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Share Your Context Hugo Christiaans S099544 [email protected] Eindhoven University of Technology Coach: Hu, J Date: 09-06-2010
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Page 1: Jun HU :: HU, Jun - Share Your Context · 2011. 4. 1. · Share Your Context. Hugo Christiaans . S099544 . h.a.p.christiaans@student.tue.nl Eindhoven University of Technology . Coach:

Share Your Context

Hugo Christiaans

S099544

[email protected]

Eindhoven University of Technology

Coach: Hu, J

Date: 09-06-2010

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Hugo Christiaans, Share your context, Project report, Eindhoven University of Technology, June 2010.

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Name: HugoChristiaansStudent: S099544Email: [email protected]: 06‐54911542Faculty: EindhovenUniversityofTechnologyProject: ContextualInformationExchangeCoach: Hu,J.Date: 09‐06‐2010

Hugo Christiaans, Share your context, Project report, Eindhoven University of Technology, June 2010.

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SummaryNon face‐to‐face communication of social and emotionalexperiences between people happens nowadays throughphone or other media like email, IM (Instant Message),webcamandothervirtual communities suchasSecondLife.Share experiences, express creativity and maintain easilycontacts have made these virtual worlds very popular formillionsof Internetusers.Tosupportthecommunicationintheseworldsemoticonsareoftenused.Thisformofcontextis a combination of different states (physical, information,social and emotional), which help the receivers toounderstandthereceivedinformationright.To explore newopportunities, using context aswell virtualworlds,theprojectwasdividedinthreeiterationsof3,5and8weeks.During these iterationsdifferentpossibilitieswereexploredanddifferentprototypeswerebuild.Althoughthatafter the first two iterations the target groupwas changedinto grandchildren and grandparents, the informationgathered during these iterations was still useful for thedevelopmentofthefinalproduct.Thefirstiteration,doneinthreeweeks,wasaboutexploringthe project theme and get more familiar with the idea ofcontextual information exchange and how others perceivethiscontext.TheideaofhelpingthestudentsoftheTU/eintheir development as a designerwas chosen. Tomake thispossible,atangibleobject(Anabstract3Drepresentationofthemain TU/ebuilding)wasdesigned. Theobject providesinformationabouttheactivitiesinthedifferentspacesoftheID environment and which space is interesting for thestudent’s development. Connected to the digital learningenvironmentofID‐compass,wherethestudentscanuploadtheirpersonaldevelopmentplan(PDP),thedeviceisabletoshow the students which space is interesting for theirdevelopment.Toinformthestudentwheretobe,thedeviceuses pulsating colours. The different colours represent thedifferentspaces.Afterevaluatingrequirementsweresetforthesecond iteration. (SeeDVDappendixA formoredetailsandpictures)

For the second iteration, the design case of the clientwasused, which is based on the relationship between elderlyandtheiradultchildren(Elderly–65+,Adult30–50).It’s obvious that ageing brings physical and cognitiveproblems, which makes elderly a vulnerable target group.There are different types of elderly. Some are very activeandhaveabusysociallifewhileothersarelonely.Alsothereare elderlywho are very interested in the development oftechnology while others are more conservative. But in allcases the contact is very important andespeciallywith thefamily. To get more insight in the relation between thetarget groups, interviews were held. The information,gathered from these interviews, showed that both partiesmention that they have a positive relationship and regularcontact with each other. The common ground for thiscontactistheexchangeofinformationabouttheiractivitiesand theirwellbeing.An interestingoutcomewas thatmostelderly would not want to be more involved in the life oftheirchildrenduetoprivacywhilethechildrenwouldhaveasaferfeelingiftheyweremoreinvolvedintheirparentslife,becausethevulnerabilityoftheirparents.Requirements, like, the product should work intuitive, theproduct has to be functional, the product has to fit in theenvironmentoftheuserandtheproductshouldrespecttheprivacyoftheusers,weregeneratedfromtheiterationandinterviewsand taken into thedevelopmentof theproduct.Eventuallya“morphingclock”wasdesigned.Whyaclock?Aclockisoriginaldesignedtoindicatetime,sopeopleknowinwhichhourofthedaytheylive.Linkthemorphingshapestothe timeand theusersof theclockcaneasily interpret thecontextgivenbytheclock.Theconceptcontainstwoclocksthat are placed by the elder and adult and informs eachotheraboutcriticalevents.Withrespecttotheprivacythereis chosen to show only critical events. To measure thesecertain“criticalevents”,theclocksscantheenvironmentforchanges in the loudness of sounds. Although the clockconstantly monitors the environment, it only sendsinformation when a certain loudness border is exceeded.Thedifferentshapes,whicharegeneratedbythefrequency,loudness and duration of the event, appear on the side ofthe clock. To create a playful interaction these shapes will

appear at randomly places. To indicatewhen an event hastakenplace,LED’slightupatthespecifictimeoftheevent.Twenty‐four hours after the last event, the shape of theclockwillslowlytransformagaintoitsoriginalroundshape.TheclockisalsolinkedtoavirtualworldandinthiscasetoSecondLife (SL). The virtual clock is representations oforiginal one are synchronize, so the two clocks haveidentically shapes when an event takes place. Users of SL.areabletocheckthemorphingclockformeveryplaceintheworldwhentheyhaveaccesstoacomputerwithanInternetconnection. The clock in SL. is able to record the criticalevents. When people want to knowmore about a certaineventtheycanchoosetologininSL.andgetmoredetailedinformationaboutthespecificevent.Eventuallythisproductwasevaluated.AnimportantconclusionisthatthisproductprobablywontbeusedincombinationwithSL,whichmeansthattheclientcan’tusethisproductforhisdesigncase.During the final iteration an alternative for SecondLifewasfound. Although the chosen alternative is also a socialnetwork, the environment ismuchmore synoptic. There ischosen to use the Dutch ‘Hyves’ network. Hyves has tenmillion users with an average age of 27. Although theaverage is 27, research shows that these kind of socialnetworksaremostpopularwithchildrenbetweentheages17–24.Thereforethereischosentosetthedesigncaseintoimprovingtherelationbetweengrandparentandgrandchild.Grandchildren see their grandparents average two times amonth.Thisprovidesmoreopportunitiesincomparisonwiththe target group elder ‐ adult. Although the relationbetweengrandparentandgrandchilddiffersfromelderandadult,thereasonsforcontactingarethesame.Onlynowthechallenge was to find an opportunity that blurs thegenerationgapbetweengrandchildandgrandparent.A questionnaire showed that the amount of conversationitems is lowbetween them. This causes that grandchildrenfind having contact two times a month enough, while thegrandparentswanttoseethemasmuchaspossible.

Hugo Christiaans, Share your context, Project report, Eindhoven University of Technology, June 2010.

