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Table of Contents

Table of Contents.........................................................................................................................................i
Definitions and Acronyms...........................................................................................................................iii
Table of figures............................................................................................................................................iv
CHAPTER ONE..............................................................................................................................................1
INTRODUCTION...........................................................................................................................................1
1.0 Introduction.......................................................................................................................................1
1.1 Background to the Study...................................................................................................................1
1.2 Problem Statement............................................................................................................................1
1.3 Proposed Solution..............................................................................................................................2
1.4 Main Objective..................................................................................................................................2
1.5 Specific Objectives.............................................................................................................................2
1.6 Scope of the Solution.........................................................................................................................2
1.6.1 System Scope..............................................................................................................................2
1.6.2 Geographical Scope....................................................................................................................3
1.7 Significance........................................................................................................................................3
1.8 Tools to be Used................................................................................................................................4
1.8.1 Requirements analysis tools.......................................................................................................4
1.8.2 Prototyping Software..................................................................................................................4
1.8.3 Application Development Environments (IDE)............................................................................4
1.8.4 Programming Languages.............................................................................................................4
1.8.5 Application Frameworks.............................................................................................................4
1.8.6 Operating System........................................................................................................................4
1.8.7 Communication Protocols...........................................................................................................4
CHAPTER TWO.............................................................................................................................................5
LITERATURE REVIEW....................................................................................................................................5
2.0 Introduction.......................................................................................................................................5
2.1 Background........................................................................................................................................5
2.2 Related Software Systems..................................................................................................................6
2.2.1 Jumia...........................................................................................................................................6
2.2.2 Kaymu.........................................................................................................................................7
2.2.3 HelloFood....................................................................................................................................7
2.2.4 Carmudi......................................................................................................................................8
2.2.5 Lamudi........................................................................................................................................8
2.3 Conclusion.........................................................................................................................................8
CHAPTER THREE........................................................................................................................................10
METHODOLOGY.........................................................................................................................................10
3.0 Introduction.....................................................................................................................................10
3.1 Requirements Elicitation Techniques...............................................................................................10
3.1.1 Observation..............................................................................................................................10
3.1.2 Interview.......................................................................................................................................11
3.1.3 Questionnaires..............................................................................................................................11
3.2 Requirements Analysis Techniques..................................................................................................11
3.3 System Design Technique.................................................................................................................12
3.4 Implementation Technique..............................................................................................................12
3.4 User Interface Design techniques....................................................................................................12
3.4.1 User-centered approach...........................................................................................................12
3.4.2 Prototyping...............................................................................................................................13
3.5 Data modeling techniques...............................................................................................................13
3.6 Implementation Tools......................................................................................................................14
3.6.1 Application Frameworks...........................................................................................................14
3.6.2 Programming Languages...........................................................................................................14
3.6.3 Testing Frameworks..................................................................................................................14
3.7 System Testing and Validation Techniques.......................................................................................14
4. REFERENCES..........................................................................................................................................16
5. APPENDICES...........................................................................................................................................17
APPENDIX A: CUSTOMER QUESTIONNAIRE...........................................................................................17
APPENDIX B: INTERVIEW GUIDE FOR MANAGER...................................................................................18
APPENDIX C: QUESTIONNAIRE FOR THE ATTENDANTS..........................................................................19
APPENDIX D: OBSERVATION GUIDE.......................................................................................................20
Definitions and Acronyms
B2C: Business to Customer, a business model which consists of a platform that connects
businesses to customers.

C2C: Customer to Customer, a business model which consists of a platform that connects
customers to other customers

COD: Cash on Delivery, a method of payment where a buyer pays for a product when it is
received.

Customer: a person who users the proposed system to buy products online.

N/A: Not applicable

Web portal: web application for the supermarket to access the system
Table of figures
Figure 1.2 Systems reviewed.....................................................................................................................13
Figure 2.1: High Level System Architecture................................................................................................16
CHAPTER ONE

INTRODUCTION

1.0 Introduction
Buy & Save is a mobile phone application developed to help with day to day shopping needs.
This chapter, we will discuss the background of the study, formulate the problem statement,
propose the solution and then outline the main and specific objectives. We shall conclude by
defining the scope and significance of this project.

