Ent530 Business Plan - Uknow Company

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BUSINESS PLAN TITLE : UKNOWLEDGE CARD BY UKNOW ENTERPRISE

FACULTY BACHELOR OF BUSINESS ADMINISTRATION (HONS)


HUMAN RESOURCES

GROUP M1 BA243 3D

COURSE PRINCIPLES OF ENTREPRENEURSHIP

COURSE CODE ENT530

SEMESTER 3

GROUP NAME UKNOW ENTERPRISE

GROUP 1) NURALIAH BINTI YAHYA


MEMBERS (2023104707)
2) MUHAMMAD NASRULLAH BIN ABDUL AZIZ
(2023169081)
3) MOHAMMAD FAREZ BIN DAUD
(2023168823)
4) NUR IZZATUL AKMA BINTI MOHD KHAZAIRI
(2023305999)
5) HAZIQ ZIKRI BIN BAHARUDDIN
(2023105437)
6) SHARUL ADNI BIN KHAIRUDDIN
(2023185341)

SUBMITTED TO:
MADAM WAN HASMAT BINTI WAN HASAN

SUBMISSION DATE:
WEEK 13
TABLE OF CONTENTS

CONTENTS PAGES

ACKNOWLEDGEMENT 1

1.0 EXECUTIVE SUMMARY 2

2.0 COMPANY PROFILE 3


2.1 COMPANY NAME AND LOGO
2.2 VISION AND MISSION
2.3 COMPANY BACKGROUND

3.0 ENVIRONMENTAL INDUSTRY ANALYSIS 6


3.1 NEEDS IN THE MARKET
3.2 PRODUCT
3.2.1 Differences Between Our Company and
Current Market
3.2.2 Details of the product
3.2.3 Product’s Characteristics
3.3 MARKET SEGMENTS
3.3.1 Demographic Segmentation
3.3.2 Geographic Segmentation
3.3.3 Psychographic Segmentation
3.3.4 Behavioural Segmentation
3.3.5 Technographic Segmentation
3.3.6 Benefit Segmentation
3.3.7 Based Segmentation
3.4 INDUSTRY AND TRENDS
3.4.1 Description of Industry
3.4.2 Key Industry Players
3.6 PRODUCTS IMPROVEMENT AND NEW
PRODUCTS

4.0 DESCRIPTION OF VENTURE 15


4.1 THE DETAIL OF UKNOWLEDGE’S CARD
4.2 WHAT IS THE PROBLEM WILL
UKNOWLEDGE’S CARD SOLVE?
4.3 WHAT IS VALUE PROPOSITION
4.4 DEMONSTRABLE CUSTOMER DEMAND
4.5 THE EXISTING COMPETITION
4.6 OUTLOOK/ BENCHMARK/ TIMELINES
4.6.1 Outlook
4.6.2 Benchmark
4.6.3 Timelines

5.0 MARKETING ANALYSIS AND COMPETITION 25


5.1 TARGET MARKET
5.2 ESTIMATED MARKET SIZE AND TRENDS
5.2.1 Estimate Market Size for a Year
5.3 ESTIMATED MARKET SHARE AND SALES
5.3.1 Market Share and Sales (Year 2024)
5.3.2 Market Share and Sales for 3 Years (2024 -
2026)

5.4 COMPETITION AND COMPETITIVE EDGES


5.4.1 Identifying Competitors
5.4.2 Discussion About Competitors
5.5 SALES FORECAST
5.6 MARKETING STRATEGY
5.6.1 Product
5.6.2 Pricing
5.6.3 Sales Tactics
5.6.4 Service and Warranty Policy
5.6.5 Advertising and Promotion

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5.6.6 Distribution
5.7 SCHEDULE OF REMUNERATION
5.8 MARKETING BUDGET

6.0 OPERATIONS AND PRODUCTION PLAN 38


6.1 DEVELOPMENT OF THE BUSINESS
6.2 PRODUCTION PROCESS IN THE DETAILS
6.3 BUSINESS FACILITIES
6.4 UKNOW STAFF WORKERS
6.5 PRODUCT PURCHASE
6.6 SCHEDULE OF REMUNERATION
6.7 OPERATION BUDGET

7.0 ORGANIZATION PLAN 46


7.1 OWNERSHIP STRUCTURE
7.2 MANAGEMENT TEAM
7.3 EXTERNAL RESOURCES AND SERVICES
7.4 HUMAN RESOURCES
7.4.1 List of the Uknow’s employees and the
estimated salary for each position.
7.4.2 Schedule of Remuneration

7.5 LIST OF UKNOWLEDGE’S EQUIPMENT


7.5.1 List of Safety Equipment Needed
7.5.2 List of Physical Stores Equipment Needed
7.5.3 List of Stationery
7.6 ADMINISTRATION BUDGET

8.0 FINANCIAL PLAN 55


8.1 START UP COST
8.2 WORKING CAPITAL
8.3 START-UP CAPITAL AND FINANCING
8.4 CASH FLOW STATEMENT
8.5 INCOME STATEMENT

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8.6 BALANCE SHEET

9.0 PROJECT MILESTONES 62

10.0 CONCLUSION 63

11.0 REFERENCES 64

12.0 APPENDICES 65

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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.

