Ent530 Business Plan - Uknow Company
Ent530 Business Plan - Uknow Company
Ent530 Business Plan - Uknow Company
GROUP M1 BA243 3D
SEMESTER 3
SUBMITTED TO:
MADAM WAN HASMAT BINTI WAN HASAN
SUBMISSION DATE:
WEEK 13
TABLE OF CONTENTS
CONTENTS PAGES
ACKNOWLEDGEMENT 1
2
5.6.6 Distribution
5.7 SCHEDULE OF REMUNERATION
5.8 MARKETING BUDGET
3
8.6 BALANCE SHEET
10.0 CONCLUSION 63
11.0 REFERENCES 64
12.0 APPENDICES 65
4
ACKNOWLEDGEMENT
Alhamdulilah, praise be to Allah, Lord of the universe, has given us such opportunity,
blessings, strength and also ability to complete this business plan report for our group
assignment. Peace and prayers be upon His Final Prophet and Messenger Muhammad, the
ideal role model for all human beings in this universe.
To begin this acknowledgement, we would like to take this opportunity to thank our
lecturer, Madam Wan Hasmat Binti Wan Hasan, the lecturer of subject Principles Of
Entrepreneurship (ENT530) for the endless support, guidance and also encouragement
toward us in completing this business plan report. We appreciate your effort in explaining and
teaching us from the beginning until the end of this project. May Allah grant you with his
blessings for all the efforts.
We would like to express our sincere appreciation to everyone who helped with this
report's writing, both directly and indirectly. We also want to express our gratitude to
everyone in our immediate vicinity, including our parents, classmates, and colleagues, for
their unwavering and supportive support.
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1.0 EXECUTIVE SUMMARY
The project milestones for UKnowledge Card include product development, market
research, marketing and promotion, and financial planning. The company requires start-up
capital and financing to fund these milestones and ensure the successful launch of the
product. The cash flow statement, income statement, and balance sheet provide a detailed
financial analysis of the venture.
2
2.0 COMPANY PROFILE
Uknow was chosen for our company name since it is unique for education and play,
perfectly reflecting the purpose of our educational card game. Uknow also can be read as
‘you know’ giving such a conversational tone. This could give the idea that the company is
all about knowledge and understanding. The name chosen has a casual and friendly tone
which can be appealing to the client especially in the context of educational games. It gives a
direct connection with the potential client, fostering a sense of involvement. Since our
company's main product is to manufacture games in many types but specific to cards and also
combine with the element of education to let the target market gain knowledge they deserve
while playing. We are trying to create a deck of educational game cards with colourful
designs such as pastel pink, blue and green to please our player’s eye to get their attention to
play more in an entertaining way with friends in a group.
Next, Uknowledge was also chosen for our card games as it combines the elements of
knowledge and the fun gameplay inspired by Uno. The term knowledge directly
communicates the educational nature of our card games. It informs the customers that the
main goal of our product is to impart information, promote learning and stimulate intellectual
engagement. Also, Uknowledge was taken from our company name, Uknow and added the
word ‘ledge’ to make it special since Uknowledge card game is our first ever production
created by our company. We think It is catchy and reflects the unique nature of our game. In
addition, we have planned our educational card games to be about trivia questions about the
specialties of a variety of countries and their answers that pair with the questions. We also
aim for the players of this game to elevate their IQ and knowledge about the world's country
and its general issue.
3
Our motto would be ‘Release Boredom in a Fun Way’ since we created a game by
using an effective time for the players to gain knowledge in their boredom and at the same
time having fun with the knowledge harvested. The motto suggests that the card game is
suitable for wide audiences. It puts a solution for people that seek both entertainment and a
mental challenge. This also shows that the card game is versatile and can be enjoyed in
settings, for example, during free time with friends. Thus, our card games come in many
levels of difficulties such as, easy, medium and hard which can be somewhat challenging but
enjoyable to play with.
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2.2 VISION AND MISSION
Vision
We aim to inspire curiosity, foster knowledge, and empower individuals to embrace
lifelong learning.
Mission
1. To transform education by creating an interactive and enjoyable learning process with
our creative card game.
2. Such an individual will be able to promote critical thinking, creativity and cultural
understanding ultimately empowering individuals into this complex world.
3.
Website www.Uknow_.com
Email [email protected]
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3.0 ENVIRONMENTAL INDUSTRY ANALYSIS
In this advanced era, our education system is rapidly changing to adapt for our future
development. Therefore, parents and educators, either teachers or lecturers, are often looking
for effective educational tools that make learning more enjoyable and engaging for students.