1.1 Background to the Study


On a typical work day, theres is scarcely any free time to do shopping of household items and
groceries. It would thus require someone to pass by a shopping center and a grocery store on
their way from work. Given the busy schedules of work and the traffic jam on the roads, theres
scarcely any time to make a two to three hour stop over to do shopping.

This stop over includes looking for a spot to park ones car at the mall or market then about
another one to two hours inside the supermarket trying to look for the items and sometimes not
finding some. There is also queuing up at the tellers to pay for the items bought.

The other thing to note is buying items by impulse which is a poor finance management habit,
where someone buys an item/ items that are not on their shopping list or items they just feel like
buying by seeing them in the shelves. It cannot go without notice also, that theres a need to
again queue up trying to keep the luggage someone comes with, which is not allowed inside the
supermarket for example laptop bags and some ladies handbags, which may pose a security risk
and if the luggage is left in the cars, it is liable to being stolen. Its an inconveniencing and time
wasting process. Last but not least is the issue of counterfeit notes issued during the daily
transactions especially at peak hours where there are lots of people to be served and the cashiers
do not carefully check whether the notes are counterfeit.

1.2 Problem Statement


A lot of time is spent during shopping in activities such as looking for parking space, searching
for items on the shelves and waiting in queues, especially on rush hours to check out. This leads
to wastage of time and causes frustration among customers who may opt shop from more
convenient but more expensive places like traditional shops.
There is a lot of congestion in the supermarkets especially in the evenings, on weekends and
during festive seasons. Congestion creates an attractive environment for fraudsters and
shoplifters who make the supermarkets incur losses.

1.3 Proposed Solution


A mobile application to solve this problem has been proposed. The customer checks on available
shopping centers along frequently used. The application will enable a customer to select items
from a menu and forward the shopping list to the preferred supermarket. An Invoice is sent with
an order number on the customers mobile phone. The items are picked and packaged by the
supermarket attendants and the customer is given a time frame in which the items can be
collected.

For items that might be out of stock, suggestions are provided of the nearest shopping center by
the app. The transaction is completed when the customer has received the ordered items.
Payment can be done using the cash on delivery model or mobile money. Money is sent to the
supermarket teller once the order has been received the client confirms the transaction right in
the car in the parking lot.

1.4 Main Objective


To develop a mobile application that enables customers to send their shopping list to
supermarkets to pick and package these items before they reach the supermarkets.

1.5 Specific Objectives


Collect data from field and relevant literature

Analyze collected data to generate requirements for the system

Design and implement the system

Test and evaluate the system

1.6 Scope of the Solution

1.6.1 System Scope

Buy & Save a mobile application component for the customer and a backend web portal for the
supermarkets attendants and administrator (requires special access privileges).

The customer selects items to purchase on a menu from a preferred supermarket. The shopping
list is sent to the supermarkets and is accessible to the supermarket from the backend web portal.
The items are picked from the shelves by the attendants and reserved for the customer. The
transaction is completed when the customer collects the items.

Other functions of the system include:

Compare prices of different items from different supermarkets


Show customer nearest supermarket with a particular item in stock
Compute and display cost of fuel to drive to a particular location
Compare distance between current location of customer to different super markets
Enable administrator at the supermarket update prices
Generate reports for supermarkets for business analysis

This system does not include delivery. The customer is expected to collect the items personally
within a time frame specified by the supermarket. Payment is made using Cash on Delivery or
mobile money.

The intended users of the system will be supermarkets, their customers and all businesses to
which the system may be applicable.

1.6.2 Geographical Scope

It is to be operational in Kampala City first then it will spread throughout the other parts of the
country and the region as well especially major towns and cities. It is a manageable area of
coverage as system upgrades are being built to cover a wider area.

