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An economical and eco-friendly

platform for purchasing and


repairing household furniture and
marketing
Ragheed Almasry [412117664],
Abdullah Alshami[412117701],
Kareem Majed [412117553],
Suliman Alfawzan [412111550]

A project report submitted to Qassim University in partial fulfilment


of the requirements for the degree
of BSc in Computer Science
at the Department of Computer Science
College of Computer
Qassim University
Saudi Arabia

February 2024

Supervisor Prof. Dr. Mohammed Alhagery


Abstract

This project introduces an AI-based model leveraging deep learning for the diagno-
sis and severity assessment of skin burns. Globally, millions suffer from burns annually,
with current diagnostic methods relying heavily on subjective visual examinations by
healthcare professionals. This conventional approach often leads to inconsistent treat-
ment recommendations and patient care. Our model aims to address this process by
using algorithms like YOLO for accurate burn analysis in images, categorizing burns
into first-degree, second-degree, and third-degree. The model will be trained on a
diverse dataset of burn images, ensuring precision and reliability across various demo-
graphics and burn stages. This approach promises to improve diagnostic accuracy by
reducing (not eliminating) reliance on human expertise and mitigating bias.

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List of Figures

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Contents

Abstract ii

1 Introduction 1
1.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Problem Statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.3 Project Aim and Objectives . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.4 Project Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.5 Organization of The Report . . . . . . . . . . . . . . . . . . . . . . . . . 5

2 Literature Review 6
2.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.2 Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.3 Existing Related Systems . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.4 Contribution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2.5 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

3 Problem Analysis 11
3.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.2 Problem Specification . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.3 System Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.4 Implementation and Evaluation Plan . . . . . . . . . . . . . . . . . . . . 11
3.5 Technical Tools and Programming Languages . . . . . . . . . . . . . . . 11
3.6 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

4 Implementation 12
4.1 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

5 Conclusion 13
5.1 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
5.2 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

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Chapter 1

Introduction

1.1 Introduction
The disposal of used household items is a significant environmental issue, contribut-
ing to pollution and resource depletion. As consumption rates increase, the need for
sustainable solutions to address waste generation is more critical. Limited options
for responsible disposal of or acquiring used furniture and appliances are prevalent,
perpetuating the cycle of consumption and waste.

Traditional disposal methods, such as donating to charity, selling items through clas-
sified ads, or discarding them, often face challenges such as time-consuming processes,
limited accessibility, and financial constraints.

This proposed project proposes an innovative online platform for the sale, repair, and
resale of used furniture and household items. The platform aims to provide a seamless
and accessible solution for individuals interested in the circular economy by leveraging
technology and fostering a community ethos centered on sustainability. The platform
aims to revolutionize the way people interact with used household items, promote
sustainable consumption practices, reduce waste, and foster community engagement,
contributing to a more environmentally conscious and socially responsible society.

1.2 Problem Statement


1. From Seller’s Perspective:
Sellers encounter challenges in disposing of used household furniture and appli-
ances responsibly, especially when repair or refurbishment is needed:

i. Environmental Pollution: The disposal of used home items, presents a

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significant environmental challenge due to the high volume of waste gener-
ated and the limited options for responsible disposal. Many of these items
end up in landfills, contributing to pollution.

ii. Limited Seals Options: The lack of accessible avenues for selling used
home items contributes to increased waste.

iii. Financial Constraints: Some sellers hesitate to invest in furniture repair


due to financial limitations.

iv. Time Consuming: Finding appropriate ways for their responsible dis-
posal, like transporting them to recycling facilities or navigating donation
procedures, can be an exhausting and time-consuming.

