School of Information Systems

E-Commerce, and Web 3.0

E-COMMERCE is the distribution, purchase, sale, marketing of goods and services through electronic systems such as the internet or television, www, or other computer networks.

M-COMMERCE is the buying and selling of services and goods through wireless handheld devices such as cellular phones and personal digital assistants (PDAs).

E-BUSINESS is an activity that is directly or indirectly related to the process of exchanging goods and / or services by utilizing the internet as a medium of communication and transactions, and one of the applications of internet technology that penetrates the internal business world, covers the system, education subscription to product development, and business development.

E-commerce supporting factors :

  1. The development of information technology,
  2. The development of computer hardware that enabled desktop computers,
  3. The development of computer software development in the form of applications and operating systems
  4. The development of computer networks that are expanding
  5. Community lifestyle
  6. Support from other parties such as banks

There are consist of 5 sub topics consist of :

  1. Developing of Web Strategy
  2. E – Commerce
  3. Mobile Devices and e -commerce
  4. Marketing the Website
  5. Web 2.0 and beyond

The Common Website goals (Developing a Web Strategy) : 

Inform or entertain the audience

  • Organizations that aim to inform or entertain an audience offer content that drives traffic to the site.
  • To earn revenue, many sell advertising, or offer premium access to specialized content for fee-paying members
  • Infomediaries focus on informing visitors and empowering them with aggregated information about products from different suppliers.
  • Many infomediaries are also e-marketplaces that facilitate transactions by bringing together buyers and sellers from all over the world.

Sell products or services

  • Selling is the primary goal of organizations whose websites facilitate e-commerce transactions
  • The checkout process on these sites is critical to customer satisfaction.
  • E-marketplaces are often classified based on the buyers and sellers they serve, whether it is business to consumer (B2C), business to business (B2B), consumer to consumer (C2C), or consumer to business (C2B).

Facilitate offline relationships

  • Websites with the goal to facilitate and extend offline relationships should build customer awareness of the brand
  • Retail stores might offer online buying with in-store pickup, and restaurants provide directions and discount coupons.

Naming The Website

  • Uniform resource locator (URL) : the unique global address for a web page or other resource on the Internet.
  • Domain name system (DNS) : the hierarchical naming system that maps a more memorable URL to the actual IP address.
  • Hypertext transfer protocol (http://) : Specifies that the resource is a web page containing code the browser can interpret and display
  • File transfer protocol (ftp://) : Indicates that the resource is a file to be transferred.
  • Top-level domain : The actual name of the site follows the protocol as in or The last string is the top-level domain, which can indicate the type of organization or country code.

Managing Domain Name

  • Internet Corporation for Assigned Names and Numbers (ICANN) : is the nonprofit organization charged with overseeing the net’s naming system.
  • Legal disputes : Legal battles are common, and companies take quick action if a name is registered with even a slight trademark infringement.
  • Cybersquatting : Someone registers a domain name that is a company’s trademark, hoping to resell it to the company at an exorbitant profit.
  • Typosquatting : registering a replica site with a misspelling in the trademark name that users might easily mistake for the real thing and enter personal information and passwords for the squatter’s fraudulent use.

Web Accessibility for People with Disabilities

  • Web accessibility refers to how easily people with disabilities can access and use web resources.
  • Assistive technologies such as mouse foot pedals, screen readers, Braille displays, head-mounted pointers, joysticks, and speech-to-text translators for the deaf can all improve access.

Web 2.0 and Beyond

The emphasis of Web 2.0 is on interaction, conversation, participation, collaboration, and endless sources and streams of data


  • Crowdsourcing describes how tasks can be delegated to large diffuse groups or communities, who often volunteer their contributions.
  • Crowdsourcing depends on engaging people in tasks they find interesting or rewarding, or collecting data about what people are doing anyway as they go about their daily work.
  • Example : Google relies on everyone who clicks on links or embeds links in their websites to continually improve its ranking system.

Expanding Data

  • “Web 3.0,” is the exponential growth of data and innovations in the way organizations collect, use, and value it.
  • The flood of human participation is one contributor to the growing volume, through crowdsourcing and social media, for example. New sensors are adding far more, through RFID technology, smartphones, cameras, camcorders, GPS devices, and other sensory input.
  • The massive and ever-growing mounds of data are valuable not just in their own right, as revenue sources for companies or as features to attract more users.
  • They also provide resources for machine learning, making the web and its applications ever smarter.
  • One example shows how Google created a software program to translate texts from Arabic to English and back and then pushed it to learn on its own.

References :

Marisa Karsen