1.7 Significance
The application will boost the sales of supermarkets that adopt this solution. This will be as a
result of eliminating the excuse by customers that theres is no parking at the supermarkets as
they will just need a few minutes near the supermarket to have their items put in their car trunks.
It will also put to more productive use their employees in terms of picking the items and
packaging them for the clients.
Telecom companies will see an increase in demand for internet connection because both
supermarkets and customers will be required to be online.
General Users of the application will also benefit highly as their precious time will have been
saved drastically. Having a shopping list also helps them to eliminate impulse buying which in
turn improves their savings strategies. It cannot go without mentioning that the customers will
shop right in their homes, offices, vehicles, anyplace of their convenience.
Grocery stores will also benefit from the application to have more items sold and this will cut the
loss margins due to the perishing/rotting of the groceries. This application will act as a bridge for
a long term relationship between vendors and their clients.
1.8 Tools to be Used

1.8.1 Requirements analysis tools

See section 3.2

1.8.2 Prototyping Software

Adobe Illustrator: creating user interface mockups.


Pencil software: additional interface creation
Mockup: App icon design

1.8.3 Application Development Environments (IDE)

The IDE we are going to use will be dictated by application framework that will be most viable
and these are some of the IDEs we are likely to use:
Microsoft Visual Studio: for developing Windows phone and Android application.
Adobe Dreamweaver: for developing the backend web portal.

1.8.4 Programming Languages

Html5, CSS and JavaScript: cross platform mobile application


Php: server side scripting
Mysql: database development and querying

1.8.5 Application Frameworks

Cordova or Phone Gap cross platform mobile application framework.

1.8.6 Operating System

Microsoft Windows 7 or higher: for web portal run in browser.


IOS, Android and Windows Phone: for mobile application.

1.8.7 Communication Protocols

Its an internet based system therefore Hypertext Transfer Protocol (HTTP) will be of much use.
CHAPTER TWO

LITERATURE REVIEW

2.0 Introduction
In this chapter, we are going to review systems that are similar to our solution, pointing out their
capabilities and limitations. Then we will compare the similarities and differences between the
proposed system and other systems.

2.1 Background
Due to the continuous global evolution, the world is a highly competitive place. The only
resource that is equal for all is time. Due to peoples tight working schedules there is scarcely any
time to shop. The current shopping process entails driving to the supermarkets or stores, parking
your car, going through security and moving around the store with your cart, paying and finally
wheeling your shopping cart to your car to park your items .This process is extremely time
consuming considering all that you go through. Using technology we can surely save time and
make shopping more convenient and enjoyable.

There currently there a few ways shopping can be done. The three major modes of getting your
shopping done are doing the shopping manually, online shopping or hiring someone to do the
shopping for you.

Shopping manually entails going to the supermarkets yourself and picking out the items you
want, paying and then leaving. This process is currently very strenuous and extremely time
consuming. If you can afford it, you can skip all the hustle and hire someone to carry out the
shopping for you or if you cant, you try online shopping.

Our system too is similar to online shopping .The Online shopping procedure has four main
steps:

Browse
This is where you navigate the commodities they offer to find what you are looking for.
You can go through various item categories on offer and select what you want which will
be added to your virtual shopping cart.
Login or Register
In order to carry our shopping you need to have an account with the site so the system
can tell who is purchasing what. Your account serves as you identity. In case you do not
have one you are required to register for one.
Buy
Here you go through you cart to confirm that those are the items you want to purchase.
Payment and Shipping
This process entails delivery to the final consumer and payment of goods purchased.

However, due to the lack of a good physical address system, our solution will not include
delivery. Nonetheless, this will enable us add perishable items to selection, a key difference from
most of other related systems.

2.2 Related Software Systems


Currently there are various online shopping websites like Jumia, Kaymu, HelloFood, Carmudi
and Lamudi.

2.2.1 Jumia

Jumia is an online shopping website that came to Uganda in 2014. It has a business model
similar to that of Amazon. Jumia has its own warehouses and therefore sales its own items.