2. From Buyer’s Perspective:


Buyers face difficulties in accessing affordable and high-quality used household
furniture and appliances options:

i. Accessibility: Limited access to diverse options hinders the purchasing


process.

ii. Environmental Awareness: Buyers seek environmentally friendly pur-


chasing options but struggle to find accessible platforms for gently used
furniture.

iii. Aspirations for High Quality: Buyers often seek clean and semi-new
options when purchasing used home items but struggle to find products
that meet their expectations. This gap in the market leads to frustration
among buyers who may either settle for lower-quality items or refrain from
making purchases altogether.

1.3 Project Aim and Objectives


The proposed project aims to create an online platform for purchasing and repair-
ing household furniture, promoting sustainability, environmental consciousness, and
philanthropy within a community.
The project objectives includes the following points:

1. Facilitate Selling Process:

i. Develop a user-friendly interface for sellers to easily list their used furniture.

ii. Provide options for sellers to request repair or refurbishment services for
their items.

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2. Offer Repair and Refurbishment Services:

i. Partner with repair professionals or provide resources for sellers to access


repair services.

ii. Implement a system to connect sellers with repair experts or offer DIY re-
pairguides.

3. Enhance Buyer Accessibility:

i. Build a comprehensive database of gently used furniture items available for-


purchase

ii. Incorporate search and filter functionalities to streamline the buyer’s


browsingexperience

4. Promote Environmental Awareness:

i. Educate users about the environmental benefits of buying and selling used-
furniture.

ii. Integrate features that highlight the positive impact of furniture reuse an-
drecycling.

5. Foster Community Engagement:

i. Cultivate a supportive community of users committed to sustainable living-


practices.

ii. Provide charities and those in need with furniture and household appliances

iii. Encourage user interaction through forums, discussions, and shared suc-
cessstories.

6. Ensure Financial Accessibility:

i. Offer competitive pricing options for sellers to encourage platform partici-


pation.

ii. Provide budget-friendly purchasing options for buyers seeking affordable fur-
niture solutions.

7. Ensure Platform Security and Trustworthiness:

i. Implement secure payment gateways to safeguard users’ financial transac-


tions.

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ii. Establish quality verification measures to ensure the authenticity of listed
furniture items.

1.4 Project Tools


The proposed project utilizes a comprehensive array of tools for both front-end
and back-end development to create a dynamic and user-friendly application ecosys-
tem. Additionally, full-stack website development and front-end technologies ensure a
seamless user experience across platforms.

1. Application Front-end tools:

i. Flutter SDK

ii. Dart Programming Language

iii. Code Editor/IDE: Visual Studio Code, Android Studio

iv. Flutter Packages (for additional functionality)

v. Android Emulator / IOS Simulator (for testing)

vi. Physical Devices (for real-device testing)

vii. Version Control System: Git and GitHub

2. Application Back-end tools:

i. Django Framework

ii. Python

iii. Visual Studio Code IDE

iv. Database (SQLite/ PostgreSQL/ MySQL)

v. Django REST Framework (DRF) (for building APIs

vi. Insomnia API Development and Testing Tools

vii. Version Control System: Git and GitHub

viii. Web Hosting Service like Heroku, AWS, DigitalOcean, or PythonAnywhere


to deploy the API

3. Full-stack Website tools for the Company:

i. Django Framework: Continue using Django for building the website backend.

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ii. Python

iii. Visual Studio Code IDE: Visual Studio.

iv. Database: same one for the application backend

v. Frontend Technologies: HTML, CSS, JavaScript for building the frontend of


the website.

vi. Frontend Frameworks or Libraries: we might use frontend frameworks like


Bootstrap, React.js

vii. Version Control System: Git and GitHub

viii. Web Hosting Service like Heroku, AWS, DigitalOcean, or PythonAnywhere


to deploy the website

1.5 Organization of The Report


To effectively organize and distribute the workload, this report will be structured
into five chapters:
Chapter 1: Introduction. An overview of the proposed project is given in this chapter,
along with information on its objectives, and significance. It also includes the problem
statement and the list of tools that will be used for the proposed project.
Chapter 2: Literature Review.
Chapter 3: Project Analysis.
Chapter 4: Project Implementation.
Chapter 5: Conclusion.