So, they can leave it to us to create more card games as a valuable educational tool that
compliments traditional learning methods. In this context, there would be a plan to do a tour
to every school and high education institution to do a collaboration and involve the educators
to take some feedback and advice on how to improvise our product.
Next, there is also a growing demand for interactive learning experiences that go
beyond just traditional textbooks. This to improve clients social skills at the same time
boosting their knowledge because we emphasise the interactive and hands-on nature of our
game as a player to actively participate in the learning process. There is also a problem with
students spending their time with gadgets that potentially ruin their capability to learn more.
We granted that request by offering a game that involves screen-free games and no online
connections needed.
If it is not for class purposes, we supposed that our product could be used to
strengthen family bonding. Families are often seeking enjoyable activities that promote
quality time to spend together. Well, other than playing in class with friends, our educational
tools are also suitable to be played with family since it boosts interaction between families.
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3.2 PRODUCT
Uknow enterprise was created with the aim to associate games with education in order
to get our target market exposed to more knowledge. Our company innovates teaching
methods to be more highly functional that brings benefits to the clients. Moreover, our
company focuses on educational games by subject, whether from the upper level secondary
school until high educational institute while our competitor just focuses on fun time without
knowledge gained. Next, the way to promote our product is through educational influence,
for instance, MC Plus and more educators to influence that our product is effective for
educational purposes.
Figure 3.1: Questions Figure 3.2: Answer Card Figure 3.3: Special Card
Card Example Example Example
Our products consist of 52 colorful cards in a packaging. This amount of cards can be
played between four to six players in a game. There would be instruction sheets given along
with the written correct answers for the player to check whether they are answering it right.
In a deck of 52 cards, it contained both four pieces of the same answers and four pieces of the
same question cards. Additional of another four special cards to be paired with either two
answer or answer cards to skip the round. With six different questions and answers in one
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game, that makes it a total of 52 cards. Moreover, in between six questions, there would be
two easy levels, two medium levels and two hard levels of questions provided. Uknowledge
also adopts two different styles of playing it. First, we are playing it by taking turns holding
the card from the middle pile. Second, when the pile in the center has finished, the players are
supposedly taking turns from each other's card.
✔ Waterproof
✔ Packaging included
✔ Affordable
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3.3 MARKET SEGMENTS
Our business focuses on a specific demographic of high school, college and university
students above 16 years old using strategic marketing. This segment is a set of people who
are in the middle of their education, looking for fun activities that would complement
learning with some rest from academic struggles. Knowing their educational background and
where they stand in life helps us to develop game features that can appeal at our target
audience’s interests and needs. Furthermore, this age group is very diverse hence being able
to address them based on different academic levels and interests would help in winning a
bigger market share.
First, we choose Nilai in Negeri Sembilan as the primary market and pay attention to
local dynamics and cultural characteristics of this region. This is why market research
conducted in this particular area assists us in understanding the tastes and buying patterns of
our target audience. We aim at building a major presence in Nilai to facilitate the use of local
networks and collaborations with educational institutions as well as participating in
community events for increasing brand visibility, customer engagement ability. This localized
strategy allows us to establish a loyal customer base in the region, and probably these
neighboring areas based on our initial success.
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3.3.4 Behavioural Segmentation
It is very important for us to understand the behavioral patterns of our target market.
We identify and reach out to those students who are actively searching for the ways on how
they can improve their cognitive functions, memory storage facilities as well as other aspects
of knowledge. Additionally, the flexibility of playing styles and group dynamics that can be
supported by this game application appeals to a variety of player preferences in this market
segment.
While our game is not necessarily technology intensive, understanding the growing
digital participation among students we also see online platforms for promotional and
engagement purposes. Using social media, gaming forums and educational websites enables
us to reach out to tech-savvy students who prefer electronic ways of entertainment as well as
costruction. With the addition of online features such as tutorials, forums or play modes we
increase our relevance to students looking for engaging and digitally based activities.
Addressing the ways in which game themes, references and educational content are
adapted to resonate with Generation Z ndMillennials is crucial for our relevancy among these
tech-native populations. By introducing contemporary references, relatable situations and
modern teaching techniques it will make the game more attractive to these generations that
are heavily connected with digital practices so as to ensure that their engagement remains
current.
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3.4 INDUSTRY AND TRENDS
Uknow Enterprise made a cool game called Uknowledge card that's different from
other games because it helps you learn stuff about different countries. They found that people
like games that are fun and teach you something useful. Uknow Enterprise worked hard to
make the game interesting and easy to play. Uknow Enterprise believes it's a great game that
will last a long time. To make sure people like it, they made the game fun to play, easy to
understand, and you can play with your friends. They also keep adding new things to keep it
exciting. Uknow Enterprise wants the game to be the best and make learning fun for
everyone.
