Reportsem5 7 30 2 - Merged
Reportsem5 7 30 2 - Merged
BACHELOR OF
ENGINEERING IN
FOR
By
Mrs. Shruthi G R
Senior Assistant Professor
CERTIFICATE
Certified that the project work entitled “Browse for Bucks” carried out by Mr.Anees Ahmed
Baig, bearing USN 1NH22IS015 and Mr. Dushyanth S bearing USN 1NH22IS042, a
bonafide student of V semester in partial fulfilment for the award of Bachelor of
Engineering in Information Science & Engineering of New Horizon College of Engineering,
an autonomous institute affiliated to the Visvesvaraya Technological University, Belagavi
during the year 2024-25. It is certified that all corrections / suggestions indicated for Internal
Assessment have been incorporated. The project report has been approved as it satisfies the
academic requirements in respect of Minor Project II work prescribed for the said Degree.
Examiners :
Name Signature
1. …………………………………………………. ………………………………..
2. …………………………………………………… …………………………………
ACKNOWLEDGEMENT
Any project is a task of great enormity and it cannot be accomplished by an individual without
support and guidance. I am grateful to a number of individuals whose professional guidance
and encouragement has made this project completion a reality.
We have a great pleasure in expressing our deep sense of gratitude to the beloved Chairman
Dr. Mohan Manghnani for having provided us with a great infrastructure and well-furnished
labs.
We take this opportunity to express our profound gratitude to the Principal, Dr. Manjunatha,
for his constant support and encouragement.
We are deeply indebted to Dr. Anandhi R J , Dean Academics for her insightful guidance and
fostering a spirit of innovation and learning during this project.
We are also immensely grateful to Dr. Vandana C.P, Associate Professor and Head of the
Department of Information Science and Engineering, for her unwavering emphasis on
perfection and quality, which has been a cornerstone of our successful completion of the
minor-project.
We would like to express our thanks to the guide <GUIDE NAME>, Senior Assistant
Professor, Department of ISE, New Horizon College of Engineering, Bengaluru who has
always guided us in detailed technical aspects throughout our minor project.
We would like to mention special thanks to all the Teaching and Non-Teaching staff members
of Information Science and Engineering Department, New Horizon College of Engineering,
Bengaluru for their invaluable support and guidance.
CHAPTER 2...................................................................................................................................4
Literature Survey
2.1 Existing System
2.2 Proposed System
2.3 Objectives of the Proposed System
CHAPTER 3...................................................................................................................................8
System Requirement Specifications
3.1 Hardware Requirements
3.2 Software Requirements
CHAPTER 4.................................................................................................................................12
System Design
4.1 Architectural Design.............................................................................................................12
4.2 Algorithm/Flowchart
CHAPTER 5.................................................................................................................................18
Implementation
5.1 System Modules
CHAPTER 6.................................................................................................................................38
Results
CHAPTER 7.................................................................................................................................39
REFERENCEs
LIST OF FIGURES
4,1 System
Architecture
5,1 Code
implementation 1
5,2 Code
implementation 2
6,1 Availing Coupons
The "Buck for Bucks" project presents a gamified browsing application that turns everyday web
use into a rewarding activity by allowing users to earn virtual coins, referred to as "bucks," based
on their browsing time. These coins can be exchanged for various digital coupons, creating an
engaging and incentive-driven experience. Developed using PyQt5, the application offers an
intuitive interface with built-in web browsing functionality, a progress tracker, and a coupon
exchange system. The underlying SQLite database efficiently manages coupon details, ensuring
seamless reward transactions. By incorporating gamification principles, the project transforms
routine online activities into an interactive and enjoyable experience while promoting user
engagement. Its scalable framework also paves the way for future improvements, such as
personalized rewards and advanced analytics, aligning with the evolving landscape of user-centric
digital tools.
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CHAPTER 1
INTRODUCTION
1. Introduction
The "Buck for Bucks" project redefines the web browsing experience by integrating gamification
to enhance user engagement and satisfaction. It provides users with a dynamic platform where
time spent browsing translates into earning virtual coins, called "bucks." These coins can be
redeemed for digital coupons across diverse categories, such as e-commerce, entertainment, and
food services, making routine online activity more rewarding and engaging.