Finally, as this assignment is being completed in a group, we would like to express


our gratitude to each member of the group which are Nuraliah Binti Yahya, Muhammad
Nasrullah Bin Abdul Aziz, Mohammad Farez Bin Daud, Nur Izzatul Akma Binti Mohd
Khazairi, Sharul Adni Bin Khairuddin and Haziq Zikri Bin Baharuddin for their active
participation and hard effort in finishing this report, even though we are all aware that it is not
an easy task for any of us. We have overcome a great deal of obstacles to get to where we are
now as a group. May all of our efforts pay off in the future, and may our tears, sweat, and
sleepless nights be rewarded.

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1.0 EXECUTIVE SUMMARY

UKnowledge Card by UKnow Enterprise is a new venture that aims to provide a


unique and innovative solution to the environmental industry. The company's product is a
smart card that can be used to access various environmental services, such as waste
management, recycling, and energy conservation. The card is equipped with advanced
technology that allows users to track their environmental impact and receive rewards for their
sustainable actions.

The company's vision is to create a sustainable future by empowering individuals and


organizations to make environmentally conscious decisions. Its mission is to provide a
convenient and user-friendly platform that promotes sustainable practices and encourages
positive environmental behavior.

The environmental industry analysis reveals a growing demand for sustainable


solutions, driven by increasing awareness of environmental issues and the need for resource
conservation. The market segments for UKnowledge Card include individuals, households,
businesses, and government agencies. The company's product differentiates itself from the
current market by offering a comprehensive and integrated solution that combines various
environmental services into one platform.

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.

In conclusion, UKnowledge Card by UKnow Enterprise is a promising venture that


addresses a pressing need in the environmental industry. The company's innovative product,
combined with its vision and mission, has the potential to make a significant impact on the
environment and society.

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2.0 COMPANY PROFILE

2.1 COMPANY NAME AND LOGO

Figure 2.1 : Company Logo

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.

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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.

2.3 COMPANY BACKGROUND

Name of the business Uknow Enterprise

Business address Lot 143 PT.3856, Nilai 3, Kawasan


Perindustrian, Negeri Sembilan

Correspondence address Lot 143 PT.3856, Nilai 3, Kawasan


Perindustrian, Negeri Sembilan

Website www.Uknow_.com

Email [email protected]

Telephone number 011-60649611 / 03-9807659

Fax number 03-9807659

Form of business Partnership

Main activity Manufactured an educational card games

Date of commencement 5 December 2023

Date of registration 20 October 2023

Registration number 00892842-A

Name of bank RHB Bank

Account number 15407700132288


Table 2.1: Company Background

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3.0 ENVIRONMENTAL INDUSTRY ANALYSIS

3.1 NEEDS IN THE MARKET

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.

Moreover, parents and educators would be interested in education related products


that contribute to the great development of such skills, for instance, critical thinking,
problem-solving and communication skills. Therefore, with our educational card game we
have created, would help develop these skills through strategic gameplay and education that
challenged our potential client’s thinking skills. Next, fun learning is so much needed in order
to learn effectively. So our educational tool would be the source of both learning and
entertainment in some way, making education an enjoyable experience. So there will be no
more boring theory only class after introducing our products to class and for people who want
to learn more.

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

3.2.1 Differences Between Our Company and Current Market

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.

3.2.2 Details of the product

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.

3.2.3 Product’s Characteristics

PRODUCT’S TERM DESCRIPTIONS

Features ✔ Matte and shiny side colorful card

✔ How to play instruction

Benefits ✔ Durable thick card

✔ Waterproof

✔ Packaging included

✔ Affordable

✔ Attract client’s attention with a perfectly


chosen font and design

✔ Let client gain more knowledge with


various topic of games
Table 3.1: Product’s Characteristic

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3.3 MARKET SEGMENTS

3.3.1 Demographic Segmentation

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.

3.3.2 Geographic Segmentation

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.

3.3.3 Psychographic Segmentation

Psychographically, our game is designed for the enthusiasts of intellectual struggles


and lifelong development. knowing that it is crucial to offer entertainment and brain food at
the same time, we emphasize on options in which critical thinking driving problem solving of
question answers with knowledge acquisition within an engaging design. The design, themes
and educational content in the game are intended to appeal to those looking for stimulating
leisure activities that also meet their demand for having fun while at the same time enhancing
their growth.