Uknow Enterprise aims to attract folks aged 16 and up, along with their parents,
offering an interesting twist by adding geography and history facts about countries
worldwide. This mix of fun and learning makes playing Uknowledge games enjoyable. In
today's world, where online learning is trendy, people are choosing educational games for
home fun with friends or family, expanding their knowledge. Parents appreciate these games
not just for themselves but also for their kids, providing a fun way to discover different
countries. This is especially crucial during the ongoing COVID-19 times when online
learning is widespread. Parents want to make sure their kids don't miss out on learning about
the world's history and geography.
Furthermore, Uknow Enterprise wants more people to know about these games, so
they came up with a cool idea. Everyone who uses Uknow’s card can make videos playing
the game and win prizes. This shows everyone how fun and smart the game is. Also, Uknow
is teaming up with popular people who have families and kids to tell more people about the
game. It's a clever plan to make more folks aware of our card and why it's so much fun to
learn.
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3.4.1 Description of Industry
Uknow Enterprise operates in the educational game industry, with departments like
administration, marketing, finance, production, and design, each managed by a General
Manager. Before launching a new product, we carefully plan and allocate budgets for each
department. Although currently in the early stages, our goal is to become a well-known and
substantial company. Our market growth depends on meeting supply demands, responding to
consumer needs, and aligning with their expectations. A rise in consumer demand is
beneficial, allowing us to increase production, while a decrease poses challenges. Meeting
and surpassing customer expectations is an ongoing effort, acknowledging the difficulty in
satisfying every customer. Uknow Enterprise remains committed to continuous improvement,
ensuring our offerings resonate with our customers, driving our growth and success over
time.
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3.4.2 Key Industry Players
Even though we're pretty new, our company is up against some experienced
competitors like Anakku’s company and Galeri Ilmu Sdn. Bhd., who've been in the learning
game industry for a while. They know what people want. We, at Uknow Enterprise, are
putting all our effort into making our products and games better to match what people want
these days. We believe this will make a good impact on the market. Our goal is to come up
with the best ideas to attract customers, always working on improving how our cards look
and last for a long time. We're also doing things like surveys, questionnaires, and campaigns
in schools to understand what people think and to make our products even better based on
their thoughts. This way, we can stay connected with our customers and keep making things
they love.
Anakku
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3.5 PRODUCTS IMPROVEMENT AND NEW PRODUCTS
i) Cost
In the dynamic landscape of business, maintaining a competitive edge often involves
a delicate balance between cost optimization and product improvement. We will try to
enhance worker efficiency as a cornerstone for sustainable business growth. Investing in
training programs, adopting innovative technologies, and optimising workflow processes can
significantly boost productivity. We will also use strategic procurement practices, such as
buying materials in larger quantities, which can yield substantial cost savings. Negotiating
favourable terms with suppliers and securing bulk discounts enables businesses to benefit
from economies of scale. Besides, proactive promotion plays a pivotal role in shaping
consumer demand, which, in turn, impacts costs. Effective marketing campaigns can create
awareness and desire for the product, driving increased demand.
In the next two years, Uknow Enterprise is set to pivot its focus towards introducing a
variety of educational games. The strategic shift towards new product development is driven
by the understanding that innovation acts as a magnet for customers. By offering a diverse
range of educational games, the company aims not only to attract a broader audience but also
to bolster profits and increase overall sales. This proactive approach positions Uknow
Enterprise to tap into the growing market demand for engaging and educational
entertainment, fostering both customer satisfaction and financial success.
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4.0 DESCRIPTION OF VENTURE
Uknow cleverly bridges the gap between pleasure and strategy with Uno and
Monopoly, adding a healthy dose of educational benefits to fun gameplay. Compared to
Uno’s primitive style of gameplay or Monopoly that focuses on economics, “Knowledge”
sharpens the minds of players by perfecting their memories, cultivating critical thinking and
expanding knowledge while also fostering creativity and imagination.
This is the planned teaching and entertaining mix that makes our game unique. While
Uno focuses on simplicity and Monopoly is about a commercial mind, “Knowledge” merges
traditional gaming with educational content. This combination turns players’ leisure time into
an opportunity to develop in a cognitive way and as individuals.
While conventional games amuse, the distinction of Uknow lies in its ability not only
to entertain. This immersive pleasure which harmoniously intersects enjoyment with
cognitive growth taps into Uno’s mechanic and Monopoly-like depth of strategic education.
In a gaming world where games are primarily related to entertainment, Uknow breaks
new ground by linking gameplay with educational goals aimed at the cognitive needs of
students aged 16 years and older. This makes Uknow a pioneering product in the transition
from someone simply spending their free time playing games to an individual receiving
continuous learning and personal development through game-play.