The project is developed using PyQt5, a versatile library for building sophisticated graphical user
interfaces (GUIs). The application boasts an intuitive design, offering essential features like a web
browser interface, a progress tracker for earned coins, and a user-friendly coupon redemption
system. These features are seamlessly supported by an SQLite database, which manages the
storage and retrieval of coupon data, ensuring reliable and efficient operation.
By incorporating gamification principles, the project aims to motivate users and foster consistent
interaction with the application. The system promotes a sense of accomplishment and rewards,
encouraging users to remain engaged. Beyond its immediate functionality, the project highlights
the broader potential of gamification in digital tools, demonstrating how routine tasks can be
transformed into enjoyable, interactive experiences. Furthermore, the scalable architecture of the
project opens doors to future enhancements, such as personalised rewards, tiered gamification
levels, and real-time data analytics, to improve user satisfaction further and address evolving
technological trends.
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Ultimately, "Buck for Bucks" showcases how technology and behavioural incentives can be
combined to create innovative, user-centric solutions, paving the way for broader applications in
various digital environments.
The goal of this project is to design a browser-based application that incorporates gamification
principles to encourage healthy digital behaviours, specifically promoting prolonged usage through
rewards. The problem this project addresses can be broken down into the following aspects:
◦ While digital usage has become a significant part of everyday life, there is limited
incentive for users to spend their time online in a productive or meaningful way.
◦ Traditional browsers or applications do not offer tangible rewards or motivation for
productive digital activities.
3. Under utilization of Reward Systems:
◦ Many reward systems are primarily seen in specific industries (e.g., gaming, fitness
apps, or e-commerce), but integrating these systems into web browsers has not been
fully explored.
◦ Users do not typically have access to rewards based on their internet usage that
could be redeemed for tangible benefits like discounts or promotions.
4. Goal of the Project:
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◦ The project aims to solve these issues by creating a browser application that
provides users with tangible rewards (in the form of coupons) as they spend time
browsing productive websites.
◦ By rewarding users with coins for their online activity, they are encouraged to
engage more with the internet, while simultaneously offering incentives for good
browsing habits and promoting healthy lifestyle choices.
Challenges:
• User Engagement: Ensuring that users remain motivated and engaged over time.
• Incentive Structure: Designing a system that effectively balances reward accumulation
and coupon redemption to maintain user interest without feeling too forced or repetitive.
• Database Management: Maintaining a dynamic system that can store and retrieve coupon
data efficiently.
The motivation behind developing this project stems from the growing need to enhance user
engagement and productivity in digital environments. As internet usage continues to increase,
people often struggle to stay motivated and focused on productive activities. This project aims to
address these issues through the integration of gamification, a concept proven to enhance
motivation, engagement, and performance in various fields, including education, health, and work.
1. Increasing User Engagement: Traditional browsers do not provide any incentive for users
to stay focused or to use the internet in a productive manner. By introducing a reward
system tied to browsing activity, users are motivated to spend more time engaging with
web content. The inclusion of coin accumulation and coupon rewards ensures that users
remain actively involved, fostering a sense of accomplishment and progress.
2. Incentivising Healthy Digital Habits: Many individuals fall into the trap of mindlessly
browsing the web or engaging in non-productive online behaviour. This project seeks to
transform passive internet usage into an active, goal-oriented activity by rewarding users
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for their time spent browsing. This could potentially promote healthier digital habits,
where users feel motivated to make more intentional decisions about their online behaviour.
4. Promoting Productive Internet Usage: Users often waste valuable time online with no
purpose or end goal. By turning regular browsing sessions into opportunities to earn
rewards, the project provides an incentive for users to be more purposeful in their internet
usage. The system encourages users to explore a variety of web pages and services,
resulting in more diverse and productive digital behaviour.
By offering a gamified experience, this project seeks to not only improve user involvement with
websites but also create a healthier, more rewarding internet browsing experience.
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CHAPTER 2
LITERATURE SURVEY
1. Existing System
The concept of gamification, especially in digital platforms, has been widely researched and
implemented across various domains such as education, fitness, e-commerce, and workplace
productivity. This literature survey explores existing systems that utilise gamification to enhance
user engagement, motivation, and productivity, providing context for the proposed project of
integrating a reward system into a browser application.
• Gamified Browsers: Some studies have explored gamification in the context of browsers.
For example, the Bee-minder browser extension allows users to set goals for their time
spent on specific activities. It gamifies the process of staying on task by turning the activity
into a form of self-commitment and accountability. However, this system does not directly
offer external rewards, which limits the incentive for continued engagement beyond the
user's personal goals.
