DEPARTMENT OF INFORMATION SCIENCE & ENGINEERING
“Browse For Bucks”
Mini Project – 22ISE58
Presentation by, Under the Guidance of,
NAME : ANEES AHMED BAIG
USN : 1NH22IS015 Mrs. Shruthi G R
NAME : DUSHYANTH S Senior Assistant Professor
USN: 1NH22IS042
Agenda
Introduction
Problem Definition
Proposed system
Objectives
Design modules
Conclusion
References
Mini Project – 22ISE58
Introduction
The Coin-Earning Browser aims to make web browsing
engaging and rewarding through gamification
Accumulation of coins based on browsing time.
Exchangeable rewards in the form of discount
coupons.
Seamless integration of a web browser for practical
use.
Mini Project - 22ISE58
Problem Definition
Staying engaged in routine web browsing can feel
monotonous, with no tangible rewards for the time spent
online. This leads to reduced motivation and interest.
There’s a need for a gamified solution that makes
browsing more rewarding, enjoyable, and interactive
while offering real-world incentives for user
engagement.
Mini Project - 22ISE58
Proposed system
Gamified Web Browsing:Users earn virtual coins automatically
based on their browsing time, adding a layer of engagement to
routine activity.
Coupon Redemption:Coins can be exchanged for discount
coupons, randomly selected from a database, offering tangible
rewards for users.
Integrated Browser Features:Includes essential navigation tools
like Back and Forward buttons for a seamless browsing experience.
Database Management:A SQLite database stores and retrieves
coupon details, ensuring efficient and reliable operation.
User-Friendly Interface:A visually appealing and intuitive design
using PyQt5 enhances the overall user experience.
Mini Project – 22ISE58
Objectives
1. Increase User Engagement:To make web browsing more
interactive and fun by rewarding users with coins for their activity.
2. Provide Real-World Rewards:To offer users tangible incentives
(coupons) for their time spent online, motivating continuous
interaction.
3. Simplify User Experience:To design an easy-to-use interface
with seamless navigation, ensuring users can enjoy browsing
without distractions.
4. Demonstrate Gamification in Browsing:To explore how
gamification can be applied to daily tasks, transforming routine
browsing into an enjoyable activity.
5. Ensure Efficient Reward System:To implement a reliable system
that tracks coins, rewards, and coupon redemption efficiently.
Mini Project - 22ISE58
Design Modules
User Interface Design:
Built using PyQt5 for a simple, intuitive layout with a browser, progress bar, and
buttons.
Database Design:
SQLite stores coupon data, including name, code, category, and applicable
section.
Reward System:
Coins accumulate automatically and can be redeemed for random coupons.
Timer Mechanism:
Timers track browsing time and coin increments, providing real-time updates to
users.
Coupon Management:
Coupons are selected randomly and displayed in a dialog with a copy-to-
clipboard option.
Mini Project – 22ISE58
System Flowchart
Output
Output
Conclusion
Enhanced Browsing Experience:The project successfully
integrates gamification into web browsing, making it more
engaging and rewarding for users.
Real-World Rewards:By offering tangible incentives, such as
discount coupons, the system motivates users to spend more
time browsing.
Seamless Interaction:The user-friendly interface and smooth
functionality ensure an enjoyable and intuitive experience for
all users.
Effective Gamification:The project demonstrates how
gamification can be applied to everyday online activities,
increasing user engagement and providing value.
Mini Project - 22ISE58
Future Goals
Expand Rewards and Personalization:Offer
additional rewards like gift cards and provide tailored
coupon recommendations based on user preferences.
Mobile Compatibility and Cloud Sync:Develop a
mobile version and enable cloud syncing for seamless
user experience across devices.
Third-Party Integration:Integrate with e-commerce
platforms and allow social media sharing to increase
user engagement.
References
Alsawaier, R.S. (2022), "The effect of gamification on motivation and
engagement", International
Journal of Information and Learning Technology, Vol. 35 No. 1, pp. 56-79.
Sharma, Anupam Kumar, et al. "Implementation of reward-based methodology
in web blogging
environment." Global Transitions Proceedings 2.2 (2021): 579-583.
Shang, Shari SC, Yi-Chen Yeh, and Ya-Ling Wu. "An analysis of reward systems
of electronic
services." The International Conference on Informatics and Applications
(ICIA2012). 2022.
Agarwal, N. C. (2021). Reward systems: Emerging trends and issues. Canadian
Psychology /
Psychologie canadienne, 39(1-2), 60–70.
Alzghoul, Bashar. "The Effectiveness of Gamification in Changing Health-related
Behaviors: A
Systematic Review and Meta-analysis." The Open Public Health Journal 17.1
(2024).
Mini Project - 22ISE58
Thank
you