It has the following categories of products on offer; mens fashion, womens fashion, mobile
phones, tablets and accessories, fitness, tvs, audio and video, computing, watches and sunglasses,
beauty and perfume, sport health.

Jumias shipping and delivery procedures are as follows:

Shipping Policy
Jumia promises to provide you with the best-in-class shopping experience at every step of
the way. Their main delivery partner is Daks Courier.
Delivery in 14 Days Max
For non-fashion products, your order should reach your doorstep within 14 business days
maximum from the time it was confirmed with them.
Seven Day Delivery for Fashion Items
Jumia is able to deliver within seven days following your order confirmation, in Uganda.
This applies only to fashion products and orders confirmed before 11 am on business
days.
Delivery Charges
Delivery charges within Uganda are dependent on the weight of the package and the
region you are based in.

The method of payment used is COD.

Challenges include:

Jumia, however is greatly limiting in terms of items they offer for sale as shoppers
ordinarily want items they can consume in the homes on the daily basis like fresh fruits
and vegetables, bread, cereal etc. These are not on offer.
The system is also prone to delayed deliveries which are a big challenge if the customer
is to use for basic shopping for home consumption.

2.2.2 Kaymu

Kaymu is an online market place founded in 2013 providing a localized B2C and C2C products
in Africa, Europe and Asia. It offers a platform for buyers and sellers to meet and make
transactions. It is mainly based in developing countries including Uganda with a business model
similar to that of eBay.

Kaymu has two mechanisms of payment. The first one is COD where the buyer pays for a
product when it is received. The money is given to the delivery company which forwards it to the
seller. This is the most common mode of payment due to its convenience and low penetration of
online transaction in developing countries. Another method of payment is Kaymu safe pay where
the buyer prepays Kaymu and money is forwarded to the seller when the buyer confirms
reception of the order. The delivery company has to be informed used this method to pay hence
no reconciliation process is required since there is a strong commitment from the buyer.

Its product categories include; fashion, jewelry &watches, sporting and goods, mobile phones
and tablets, computers, electronics, vehicles, home & living, books & media, for kids & babies,
foods & beverages.

Challenges include:

Kaymu also does not offer goods that can be consumed on a daily basis like fresh fruits,
fresh vegetables, bread etc.
There may also be issues with delayed delivery.

2.2.3 HelloFood

HelloFood is an online platform that enables people to order food from restaurants. The cost of
food is the same as it would in a restaurant though a delivery fee is charged and payment is by
cash on delivery. Mobile money can also be used as an alternative. It is available as a website, on
windows phone, android and iOS mobile platforms.

The buyer searches for dishes to order for from a menu of any restaurant and a delivery person is
dispatched to take the order to the customer.

Challenges include:

The selection of items offered is strictly food which is not viable for all shoppers who
want various other products.
High end hotels want to retain control over customer experience.
2.2.4 Carmudi

This is an online shopping platform for vehicles (cars and motorcycles) operating in Ghana,
Rwanda, Tanzania, Democratic Republic of Congo and other countries.

They offer vehicle Brands like Toyota, Nissan, Kia, Opel, Honda and Hyundai while motorcycle
brands include Honda, Yamaha, Kymeo and Royal.

Challenges include:

Product selection is limited to cars.

2.2.5 Lamudi

Lamudi is an online shopping site for buying, selling and renting of land and property. It operates
in a number of countries

Challenges include:

The product selection is limited to land and properties.

2.3 Conclusion
The main challenge with some of these systems is the inability to order perishable items due to
uncertainty of delivery time. Our system circumvents this by having the customer pick up the
items personally.

Our system utilizes the B2C model where supermarkets will showcase their products to
customers.

The systems that have been cited are very similar with the system we want to build in terms of
utilizing the same technology like the internet, mobile phones, tablets and computers for their
access.

The implementation environment is very similar since they will all be online sites however there
will be constant feedback from the customer and the supermarkets.