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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.

3.3.5 Technographic Segmentation

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.

3.3.6 Benefit Segmentation

The game features focus mainly on enhancing memory, contributing to critical


thinking activities, increasing knowledge and promoting creativity. By emphasizing these
benefits in our promotion, we show students that “Knowledge” is a fun but serious route to
self-improvement and skill development.

3.3.7 Based Segmentation

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.

Even though Uknow Enterprise is a new player in industry, it faces competition,


including Anakku’s company. The reason for going head-to-head with Anakku’s company is
that they specialize in learning tools and have earned trust from different groups. They also
have loads of experience making cassettes and books since the early 2000s. Since many cars
still use cassettes, Uknow Enterprise understands they need to stay modern. That's why the
Uknowledge card is easy to use, affordable, and portable. How does Uknow Enterprise make
things better? Well, they pay attention to what people say about their products, collecting
feedback from buyers and making improvements based on careful thinking. For example,
they've made the card waterproof, just like Uno, so it won't get ruined if it's in a school bag.
It's all about making things practical and useful for the people using it.

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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

List of Key Partner

Galeri Ilmu Sdn. Bhd.

Table 3.2 : List of Key Partner

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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.

ii) Time Frame

START DAY END DATE

Project Kick Off 26 Oktober 2023 10 November 2023

Business Requirement 30 Oktober 2023 10 November 2023

Product Customization 13 November 2023 15 November 2023

Completing of Design and Development 16 November 2023 20 November 2023

Ordering of Product from Supplier 22 November 2023 6 December 2023

Product Arrived in Office 1 December 2023 8 December 2023

Quality Control of The Product 2 December 2023 9 December 2023

First Release 5 December 2023 10 December 2023


Table 3.3 : Time Frame

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 stands out in the area of edutainment as it adopts a unique approach to


learning, unlike familiar games like Uno and Monopoly. Unlike other standard games whose
main aim is to provide entertainment, our flagship product “Knowledge” card game has the
unique ability of effortlessly incorporating enjoyment while maintaining substantial
educational value.

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

ITEMS PRIMARY USE BENEFITS

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.

Answer card Used to pair it with To let users know what is


questions that match with the question to the answer.
the questions. There would From here the user could
be six unique answer cards gain new knowledge.
given in a deck 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.

Table 4.1: The Detail Of Uknowledge’s 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.

Uknowledge cards offer a dynamic solution to several cognitive challenges. By


engaging with these cards, players not only enjoy a mentally stimulating experience but also
enhance their critical thinking and problem-solving abilities. The captivating design of the
cards aids in better memory retention and understanding of key concepts. Additionally,
Uknowledge encourages players to think analytically, fostering the development of critical
thinking skills as they analyse information and connect various ideas. This multifaceted
approach addresses the need for mental agility, improved memory, and enhanced analytical
skills in a fun and interactive manner, making Uknowledge cards a valuable tool in both
educational and recreational settings.

Moreover, Uknowledge cards serve as an effective solution to various educational and


personal development needs. These cards not only broaden players' knowledge in diverse
subjects but also make the learning process interactive and enjoyable. The thought-provoking
questions and content encourage deep self-reflection, helping players understand their
thinking patterns and boosting self-awareness. Additionally, the wide range of topics covered
by the cards provides an opportunity for learners to delve into new areas of study, enhancing
their academic understanding. Furthermore, Uknowledge cards stimulate creativity and
imagination through various creative challenges and prompts, motivating players to think
innovatively and approach problems from different perspectives. This comprehensive
approach makes Uknowledge an invaluable tool for intellectual expansion, personal growth,
and creative thinking.

Lastly, Uknowledge cards address important social and educational needs by


encouraging player interaction and debate, fostering teamwork and communication skills.
Additionally, they are tailored to specific learning objectives, aiding in focused academic
development and success. This makes them a valuable tool for enhancing both social
dynamics and targeted learning goals.

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4.3 WHAT IS VALUE PROPOSITION

Uknowledge cards offer a comprehensive value proposition that addresses both


educational and social needs. These cards are designed to not only make learning enjoyable
and interactive but also to expand the knowledge and understanding of various subjects.
Players can delve into a wide range of topics, enhancing their educational experience.

Offering an engaging and playful approach to education, the Uknowledge cards


enhance learning by covering a wide range of topics. This method broadens both general and
specific knowledge, appealing especially to younger audiences. By moving away from
traditional educational techniques, these cards make acquiring knowledge both fun and
accessible, transforming the learning experience into something enjoyable and effective.

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.