• Chrome Extensions: Other Chrome extensions like Forest and Habitica use gamification
to help users stay focused. Forest motivates users to stay off their phones and focus on
tasks by growing a virtual tree that dies if the user exits the app. Habitica, on the other
hand, turns tasks into quests, rewarding users with experience points and coins, which can
be used to level up their character or purchase in-game items. While these tools have been
successful in helping users maintain focus, they do not offer real-world rewards, like
discounts or coupons, as an incentive.
• Fitness Apps: A large body of research has shown the effectiveness of gamification in
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• improving physical activity levels. Popular apps like Fitbit, Strava , and Nike Run Club
use gamified elements such as achievement badges, leaderboards, and progress tracking to
increase user motivation. Users are rewarded for reaching fitness milestones, and the social
features of these apps help create a community-driven environment that enhances
engagement.
• Health and Wellness Apps: Similar approaches have been applied to wellness apps, like
MyFitnessPal and WW (formerly Weight Watchers), where users earn rewards for
maintaining a healthy diet, tracking meals, or completing workout routines. These apps, by
integrating goals with tangible rewards, have proven to increase user participation and help
in behaviour modification.
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4. Gamification in Education
• Virtual Classrooms and E-Learning: Some e-learning platforms also integrate real-time
progress tracking, where students can earn rewards and unlock new content as they
complete lessons and assignments. Studies have shown that incorporating gamified
elements increases completion rates and improves student engagement.
• User Fatigue: A significant challenge faced by gamified platforms is user fatigue. Over
time, users may lose interest if the rewards system becomes too predictable or if the level
of difficulty is not well balanced. Research suggests that a well-designed reward system
should offer a combination of extrinsic and intrinsic motivations, ensuring long-term user
involvement.
• Lack of Tangible Rewards: Many existing systems focus primarily on intrinsic rewards
(like badges or points) but lack tangible, real-world benefits. A growing trend in
gamification is the introduction of real-world rewards, such as discounts, coupons, or
exclusive offers. The integration of gamification with e-commerce, as seen in loyalty
programs, presents an opportunity for enhancing user involvement with valuable outcomes.
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2. Proposed System
The proposed system, which integrates a gamified reward system into a web browser, builds on
existing gamification techniques but aims to innovate by offering real-world rewards like
coupons based on users' engagement and browsing behaviour. This section surveys relevant
literature and systems related to the proposed concept of rewarding users for their browsing
activity and increasing their engagement through gamification.
• Beeminder and Self-Control are examples of tools that gamify web browsing by setting
productivity goals. Beeminder, for example, uses a system where users set goals for how
much time they spend on certain productive activities, and if they fail, they are penalised.
However, these systems mainly focus on self-discipline and personal accountability rather
than providing rewards. The proposed system differs by offering positive reinforcement in
the form of tangible rewards (coupons) to users, motivating them to browse in a productive
way rather than merely avoiding distractions.
• Browser-based Gamification: Habitica and Forest, two popular tools used to gamify
personal productivity, incorporate the idea of incentivised behaviour to enhance focus and
task completion. Habitica turns tasks into a game-like experience with rewards and
consequences, while Forest encourages users to stay focused by growing a virtual tree
during productive periods. Though both are successful in gamifying time management,
they do not provide real-world rewards like coupons. The proposed system enhances these
approaches by linking progress in the browser directly to valuable, real-world rewards,
adding a layer of utility that is absent in current solutions.
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• These systems reward users with points, which can be exchanged for discounts, cash backs,
or other offers. Rakuten and Honey extend this by offering cash back and coupons for
completing purchases on partner sites. However, the proposed system introduces the unique
concept of rewarding browsing activity rather than purchase-based actions. By rewarding
users with coins that can be redeemed for coupons through regular browsing, the system
extends gamification beyond transactional behaviours to non-transactional digital
interactions.
• Browser-based Shopping and Rewards: Swagbucks is another example of gamification
applied to internet browsing. Swagbucks allows users to earn points (Swagbucks) for
conducting web searches, watching videos, and shopping. These points can be exchanged
for gift cards or PayPal cash. While Swagbucks gamifies internet usage, it is more focused
on specific actions like web searches and shopping rather than a comprehensive reward
systemfor overall browsing time. The proposed system aims to incorporate a more holistic
approach by rewarding users for their overall interaction with the browser, enhancing
engagement across a variety of web activities.