Below is a summary of the systems reviewed.


System Payment Delivery Platform Products Sold
Method

Jumia COD Yes Web, IOS, Electronics,


Android clothes, home
appliances etc

Kaymu COD, Yes Web, IOS, Similar to Jumia


KaymuSafePay Android,
BlackBerry

HelloFood COD Yes Web, IOS, Food


Android,
Windows Phone

Carmudi Determined by N/A Web, IOS, Cars


seller Android

Lamudi Determined by N/A Web, IOS, Properties


seller Android
Figure 1.2 Systems reviewed
CHAPTER THREE

METHODOLOGY

3.0 Introduction
In this chapter the methods/techniques that are to be used to develop the system are stated. It
covers the requirements elicitation, requirements analysis techniques and tools, System design
techniques, Data modeling tools, Implementation tools, User Interface design tools, system
testing and validation techniques.

3.1 Requirements Elicitation Techniques


Four elicitation techniques will be used namely; observation, interviews, and reviewing existing
documents used by the vendors will be used in the study. These will be guided by observation
checklist, interview and questionnaires guides respectively.

3.1.1 Observation

Observation as a qualitative research method is described as the systematic description of events,


behaviors and artifacts in social settings chosen for the study, Marshall and Rossman in Njuki
(2011). On the other hand, Gray, in Tailor, Willkie, Baser, (2006) further explains that
observation is a combination of sensation (sight, sounds, smell, taste, and touch) and perception.
It also involves systematic close viewing of actions, recording of these actions and most
importantly the analysis and interpretation of what has been seen.

Shoppers at particular shopping centers are to be observed from the time they get in, to the time
they get out of the shopping center. The time taken and inconveniences incurred will be noted
and recorded. The study is to be guided by an observation checklist, which will later be
interpreted and analyzed..Other aspects like setting of the physical environment, support
systems, and social support will be observed. This technique helps one to avoid report bias from
individuals, overcoming language barriers, also to capture the naturalistic behaviors that are
visible.

Weaknesses include;

Some people feel that observation is obtrusive while others value their privacy.
It is a time consuming technique.
3.1.2 Interview
According to Cohen and Manion (1994) in Njuki (2011), an interview is a conversation initiated
by interviewer for specific purposes of obtaining research relevant information and focused by
him on contents specified by the research objectives of specific description or explanation.

For this particular study interviews will be held with the managers of the shopping centers, as
well as with individual shoppers to get their opinions on the current shopping system and how it
affects them.

This technique will be used because it involves face to face interaction, it is flexible, adaptable,
and can be used on many people. It will be used to get an in-depth understanding of the situation
and also to capture the non-verbal cues from respondents such as customers and managers of
shopping centers/ supermarkets.

Weaknesses include;

Difficult to use interviews to collect data from a relatively large population

Unstructured interviews generate a lot of data which is very time consuming and difficult
to analyze.

3.1.3 Questionnaires
A questionnaire is essentially a structured technique of collecting primary data. It is generally
written questions for which the respondents have to provide the answer. Questionnaires will be
given to ladies working at the tills, supermarket aids. This instrument is suitable for this category
because they can fill them at their convenience and without tension. Questionnaires also help to
get straight forward answers from the correspondents.

Weaknesses include;

Limited application
Lack of opportunities to clarify issues i.e. in case of a questionnaire there is no one to
explain the meaning of the questions.
Low response rate as some people may forget about the questionnaire

3.2 Requirements Analysis Techniques


This research will be qualitative in nature. We will take a case study at one supermarket in
Kampala where well distribute questionnaires to the customers, interview the managers and
observe the customers as they do their shopping. The data from the observation guides, interview
data and from the questionnaires will be analyzed.

3.3 System Design Technique


For this system we are going to use data flow diagrams. These diagrams show how information
flows through the system, through requests made and the feed given by the system to its user.

