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DIT510 Business to Consumer (B2C) E-commerce (K/617/6750) Assignment Brief 2026

DIT510 Assignment Brief

QualificationQualifi Level 5 Diploma in Information Technology
Unit Code and Titleunit DIT510: Business to Consumer (B2C) E-commerce
Unit ReferenceK/617/6750
TQT200
Credit20
GLH100

Assignment Aim

This unit aims to provide learners with knowledge of business to consumer e-commerce.  This includes the concepts and techniques used in mobile e-commerce and ticketing, the psychology of marketing, artificial intelligence (AI) in image recognition and social commerce.

Learning Outcomes and Assessment Criteria

LO1. Understand the concepts and techniques used in mobile e-commerce and ticketing.

1.1 Create designs for mobile screens that demonstrate good practice in the use of fonts and graphics.

1.2 Analyse the use of location-based services in mobile e-commerce.

1.3 Create a mobile ticketing application that uses unique ticket verification.

LO2. Understand the psychology of marketing.

2.1 Analyse the factors affecting a buyer’s purchasing decisions.

2.2 Analyse the purchasing decision process.

2.3 Analyse the impact of internal and external influences on the buying decision.

2.4 Analyse the use of eye-tracking technologies in commerce.

LO3. Understand the use of artificial intelligence (AI) in image recognition.

3.1 Analyse the use of image classification in e-commerce.

3.2 Analyse the benefits of augmented reality versus virtual reality in e-commerce.

3.3 Assess the implications of using image recognition as a tool to find inappropriate content.

3.4 Analyse the way in which image recognition can help eliminate counterfeit

LO4. Understand social commerce.

4.1 Evaluate the elements and features of social commerce.

4.2 Assess the impact of Pinterest, microinfluencers and in-app purchasing in social commerce.

4.3 Analyse the features of different categories of social commerce.

4.4 Analyse the distinctions between Soldsie, eBay, Groupon, The Fancy and Kickstarter social commerce applications.

Indicative Content

  • Concepts and techniques used in mobile e- commerce and ticketing
  • Good practice in the use of fonts and graphics
  • Psychology of marketing and the buying process
  • Internal and external influences on purchasing decisions
  • Eye- tracking technologies
  • Artificial intelligence (AI) in image classification
  • Al to manage inappropriate content
  • Virtual Reality and Augmented Reality Al
  • Al tools to identify Opinion SPAM
  • Elements of social commerce: community, reciprocity, authority, scarcity, liking, social proof
  • Features of social commerce: content, community, commerce, context, connection, conversation
  • Categories of social commerce: onsite versus offsite

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