The game design of Uknowledge fosters personal development and self-reflection


among players. It challenges them to critically evaluate their decision-making and
problem-solving tactics. This introspective element is key to personal growth, helping players
understand their own thinking and behaviours, thereby enhancing self-awareness and
encouraging self-improvement.

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, as a company name, embodies a strategic fusion of education and play,


emphasizing the core purpose behind its educational card game creations. The name not only
represents an amalgamation of knowledge and entertainment but also adopts a conversational
tone, establishing an immediate and friendly connection with potential clients. This deliberate
choice of branding exudes a casual and inviting vibe, especially within the context of
educational gaming, fostering a sense of involvement and relatability with its target audience.

The company's primary focus on manufacturing educational card games holds


promise in the market. These games, envisioned to be decked out in visually stimulating
colors like pastel pink, blue, and green, demonstrate a thoughtful approach to captivate
players' attention. By appealing to the aesthetic preferences of their players, Uknow aims to
turn the learning experience into an engaging and entertaining one, promoting group play
among friends and peers.

Furthermore, the creation of 'Uknowledge' as the company's flagship card game


emphasizes the importance of education within their product line. It represents a dedication to
passing on knowledge, inspiring intellectual interaction, and fostering learning. This title,
derived from the company's name, 'Uknow,' and paired with 'ledge,' has a dual meaning,
hinting to a combination of knowledge and the game's unique nature. The inclusion of trivia
questions about various countries enhances the educational value, with the goal of improving
players' grasp of world politics and raising their IQ.

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.

20
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.

21
4.5 THE EXISTING COMPETITION

Uknow operates in the highly evolving and multidimensional competition


environment of the educational gaming industry that ranges from various segments within
both the gaming business models as well as education industries. While Uknow’s specific
combination of educational card games, entertainment, and the enrichment of knowledge may
have had relatively few direct competitors to it.

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.

22
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.

23
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

Key benchmarks for Uknow encompass both product-oriented and customer-centric


goals. The company sets milestones for the development and release of new educational card
game decks, ensuring a consistent launch schedule aligned with market demands. Customer
engagement benchmarks are established to maintain a high level of satisfaction, prioritizing
regular feedback collection to drive continuous game improvements and innovative ideas.
Additionally, sales targets are carefully structured based on market analysis, allowing for
periodic review and adjustment to maintain alignment with evolving market trends.

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

5.1 TARGET MARKET

In the realm of educational gaming, Uknow Enterprise is embarking on a strategic


journey to capture a dual audience which is individuals aged 16 and above, as well as parents.
This carefully chosen target demographic reflects an understanding of the evolving dynamics
in both educational and technology and consumer behavior.

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.

In conclusion, Uknow Enterprise's decision to target individuals aged 16 and above,


along with parents, is a well-calibrated strategy. By offering educational games that cater to
the diverse needs of both students and their families, Uknow seeks to establish itself as a
holistic educational platform that not only enriches individual learning experiences but also
strengthens the bond between generations through shared educational exploration.

25
5.2 ESTIMATED MARKET SIZE AND TRENDS

Target Market No of Population Potential Customer No- of Potential


Customer

16 Years Old and 31,083 50% 15,542


Above

Parents 42,320 23.98% 10,149

Total 73,403 25,691


Table 5.1: 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.

Moreover, by including parents in the target market, Uknow acknowledges their


pivotal role in shaping the educational journey of their children. In a community like Nilai 3,
where familial bonds are strong, the interactive nature of the games provides an opportunity
for parents to actively participate in their children's learning process. Uknow's platform
becomes a shared space for family engagement, fostering a positive educational environment
within households.

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.

26
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.

Target Market No. of Estimated of the Product Buying


Potential
Customer

Quantity / Year RM/ Unit Total (RM)

16 Years Old and 15,542 15,542 30.00 15,542 x RM30.00


Above = RM 466,260

Parents 10,149 10,149 30.00 10,149 x RM30.00


= RM 304,470

Total Market Size 25,691 25,691 770,730


Table 5.2 : Estimated Market Size for a Year

5.3 ESTIMATED MARKET SHARE AND SALES

5.3.1 Market Share and Sales (Year 2024)

Market Share and Sales

Competitor Before After

% Unit/Year RM/Year % Unit/Year RM/Year

Monopoly 60 15,415 462,450 40 10,276 308,280

Sahibba 40 10,276 308,280 25 6,423 192,690

Uknow 0 35 8,992 269,760

TOTAL 25,691 770,730 25,691 770,730


Table 5.3 : Market Share and Sales (Year 2024)

27
Figure 5.1 : Market Share Before Enter Market

Figure 5.2 : Market Share After Enter Market

28
5.3.2 Market Share and Sales for 3 Years (2024 - 2026)