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As mentioned in the second iteration, there are differenttypesofelderlybutforthisdesigncasetheelderlyhaveanactivelife.Iconcludedthatalotoftheseactivitiesaredoneinlocalcommunitycentre.Activitieslikecomputercourses,gymnasticsanddinnersareavailableatthesecommunitycentres.Tofollowacourseorother program, organized by an organization, the elderlyhave to subscribe themselves. These subscriptions areprocessedinbytheadministrations.The final conceptusesHyves toprovidegrandchildrenwithinformation about the activities of the grandparents.Usingtheadministrationdataoftheorganization,thedatacanbeprocessed and transformed into contextual information.Thereforeaservice,basedonAPIisdevelopedwhichmakesit possible to integrate the administration of theorganizationintheHyvesenvironment.Althoughthethirditerationdiffersfrompreviousiterations,characteristics and requirements of the previous iterationsare used. In the first iteration the target group were IDstudents,whichhave the sameageas theusersof the lastiteration.During the second iteration it became clearwhatkind of elderly there are and what they find important. Inthefinal iterationsallthedatafrompreviousiterationswasmergedtoafinalproduct

Hugo Christiaans, Share your context, Project report, Eindhoven University of Technology, June 2010.

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ListofcontentFirstiteration|TU/eIDsociety 41| Firstiteration 5 1.1| Whatiscontext? 5 1.2| Valueofcontext 5 1.3| Vision 5 1.4| Users 5 1.5| Ideageneration 6 1.6| Ideaselection 7 1.7| Concept 7 1.8| Evaluation 7 1.9| Requirements 7Seconditeration|Elderly–Adults 82| Seconditeration 9 2.1| Vision 9 2.2| Targetgroup 9 2.2.1| Elderly 9 2.2.2| Adult 9 2.3| SecondLife 10 2.3.1| WhatisSecondLife 10 2.3.2| UsersSecondlife 10 2.3.3| Motivations 11 2.3.4| ActivitiesinsideSecondLife 11 2.4| Ideageneration 12 2.5| Ideaselection 13 2.5.1| Categoryselection 13 2.5.2| Chosenidea 13 2.6| Concepts 13 2.7| Finalconcept 14

2.8| Evaluation 152.9| Requirements 15

Finaliteration|Elderly–Grandchild 163| Thirditeration 17 3.1| Vision 17 3.2| Socialnetworks 17 3.2.1| AlternativesforSecondLife 17 3.2.2| Hyves 17 3.2.3| EnvironmentofHyves 17 3.2.4| TargetgroupandHyves 17 3.3| Technique 17 3.3.1| OpenSocial 18 3.3.2| API 18 3.4| Requirements 19 3.5| Ideageneration 20 3.6| Ideaselection 21

3.7| Finalconcept 21 3.8| Result 21 3.9| Softwaremodel 23 3.10| Evaluation 24References 25Appendix 27DVD 1) Firstiteration 2) Seconditeration 3) Finaliteration

4) Mid‐term5) Backgroundinformation6) Illustrations

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Firstiteration|TU/eIDsociety

ThecommunityandtheeducationmodeloftheTU/efacultyIndustrialDesignisdesignedinsuchawaythatthestudentcanplantheirownrouteinthedevelopmentasdesigners.Withthisfreedom,thestudentisabletofollowadirectionandfocusorspecializesinoneormorecompetencyareas.TheIDcommunitywantstostimulatethatstudentslearnfromeachother.Creatingacommunitythathelpsthestudentsintheirdevelopmentisalreadyavailableintheformoflibraryofskills.Butwhatisgoingoninotherspaces,inotherprojects?Communicatingtheenvironmentandhisactivitiesinacontexttowardsotherstudentscanstimulatestudentstolookfurtherthantheirownspace.

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1| FirstiterationThefirst iteration,done in threeweeks,wasaboutexploring the project themeand getmore familiarwith the idea of contextual information exchangeand how others perceive this context. Using theproject description, which was based on theproduct of Bram Knaapen, several opportunitieswereexplored.

1.1| Whatiscontext?

This non‐spoken language is a combination ofdifferent states, which help the receiver toounderstandthegiveninformation.Butwhatkindofstates are there? First of all, there is thesurrounding, in which the conversation is takingplace(physicalstate).Therearethepeoplewhoarecommunicating to each other in this surrounding(socialstate).Furthermorethere isthe informationflow,whichcancome fromdifferentareas like theenvironment or person (information state). And atlast there is the important part of how theinformation is given and in which circumstances.The information flow is influenced by the way ofspeech, body language and emotions at themoment of the conversation (Emotional state). Allthesestatescombinedcanbeseenascontext.(www.wikipedia.org)

1.2| ValueofContext

Context helps the receiver to understand andinterpretthegiveninformation.Thecontext,whichaffect the emotions and the reaction on thereceived information by the user, plays animportantrolewhencommunicateinformation.

1.3| Vision

By using a virtual or physical tool, the student isabletoseetheactivitiesinthedifferentspacesandstimulated tocheckwhat ishappening elsewhere.Bytriggerthecuriosityofthestudent,heorshewillgo explore the different spaces and the projects.Thiscanhelpthestudenttodevelophisvisionand

identity.Triggeraresponsetochecktheactivityinavirtual representation. This representation of thespacecouldbecreatedine.g.SecondLife.Astudentcould login to check the virtual representation. Iftheactivityisofanyinterest,thestudentcancheckitoutintherealworld.

1.4| Users

The users have different backgrounds, differentmentalitiesanddifferentinterest.GraduatesfromVWO (Age 17‐21), have to think suddenly abouttheir future plans while graduates from HBO andWO (Age22–25)oftenalreadyhave setup someplans. Still, all VWO, HBO and WO students whocometotheIDdepartmentoftheTU/ewillbenewtotheeducationmodelwhichgivethemthespaceto development their own learning path. BesidestheDutchstudents,theTU/eIDoffersalsostudentsfrom partner institutions the opportunity to studyasanexchangestudent.Togetthemaximumoutofthisexchange,thesestudentscanusethesystemtoexplorethedifferentspacesandtheirprojects.

Fig.1:modelinformationflow

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1.5| Ideageneration

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1.6| IdeaselectionTheideaofanabstractversionofthemainbuildingwaschosenincombinationwiththemagneticdoorcard. The object shows only the spaces of thefaculty ID, so it’s stays synoptic. Amain reason tochoose for this ideawas that it besides presentingcontextualinformationalsocouldfunctionasamapfornewstudents.Whereareyoulocatedandwhereis the space located that is interesting for yourdevelopment?