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4.1 THE DETAIL OF UKNOWLEDGE’S CARD
Question card Used to pair it with the To let users know what is
answer matched with the the answer to the question.
question. There would be six From here the user could
unique questions in a deck gain new knowledge.
of cards.
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Special card Used to pair it with both An advantage to get the
answers and question cards cards low in amount in order
if there is no match. to win more faster. A winner
would be chosen if one of
the players would be the
first one who has no cards
left in their hands. Special
card is designed differently
to make it easier for the
player to differentiate the
card between the answer and
question card.
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4.2 WHAT IS THE PROBLEM WILL UKNOWLEDGE’S CARD SOLVE?
In today's world, there are many fun games, but not all are useful like Uknowledge
cards. These cards are special because they are both enjoyable and educational. While most
games focus only on fun, Uknowledge also helps players learn and think better. It's a unique
mix of having a good time and learning at the same time.
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4.3 WHAT IS VALUE PROPOSITION
Other than that, Uknowledge cards stand out for their adaptability and wide appeal.
Suitable for all ages and educational backgrounds, they're ideal for both formal educational
settings and casual social events. Their versatility makes them a valuable tool across diverse
learning scenarios and styles, appealing to a broad audience.
Last but not least, Uknowledge cards bring a fresh perspective to education,
presenting a novel alternative to conventional teaching methods. They offer a lively and
engaging means for educators and parents to captivate learners, enhancing the effectiveness
and appeal of the learning process. Their innovative nature makes these cards an essential
component in educational resources, introducing a vibrant and effective approach to both
teaching and learning.
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4.4 DEMONSTRABLE CUSTOMER DEMAND
Uknow's slogan, 'Release Boredom in a Fun Way,' captures the core of its offers,
appealing to diverse customers looking for both enjoyment and mental stimulation. This
tagline offers card games as a diverse alternative for people looking for a mix of
entertainment and cognitive challenge. It underlines the card games' adaptability by stating
that they may be played in a variety of circumstances, such as leisure time with friends.
Uknow's meticulous thinking is obvious in their providing games with differing difficulty
levels, ensuring accessibility for players of varying skill levels and thereby answering to the
diverse desires of their consumer base.
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Through these strategic choices in branding, product innovation, educational content,
target audience engagement, and variety in difficulty levels, Uknow showcases a
comprehensive understanding of customer demand. This holistic approach positions Uknow
as a frontrunner in the realm of educational games, where entertainment seamlessly
intertwines with knowledge enhancement, catering to a broad spectrum of players seeking
both enjoyment and intellectual growth.
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4.5 THE EXISTING COMPETITION
Some of the direct competition in terms of educational gaming include quiz based
games such as Trivia Crack, Kahoot! and QuizUp. These games have a common arena with
Uknow because they are competitive but differ in specifics of their trivia-based game play
that aims at cultivating knowledge and promoting intellect among players. Furthermore, there
are board games of education such as Scramble, Brainiac and Brain Quest that have a goal
similar to Uknow’s – learning enhancement utilizing critical thinking.
And at the same time, conventional card games such as Uno, Go Fish and Old Maid
offer recreation and group playing but without any explicit educational intent present in
Uknow’s series of card games. Many of these classic games struggle for leisure time and
social interaction, frequently intersecting with the target audience that Uknow describes.
Even more competition comes from the world of educational applications and
platforms such as Duolingo, Peak, Lumosity that provide digital versions for skill
development like language education or how to improve one’s memory using learning tools
or cognitive exercises. These apps are not alike in format but have a similar educational aim
to Uknow, through digital platforms as opposed to physical card games.
Furthermore, Uknow faces competition from educational toys and learning tools as
well traditional methods of education materials like books and workbooks or ordinary board
games such as Monopoly Scrabble Risk. Although these products may not contain what
Uknow promises as a combination of enjoyment and education, they unintentionally compete
for the attention span plus learning interest level from this particular age category.
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In this competitive landscape, Uknow's unique proposition lies in the seamless
amalgamation of entertainment and education through its card games. While facing
competition from various sectors, Uknow's distinctive approach of providing an interactive
learning experience through engaging gameplay could position it as a standout contender,
catering to individuals seeking both entertainment and intellectual enrichment within a
gaming context. This combination might offer Uknow a distinct market niche, setting it apart
from direct competition and attracting an audience seeking a balance between fun and
educational value in their gaming experiences.