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Chapter 2

Literature Review

2.1 Introduction

2.2 Background

2.3 Existing Related Systems


Karim: Bui [1], Bui Duong is a Bachelor’s thesis that examines the second-hand
office furniture market and the role of online platforms, with a focus on Framery, a
Finnish manufacturer of working pods for offices. The study highlights the environ-
mental responsibility and circular economy concept as motivations for companies to
consider reusing old furniture. It employs a combination of literature review, qualita-
tive interviews, and an online survey to gather perspectives on second-hand furniture.
The findings suggest an opportunity for Framery to enter the second-hand market, but
concerns about the quality and lifespan of pre-owned goods are identified. The the-
sis discusses the growth of online platforms, the benefits and concerns of purchasing
used products online, and provides recommendations and a detailed business plan for
Framery’s potential venture. While the study provides valuable insights and recommen-
dations, it has limitations in scope, reliance on qualitative methods, and the specificity
of findings to Framery’s case.

Karim: Rachmawati et al. [2], The research paper analyzing the impact of furniture
design concepts on the appearance of digital platforms, specifically focusing on furniture
e-commerce in Indonesia. The study highlights the importance of design concepts in
attracting consumers and building trust in the digital platform business. It explores
the relationship between design elements such as color and shape and the appearance of
e-commerce websites. The advantages of e-commerce website design include increased

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credibility and consumer interest. However, the disadvantages may include potential
challenges in achieving a perfect design appearance, as well as the need for continuous
adaptation to evolving consumer preferences. The research compares three well-known
e-commerce platforms and involves 150 respondents who filled out a questionnaire. The
study identifies two popular design concepts: Scandinavian and Modern Minimalist.
The research paper provides insights into the growth and potential of the furniture
industry in the Indonesian digital platform market.

Karim: Leiting et al. [3], ”Development of a Platform Business Model for Co-
creation Ecosystems for Sustainable Furniture” explores the concept of co-creation
approaches for sustainable furniture design. The authors highlight the shortcomings
of existing design platforms in terms of their business models, particularly their lack
of attention to sustainability goals and individual product requirements. The paper
aims to develop a business model for a co-creation platform in the furniture industry,
emphasizing sustainability and customization. The proposed model is based on a four-
step business model innovation framework. The advantages of this approach include
increased customer influence on sustainability and product individualization, as well as
knowledge generation for collaborative manufacture of sustainable furniture. However,
challenges include the need to align operations with long-term sustainability and the
affordability of customized furniture. Overall, the study contributes to the development
of platform business models for sustainable products while addressing the evolving
customer value requirements in the furniture industry.

AH: Umashankar [4], The research project aims to understand the characteristics
of used furniture available for local reuse through user-to-user online platforms, utilizing
web scraping of Craigslist posts over a period of four months to collect data on furniture
type, condition, and location. In parallel, individuals were invited to complete a ques-
tionnaire regarding their use of user-to-user online platforms for acquiring/disposing
of used furniture, perceived convenience of using online platforms, and the extent to
which reuse transactions were ’local’. The study found that the product type, perceived
convenience, and access to information played key roles in the local reuse of furniture.
The pros of this approach include gaining insights into user behaviors and perceptions,
which can inform sustainable consumption systems. However, potential cons may in-
clude limitations in the scope of the data collected and potential biases in self-reported
survey responses. The document does not explicitly state whether the research project
has been applied in reality.