PRODUCT / SERVICE
MARKET SHARE AND SALES

Year

2024 2025 2026

Market Share (%) 35 45 55

Total Sales in Units 25,691 45/100 x 73,403 55/100 x 73,403


= 33,031 = 40,372

Total Sales in RM 770,730 45/100 x 2,202,090 55/100 x 2,202,090


= 990,930 = 1,211,160
Table 5.4 : Market Share and Sales For 3 Years (2024-2026)

5.4 COMPETITION AND COMPETITIVE EDGES

5.4.1 Identifying Competitors

COMPETITOR STRENGTHS WEAKNESS

Monopoly Brand Recognition: Lengthy Gameplay:


Monopoly enjoys The game's length can
unparalleled brand sometimes be a drawback,
recognition and a requiring significant time
long-standing presence in commitment, which might
the gaming industry. Its not suit all players or
name is synonymous with occasions.
traditional board games and
has a massive global fan Limited Educational
base. Value:
While Monopoly offers
Diverse Variants: strategic and economic
The game offers numerous lessons, its primary focus is
editions and variants tailored entertainment rather than
to different themes, cities, explicit educational value.
and pop culture references,
catering to various player
preferences.

29
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.

Sahibba Cultural Relevance: Limited Global Appeal:


Sahibba offers a unique Sahibba's focus on South
cultural perspective, Asian culture may limit its
focusing on traditional broad appeal, potentially
stories, history, and values, alienating players less
catering primarily to players familiar or interested in
interested in South Asian these specific themes.
heritage.
Market Competition:
Engaging Storytelling: In the broader gaming
The game integrates industry, especially in global
storytelling elements, markets, Sahibba may face
folklore, and historical challenges competing
narratives, providing an against more universally
immersive experience appealing or established
centered around South Asian games.
culture.
Potential Educational
Niche Appeal: Limitations:
Its specialization in cultural While culturally rich, the
narratives and themes might game might lack broader
attract a specific audience educational elements beyond
seeking a game deeply cultural storytelling, limiting
rooted in cultural richness its applicability in
and storytelling traditions. educational gaming contexts
seeking diverse learning
experiences.

Table 5.5 List of Competition and Competitive Edges

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5.4.2 Discussion About Competitors

In the competitive landscape of educational gaming, Monopoly and Sahibba stand as


prominent competitors, each exhibiting distinct strengths and weaknesses that offer valuable
insights for Uknow's strategic positioning. Monopoly's enduring strength lies in its
unparalleled brand recognition and multi-generational appeal, fostering a sense of reliability
and familiarity among players worldwide. Its diverse variants cater to various themes,
contributing to its widespread popularity.

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

Sales Forecast for Uknow Year 2024

Month Sales Collection (Unit) Sales Collection (RM)

January 2,140 64,200

February 2,140 64,200

March 2,140 64,200

April 2,140 64,200

May 2,140 64,200

June 2,140 64,200

July 2,140 64,200

August 2,140 64,200

September 2,140 64,200

October 2,140 64,200

November 2,140 64,200

December 2,151 64,530

TOTAL YEAR 1 25,691 770,730

TOTAL YEAR 2 28,260 847,800


(Increase 10%)

TOTAL YEAR 3 31,086 932,580


(Increase 10%)
Table 5.6 : Sales Forecast for Uknow for the Year 2024

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.

32
5.6 MARKETING STRATEGY

5.6.1 Product

Figure 5.3 : Uknow? Card

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.”

The inventive aspect of “Uknowledge” is in the utilization of waterproof stickers for


questions and answers. Take advantage of a gamble that offers you the opportunity to learn
about different countries without worrying about it wearing out. Not only do these waterproof
stickers increase the life of cards but they also add an element of tactile thrill to a game. No
worries about accidental spills or the elements spoiling your game there is “Uknowledge”
designed to take it all.

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

Uknowledge Monopoly Sahiba

RM30.00 RM45.00 RM25.00


Table 5.7 : Uknow and Competitor’s 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.

5.6.3 Sales Tactics

Uknow Enterprise motivates its employees to be very proactive in selling and


promoting Uknow as a key tactic of sales since this business is fairly new on the market. The
company wants to conserve resources for future growth and will, therefore, use the dedication
and enthusiasm of its workforce who are actually committed to selling a product they believe
in. With an underlying passion for the company, promoting Uknow becomes a simple and
easy job for the team. They strongly believe in the product and can effectively communicate
its value to potential buyers which fosters confidence and trust for what Uknow has.

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.

34
5.6.4 Service and Warranty Policy

Uknown Enterprise’s commitment to this approach is customer-centric and related,


creating a seamless experience from purchase through ongoing enjoyment. Our warranty
policy as it is a strong message about the dedication to quality and durability of Uknow, an
educational card game that we are proud to offer. This policy serves as a security blanket for
customers, ensuring that their investment is secure and worry free.