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4.6 OUTLOOK/ BENCHMARK/ TIMELINES
4.6.1 Outlook
Uknow aims to carve a significant presence within the educational gaming sector,
initially targeting students aged 16 and above in Nilai, Negeri Sembilan, Malaysia, before
expanding its reach to regional and eventually global markets. The company's strategy
emphasizes diversifying its product line by introducing themed educational card game decks
tailored to various subjects. Uknow seeks to enhance brand recognition through strategic
marketing endeavors, collaborations with educational institutions, and active participation in
relevant gaming and educational events.
4.6.2 Benchmark
4.6.3 Timelines
In the short term (0-12 months), Uknow focuses on launching its inaugural
educational card game deck, "Uknowledge," while concurrently executing targeted marketing
campaigns to raise brand awareness and attract the local student demographic. The mid-term
plan (12-24 months) involves expanding the product line by introducing additional themed
card game decks, each focusing on specific subjects or educational themes, aiming to capture
a broader audience within the region. Looking ahead in the long term (24+ months), Uknow
aims to scale its operations regionally and potentially globally, leveraging established market
presence, positive customer feedback, and strategic partnerships to introduce its educational
gaming products to a wider international audience.
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5.0 MARKETING ANALYSIS AND COMPETITION
Firstly, focusing on individuals aged 16 and above aligns with the recognition that
lifelong learning is becoming increasingly crucial in today's fast-paced and competitive
world. Teenagers and young adults, particularly those preparing for higher education or
entering the workforce, seek engaging and interactive ways to enhance their skills and
knowledge. Uknow's educational games cater to this demographic by providing a platform
that combines entertainment with learning, making the educational experience enjoyable and
effective. The content of Uknow's games is curated to align with high school and college
curricula, covering a spectrum of subjects from mathematics and science to language and
critical thinking skills. By addressing the educational needs of this age group, Uknow aims to
foster a sense of self-directed learning, encouraging users to explore and expand their
knowledge beyond traditional classroom settings.
Simultaneously, Uknow recognizes the crucial role parents play in the educational
journey of their children. The inclusion of parents in the target market is rooted in the
understanding that they are often key decision-makers in educational choices for their
families. Uknow's educational games offer a unique opportunity for parents to engage with
their children in a meaningful way, fostering a positive learning environment at home.
Parents can monitor their children's progress within the games, identify areas for
improvement, and actively participate in their educational journey. The games act as a bridge
between generations, allowing parents to share in the joy of learning with their children while
also ensuring a sense of security in the educational content provided.
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5.2 ESTIMATED MARKET SIZE AND TRENDS
In strategically targeting individuals aged 16 and above, along with parents, Uknow
Enterprise aligns its educational games with the demographics of Nilai 3, Negeri Sembilan, a
community of approximately 44,473 residents who are aimed as our customer . Recognizing
the diverse educational needs within this population, the initiative aims to cater to the
teenagers and young adults preparing for higher education or entering the workforce. The
educational games are designed to supplement traditional learning methods, making the
acquisition of knowledge an engaging and enjoyable experience.
Considering the potential enrichment that Uknow's educational games offer to parents
as lifelong learners, the initiative becomes not only a tool for family bonding but also a
resource for personal development within the Nilai 3 community. By addressing the
educational aspirations of both teenagers and adults, Uknow Enterprise seeks to establish
itself as a valuable and inclusive educational partner, tailored to the unique characteristics of
Nilai 3, Negeri Sembilan.
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5.2.1 Estimate Market Size for a Year
16 years old above and parents will buy a Uknow product once in two years and will repeat
buying it for their educational additional needs.
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Figure 5.1 : Market Share Before Enter Market
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5.3.2 Market Share and Sales for 3 Years (2024 - 2026)
PRODUCT / SERVICE
MARKET SHARE AND SALES
Year
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Timeless Gameplay: Lack of Innovation:
Monopoly's gameplay is Monopoly's core gameplay
well-established, offering a has remained relatively
balance between strategy, unchanged over the years,
luck, and negotiation, potentially leading to
providing players with a decreased excitement for
familiar and enjoyable more seasoned players
experience. seeking novel experiences.
Multi-Generational
Appeal:
It has a broad appeal across
generations, with the ability
to engage players of varying
ages, making it a staple in
family game nights.
30
5.4.2 Discussion About Competitors
However, Monopoly's lengthy gameplay and limited explicit educational value might
create an opportunity for Uknow to leverage its focus on educational enrichment through
engaging card games. Conversely, Sahibba distinguishes itself through cultural relevance and
immersive storytelling, presenting a niche yet rich gaming experience rooted in South Asian
heritage. Yet, its limited global appeal and potential educational limitations beyond cultural
storytelling might restrict its broader market penetration. Recognizing these strengths and
weaknesses across competitors, Uknow can capitalize on Monopoly's established brand
loyalty by offering innovative and educational card games, while also learning from
Sahibba's narrative immersion to create engaging gameplay experiences that intertwine
education and entertainment, thereby carving a distinctive position in the educational gaming
sector.