AH: Silas [5], The research idea is to investigate the potential of introducing a
circular economy model to the furniture industry, with a focus on recycling and re-
manufacturing. The aim is to explore how this shift could benefit companies, economies,

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and the environment, as well as to understand consumer behavior regarding recycling.
The structure of the research project includes sections on the furniture industry and
waste management, circular economy, opportunities in the furniture industry, sustain-
ability, case studies, surveys for Finnish retailers and manufacturers, and conclusions.
The pros of the research project include its comprehensive approach to understanding
the potential benefits of circular economy in the furniture industry and its consider-
ation of both industry and consumer perspectives. The cons may include the limited
sample size for the surveys and the potential bias in the quantitative research method.
The research has been applied in reality through interviews with furniture companies
and surveys for retailers, manufacturers, and consumers, providing insights into current
practices and attitudes towards recycling and circular economy in the furniture indus-
try, The research project aims to introduce a circular economy model to the furniture
industry, focusing on recycling and re-manufacturing. The project structure includes
sections on the furniture industry and waste management, circular economy, opportu-
nities in the furniture industry, sustainability, case studies, surveys for Finnish retailers
and manufacturers, and conclusions. The research has been applied in reality through
interviews with furniture companies and surveys for retailers, manufacturers, and con-
sumers, providing insights into current practices and attitudes towards recycling and
circular economy in the furniture industry.

AH: Kostecka and Kopczewska [6], The research idea is to develop a Spatial Cus-
tomer Relationship Management (CRM) strategy for the furniture industry, specifically
focusing on the location strategy of pick-up points in the context of e-commerce. The
project aims to analyze the spatial range of population potential for collection points
and stationary shops, compare market coverage with customers’ attraction to evaluate
location strategies for furniture retailers, and provide insights into the impact of pick-up
points on market coverage and customer relations. The structure of the research project
includes sections on literature review, methodology and data, empirical analysis of the
covered and uncovered market potential of IKEA in Poland, and conclusions with policy
recommendations. Pros of the research project include its comprehensive approach to
understanding the impact of pick-up points on market coverage and customer relations,
while potential cons may include the need for further validation and application in dif-
ferent market contexts. The research has been applied in reality through the analysis
of IKEA’s strategy and the evaluation of pick-up points in Poland, providing empirical
evidence on the effectiveness of pick-up points as a solution for integrating e-commerce
sales with in-person collection and improving the overall customer experience.

AH: Piyoshila et al. [7], The research idea revolves around proposing an ecommerce
platform for furniture stores, with a focus on enhancing user experience and expanding

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the online presence of small and medium-sized furniture businesses. The project aims to
develop a web application that facilitates the online sale of furniture products, stream-
lines product management, order processing, and user interactions, and incorporates
security and authentication mechanisms. The structure of the research project includes
sections on related work and literature review, methodology, functional overview of the
proposed ecommerce system, and discussion. Pros of the research project include its
emphasis on user experience and the use of effective tools and technologies, while po-
tential cons may include the need for further validation and testing in diverse market
contexts. The research has been applied in reality through the development and testing
of the proposed ecommerce system, as well as the use of automated testing tools and
code quality inspection platforms, providing practical implications for the improvement
of online furniture shopping experiences.

AH: Norhan [8], The research idea focuses on the development of a web-based e-
commerce application for Narmada Furniture Store, aiming to enhance consumer access
to product information, facilitate sales to a wider consumer base, and provide decision-
making support for store leaders through sales transaction reports and charts. The
structure of the research project encompasses an analysis of the current sales system,
system procedures, process modeling, and design stages for the e-commerce applica-
tion. Pros of the research project include its potential to improve consumer access
and sales processes, while potential cons may include the need for further validation
and user testing. The research has been applied in reality through the development
and implementation of the e-commerce application, providing practical implications for
improving the sales and marketing processes of Narmada Furniture Store.

RA: Potential reuse of small household waste electrical and electronic


equipment: Methodology and case study [9]. propose a general methodology
for assessing and estimating the potential reuse of small waste electrical and electronic
equipment (sWEEE), focusing on household appliances. The study defines specific tests
for visual inspection, function, and safety for ten different types of household appliances
and applies these tests to a sample of sWEEE. The research aims to categorize the ap-
pliances into groups based on their potential for direct reuse, refurbishment and repair,
or recycling, providing practical guidelines for reuse enterprises. The study represents
a significant step towards addressing the complexities of sWEEE reuse, but also under-
scores the need for continued investigation and development in this area, particularly
concerning the feasibility of repair or refurbishment operations and potential economic
barriers to the reuse of small household appliances.