1.7| Concept

The physical contextual information object calledCIO, provides the student with contextualinformationabout activities in thedifferent spacesandwhichspaceisusefulforthestudent’spersonaldevelopment. As mentioned the object is anabstract 3D representation of the main TU/ebuilding, which is build out of semi transparentblocks (Seepicture in themiddle), lightedbyLEDs.TheCIOwillbeplacedattheentranceofeachspaceand is linked to the door locking system of thespaces. Each student of the faculty of ID needs adoor card to enter a space. A computer systemchecks if the card is authorized tounlock thedoorbycheckingthedataonthecardTheideaisthatbyuploadingmoredataontheserverthatislinkedtothe card, like personal development plan or othereducational related items, the card in combinationwith the CIO works as a guiding system for thestudent. When the student enters the door of aspace, the lights inside the CIO are pulsating ondifferent frequencies. This shows the amount ofactivity inthespaces.Whenthestudentplacesthecardinfrontofthedoorscan,ablockinsidetheCIOis highlighted and the other blocks are turned off.This indicates that the highlighted block is veryinterestingforthestudent’sdevelopment.Thiscantrigger the student to go to the space and talk toother students in that specific space. Tomake thisinformation flow work, a digital profile of thestudent has to be created on a main system (AnextendedversionofID‐Compass).

1.8| EvaluationThe main goal of the first iteration was to getfamiliarwith contextual information exchange andhowotherswouldperceiveacontext.Resultsfromtheusertestsshowedthattheshapeoftheobjecthasanimportantinfluenceonhowpeopleinterpretthe given information. The abstraction of theprototype caused that many participants haddifficulties to understand the product. Understandcontext requires understanding of the object ‘sfunctionalityandwhatitrepresents.Alsosomekindofbackgroundinformationisneeded.Althoughtheparticipants didn’t recognize the coloursimmediatelyasIDspaces,itwasclearthesecoloursindicated a different content. The meaning of thepulsation frequencies of the lights was in generalforalltheparticipantsthesame,whichmakethisapowerful way to present information. A point ofcriticis,thatwhenthefrequenciesofthepulsationsare to close to each other, it will be difficultrecognize the differences. The 3D representationwasveryappreciatedbecauseit’smakeseverythingverysynoptic.Yousee inaglancewereyoushouldbe.

1.9| Requirements

Feedback of the user test is transformed intorequirements, which help to improve the nextgenerationoftheCIOobject.Thefollowingrequirementsareset:1)Producthastobefunctional.Without the contextual information, the product isstillfunctionalinuse.2)ProductmustworkintuitivePeopleknowwhattheproductcando.

3)ProducthastofitintheenvironmentoftheuserThe place were the product is used is veryimportant. Product has to fit in the environmentwereitisused.

4)LessabstractionoftheshapeoftheproductToomuch abstractionworks confusing. People seewhattheproductrepresents.

Fig.2:ConceptCIO

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Seconditeration|Elderly–AdultsThe relationship between elderly and their children is adelicate one; there is a need for communication betweenthese twoandtheywant tobe in touch,butdon’twant tobe there all the time. For the second iteration, the designcase of the client is used, which is based on this relation(Elderly–65+,Adult25–50).

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2| SeconditerationThe second iteration was done in 5 weeks andbased on the vision of the client, which describesthat virtual worlds can be used as a vehicle forfamily or even other people to reach elderly. Thiscaused that the target group of students haschanged into Elderly – Adult. The client’s currentdesign case contemplates elderly care incombinationwithavirtualworldandasimplerobotthat can help the elder (Autonomous assistantrobot). The client who is specialized in virtualenvironments, mainly SecondLife, want to have aproductthatenlargetheappreciationoftheservicehecanprovidethroughthisvirtualworld.

2.1| vision

Therelationshipbetweenelderlyandtheirchildrenisadelicateone;thereisaneedforcommunicationbetween these two and theywant to be in touch,butdon’twanttobethereallthetime.By using a virtual or physical product connectedwithSecondlife, theusersarekept informedabouteachother’sactivitiesandaretriggeredtorespondtocertain“critical”events.Whenauseristriggereddue to some recognition or knowledge about anevent, the callwon’t be seen as ordinarily “checkup”.Ingeneraltheproductallowsforamoremeaningfulrelation between parent and child. Both are notirritated by constant calls and check ups, but arecomforted by the thought that someone lookingafterthem.

2.2| Targetgroup

In the design case we have two different targetgroups, namely the elderly and adults. To createinsightsintheirliferesearchisdoneandinterviewswereheld.Resultsshowthatthetargetgroupseeseach other on regular base (Most of them once aweek) and that they experience their relation as

positive.Commongroundforcontactingeachothercontact is the exchangeof information about theiractivities and wellbeing. An interesting outcomewas thatmost elderlywould notwant to bemoreinvolved in the lifeof their childrendue toprivacywhilethechildrenwouldhaveasaferfeelingiftheywere more involved in their parents life, becausethevulnerabilityoftheirparents

2.2.1| Elderly(Age65+) Health

With advancing age, the body tends to slowdownandbecomeslessefficient.Elderlypeoplearepronetoafewage‐relatedhealthissues.Althoughthisisanormalaspectof lifeandonecannothelp it, it stillcan be for some very problematic during regulartasks.Thinkaboutphysicalstrengthwhenopeningaconserve can. The level in which these problemsoccur differs from person to person. In fact thereare also elderlywhoare very vitalwithorwithoutthesehealthissues.

SociallifeIt’sobviousthattherearedifferenttypesofelderly.This is also the case with the social life of theelderly.Whilesomeareveryactiveandhaveabusysociallife,othersarelessactiveorlonely.Somearevolunteers at sport clubs or activity centres, whileothersjustcometoanactivitycentrestoplaycards,dogymnasticsor a computer course. In theendaltheplannedactivities isabouthavingandmaintaincontact. This applies certainly to maintenances oftherelationbetweenfamilymembers.

InterestintechniqueSome elderly are very interested in thedevelopment of technologywhile others aremoreconservative.Outcomesoftheinterviewsshowthatmanyelderlytrytolearnorarealreadyfamiliarwithelectronics.Often theelderlyareunderratedwhenit comes to knowledge about electronics. Smallgroups of elderly try to learn the modern

technologies.Computercoursesaregivenatactivitycentres,weretheylearntouseapersonalcomputerand e‐mail applications. In fact one of theinterviewees had a mobile phone and a personalcomputer (Age 71). But although themajority stillstruggles with electronics, especially withelectronics that have many functions and (sub)menus,theywillusemoreandmoreelectronics.Often a combination of cognitive disabilities andpersonalityplayakeyfactorwhenitcomestolearnelectronics. Some people just don’t want to learnand use electronics while others can’t useelectronics because they find it to difficult torememberalltheinformation.