• Fitness and Wellness Apps: As seen in apps like Fitbit, Strava, and MyFitnessPal,
gamification has proven highly effective in motivating users to adopt healthier habits by
rewarding progress towards fitness goals. These apps integrate rewards such as badges,
points, and leaderboards, which drive users to engage with the app regularly. The
integration of gamification with real-world rewards (such as discounts on fitness
equipment or health-related services) is a natural progression. For example, Pact allows
users to set fitness-related goals and earn money when they meet them. The concept of
rewarding healthy behaviours and engagement through gamification directly relates to the
proposed system's goal of promoting productive online behaviour.
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• productive browsing, it mimics the reward structures used in fitness apps, but in a more
digital and non-physical environment. This approach could provide users with incentives
for focused and intentional web browsing just as fitness apps incentivise regular
exercise.
• Gamified Learning Platforms: Systems like Duolingo and Khan Academy have shown
how gamification can drive engagement and learning outcomes in educational contexts.
These platforms use rewards, badges, and level-ups to motivate users to continue learning
and completing challenges. This type of gamified system encourages progress through
continuous engagement with the platform. The proposed system applies this principle by
gamifying browsing and offering rewards based on interaction with websites, not just
completing educational tasks.
• User Fatigue and Over-saturation: One of the primary challenges of gamification is the
risk of user fatigue. If the reward system becomes predictable or lacks novelty, users may
lose interest over time. Research on gamification suggests that for sustained engagement,
systems need to introduce dynamic rewards that vary in complexity and significance.
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• The proposed system addresses this challenge by incorporating a variety of coupons from
different categories, allowing users to redeem rewards that appeal to their personal
interests.
• Lack of Long-Term Engagement: Many existing systems fail to maintain long-term user
engagement. For example, some users may stop using apps like Habitica or Forest after a
period of time because they no longer feel incentivised or find the rewards insufficient. The
proposed system aims to overcome this issue by offering real-world, immediately
applicable rewards, which provide more tangible and practical benefits, ensuring that
users remain motivated over the long term.
The primary objective of the proposed system is to gamify the browsing experience by providing
users with rewards based on their engagement. These rewards can be redeemed for real-world
benefits, such as coupons. Below are the key objectives of the system:
• Objective: Offer tangible incentives, such as coupons, which users can exchange for
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• Explanation: Unlike traditional gamification systems that offer digital or virtual rewards,
this system focuses on real-world benefits. By providing users with redeemable coupons,
the system ensures that rewards have practical value, increasing user motivation to
engage.
• Objective: Enhance user interaction with websites, especially those offering coupons and
deals, by incentivising consistent participation.
• Explanation: By rewarding users for browsing, the system will lead to greater
engagement with websites that offer valuable content or services, such as e-commerce
platforms and entertainment sites. Users will be motivated to spend more time interacting
with websites, leading to higher traffic and user retention.
4. Track and Reward Consistent Participation
• Objective: Track users' browsing time and actions, rewarding them for consistent
engagement over time.
• Explanation: The system aims to track users' time spent on the browser and ensure that
users are consistently rewarded for long-term involvement, rather than just one-off
interactions. This could include incremental rewards as users accumulate points or coins
over time.
5. Offer a Seamless, Non-Intrusive Experience
• Objective: Provide a smooth, user-friendly browsing experience that integrates the reward
system without disrupting the user’s natural browsing flow.
• Explanation: The proposed system will be designed to ensure that the rewards system is
non-intrusive and works in the background while users browse. The goal is to avoid
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overloading users with notifications or disruptions while still offering rewards for
productive browsing.
• Objective: Design a reward system that ensures long-term user engagement and retains
the value of rewards over time.
• Explanation: The system will offer dynamic rewards to keep users motivated over long
periods. It will feature a variety of rewards that appeal to different user interests, ensuring
that the reward model remains sustainable and engaging.
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CHAPTER 3
SYSTEM REQUIREMENTS SPECIFICATION
1. Hardware Requirements
RAM - 8 GB (min)
Hard Disk - 50 GB
Android phone with OS version 5.0 and
above
2. Software Requirements
3. Datasets Used
The project uses an SQLite coupon dataset to manage and store reward-related data. It includes
fields such as ID, name, code, category, and section, enabling the system to assign coupons
randomly upon coin redemption. Sample entries include discounts from Amazon, Flipkart, Myntra,
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and Zomato. While the current dataset contains a limited number of records, it is scalable to
include more coupons. Future enhancements could introduce a user interaction dataset to track
browsing time, coins earned, and redeemed coupons. This would enable better user behaviour
analysis, improve engagement strategies, and personalise coupon offerings for a more rewarding
experience.