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RA: Buying behavior of Japanese second-hand furniture: Online chan-
nels; Facebook and Instagram [10]. Presents a study focusing on the buying be-
havior of Japanese second-hand furniture through online channels like Facebook and
Instagram. The research employs a survey with 384 participants and utilizes descrip-
tive statistics, frequency, percentages, averages, and Chi-Square testing to examine the
relationship between demographic factors and motivational aspects. The study aims
to investigate the purchasing behavior of second-hand Japanese furniture and to study
the factors associated with the behavior of purchasing second-hand Japanese furni-
ture from Japan through online channels. The research provides valuable insights into
the demographic characteristics of the participants, their motivations for purchasing
second-hand furniture, and the influence of external factors such as the COVID-19
situation on their purchasing decisions. The study offers a comprehensive understand-
ing of consumer behavior in the context of online second-hand furniture purchasing,
providing guidelines for entrepreneurs to enhance their online second-hand furniture
businesses.

2.4 Contribution

2.5 Summary

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Chapter 3

Problem Analysis

3.1 Introduction

3.2 Problem Specification

3.3 System Analysis

3.4 Implementation and Evaluation Plan

3.5 Technical Tools and Programming Languages

3.6 Summary

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Chapter 4

Implementation

This chapter examines the implementation of the project.

4.1 Conclusions
The main conclusions for this chapter.

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Chapter 5

Conclusion

This chapter summarises the main outcomes and conclusions resulting from this
body of work.

5.1 Conclusions
The main conclusions that may be drawn from the body of work.

5.2 Future Work


Further development that could be carried out in the future.

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Bibliography

[1] Ngoc Thuy Duong Bui. Second-hand office furniture market and the role of online platforms.
2022.

[2] Rizka Rachmawati, Imtihan Hanom, and Meirinda Yuniar. Analysis of furniture design concept
and its impact in digital platform appearance. In Proceeding International Conference on Infor-
mation Technology, Multimedia, Architecture, Design, and E-Business, volume 1, pages 166–171,
2020.

[3] Tobias Leiting, Andreas Külschbach, and Volker Stich. Development of a platform business model
for co-creation ecosystems for sustainable furniture. Journal of Innovation Economics & Manage-
ment, pages I129–XXVII, 2022.

[4] Viverjita Umashankar. Local Reuse of Furniture Enabled by User-to-User Online Platforms. PhD
thesis, Virginia Tech, 2022.

[5] Anette Silas. Introducing circular economy to the furniture industry. 2019.

[6] Zuzanna Kostecka and Katarzyna Kopczewska. Spatial crm and location strategy: E-commerce
solutions in the furniture industry. case of ikea pick-up points in poland. Electronic Commerce
Research and Applications, 62:101308, 2023.

[7] F Piyoshila, S Jeyaseelan, OS Udumullaarachchi, GPAHR Perera, DI De Silva, and Dulanji Cooray.
Ecommerce platform for furniture store. International journal of engineering and management
research, 12(6):1–15, 2022.

[8] Linda Norhan. Web-based e-commerce application at narmada furniture store. ITEJ (Information
Technology Engineering Journals), 6(1):1–34, 2021.

[9] Marı́a D Bovea, Valeria Ibáñez-Forés, Victoria Pérez-Belis, and Pilar Quemades-Beltrán. Potential
reuse of small household waste electrical and electronic equipment: Methodology and case study.
Waste management, 53:204–217, 2016.

[10] Chitchanok Chamnankit, Jintanee Ru-Zhue, and Somnuk Aujirapongpan. Buying behavior of
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