With our dedication to customer satisfaction, we have a transparent and available


service team ready to handle queries or grievances. We focus on the clarity of our warranty
terms and provide customers with rich information about their coverage and benefits
received. With Uknow, customers not only enjoy an engaging learning card game but also the
reliable support facility that makes it much better overall.The quality of our products is well
backed by Uknow Enterprise and service warranty policies that we practice to establish a
good positive relation with our beloved clients.

5.6.5 Advertising and Promotion

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.

Furthermore, with the help of descriptive hashtags as #UknoworNotKnow and #


Uknowledge , users will be able to locate our products more easily. TikTok is one of the most
popular social media apps in recent years. So we used TikToks popularity for creation of
content to attract people and increase engagement with other users. This marketing strategy
enables Uknow Enterprise to attract potential customers' attention towards their product using
advertisement and promotions. UKnow Enterprise has also banners at the office to attract
attention of residents in the nearby area.

35
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.

36
5.7 SCHEDULE OF REMUNERATION

Position No. Monthly EPF Amount (RM)


Salary (RM) Contribution
(13%) (RM)

Marketing 1 1,600 208 1,808


Manager

Total 1,808
Table 5.8 : Schedule of Remuneration Marketing Operation

5.8 MARKETING BUDGET

Marketing Expenditure

ITEMS RM

Fixed Asset

Banner 100

Working Capital/ Monthly Expenditure

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

6.1 DEVELOPMENT OF THE BUSINESS

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.

Figure 6.1 : Uknow’s Factory Location

38
a) Choosing Business Location

Uknowledge, established in 2023, has strategically set up its headquarters in Nilai 3,


Negeri Sembilan, primarily focusing on the design and creation of engaging educational card
games. The location serves as the hub for the company's operations, featuring a dual-purpose
setup functioning as both an office space and a storage facility. This arrangement allows for
seamless coordination between design teams, administrative functions, and the efficient
management of inventory.

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.

39
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

a) Uknow’s physical store layout template

Figure 6.5 : Uknow Office Layout

The details of Uknow’s physical store.

No. Details Estimated size or price

1. Physical store size 2000 square feet

2. Cost of rent per month RM2,800

3. Maintenance budget RM200

4. Cost of utilities include water, electric and Wi-Fi RM500


bills

Total RM3,500
Table 6.1 : Details of Uknow’s Building Rent Expenses

41
6.4 UKNOW STAFF WORKERS

At Uknow, our operational model is unique and streamlined, focusing primarily on


online sales and distribution to various stores. Given this modern approach, we currently do
not employ any dedicated staff for direct sales or in-store promotions. Our entire business
process, from product management to customer engagement, is efficiently handled by a team
of dedicated managers.

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

No. Products Quantity Price per Total Price


Unit (RM) (RM)

1. Uknowledge Card 2000 10 20,000

Total 20,000
Table 6.2 : List of product purchase

6.6 SCHEDULE OF REMUNERATION

Position No. Monthly EPF Amount (RM)


Salary (RM) Contribution
(13%) (RM)

Production 1 1,600 208 1,808


Manager

Total 1,808
Table 6.3 : Schedule of Remuneration Production Personnel

6.7 OPERATION BUDGET

Operation Expenditure

ITEMS RM

Working Capital/ Monthly Expenditure

Salaries/EPF 1,808

Product Purchase 20,000

Building Rent Expenses 3,500

Total 25,308
Table 6.4 : Operation Budget

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7.0 ORGANIZATION PLAN

7.1 OWNERSHIP STRUCTURE

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.

A sole proprietorship is a simple business structure where a single individual owns


and operates the business. This entity allows the owner to keep all profits but also places
personal liability on them for any business debts and losses. Decision-making is solely in the
hands of the owner.

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

Figure 7.1 : Organization chart of the company

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

MUHAMMAD NASRULLAH BIN ABDUL AZIZ

1) Phone Number ● 012-3456 789

2) Email ● [email protected]

3) Skills ● Team Building skills


● Strategic Planning skills
● Communication skills

4) Languages ● English
● Malay
● Japanese

5) Employment History ● 2 years as Operations Coordinator at


GameOn
● 3 years as Team Leader at PlayLearn

6) Education History ● Master of Business Administration


(MBA), Major in Strategic
Management
● Bachelor of Arts in International
Business Management

2) Design Manager

NUR IZZATUL AKMA BINTI MOHD KHAZAIRI

1) Phone Number ● 013-7890 123

2) Email ● [email protected]