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5.5 SALES FORECAST
The table above shows the sales forecast for Uknow which amounted to 2,140 units in a
month that contribute to RM64,000 sales per month except December which is 2,151 units
that contribute to RM64530. It is because in December we have a school holiday that takes
parents' interest in buying something that can make their child have activity at home. Hence,
the accumulated units sold in year 1 is 25,691 units with RM770,730 sales per year.
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5.6 MARKETING STRATEGY
5.6.1 Product
Set sail on an educational and entertaining voyage of knowledge with our superbly
designed educational card game, “Uknowledge”. Thoughtfully put together to the finest
standards imaginable, those cards represent quality and creativity. The deck has an impressive
flat art engineered design, printed on bright and sturdy color paper which makes it visually
attractive for a very long game. 9.0cm long and 5.2 cm wide is the exact size of each card that
offers a balance between usefulness and fun to play with them.”
Further, our quality goes out to the kind of paper as we have chosen a carefully
selected plain art craft design color card type that not only makes the game look good but it
also affects how one handles the game. Whether you're a casual player or a seasoned trivia
enthusiast, our game offers three levels of difficulty: Easy , Medium and Hard providing a
challenge for all types of competency.
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Boost your gaming experience and explore new perspectives with “Uknowledge,”
where education effortlessly weds entertainment in a creative, tough yet thought-provoking
presentation. With every shuffle, unlock the power of learning and enjoy the thrill of
discovery amidst your fingers.
5.6.2 Pricing
So, Uknow Enterprise’s pricing strategy is based on costs; it implies that the product
production and fabrication expenses as well. Uknow adds a percentage of its manufacturing
costs to the price of their product in order to calculate what constitutes profit. It also includes
every expense, including the totality of development and overhead so that profit can still be
earned even if there is a rise in costs. When using this pricing strategy price increases can be
easily justified. Any time a product’s price changes, customers will always be informed.
Currently, Uknowledge cost per unit of product stands at RM 30.0 and has a profit margin
percentage of 67%. We strive to offer quality at a price that is affordable for our customers.
As the primary methods of promoting products, both soft-sell and hard-sell techniques
are used to optimize online sales. Note that Uknow uses a direct method by its salespeople
who greatly engage customers and promote sales as well as announce new products. The
product itself has inherent, promotional benefits that can be easily tailored to fit the
requirements of different social media platforms using soft-selling strategies aimed at
creating steady demand and ensuring sales growth on a monthly basis.
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5.6.4 Service and Warranty Policy
Uknow Enterprise makes an emphasis on social media marketing, with the promotion
of its products taking place in Shopee , Lazada and TikTok. Our company sells them on the
popular online market Shopee by means of live streaming services. With the assistance of
Tiktok, we are able to sell Uknowledge more profitably. Also, Tiktok Business today has
numerous features including the Tiktalk ad that is helpful to business owners. All these
features will make it much easier for customers to know more about Uknowledge and they
are likely to purchase them.
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Figures 5.4 : Uknow’s TikTok Official Account
5.6.6 Distribution
Uknow Enterprise uses direct selling methods to ensure that they maintain the
relationship with their customers and also keep track of all revenues. This model enables
Uknow to manage the selling price and conduct market research as well as choose its target
consumers. This direct selling method is effective in the case where a market has been
identified, analyzed and segmented. Moreover, the company employs other outsourcing
channels that produce its products to save money by reducing production and hiring new
employees including recruiting them, onboarding them healthcare among others that of
course requires payment like any employment in terms of payroll taxes. It also raises the need
for managerial employees.
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5.7 SCHEDULE OF REMUNERATION
Total 1,808
Table 5.8 : Schedule of Remuneration Marketing Operation
Marketing Expenditure
ITEMS RM
Fixed Asset
Banner 100
Salaries/EPF 1,808
Advertising 120
Pre-operation 1000
Total 3,028
Table 5.9 : Marketing Budget
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6.0 OPERATIONS AND PRODUCTION PLAN
Uknow Enterprise has made a big decision to set up our company in Nilai 3, which is
in Negeri Sembilan. We picked Nilai 3 because it's just right for us to handle everything
related to the Uknowledge card. This place is not just suitable, it's also in a good spot and has
plenty of space for us to do our work well. The best part is, it's super close to our supplier in
Bangi, Selangor. Being near our supplier is important for our work. And get this, it only takes
us 45 minutes to travel from Nilai 3 to Bangi, so it's quick and easy for us to get what we
need. This way, we can do our job smoothly and make sure everything runs well.