Fig. 3: Percentage of Internet use under the Dutchpopulation(www.seniorenweb.nl)

2.2.2| Adult(25‐50) Health

This target group is very aware of their healthstatus. They try to live as healthy as possible.Staying in shape by eating healthy food andsporting.Alotofthemarememberofasportclub,going to the gym, take a long walk, ride on theirbikeordoeexercisesathome.

Sociallife

Most adults have an active social life. They aremember of a sports club, see their friends on aregular base, have their colleagues at work and

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someofthemhavechildrenwhoneedalsoalotofattention, especially in the younger years. So it’sobvious that this target group has a lot of socialcontactduring thedayaswell in theeveningsandweekends.Nowadays alsomore andmore (young)adults have also a social life in the digital world.Through this digital world they maintain severalsocial contacts. Think about SecondLife, Hyves,Twitter, Facebook and MSN. These networks arepopular due to the fact that it’s very easy tomaintaincontact,butalsobecause thesenetworksmake it possible to have a “peak” in somebody’slife.

Interestintechnique

The interest in technique is high. The younger aswell the older generation adults have a lot ofelectronic devices in their homes. Think about(mobile) phones, television, computers, electrickitchen equipment and more. It’s obvious theseelectronic products are integrated in their dailylives.Infactmanyofthemcan’tevenwithoutthem.

Work

Besides the few younger adults who are stillstudying,mostadultshavejobs.Peoplespend20–40 hours a week or even more at their job. So alarge part of their social life takes places at work.Work is also important for peoplebecause it givessatisfaction.

2.3| SecondLifeAsmentionedin2.2.2,thedigitalworldhasbecomean important way of maintaining social contacts.People createda social life in real life (first life) aswell in the virtualworld (second life). Because theclientisspecializedinSecondLife(SL),aresearchonthisvirtualworld isdone. AlsoaninterviewwithinSL.isdonetofigureoutwhatdrivespeopletoplaythis“game”.

2.3.1| WhatisSecondLifeThenameof the gameexplains the conceptof SL.Peoplecreateasecond“anonymous”lifeinavirtualworld,weretheycanexpressthemselvesdifferentlythan in real life.Thepossibilities,whichSecondLifeoffersaretremendous.Peoplecancreatetheirownvirtual character,whichcandiffer froma“normal”appearance to a robot or a fantasy animal like adragon. Inthe lastdecadeSL. reallybecameapartofsomepeople’slifeandforsomethisvirtualworldemergedwiththerealworld.

2.3.2| UsersSecondLife

PeopleofdifferentagesfromallovertheworldplaySL.IselfplayedSL.andImetpeoplefromAmerica,Australia,EuropeandAsiawhowhere“relaxing”ondifferentlocationsinthegame(HotSpots).Duringachat, a person helped me to modify my avatar(Virtual representation of me in SL), by giving meaccesstonewitems.ThisiswhatSLisabout:shareandmakwnewfriends.Althoughmostofthepeopleseparatetheirfirstlifefrom second life, some give you access to theirpersonalprofilefromtherealworld.Theseprofilescontainsinformationlikeinterests,age,wheretheylive.Theprofilesshowedthattheusershaveanagebetween 18 and 40+, but in what extend thisinformationisreliable,isnotclear.Infact,everyonecanlivethelifeofapersonheorshewantstobe.RoughlytherearetwodifferentkindsofusersinSL.:creators and consumers. The consumer mostlypurchaseitemsformstoresinsideSL,whilecreatorsarefocusedoncreatingnewthingsandsellthem.Thatvirtualworldscanemergewiththerealworldwas confirmed by one of the profiles in SL. ThepersonwasinrealliveaDJ,butthispersonwasalsolooking for a job as DJ in SL. These kind of usersspend a lot of their time in this virtual world andthatmakes thisgamereallyapartof their lifeandsocialnetwork

Fig.4: MyavatarinSecondLifeatoneofthemanyHotspots.

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2.3.3| MotivationsGeneralmotivationsforplayingSL.arethecreativepossibilities, “sharing” experiences, socialnetworking and entertainment. Users meet newpeople from all over the globe. They extend theirsocial network with new friends and have a laughwith them. A user told me that she found SL.addictive because it’s exciting to talk to strangersanditisfunnytochangefromidentities.Profiles of users show that these little chats cangrow into a friendship, but also into virtualrelationships. There are SL. users, which have arelationshipandlivetogetherinSL.Somethingwhatinfirstlifemaybewasn’tpossible.AfactisthatpeoplecanbeverylonelyandSL.givesthemtheopportunitytosocializewiththecomfortof being at home. Because the possibilities areendless, SL. also canmakedreamscome true. Livethelifeyoualwayswanted.

2.3.4| ActivitiesinsideSecondLifeSecond life is like the real world. You can have achat with other users you can visit events likeconcerts, go to clubs, shopping,manage your owncompany andmuchmore. In SL. users are able tospendLindenDollars(virtualmoney,whichtheybuywith money from the real world) on clothes,vehicles, houses and other items. The opposite isalsopossible.Userscansell itemsandmakeprofit.If they want, they can change their LindenDollarsformoneyintherealworld.(Hu,J.&OffermansS.“Beyond.2009)

Fig.5:MehavingachatinSecondLife

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2.4| IdeagenerationRequirements of first iteration are usedduringthisideageneration.Startedtosumupdifferentobjectsworthexploring, thinkaboutobjectslikelamps,table’sclocksandevenwalls,theseobjectswereusedintheideageneration.Forthesedifferentobjectswe simply produced different ideas abouthow to implement a context and how toexpress different activities. The best ideaswere distilled and transformed intoconcepts. The given example is the ideagenerationoftheclock

ChosenIdea

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2.5| Ideaselection2.5.1| Categoryselection

The different ideas were categorized in thecategories:lamps,wall,clockandfurnitureBased on the requirements,whichwere set in thefirst iterationapre selectionof the categorieswasmade. Eventually the idea of the morphing‐clockwaschosenandtransformedtoaconcept.LampsThe category lamp was rejected because lampshave a big influence on the home environment.Some ideas would create shadows or the lightwouldbeprojectedintoanotherdirection.Thishasanegativeinfluenceontheonthefunctionality.WallThecategorywallwasn’tchoseneither.Althoughwefoundthemorphingwallsreallygreat,our walls didn’t really fulfil a function. Also theproduct has a big influence on the environmentcaused by the large surface. This won’t beappreciatedbyalotofpeopleFurniture.It’s clear that furniture has a function, but it hasalsoabig impactontheenvironment.Besidesthatpeople don’t change that often from furniture.Somepeoplehavetheirfurnituretenyearsorevenlonger.