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CHAPTER 4
SYSTEM DESIGN
1. System Architecture
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CHAPTER 5
IMPLEMENTATION
5.1.Code Implementation
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CHAPTER 6
EXPERIMENTAL RESULTS
Provides with coins for every 10 seconds spent on the site, which could be exchanged for coins
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2. Performance Evaluation
The performance comparison between the proposed gamified browser application and existing
systems highlights significant improvements in user engagement and system efficiency. The
proposed system demonstrates higher user retention, increased time spent on the platform, and a
more streamlined reward redemption process. By integrating gamification, such as earning coins
and redeeming coupons, the system fosters continuous interaction, leading to a more engaging
experience. Additionally, the system’s database performance and response time are optimized,
reducing delays and improving user satisfaction. Overall, the proposed system outperforms
existing models by providing a more dynamic, user-centric, and rewarding browsing experience.
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CHAPTER 7
CONCLUSION AND FUTURE ENHANCEMENT
7.1. Conclusion
The proposed gamified browser application for promoting healthy lifestyles and rewarding users
for their browsing activities has proven to be an innovative solution, combining technology with
behavioural science to motivate users towards healthier habits. By offering an engaging and
interactive experience, this system encourages users to stay active while utilising the browser for
daily tasks. The integration of a reward system, where users accumulate coins based on their
browsing time, fosters an environment of continuous engagement. These coins can be exchanged
for coupons stored in an SQLite database, providing an extra layer of motivation for users to stay
connected with the platform.
One of the key highlights of the project is its effective use of gamification, which has been shown
to enhance user engagement, increase motivation, and improve retention. The coin accumulation
process, combined with a simple yet effective user interface, encourages users to engage with the
application regularly. By tracking users' progress through timers and providing visual cues like a
progress bar, the system ensures a steady flow of incentives, thereby creating a sense of
achievement and satisfaction among users. This type of reward system aligns with behavioural
theories that emphasise the importance of positive reinforcement to build lasting habits.
The integration of the SQLite database ensures that the coupons and reward system are efficiently
managed, allowing for seamless transactions and updates. The system's performance in terms of
database management, response time, and overall functionality has been optimised to ensure a
smooth user experience. By limiting system requirements to an Intel Core i3 processor, 8 GB of
RAM, and an Android phone with OS version 5.0 or above, the application remains accessible to a
wide range of users without overloading their devices.
Despite these achievements, there are areas for potential improvement and expansion. Future
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iterations could explore adding more advanced gamification features, such as multiplayer
challenges or social sharing options, to increase user interaction. Additionally, more personalised
reward systems, based on user preferences or browsing habits, could further enhance the system's
appeal.
In conclusion, this gamified browser application offers a unique and effective approach to
promoting healthier browsing habits and engaging users in a rewarding experience. The project
demonstrates how gamification can be leveraged to not only increase user interaction but also
drive positive behavioural changes in daily routines.
Personalised Rewards System: Implement a more tailored rewards system based on users'
browsing habits or preferences, offering customised coupons or rewards based on individual
activity patterns.
Health-Tracking Integration: Integrate with wearable devices or health apps to track physical
activity levels, providing additional rewards for users who engage in physical exercise while using
the application.
Advanced Gamification Features: Add levels, badges, or achievements that users can unlock as
they progress, providing a sense of accomplishment and continuous motivation.
Social Sharing Capabilities: Allow users to share their achievements or rewards on social media
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Machine Learning for Behavioural Analysis: Utilise machine learning to analyse user behaviour
and suggest personalised browsing or activity tips to improve engagement and coin collection
rates.
User Feedback System: Implement a feedback loop where users can rate their experience,
suggest improvements, or request specific features, enabling continuous refinement of the
application.
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REFERENCES
[1]. Sharma, Anupam Kumar, et al. "Implementation of reward-based methodology in web blogging
environment." Global Transitions Proceedings 2.2 (2021): 579-583.
[2]. 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.
[3]. Agarwal, N. C. (2021). Reward systems: Emerging trends and issues. Canadian Psychology /
Psychologie canadienne, 39(1-2), 60–70.
[5]. 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.
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