1. Introduction
Intangible cultural heritage (ICH) is “transmitted from generation to generation, is constantly recreated by communities and groups in response to their environment, their interaction with nature and their history, and provides them with a sense of identity and continuity” [
1]. Today UNESCO’s attention is given to displaced persons [
2]. These people are often leaving their homelands, and thus, their bonds with their cultural heritage roots are damaged. It is necessary to assist those people to preserve their cultural heritage (CH). The carriers of these bonds are memories.
Memories remain in people’s minds but fade over time and as such, their timely recording is necessary. Current information technology can gather data from people that have suffered violent events and help them heal any trauma caused. The authors of [
3] reported that memory is of great value when it is shared, as it causes the activation of other people memories. Also, memories become stronger when they are connected to existing objects. People suffering displacement usually carry with them objects that are valuable, objects that help them remember. In such a context, several questions arise. How can memories be associated with persons’ memorabilia from their homelands and their past lives? Can spontaneous, person memories form collective memory repositories?
Heritage has the great potential to become a tool for supporting political reconciliation and stability [
4]. There are few nations in the world that have not been born out of violence, a fact that is reflected in each country’s list of monuments [
5]. Giblin, studying symbolic healing and cultural renewal, states that heritage is better understood as a common element of post-conflict renewal, which becomes intensified as the past is aggressively negotiated to provide healing related to conflict trauma [
6]. Basu states that it is better to negotiate a heritage of conflict rather than building a post-war society on a flimsy myth of piece [
5]. Cultural heritage systems may also serve the needs of cultural groups in large urban centers. Systems that care about the smart management of information in the context of a city have already been implemented [
7,
8]. However, CH is a predominantly unexploited asset presenting multiple integration opportunities within city contexts [
9,
10]. For example, 9/11 was a devastating event experienced by the inhabitants of a city which created a collective memory. Also, an urban environment could alienate its inhabitants due to the long distances created between people sharing common interests as well as collective memory. We are aware that regimes have the power to shape the collective memory of their nations [
11]. In some countries, previously suppressed, marginalized, and “unofficial” memories can now be collected and disseminated [
12]. A challenge for systems that deal with traumatic collective memory is to allow people to upload their content without being censored by the applied authoring mechanism.
People already use social networks to create collections of items related to the past [
13,
14] or to participate in the crisis management of their society [
15]. Gaitan [
16] states that social media is a great instrument to preserve and promote CH. The success of social media networks in the preservation and promotion of CH relies on the vast number of users they contain. Efforts to collect memory exploit this advantage [
17]. People tend to form communities in order to discuss issues of common interest to them. But what about the management of this information? The solution could be in the form custom management CH data. Several digital systems cater for memory collection [
8,
18,
19,
20,
21]. Some specific challenges arise: Is it feasible to enhance people’s memories management through a digital system supporting mobile services? Is a trustworthy system a prerequisite for people in order to share their intangible and tangible memories?
Crowdsourcing (CS) [
22,
23,
24] promises to help data gathering for several real-life paradigms. The use of this technology can apply also in CH [
25] and specifically in memory collection systems [
8,
18,
26,
27]. CS can solve the problem of recruiting big teams for digitizing intangible and tangible memories by involving citizens in this task. A citizen will contribute her/his memory associated with specific memorabilia which are in her/his property. A system that supports CS through specific collection services can benefit the transformation of a city to a smart one [
28]. Two interested questions concerning smart services and collective memory management follow: Can we address diverse users’ needs and expectations using a system preserving collective memory? How can we exploit the stored memories in such a dynamic archive for educational purposes?
Systems are usually designed to be used in the real world. The success of a system depends on the success of its evaluation. A set of criteria for evaluation of information systems is described in [
29]. The evaluation methodologies usually care about criteria related to the application interface or the contained services [
30,
31,
32]. Models are often used to evaluate a systems’ acceptance [
33,
34,
35]. A well-known evaluation methodology in CH is CH-MILE [
36] which cares about usability evaluation and problem detection, but it is a time-consuming process.