2.5.2| ChosenideaIn thecategory clock there is chosen for the clock,which changes shapes on the sides. This ensuresthat the clock will be functional when the shapechanges. We don’t want to change the corefunctionof the clock,which is indicating time. Theanaloguetimeframeworkisalwaysclearlyreadable.There is chosen for the analogue framework fromtheperspectivefuturisticmeetstraditional.

2.6| ConceptsTwoversionsofthemorphingclockaredesigned.Version#1In the first version, the generatedshapes are directly linked to thetime. This means that when anevent takes place, the shape willappearatthespecifictime.

Advantage?An importantadvantage isprobably that this clockworksmoreintuitiveincomparisonwithversion#2Disadvantage?Twenty‐fourhoursafterthelasteventtheclockwillresettoitsoriginalshape.Thismeansthattheaftertwenty‐fourhoursthecontextisn’tvisibleanymore.Version#2In the second version thegenerated shapes will appear, atrandomlyplaces when aneventhastakesplace.TheLEDsindicatethetimeoftheevent.Advantage?Thelightswillattracttheattentionoftheusermuchfaster.Disadvantage?Maybe people will still link the shape’s position tothetimeofanevent,willonlytheLED’sindicatethetimewhenaneventtakesplace.

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2.7| FinalconceptThemorphing‐clock.Why theclock?Aproducthastobefunctionalandhastofitintheenvironmentofthe user. The clock fulfils already the function ofindicatingthetimeandmanypeoplehavealreadyaclock in their home. Add an extra function to theclock and it can communicate more time‐relateditems. For thedesign caseof theelderly andadulttwo identical clocks are designed. One clock isplaced at the adult and one clock is placed at theelder(ly).The clock at the adult’s placewill inform theadultabouttheactivitiesoftheelderandtheclockattheelder’s place informs the elder about the activitiesoftheadult(s).Due to privacy reasons, the clocks only displayevents thatareseenas“critical”.Usersdon’twanttohavethefeelingofbeingmonitoredall thetimeandbysendingonly informationwhenneeded,theprivacyiskept.To measure “critical events, the clock scans theenvironment forachangeofvolume.Althoughtheclocks constantly monitor the environment, theconnectionwiththeotherclockisonlymadewhenacertainvolumeborderisexceeded.If the border is exceeded, the clock measures thedurationoftheevent.Thedurationdeterminestheshapethatappearsattheotherclock.Forexample,a short loud noise will generates a sharp‐edgedshapewhilealongloudnoisewillgeneratesamorefriendlyroundshape.Theroundformindicatesthatthe“critical”eventisprobablyinharmonywiththeactivity.The shapes appear on the side of the clock atrandomly places, which gives the clock a playfulinteraction. To indicatewhen an event took place,greenLED’s lightupat the specific time. (See rightpicture)Twenty‐fourhoursafterthelastevent,theshapeof theclockwill slowly transformbackagaintoitsoriginalroundshape.

Besidesaphysicalrepresentationoftheclock,thereis also a virtual representation of the clock in SL.This virtual representation of the clock is linked tootherphysicalclock.To create identical shape the physical and virtualclockaresynchronized.Whenaneventtakesplace,the physical and virtual clock will have identicallyshapes.TheowneroftheclockisabletocheckthemorphingclockinSL.formeveryplaceintheworld.IncontrasttothephysicalclocktheclockinSL.hasthe function of playback. In SL. the owner of theclockcanlistentotherecordingoftheevent.Whensomebodywantstoknowmoreaboutthedisplayedcontext of the physical clock, they can choose tologin in SL. and get more detailed information bylisteningtotherecordings.Depending on the presented context they willchoose to call immediately, to check recordings inSL.ordonothingatall.

Fig.6:Conceptofmorphing‐clock

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2.8| EvaluationTheclock’sinteractionwasfirstvalidatedduringthemid‐term exhibitions. Sadly enough there wasn’tany time left to evaluate the product with theactual target group, but still the gatheredinformationgivesaclearpictureonhowpeopledidreceivethecontextualinformation.It became clear that people linked the position ofthe shape automatically to the time. So when ashape appears at nine o’ clock, people think thatthe event takes place at nine. Seeing a shape at aspecific timeworksmore intuitive than see a lightasindication.Onlyafterexplanationoftheidea,theLEDs became clear. This means that conceptnumber one works more intuitive. Because mostpeopledidneededsomeexplanationabouttheLEDand shapes, the power of context was a little bitlost.Anotherpointofcriticswasthatitwouldbelogicalto do something with time manipulation, becauseof the product’s core function. People expectedthatsomethingwouldhappenwiththetimeinsteadof the shape. However, in our point of view wedidn’t want to change the core function of theclock. Instead, we wanted to communicate thecontextonaplayfulwaysotheclocklooksstillasa“funny”clockforoutsiders.Fromthetwotypesofshapes,whichtheclockcanproduces after an event; only the sharp‐edgedshapeswere clear at first sight. The round shapesneeded some explanation, but people need somebackground information to understand a context.When people know what the shapes mean, theyunderstandthegiveninformationimmediately.

Although the idea of a virtual representation willwork in theory (Users can also check the clock’sstate at the office), the concept probably will beused without it. The virtual representation is nowonly interesting for people who already use

SecondLife or a similar 3D virtual world. BecauseSecondLife only counts 1 million active usersworldwide the amount of potential users is verylow. Also SecondLife is more based on living afantasy life than sharing your real life withsomebody else. Other available social networkshavemuchmore active users and aremore basedon sharing information of the real world. Thesesocialnetworksmustbe taken in consideration forthe next iteration. In the case of SecondLife theconceptispartlylost.

2.9| Requirements

The list of requirements, set during the first andseconditeration,willbeusedforthefinaliteration.Thefollowingrequirementsareset.1)Producthastobefunctional.Without the contextual information, the product isstillfunctionalinuse.2)ProductmustworkintuitivePeopleknowwhattheproductcando.

3)ProducthastofitintheenvironmentoftheuserThe place were the product is used is veryimportant. Product has to fit in the environmentwereitisused.

4)Lessabstractionoftheproduct’sshapeToomuch abstractionworks confusing. People seewhattheproductrepresents.5)Contextmustbeeasytounderstand(Intuitive)Incaseoftheclock,positionofshaperepresentsthetimewhenaneventtakesplaceorhastakenplace.6)ProducthastobeintegratedinavirtualworldProduct works only in combination of a virtualworld.

7)AlternativeforSecondLifeAdifferentvirtualworld thanSLhas tobe taken inconsideration.8)ReducetheamountofvariablesintheproductIn case of the clock, round shapes are lessinteresting because it often is linked to a pattern(Likedinnerfrom5–6).9)CorefunctionvirtualworldneedstobeconsideredUsethecorefunctionthesocialnetwork.

