real-world situations. Parameters such as operating
speed, response time, availability, portability, maintainability, footprint, security and speed of
recovery from adverse events are evaluated.

3.3.3.1 Functional Requirements

A functional requirement, in software and systems engineering, is a declaration of the intended


function of a system and its components. Based on functional requirements, an engineer

13
determines the behavior (output) that a device or software is expected to exhibit in the case of a
certain input. A system design is an early form of a functional requirement.

3.3.3.2 Non-Functional Requirements

Nonfunctional Requirements (NFRs) define system attributes such as security, reliability,


performance, maintainability, scalability, and usability. They serve as constraints or restrictions
on the design of the system across the different backlogs.

3.3.3.3 User Requirements

The User Requirements Specification describes the business needs for what users require from the
system. User Requirements Specifications are written early in the validation process, typically
before the system is created. They are written by the system owner and end-users, with input from
Quality Assurance. Requirements outlined in the URS are usually tested in the Performance
Qualification or User Acceptance Testing. User Requirements Specifications are not intended to
be a technical document; readers with only a general knowledge of the system should be able to
understand the requirements outlined in the URS.

3.3.3.4 Systems Requirements

System requirements are the configuration that a system must have in order for a hardware or
software application to run smoothly and efficiently. Failure to meet these requirements can result
in installation problems or performance problems. The former may prevent a device or application
from getting installed, whereas the latter may cause a product to malfunction or perform below
expectation or even to hang or crash.

3.4 System Design Methods

Systems design is the process of defining the architecture, modules, interfaces, and data for
a system to satisfy specified requirements. Systems design could be seen as the application
of systems theory to product development.

14
3.4.1 Logical Model

Figure 8: Logical Design for E Commerce App

3.4.1.1 Data Flow Diagram

Figure 9: Data Flow Diagram

15
3.4.1.2 Entity Relational Diagram

Figure 10: Entity Relational Diagram

3.4.2 UI Design

User interface design (UI) or user interface engineering is the design of user interfaces for
machines and software, such as computers, home appliances, mobile devices, and other electronic
devices, with the focus on maximizing usability and the user experience.

3.4.3 Architectural Design

Figure 11: Architecture Design


16
3.5 System Testing Methods

There various strategies or approaches used to test an application to ensure it behaves and looks as
expected. These encompass everything from front to back-end testing, including unit and system
testing.

3.5.1 Unit Test

Unit testing is the first level of testing and is often performed by the developers themselves. It is
the process of ensuring individual components of a piece of software at the code level are
functional and work as they were designed to. Developers in a test-driven environment will
typically write and run the tests prior to the software or feature being passed over to the test team.
Unit testing can be conducted manually, but automating the process will speed up delivery cycles
and expand test coverage. Unit testing will also make debugging easier because finding issues
earlier means they take less time to fix than if they were discovered later in the testing process.

3.5.2 System Test

System testing is a black box testing method used to evaluate the completed and integrated system,
as a whole, to ensure it meets specified requirements. The functionality of the software is tested
from end-to-end and is typically conducted by a separate testing team than the development team
before the product is pushed into production.

3.6 Systems Changeover Methods

System changeover is concerned with the smooth shift from one way of doing things to another
and the mitigation of disruption to business activities during the changeover. There are three main
methods used: phased implementation, direct changeover and parallel running.

3.6.1 Pilot

The pilot changeover method involves implementing the complete new system at a selected
location of a company. Direct cutover method and operating both systems for only the pilot site.
The group that uses the new system first is called the pilot site. By restricting the implementation

17
to a pilot site reduces the risk of system failure as compared with is less expensive than a parallel
system.

3.6.2 Parallel

Both the old and the new systems run side-by-side, using live data, so that project managers can
compare the efficiency and reliability of the new system. Once they’re satisfied, the old system is
taken offline and the new system becomes fully active and utilized across the organization.

Since the project is the mobile app implementation of the original system, parallel method will be
the correct course to take.

18
CONCLUSION

More than 65% of the population in Somaliland have smart phones, sadly they can’t shop online
from their phones, the e-commerce market is new here, but the system they use is web based and
optimized for computers. People can shop, sell, advertise and buy things online, so why not use a
mobile phone. This app will make shopping online easier because the user can order things. the
current system doesn’t support mobile phone shopping and mobile payment is not integrated to it.
The problem here is that Muraadso doesn’t have mobile app, their system is web based. The main
objective is to build a mobile shopping app that enables users to buy things online and pay for it
while inside the app for Muraadso.

19
REFERENCES
Collins, J. (2016, October 19). Overview of Etsy, an Online Crafts Marketplace. Retrieved from
lifewire.com: https://www.lifewire.com/what-is-etsy-3481942

Investopedia. (2017). Mobile Commerce. Retrieved from www.investopedia.com:


https://www.investopedia.com/terms/m/mobile-commerce.asp

Kelly, L. (2017, October 9). Alibaba: What You Need to Know About the World’s Largest B2B Ecommerce
Marketplace. Retrieved from https://www.cpcstrategy.com:
https://www.cpcstrategy.com/blog/2017/10/alibaba-marketplace-guide/

Layton, J. (2016, 10 11). How Amazon Works. Retrieved from howstuffworks.com:


https://money.howstuffworks.com/amazon.htm

Layton, J. (2017). How eBay Works. Retrieved from howstuffworks.com:


https://computer.howstuffworks.com/internet/basics/ebay1.htm

Midrack, R. L. (2018, February 14). What is Shopify? Retrieved from lifewire.com:


https://www.lifewire.com/shopify-4158318

Muraadso. (2018, Jan 10). About Us - MURAADso.com. Retrieved from MURAADso.com:


http://muraadso.com/about-us/

Shopify. (2018). What is Ecommerce? Retrieved from www.shopify.com:


https://www.shopify.com/encyclopedia/what-is-ecommerce

Silbert, S. (2018, October 15). What Is the Wish App? Retrieved from lifewire.com:
https://www.lifewire.com/what-is-wish-app-4151583

Techopedia. (2018). Mobile Application (Mobile App). Retrieved from www.techopedia.com:


https://www.techopedia.com/definition/2953/mobile-application-mobile-app

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APPENDICES

Appendix A - Project Schedule

Phase 1 – Collection & Analysis

Tasks Duration Start Finish

1) Requirement Collection 1 Month 2nd Oct, 2018 30th Oct 2018

a. Interviewing 2 Weeks 5th Oct 2018 30th Oct 2018

b. Prototyping 3 Weeks 1st Nov 2018 22nd Nov 2018

23rd
Requirement Analysis 1 Month Nov 2018 30th Dec 2018

Phase 2 - Design

System Design 1 Month 1st Jan 2019 30th Jan 2019

Phase 3 – Implementation & Testing

System Testing 1 Weak 2nd Feb 2019 9th Feb 2019

Unit Testing 1 Weak 9th Feb 2019 16th Feb 2019

System Change-over 2 Month 1st Mar 2019 31th Apr 2019

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Appendix B – Budgeting

Project Expense

Material & Supplies $30 - $50

Utility $60

Development $1000

22

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