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a) Choosing Business Location
The choice of Nilai 3 was deliberate due to its advantageous position for
manufacturing activities. The area provides access to various resources essential for
producing high-quality card games. Moreover, being in close proximity to Bangi, Selangor,
grants Uknowledge convenient access to suppliers, ensuring a steady and timely supply of
raw materials necessary for game production.
The headquarters not only serves as the epicenter for game design but also acts as a
logistical pivot point. Here, Uknowledge can efficiently store and manage inventory, enabling
prompt fulfillment of orders and ensuring a constant flow of products to market. This
strategic location enhances the company's ability to respond promptly to market demands
while maintaining quality standards in their educational gaming products.
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6.2 PRODUCTION PROCESS IN THE DETAILS.
Before we started selling the Uknowledge card, we did some research to come up
with good ideas for making this product. This involved setting goals, figuring out how the
product would benefit users, understanding how the game works, and planning how to put it
all together. The research results were positive and everyone agreed, so we moved forward to
create the product by finding a reliable supplier for the equipment we needed. While looking
for suppliers, we made a shortlist and analyzed them carefully to make sure our products
would stay in good shape and not get damaged easily. We paid attention to things like the
price they offered, the quality of the equipment, how dependable the supplier was, what other
customers said about them, and more. Once we found the best supplier, we decided on the
location for Uknow Enterprise, and as mentioned before, we chose Nilai 3 in Negeri
Sembilan because it seemed like the best place for us.
Figure 6.2 : Questions Figure 6.3 : Answer Card Figure 6.4 : Special Card
Card Example Example Example
40
6.3 BUSINESS FACILITIES
Total RM3,500
Table 6.1 : Details of Uknow’s Building Rent Expenses
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6.4 UKNOW STAFF WORKERS
These managers are not just overseeing operations; they are deeply involved in every
aspect of the business. Their roles encompass managing online sales platforms, coordinating
with partner stores for distribution, handling marketing strategies, and ensuring customer
satisfaction through responsive online support. This approach allows us to maintain a lean
and effective team, reducing the need for additional staff and enabling us to focus on
delivering quality products and services.
Our decision to operate without a traditional sales force stems from our commitment
to embracing digital trends and maximizing efficiency. By selling online and distributing
through established retail channels, we are able to reach a wider audience while keeping our
operational costs in check. This strategy ensures that we remain agile and responsive to
market demands, making Uknow not just a brand but a modern, forward-thinking player in
the educational game market.
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6.5 PRODUCT PURCHASE
Total 20,000
Table 6.2 : List of product purchase
Total 1,808
Table 6.3 : Schedule of Remuneration Production Personnel
Operation Expenditure
ITEMS RM
Salaries/EPF 1,808
Total 25,308
Table 6.4 : Operation Budget
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7.0 ORGANIZATION PLAN
Starting a business involves crucial initial decisions, one of the most important being
the choice of business entity. This decision shapes the ownership structure, liability, and other
foundational aspects of the enterprise. There are several types of business entities, including
sole proprietorship, partnership, limited liability partnership (LLP), limited liability
companies (LLC), and public companies, each with unique characteristics and implications.
In contrast, a partnership, which is the chosen structure for Uknow, involves two to
twenty people. This entity is characterized by shared ownership, where profits and liabilities
are equally distributed among the partners. Partnerships require collaborative
decision-making, with all partners having a say in business operations. This model promotes
teamwork and shared responsibility, making it ideal for businesses like Uknow that value
collective input and joint effort.
Partnerships offer several advantages for businesses like Uknow. Firstly, they allow
for a pooling of resources, knowledge, and skills, which can be particularly beneficial in the
early stages of a business. This collaborative approach can lead to more innovative solutions
and a more dynamic business strategy. Additionally, partnerships simplify the management
structure compared to corporations, allowing for more direct and efficient decision-making
processes.
The shared liability in a partnership means that each partner is responsible for the
business debts and obligations. While this can increase personal risk, it also ensures a high
level of commitment and responsibility from each partner. Furthermore, partnerships
typically have fewer formalities and regulatory requirements than corporations, making them
easier and less costly to set up and maintain.
44
For Uknow, a partnership is the most suitable business entity. It aligns with our
approach of collective effort and shared vision. The partnership structure allows Uknow's
founders to collaborate closely, bringing diverse perspectives and expertise to the table. It
also facilitates easier and more flexible decision-making processes, crucial for adapting to the
dynamic nature of the educational game market. By choosing a partnership, Uknow is poised
to leverage the strengths of its founders, foster innovation, and efficiently navigate the
challenges of the business landscape.