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Finaliteration|Elderly‐Grandchild

Therelationbetweengrandparentsandgrandchildrenislikethe relation between elderly and adults, a delicate one.Grandparents want to see their grandchildren as much aspossible but the grandchildren visiting their grandparentsonlyonceortwotimesamonth.Withtheinformationgatheredfrompreviousiterations,thegrandchild will be provided with contextual informationabouttheactivitiesoftheelderly,whichhelpstoreducethegeneration gap between themand increase the amount ofvisits.Because there is chosen for another social network, thetarget group has changed into elderly – grandchild. Thisdoesn’tmeanthatadultscan’tusetheproductorservice.Infact, the chosen social network becomes more and morepopular under the adults. But for this design case there ischosentofocusonthegrandchildren

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3| ThirditerationThe third iteration is done in 8 weeks and wasfocused on the implementation of a virtual worldinto a product of service, because in the previousiterationthevirtualworldwasmoreanoptionthanreallyacorecommunicationfactor.After a quick research about social networks, itbecameclearthatmostactiveusershavetheageof17‐24.Searchingfornewpossibilitiesanewdesigncase was set. As mentioned, this design case isbetween elderly and their grandchildren. Howoften these grandchildren see their grandparent(s)differsa lot.Themajoritymentionedthat theyseetheirgrandparentsonceortwotimesamonth.Themost common thing theywant toknow fromtheirgrandparent(s) is how they are doing and if theyplannedsomeactivities.

3.1| VisionAlthough the vision is relative the same as thesecond iteration, the focus lies now more onreducingthegenerationgabbetweengrandparentsand grandchildren. Reducing this gab means thatthecommunicationflowbetweenthetwomustbeimprovedsobothpartiesareawareofeachother’sactivities. A virtual/physical product/service,connected to a social network can help to reducethisgabandtriggertheuserstorespondtocertain“critical”events.”.

3.2| SocialnetworksThe term social network is an umbrella term thatdefines the various activities that integratetechnology, social interaction and the constructionofwords,pictures,videosandaudio.(wikipedia.nl)Social networks are very popular because it’s acheapandeasywaytomaintaincontactandmakenew contacts. Also social networks are used tocompareyourselfwithsomebodyelse,torelaxandfor entertainment. There are many differentversions of social networks available on the web.Somearedesignedasa3Dworld,asweseeninthe

second iteration (SecondLife), others are a simplepages with movies, pictures and text (Myspac,Facebook and Hyves). There are also networksbasedonshortmessagesservices(Twitter).Although users prefer different social networks,theyhaveallacommonthing.Theyareengagedtothis way of communication. The level of thisengagementdiffersfrompersontoperson.Abasicstructureforengagement:(1) Identification(most basic level of engagement, (2) Belonging(Share valuesand commonexperience) andat last(3) commitment (People who are passionateenough to devote time and/or money). (Source:Markdevries,Hyves2008)

3.2.1| AlternativesforSecondlife

According to research the most popular networksare Facebook, Twitter, MySpace and in theNetherlandsHyves(source:Rapleave).Dailymillionusers check their profile for new developments,short messages or mails. The problem withSecondLife is probably that the environment isn’treally synoptic. The 3D world is immense and ittakessometimetogetusetothenavigation. AlsoSecondLifeismoreaboutcreatingandliveafantasyworld than have a look in other people’s life.FocusedontheDutchelderly,thereisbeenchosentousetheDutchHyvesnetwork.

3.2.2| Hyves

Hyves isaDutchversionofasocialnetworkwherepeoplecanshareexperience,writemessagesmakenew friends etc. in the 5 years that Hyves exist,Hyveshasgrownto10millionuserswhosenddailymorethan1millionmessagestoeachother.Monthly more than 4 milliard profiles are visit.ThereforethemainactivityoftheusersofHyvesisobvious checking profiles of other users. Theaverage age of the users is 27, but currently thecategory17‐24 years seems tobe themost active.In this category the majority is women. (Source:MarkdeVries,Hyves2008)

3.2.3| EnvironmentofHyvesTheHyvesenvironmenthasalottooffer.Usersareable to personalize their profile by changing thebackground (colours/pictures), upload movies,picturesandvideosandembeddingJavagamesandYouTube movies on their page with the gadgetfunction.AlsopeoplecansubscribetospecialHyvescommunitiesinsideHyves,likeacompanyprofileoraprofileofafootballclub.ThewholepicturemakesHyves a multifunctional media product andtherefore very usable for the design case of thegrandparentsandgrandchildren.

3.2.4| TargetgroupandHyvesThe amount of time spend online differs for eachuser. A small questionnaire was done under 30usersintheageof17‐24.Resultsshowedthatthirtypercentcheckshisorherprofilemoretimesaday,twenty percent once a day and 30 percent once aweek. The rest only check their profile when theyreceiveanotificationofHyvesthatthehaveanewmessage. During the time the people are online,theyliketo“pimp”theirprofile,checkiftheyhaveamessages (or sendone) and checkother’sprofiles.Theusers indicate that theeasinessofmaintainingcontactwithold friendsorpeople,who theydon’toftensee,isanimportantreasonforusingHyves.

3.3| TechniqueYoutubemovies and Java games are placed underthesection“GadgetsofHyves.Webdevelopersareabletodesigngamesorotherapplicationsthatcanbe embedded in this section. Hyves does not hostany gadgets, but cache them every day. Only thedeveloper/owner can add the gadget to the live‐environment of Hyves. When this is done, otherHyvesusersareabletoaddthegadgettotheirownprofile. This protocol is based on OpenSocial andAPI based technology. A negative point ofOpenSocial isthata lotofHyvesusersreceivemailfrom gadgets, which work with OpenSocial.Research showed that people find this veryannoying.

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3.3.1| OpenSocialOpenSocial defines a common API (Application‐Programming Interface) for social applicationsacrossmultiple websites.With standard JavaScriptandHTML,developerscancreateappsthataccessasocial network's friends and update feeds. Forexample it’s possible to know who is viewing thegadgetplacedonyourHyves(thesocalledViewer)and depending on this you can get the availablesocial data. (Source: Wikipedia, HowStuffWorks,Hyves)

3.3.2| API

An API is a set of programming instructions andstandards for accessing Web‐based softwareapplications. An API allows a software applicationtocommunicatewitharemoteapplicationovertheInternetthroughaseriesofcalls.Whenasoftwarecompany releases its API to the public, othersoftware developers can design products that arepoweredbyitsservice.