3) Skills ● Creative Design Skill


● Digital illustration Skill
● User Experience (UX) Skill

4) Languages ● English
● Malay
● Spanish

5) Employment History ● Junior Graphic Designer at Creatify


Studios, 1 year
● Senior Graphic Designer at
DesignInnovate, 2 years

47
6) Education History ● Bachelor of Fine Arts in Graphic
Design
● Professional Certification in Digital
Media Design

3) Administration Manager

HAZIQ ZIKRI BIN BAHARUDDIN

1) Phone Number ● 014-4567 890

2) Email ● [email protected]

3) Skills ● Project Management Skill


● Organizational Development Skill
● Computer Skill

4) Languages ● Malay
● Mandarin
● English

5) Employment History ● Administrative Assistant at


LogiCorp, 1.5 years
● Office Manager at BizTech
Solutions, 2 years

6) Education History ● Master's in Public Administration


● Bachelor's in Business
Administration

4) Marketing Manager

SHARUL ADNI BIN KHAIRUDDIN

1) Phone Number ● 011- 33606987

2) Email ● [email protected]

3) Skills ● Communication and Networking


● Critical Thinking and
Problem-Solving skills
● Creative

4) Language ● Fluently in both English and Malay

5) Employment History ● Promoter at Aeon Bandaraya


Melaka

48
6) Education History ● Bachelor in International Business
Marketing at Tunku Abdul Rahman
University of Management and
Technology (TAR UMT)

5) Production Manager

MOHAMMAD FAREZ BIN DAUD

1) Phone Number ● 015-6789 012

2) Email ● [email protected]

3) Skills ● Production Oversight Skill


● Supply Chain Coordination
● Critical Thinking Skill

4) Language ● English
● Malay
● German

5) Employment History ● Production Line Supervisor at


TechManufacture, 2 years
● Operations Analyst at IndustriMax,
1 year

6) Education History ● Bachelor of Science in Industrial


Engineering
● Diploma in Production Management

6) Financial Manager

NURALIAH BINTI YAHYA

1) Phone Number ● 016-9876 543

2) Email ● [email protected]

3) Skills ● Financial Analysis Skill


● Budgeting and Forecasting
● Analytical Skill

4) Language ● French
● Malay
● English

5) Employment History ● Accountant at RapidAccounts, 2


years
● Financial Analyst at WealthGrow, 3
years

49
6) Education History ● Master of Finance at London School
of Economics and Political Science
(LSE)
● Bachelor of Accountancy at

University of California, Los

Angeles (UCLA)

50
7.3 EXTERNAL RESOURCES AND SERVICES

EXTERNAL ADVISOR SERVICES

HSBC Bank ● Located in the heart of Kuala


Lumpur, HSBC provides Uknow
Level 2, Menara IQ, Lingkaran TRX, with comprehensive financial
Tun Razak Exchange, 55188 Kuala advisory services. Their team of
Lumpur, Tun Razak Exchange, Wilayah seasoned financial experts assists us
Persekutuan Kuala Lumpur, 55188, in strategic financial planning and
Kuala Lumpur investment decisions to drive
business growth.
● HSBC offers custom-tailored
business loans to support Uknow's
operational finances and project
expansions.
● In response to market fluctuations,
HSBC provides agile financial
solutions, including contingency
funding to navigate through
unforeseen financial challenges.

Deloitte Malaysia ● Deloitte assists Uknow with


high-level business strategy
Menara LGB, Level 16, 1, Jalan Wan Kadir, formulation, market analysis, and
Taman Tun Dr Ismail, 60000 Kuala Lumpur competitive positioning.
● They offer expertise in
organizational restructuring, helping
Uknow adapt and thrive amid
changing business landscapes.
● Deloitte provides audit services and
risk management strategies to ensure
Uknow's compliance with financial
regulations and to fortify our market
standing.

51
7.4 HUMAN RESOURCES
7.4.1 List of the Uknow’s employees and the estimated salary for each position.

No. TYPE OF EMPLOYEES NUMBER OF ESTIMATED EPF (RM)


STAFF SALARY
REQUIRED (RM)

1. General Manager 1 1,800 234

2. Administration Manager 1 1,600 208

3. Marketing Manager 1 1,600 208

4. Financial Manager 1 1,600 208

5. Production Manager 1 1,600 208

6. Design Manager 1 1,600 208

TOTAL 6 9,800 1,274


Table 7.1 : List of the Uknow’s employees and the estimated salary for each position

7.4.2 Schedule of Remuneration

No. TYPE OF EMPLOYEES NUMBER OF ESTIMATED EPF


STAFF SALARY (RM)
REQUIRED (RM)