This work is focused on the design, implementation and evaluation of a crowdsourcing collective memory management system dedicated to groups of people violently evicted (or not) from their homeland (or not). A preliminary version of this work has been presented in [
37]. In the process of the system development, we designed and applied a “sustainable” evaluation methodology. We are interested in assessing the design goals and the required services which should be offered by such a system, along with the evaluation of personal and social impact to content contributors (volunteers), groups with an interest in cultural heritage or general population. In order to apply the proposed methodology, we designed and implemented a system that collects, manages and disseminates people’s memories (
http://crowdpower.e-ch.eu). The system interacts with the users through a portal and a mobile app. The mobile app is the tool that implements all CS services helping volunteers collect and upload their stories and digitized memorabilia. The portal contains services for the management and dissemination of imported stories. Services such as management, annotation, story collection creation and view are assigned to different types of users in a trustworthy manner using the Role-Based Access Control (RBAC) model.
2. Related Work
For several years, CS has been used for providing services and information to people while processing data provided by them. Industries and researchers have already developed software based on the idea of CS with their popular field to be traffic and navigation [
38]. Moovit is an app that gets feedback from its users and provides them information regarding the best transit route to follow, or a public transport arrival time taking into account the traffic data of the area [
39]. iSPEX is a system that gathers information from a smartphone app with the help of special equipment attached to it and the processed data create a map showing air pollution in Europe [
40]. Such applications have thrived because they exploit the widespread availability of mobile phones and the use of wireless internet [
38]. However, issues such as the control of the content quality, task assignment and finding ways to motivate volunteers, remain [
24]. When looking at CS in CH the challenges include focusing on semantic web techniques, gathering loyal users and quality assurance [
25]. In this work, we first attempt to model collective memory data in a coherent context taking into account user needs in terms of raising user awareness and facilitating users operating as memory carriers. Regarding quality assurance, a question that can be asked is about the quality such a content can have (in terms of image resolution or content coherence). This obstacle has now been overcome, thanks to technological progress. The technical quality of digital material (photos, videos, audio) that volunteers feed into databases is usually very good. Cameras, camcorders, and smart mobile devices with many capabilities are now easier to be obtained by non-experts [
23]. However, the problem of soundness concerning content uploaded by users remains. Some solutions to this problem have been proposed in [
26,
27], based on content authoring by specialists. In order to ensure the quality of the collected content, the developed system applies an authoring mechanism, asking expert users to comment on the validity of the provided content and permitting any registered user, expert or not, to rate the corresponding post.
In CS projects the crowd participation is essential. However, the crowd needs to be motivated. In GLAM projects (galleries, libraries, archives, museums) intrinsic motivations (egoism, community and enjoyment based) are more valuable than the extrinsic (social) ones [
41]. But participation is not enough. The public needs to be deeply engaged and crowdsourcing is suggested to be ideal towards this objective [
42]. In the field of Cultural Heritage (CH) the type of crowdsourcing projects could be contributory, collaborative, co-curated, co-created depending on the aim: transcription and correction work, understanding, collection, classification, co-editing, money collection, microhistory [
25]. The design of a CS system to be successful should be executed with care, because of engaging the public in the whole activity. A simple design may not quite be attractive to the public, but a more complex and step-by-step design with more requirements is likely to succeed and encourage an audience [
43]. Gathering loyal users is essential for a crowd-sourcing system. The proposed system has an advantage compared to other crowd-sourcing systems. The potential user group is people that have an interest in a specific collective memory, which mainly is traumatic. The proposed system supports specific participatory services that permit users not only to offer their content, but, also, to comment on it, exchange ideas with other people and transfer their memories to younger generations creating a dynamic social ecosystem. Also, the presented system strengthens the cohesion of the society giving to other people who are not related to the specific collective memory the opportunity to know their neighbors. The user loyalty in the system further increases due to a specific mobile app service that permits a mere user to become a researcher itself and collect relative material.
One of the most known CS systems in CH is the project called “Europeana 1914-1918”. It is a project created to gather the untold stories and official histories of World War I. People can upload their data and a repository available to the public disseminates all that information through a portal [
26]. The project “1001 stories about Denmark” focuses on stories from Denmark and tries to raise people’s interest about the history of the country [
18]. Using a desktop application or a mobile app, registered users can upload their stories along with connected digitized material. “HistoryPin” is mainly focused on groups of pins about particular places and themes gathered by their members [
8]. These groups of pins are named collections. Each pin is a mark on a map, which can contain text, images, audio and video items. Another great effort was made in Singapore [
17], where there was a need to record both institutional and personal memories related to the city. Every available means (portal, mobile app, social networks, etc.) was used and managed to gather millions of memory artifacts. MOSAICA [
30] is a Web 2.0-based toolbox, dedicated to the preservation and presentation of cultural heritage. MOSAICA permits users to create personal stories, share them with the community and express their national, ethnic and religious identity values and legacy. Finally, a distinct case is the one that refers to the restoration of an old Greek bridge called the bridge of “Plaka” [
44]. After the destruction of the bridge, caused by extreme weather conditions, there was a need to start its restoration. Since it was a very popular tourist destination, the public was asked to contribute images in order to create a fully detailed 3D image of the bridge. About 130 volunteers contributed digital material, uploading more than 470 photos. A more general type of system permitting content contribution is participatory platforms. MOSAICA [
30] and Culture-Gate [
27] are examples of participatory platforms for CH.