AnAPIisasoftware‐to‐softwareinterfaceandnotauser interface. The interface defines the way inwhich two entities communicate. With APIs,applications talk to each other without any userknowledgeorintervention.Forexample:Whenyoubuymovieticketsonlineandenteryourcreditcardinformation, themovie ticketWebsiteusesanAPIto send your credit card information to a remoteapplicationthatverifieswhetheryourinformationiscorrect. Once payment is confirmed, the remoteapplication sends a response back to the movieticketWebsitesayingit'sOKtoissuethetickets.Asauser,youonlyseeoneinterface(ThemovieticketWebsite),butbehindthescenesmanyapplicationsare working together using APIs. This type ofintegration is called seamless, since theusernevernotices when software functions are handed fromone application to another. (Source:HowstuffWorks,http://vimeo.com/2165050)

Fig.7:APIbasedgadget:BuddyPoke

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3.4| RequirementsBased on the information of the first, second andthird iteration, requirements are set. The finalproduct has tomeet al these requirements. Somerequirementsdescriptionsarechanged.1)Producthastobefunctional.Without the contextual information, the product isstillfunctionalinuse.2)ProductmustworkintuitivePeopleknowwhattheproductcando.

3)ProducthastofitintheenvironmentoftheuserThe place were the product is used is veryimportant. Product has to fit in the environmentwereitisused.

4)Lessabstractionoftheproduct’sshapeToomuch abstractionworks confusing. People seewhattheproductrepresents.5)Contextmustbeeasytounderstand(Intuitve)Incaseoftheclock,positionofshaperepresentsthetimewhenaneventtakesplaceorhastakenplace.6)ProducthastobeintegratedinavirtualworldProduct works only in combination of a virtualworld.7)AlternativeforSecondLifeAdifferentvirtualworld thanSLhas tobe taken inconsideration.8)ReducetheamountofvariablesintheproductIn case of the clock, round shapes are lessinteresting because it often is linked to a pattern(Likedinnerfrom5–6).9)CorefunctionvirtualworldneedstobeconsideredUsethecorefunctionthesocialnetwork.

10)EffectivewaysofenablinguserstonavigatethroughthegiveninformationUsesimilarnavigationasintheusedsocialnetwork.

11)ApplicationusesOpenSocialServiceorproductcommunicateswiththeOpenSocialprotocol12)ApplicationusesAPIinterfaceAPIinterfacehastobeused.13)GrandchildisabletomakefriendswithhisgrandmaonasocialnetworkGrandchildisabletofindhisgrandmotherandaddhimtohisorherfriendlistorcommunity.14)APIrectificationsonlyafteragreementServiceonlysendsemailsaftersubscription.

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3.5| Ideageneration

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3.6| IdeaselectionBecausethereweren’tthatmuchideasinthelastiterationtherewerenocategoriesmade.PhotoframeThe ideawas that thepicture,visibleonthephotoframe, is linked to the profile picture of theHyvesuser. The grandmother could make a picture or asmall photo by pressing the button in the lowerrightcorner.Thephotowillbesendtotheprofileofthegrandchildasamessage.Thisideaisn’tchosenbecause sadlyenough this idea is alreadyavailableincombinationwiththenetworkofFlickr.Althoughthe picture function is new, the grandparentsprobably forget to use it. A regular Hyver changeseverymonthormorefromhisorherprofilepicture.After 20 pictures, the grandparent won’t reactanymoreordon’tnoticethepicturehaschanged.JavagameThe idea is that the grandparent(s) influences theJavagameofthegrandchildwithhisorheractivity.Forexample,when thegrandparent is reallyactiveduring the day, the characters in the gamewill bealso active. If not the opposite occurs (Thecharacters will be slow). The idea isn’t chosenbecausepeoplecanbeannoyedafterawhile,whenthe characters will be slow all the time. Besidesthat,peopleareoftenreallyquickboredbyasimpleJava games. (Source: questonaire) To make thegame alternating, itwill probably be to big and tocomplexforHyves.

InteractivetableAninteractivetable,thatinteractswithaJavagameon Hyves. The table reacts on pressure and heat.With these two variables it can influence the javagame. This idea isn’t chosen either because of thethingsmentioned in“Javagame”,butalsobecausefurniture is something personal and has a bigimpact on the environment. As mentioned in thesecond iterationpeoplealsodon’tbuyquicklynewfurniture.

InteractivedishSameideaasthetable,onlynowit’smoremobile.Theideaisrejectedbecauseofthesameargumentsin“Javagames”.ProfileofactivityimbeddedinHyves.Thisideaisbasedonaserviceinsteadofaproduct.A lot of elderly have an active life. Some of theseactive persons go to community centres were theplay cards, following a computer course or have ameal. Often these centres are managed byprofessional organisations, Like SWOA in Arnhem.This organisation administrates who subscribe forwhat activity. The idea is to create a simple userprofileofthepersonwhoisactiveinthecommunitycentre. This simplified profile is linked to theadministrativedatabaseof theorganisation and toHyves. When elderly subscribe him for an activitythis will be processed in the administrationdatabase and in the user profile. The grandchild isable to check this profile in Hyves. This idea ischosenbecausethegrandchild isabletochecktheprofile page of his grandparent. There he can seewhat kind of activities his or her grandparent isgoing to do. This idea uses the core function ofHyves,which is checkingprofilesofothers.On thepageacontextoftheactivityisgiven.

3.7| Finalconcept

Thecoordinatingorganisationoftheelderlyactivitycentres (SWOA) generates automatically a basicsocialnetworkprofile forhisclients.Thisbasicsitecontains information about the activities of thatclient. Howmanydifferentactivitiesheorshehasplannedandwhen.Theinformationislinkedtotheadministration sector of SWOA. Visitors of theprofile can leave amessage on the profile. Also amessageoraquotecanbeplaceon theprofilebythe person behind the front desk, when peopledon’thaveacomputer.Visitorsofthedigitalprofileare also able to send a physical postcard. Thisfunction is sponsored by the coordination

organisation (SWOA) as an extra way show theirappreciationtotheclients.

Thegrandchild–elderconnectionThe grandchild, who is interested in hisgrandparent’slife,submitstheprofilepage,createdbytheSWOA,tohisHyves.Thegrandchildhasnowtheprofile siteofhisorher grandmother inhisorher friend list. The grandchild, who likes to checkotherprofiles,isnowalsoabletovisittheprofileofhis or her grandparent(s). On the profile they cansee contextual information about the activities oftheirgrandparent.Thegrandchild isable tosendaphysicalpostcard.Forinstance,thegrandchildwanttoletthegrandparentknowthatheorsheisproudonhergrandmotherand thatheor she is thinkingabouther.