1. General Manager 1 1,800 234

2. Administration Manager 1 1,600 208

3. Financial Manager 1 1,600 208

4. Design Manager 1 1,600 208

TOTAL 4 6,600 858


Table 7.2 : Schedule of Remuneration Administration Personnel

52
7.5 LIST OF UKNOWLEDGE’S EQUIPMENT

7.5.1 List of Safety Equipment Needed

No. ITEMS Per Unit Quantity ESTIMATED


(RM) COST
(RM)

1. Alarm 50 2 100

2. CCTV 100 6 600

Total 8 700

7.5.2 List of Physical Stores Equipment Needed

No. ITEMS QUANTITY ESTIMATED COST


(RM)

1. Computer 6 2,400

2. Display Table 2 200

3. Office Table Set 6 700

4. Meeting Table Set 1 400

5. Office Phone 7 420

Total 22 4,120

7.5.3 List of Stationery

No. ITEMS QUANTITY ESTIMATED COST


(RM)

1. Files 100 120

2. Gel pen 20 80

3. Fax Paper 10 200

Total 400

53
7.6 ADMINISTRATION BUDGET

Administration Expenditure RM RM

Fixed Assets/Capital Expenditures:

Safety Equipment 700

Physical Stores Equipment 4,120

Total 4,820

Working Capital/Monthly Expenditures:

Salaries 7,458

Total 7,458

Other Expenditures:

Business Registration with SSM 60

Business Licence with Local Authority 60

Stationery 400

Total 520

TOTAL 12,798
Table 7.3 : List of Administration Expenditure

54
8.0 FINANCIAL PLAN

8.1 START UP COST

UKNOW ENTERPRISE

CAPITAL EXPENDITURE

ITEMS COST (RM) ESTIMATED


ECONOMIC
LIFE (YEARS)

Administrative

Safety Equipment 700 5

Physical Stores Equipment 4,120 5

Marketing

Banner 100 5

Other Pre-Operations Expenditure

Deposit (Rent, Utilities, etc) 3,500

Business Registration & Licences 120

Other Expenditures (Marketing) 1,000

Stationery 400

TOTAL 9,940

55
8.2 WORKING CAPITAL

UKNOW ENTERPRISE

WORKING CAPITAL

ITEMS COST (RM)

Administrative

Salaries 7,458

Operations

Salaries 1,808

Product Purchase 20,000

Marketing

Salaries 1,808

Advertising 120

TOTAL 31,194

56
8.3 START-UP CAPITAL AND FINANCING

UKNOW ENTERPRISE

ESTIMATED START-UP CAPITAL

Financing

Loan RM50,000

Annual Interest Rate 5%

Loan Duration 5 Years

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

Business Registration 20 October 2023

Business Venture and Capital 20 Oktober 2023

Product Customization 13 November 2023

Research and Development of Products 16 November 2023

Release a Prototypes 20 November 2023

Ordering Equipment and Furniture for Office 20 November 2023

Preparation of Office 21 November 2023

Ordering Product 22 November 2023

Officially Starting the Operation 5 December 2023

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.

In our endeavor to contribute to our home country's prosperity, Uknow Enterprise


envisions expanding its market presence by selling products in other countries. We steadfastly
commit to ensuring timely tax payments to bolster our country's economic health.
Additionally, we are devoted to creating employment opportunities specifically for the
Bumiputera community. Looking ahead, our aim is to exclusively hire Bumiputeras, with the
intent of actively contributing to the reduction of unemployment in our nation.

In summary, Uknow Enterprise harbors ambitious dreams of becoming a leading


company, not just locally but on the global stage. By harnessing the power of social media
and collaborating with key organizations, we aim to propel our Uknowledge cards to
widespread popularity. Uknow Enterprise's objective isn't solely about providing
entertainment – we also seek to educate individuals about countries worldwide. Moreover, we
aspire to demonstrate that, despite being a small company, we can competently compete with
and contribute to the growth of larger corporations, playing a pivotal role in the development
of our beloved country.

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.

(n.d.). MarketingProfs. https://www.marketingprofs.com/

Market segmentation: Everything to know in 2022. (2023, June 19). Qualtrics.

https://www.qualtrics.com/au/experience-management/brand/what-is-market-segment

ation/#:~:text=Market%20segmentation%20is%20the%20 practice,better%20

understand%20the%20 target%20 audience

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

Figure 12.1 : Uknow’s Logo

Figure 12.2 : Questions Figure 12.2 : Answer Figure 12.3 : Special


Card Example Card Example Card Example

Figure 12. 4 : Uknow? Card

65
Figure 6.1 : Figures 5.4 : Uknow’s
Uknow’s Factory Location TikTok Official Account

Figure 7.1 : Organization


chart of the company

66
Figure 5.1 : Market Share
Before Enter Market

Figure 5.2 : Market Share


After Enter Market

67
Figure 6.5 : Uknow
Office Layout

68

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