3.4 Implementation Technique

Mobile
Send shopping list Backend
view shopping list
Backend
View invoice Database and create invoice Desktop
Application
Server Application

Payment details

Figure 2.1: High Level System Architecture

3.4 User Interface Design techniques


User interface Design involves design of the interactive platform on which the users can carry
out their transaction. The interface is the display to the system and it is enables communication
between the user and the system. It should be reliable and easy to navigate.

In our system design and development, we shall use two techniques to design our user interface
and they include:

User-centered approach

Prototyping.

3.4.1 User-centered approach

This involves finding out a lot about the users and their tasks and using this information to
design the interface. It involves various data-gathering techniques like interviews, observing
users, questionnaires, case studies, etc.
The other aspect of user-centered design is user involvement in the design process. There are two
participatory design techniques that empower the user to take an active part in the design
decision. These are paper-based prototyping techniques. They include;

PICTIVE (Plastic Interface for Collaborative Technology Initiatives through Video


Exploration)
This uses ordinary office items such as sticky notes, pens and a collection of design
objectives to investigate specific screen and window layouts for the system.

CARD(Collaborative Analysis of Requirements and Design)

This uses playing cards with pictures of computers and screen dumps on them to explore
workflow options.

From all this, we can conclusively determine what the users prefer for the best system interface.

3.4.2 Prototyping

Prototyping is generation of a limited representation of a design that allows the users to interact
with it to explore its suitability. There are two types of prototyping;

Low-fidelity prototyping

This is where the prototype does not very much look like the final product. It uses
materials that are very different from the intended final version such as paper and card
board rather than electronic screens.

High-fidelity prototyping

This uses materials that you expect in the final product and produces a prototype that
looks much like the final product.

By their very nature, prototypes involve compromises; the intention is to produce something
quickly to test an aspect of the product.

3.5 Data modeling techniques


Entity relationship diagrams will be used to show how different entities of the system will
interact with each other.

Table schemas will be used to show the actual schemas hence give a clearer picture on how the
database might look like.
3.6 Implementation Tools

3.6.1 Application Frameworks

Phone gap framework will be used for developing the mobile application.

Its advantage is that its applications are cross platform.

3.6.2 Programming Languages

We will use JavaScript for mobile application and web portal development, and Php for server-
side scripting.

3.6.3 Testing Frameworks

Appium

This is a testing framework for mobile applications. We will use it to test the android and iOS
applications during the testing phase. It supports multiple frameworks and any programming
language.

Its weaknesses include long time for configuration, many unexpected errors and image
comparison.

3.7 System Testing and Validation Techniques


System testing and validation techniques are techniques concerned with evaluating the system in
order to identify faults and errors. They are also important to validate the system in its execution
to establish that it is reliable and highly usable. We shall be using four testing techniques and
they include:

Defect Testing

The goal of defect testing is to discover the defects in the program. A successful defect
test is a test which causes a program to behave in an anomalous way. It tests the presence,
not absence of defects.

Black-box Testing

This is an approach to testing where the program is considered as a black-box. The


program test cases are based on the system specification.

Structural Testing
This is sometimes called white-box testing. The objective is to exercise all program
statements (not all program paths).

Path Testing

The objective of this approach is to ensure that the set of test cases such that each path
through the program is executed at least once.

During that System testing and Validation process we undergo different stages under which
different testing techniques can be used to test the program. The different stages include:

Unit Testing

This is the stage where individual components are tested. Under this stage we shall use defect
testing to check the different defects that each unit may have.

Component Testing

This is the stage where related collection of components are tested .under this stage we shall use
structural testing in to check whether the component program statements are executed.

System Integration Testing

This is testing of the system as a whole .The testing is focused on emergent properties. Under
this stage we shall use Black box testing.

Usability Testing

Testing how easy is to use the system and all its functionality. Under this stage we shall use path
testing to check that every path of the system is catered for and does not show faults in
execution.

Acceptance Testing

This is where the system is tested to gauge its reception and adoption by the customers.
4.
REFERE
NCES

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