3.8| Result

Through this service the grandchild gets to knowmore about his grandparent and their activities attheactivitycentre.Becausehisgrandparentdoesn’thaveHyves,thegrandchildcanvisithisgrandparentmoreoftentoshowthewebsiteandthemessages.Thegrandchildcannowsharetheexperiencesofhisorhergrandmother.Thismakesthegenerationgabbetweenthetwosmaller.Although there is already a function in Hyves tosendapostcard, the functionon theprofileof thegrandparent is free and directly addressed to thelocationofSWOAwhere thegrandparent isactive.This means that the grandchild don’t have torememberalltheinformation.

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Fig.8:ConceptofprofileSWOAembeddedinHyves.

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Hyves Extern website(SWOA)

API call

XML

API documentation

Data !owSWOA locked

Administration

OpenSocial

3.9| SoftwaremodelAs mentioned the concept uses APIs to sharespecific information. The model on the rightillustrateshowthetwowebsitesarecommunicatingwitheachother.

The coordinating organisation (SWAO) generatesautomaticallyforallherclients,whoaresubscribedforanactivity,apersonalwebsite.ThiswebsitewillbevisibleinsidetheHyvesenvironment.Howdoesthiswork?Whenaneldersubscribesitsselfforanevent,likeacomputercourse,thisinformationwillbeprocessedand sent to the main office of SWOA. Theinformation contains the person’s name, theactivity, the data of the activity and otherinformationabout the client. This informationwillbe stored in the database of SWOA. Specificinformation like time,date and kindof activity arelinked to the personal website of the client andtransformed into contextual information (Clock).The other information is private and not availableon the website. The data flow between thedatabase of SWOA and the client’s profile isprotected,whichmeans that this information flowisn’taccessibleforoutsiders.

At thispointHyvesdoesn’thaveanyaccess to theinformation yet. When the grandchild wants tosubmit the grandparent’s profile to their Hyves,they search for the specific site and submit theprofiletotheirfriendslist.Tomakethiswork,HyvessendsanAPIrequesttotheSWOAserver,whichwillbe confirmed by SWOA sever. The SWOA servergivespermissiontotheHyvesserver,whohasnowaccess to the contextual information and thepostcard service on the personal profile of thegrandparent.A small iconof SWOAwith thenameof the client is added to the friends list of thegrandchild.Whenthegrandchildwantstovisittheirgrandparent’sprofile,theyonlyhavetoclickontheicon. For each visit the information of the SWOAsitewillbecachedontheHyvesserver.

TheAPImakes itpossible that the twoservers cancommunicate to each other according the APIdocumentation. This documentation tells theservers what the can share and what the certainconditionsare.

Fig.9:Softwaremodel

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3.10| EvaluationDuetotimeissuesthisfinalproductisn’tevaluatedbyit’spotentialusers.Still,someconclusioncanbemadeabouttheserviceandtheeffectofthiswayofsharinginformation.After evaluating this product, some positive andnegativepointsoccur.The positive effect is that the grandchild is betterinformedabout the activitiesof their grandparent,whichwill reduce the generation gabbetween thetwo. This can “improve” the relationship betweenthe grandchild and grandparent, so the grandchildwillvisithisorhergrandparentmoreoften.Also grandchildren who don’t live nearby can stillcommunicate with and check how theirgrandparentisdoing,withoutmakingaphonecall.From another perspective, there is also a negativeeffect. Because the grandchild is better informedabout his grandparent, he or she will visit theirgrandparent even less. They know how theirgrandparent is doing andwhat kindof activity shedoesduringtheweek.Thismeans that in the end the decision of visitingthegrandparentstilllieswiththegrandchild.So a user evaluation is really needed to get morefeedback about this product for makingadjustments or adding some items so this servicehasthewantedeffect.

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Debby Hindus, Scott D. Mainwaring, Nicole Leduc, Anna Elisabeth Hagström and Oliver Bayley, (2001). Casablanca: Designing Social Communication Devices for the Home Interval Research Corporation

D. van de Mortel, and J. Hu, “ApartGame: a MultiUser Tabletop Game Platform for Intensive Public Use,” in Tangible Play Workshop, Intelligent User Interfaces Conference, Honolulu, Hawaii, USA, 2007, pp. 49-52. J. Hu, M. Janse, and H.-j. Kong, “User Experience Evaluation of a Distributed Interactive Movie,” in HCI International 2005, Las Vegas, 2005. J. Hu, “Move, But Right on Time,” in 1st European workshop on design and semantics of form and movement (DeSForM), Newcastle upon Tyne, 2005, pp. 130-131. C. Bartneck, and J. Hu, “Presence in a Distributed Media Environment,” in User Experience Design for Pervasive Computing, Pervasive 2005, Munich, Germany, 2005. W. Xu, K. Kreijns, and J. Hu, “Designing Social Navigation for a Virtual Community of Practice,”Technologies for E-Learning and Digital Entertainment, Series, 3942/2006, pp. 27-38: Springer Berlin / Heidelberg, 2006. J. Hu, and L. Feijs, “IPML: Extending SMIL for Distributed Multimedia Presentations,” Interactive Technologies and Sociotechnical Systems, Lecture Notes in Computer Science Series, 4270/2006, pp. 60-70, Xi’an, China:

Springer, 2006. J. Hu, “Design of a Distributed Architecture for Enriching Media Experience in Home Theaters,” PhD Thesis, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2006. J. Hu, P. Ross, L. Feijs, and Y. Qian, “UML in Action: Integrating Formal Methods in Industrial Design Education ” Technologies for E-Learning and Digital Entertainment, Series, 4469/2007, pp. 489-498: Springer, 2007. B. Hendriks, and J. Hu, “Redesigning a CD Player for Intuitive Rich Interaction,” in 12th International Conference on Human-Computer Interaction, CD Proceddings, Heidelberg, 2007, pp. 1607-1611. J. Hu, “Tony: Robotic Toys for Enriching Media Experience in Home Theathers,” in IST 2004, The Hague, The Nehterlands, 2004. J. Hu, and L. M. G. Feijs, “An Agent-based Architecture for Distributed Interfaces and Timed Media in a Storytelling Application,” in The 2nd International Joint Conference on Autonomous Agents and Multiagent

Systems (AAMAS-03), Melbourne, Australia, 2003, pp. 1012-1013. J. Hu, and L. Feijs, “An Adaptive Architecture for Presenting Interactive Media onto Distributed Interfaces,” in The 21st IASTED International Conference on Applied Informatics (AI 2003), Innsbruck, Austria, 2003, pp.

899-904.

B. Hendriks, and J. Hu, “Redesigning a CD Player for Intuitive Rich Interaction,” in 12th International Conference on Human-Computer Interaction, CD Proceddings,

Heidelberg, 2007, pp. 1607-1611.

J. Hu, C. Bartneck, B. Salem, and M. Rauterberg, “ALICE’s Adventures in Cultural Computing ”International Journal of Arts and Technology, vol. 1, no. 1, pp. 102-118, 2008.