45
7.2 MANAGEMENT TEAM
The Uknow Company's operations are led by General Manager Nasrullah, who
oversees the strategic and daily functions of the business. His team includes four managers:
Izzatul, the Design Manager, who ensures the company's products are both functional and
visually compelling; Zikri, the Administration Manager, who oversees business reporting and
operational structure; Sharul, the Marketing Manager, responsible for crafting strategies to
promote Uknow's educational games and expand their market presence; and Farez, the
Production Manager, tasked with cost-effective production and resource management.
Nuraliah, as the Financial Manager, directs financial planning and profitability. Together, this
core team drives Uknow's mission with their specialized expertise and collective dedication.
46
Resume of Key Management Personnel
1) General Manager
2) Email ● [email protected]
4) Languages ● English
● Malay
● Japanese
2) Design Manager
2) Email ● [email protected]
4) Languages ● English
● Malay
● Spanish
47
6) Education History ● Bachelor of Fine Arts in Graphic
Design
● Professional Certification in Digital
Media Design
3) Administration Manager
2) Email ● [email protected]
4) Languages ● Malay
● Mandarin
● English
4) Marketing Manager
2) Email ● [email protected]
48
6) Education History ● Bachelor in International Business
Marketing at Tunku Abdul Rahman
University of Management and
Technology (TAR UMT)
5) Production Manager
2) Email ● [email protected]
4) Language ● English
● Malay
● German
6) Financial Manager
2) Email ● [email protected]
4) Language ● French
● Malay
● English
49
6) Education History ● Master of Finance at London School
of Economics and Political Science
(LSE)
● Bachelor of Accountancy at
Angeles (UCLA)
50
7.3 EXTERNAL RESOURCES AND SERVICES
51
7.4 HUMAN RESOURCES
7.4.1 List of the Uknow’s employees and the estimated salary for each position.
52
7.5 LIST OF UKNOWLEDGE’S EQUIPMENT
1. Alarm 50 2 100
Total 8 700
1. Computer 6 2,400
Total 22 4,120
2. Gel pen 20 80
Total 400
53
7.6 ADMINISTRATION BUDGET
Administration Expenditure RM RM
Total 4,820
Salaries 7,458
Total 7,458
Other Expenditures:
Stationery 400
Total 520
TOTAL 12,798
Table 7.3 : List of Administration Expenditure
54
8.0 FINANCIAL PLAN
UKNOW ENTERPRISE
CAPITAL EXPENDITURE
Administrative
Marketing
Banner 100 5
Stationery 400
TOTAL 9,940
55
8.2 WORKING CAPITAL
UKNOW ENTERPRISE
WORKING CAPITAL
Administrative
Salaries 7,458
Operations
Salaries 1,808
Marketing
Salaries 1,808
Advertising 120
TOTAL 31,194
56
8.3 START-UP CAPITAL AND FINANCING
UKNOW ENTERPRISE
Financing
Loan RM50,000
57
8.4 CASH FLOW STATEMENT
58
59
8.5 INCOME STATEMENT
60
8.6 BALANCE SHEET
61
9.0 PROJECT MILESTONES
Project milestones are crucial components of our business schedule, requiring precise
adherence to deadlines. They serve as indicators of Uknow Enterprise's progress, contributing
significantly to the overall success of the business.
ACTIVITIES DEADLINES
62
10.0 CONCLUSION
Uknow Enterprise, a new player in the business world, is deeply committed to more
than mere survival – our mission is to excel and make a significant impact. The heart of our
operation is a constant flow of creative ideas for products that we believe will resonate with
people and bring joy. Our vision extends far beyond staying afloat; we aspire to share our
innovative concepts globally, leaving a lasting imprint on the international stage.
63
11.0 REFERENCES
Example business plan (ENT) subject UITM. (2015, January 10). [Slide show]. PPT.
https://www.slideshare.net/norazimahmejri/example-business-plan-ent-subject-uitm
MarketingProfs | Improve your marketing right now. Marketing Training for Professionals.
https://www.qualtrics.com/au/experience-management/brand/what-is-market-segment
ation/#:~:text=Market%20segmentation%20is%20the%20 practice,better%20
Personal and business accounts on TikTok | TikTok Help Center. (n.d.). TikTok.
https://support.tiktok.com/en/using-tiktok/growing-your-audience/switching-to-a-crea
tor-or-business-account
SafetyCulture. (2022, December 2). How product improvement can help you compete |
SafetyCulture. https://safetyculture.com/topics/product-improvement/
64
12.0 APPENDICES
65
Figure 6.1 : Figures 5.4 : Uknow’s
Uknow’s Factory Location TikTok Official Account
66
Figure 5.1 : Market Share
Before Enter Market
67
Figure 6.5 : Uknow
Office Layout
68