The evaluation process of a system is critical. Qualitative, quantitative [
45] or mixed methods [
46] are used for this objective. In a number of studied evaluation procedures, a variety of tools and methods was observed [
30,
31,
32,
47,
48,
49,
50]. This differentiation is due to the different needs of each evaluation. Questionnaires alone [
47,
48,
49,
50] or mixed with interviews [
30,
31,
32] are commonly used. In most cases a scenario was conducted by the participants before the completion of the questionnaire. The objective in the studied evaluations is mostly the system usability and just in one case the educational impact [
49]. Students are the most commonly used population due to their availability and specializations. In cases where real system impacts are investigated, there are a number of approaches that use students and general population as research samples [
31,
48]. Each described evaluation methodology, measures selected criteria using the best suited qualitative or quantitative instruments in one or more phases. Evaluation factors were adopted from multiple sources (theories, methodologies or models). Frequent measured factors are the Intergenerational Dialogue, the Intention, the Satisfaction, the Exploitation, the Dissemination, the Belonging, the Perceived ease of use and the Perceived usefulness. Perceived usefulness and Perceived ease of use are two independent constructs in the Technology Acceptance Model [
51]. Intention is a key factor in the Theory of Planned behavior [
34]. Belongingness is highly correlated with memory. Assmann states that “if you want to belong, you must remember” [
52]. Also, in [
53] the positive impressions about the city heritage led to increased personal belongingness. The Intergenerational Dialogue is studied in [
54], proposing an intergenerational exchange process with positive results. Satisfaction is a factor in the context of Information systems success model [
55] and was studied in [
53] with positive results. The dissemination of the system, and thus the motivation for using the system, is adopted by Self-Categorization Theory [
56]. Exploitation of intangible cultural heritage is underpinned in [
57] with the theory of constructivism authenticity, which emphasizes both the authenticity of tourist experience and toured objects.
3. Design Goals
In this stage, we tried to accomplish two main goals: (i) understand if the problem of memory management with modern technology is important for refugees or refugee descendants, and (ii) create and evaluate a set of specified system design goals with respect to their actual needs. Cooperating with a group of field specialists, who in this case were historians, we designed a questionnaire aimed at the volunteers. The historians were secondary education teachers and university professors relating to refugee historic memory issues. The target group was 8 females and 6 males 30–60 years old (average 45.7 years old), all refugees and descendants of people who suffered the war in Asia Minor. The participants were asked to fill in a questionnaire. A semi-structured interview followed in order to provide them with the opportunity to note anything they wanted to say and clarify any issues regarding the questionnaire. All of the participants were using smart phones or tablets in everyday life, and most of them (92.9%) were using social networks. Also, most of them would use a smart phone app to digitize material in order to upload it. The questionnaire consisted of three sections: demographics and Information and Communication Technology (ICT) skills, detecting the way of life of relatives before the events (
Table 1) and finally memory management (
Table 2).
In Q1 most of the refugees came from Smyrna (64.3%) and the rest of them came from Pontus (35.7%). Items Q2, Q3 and Q4 refer to the relationship between the two communities in that land (Greek and Turkish). Most participants answered that these communities had good relations with few incidents between them and also that family relations between the communities were at a good level. Q5 reveals that refugees did not manage to carry with them their personal belongings (92.3%) and finally Q6 indicates a variation in the way that the local Greek population welcomed them (hostile behavior 42.9%, friendly behavior, 14.3%, and indifferent behavior, 42.9%).
Table 2 illustrates the results of the analysis of answers to the distributed questionnaires. The calculated Cronbach’s alpha was calculated to 0.830. All items refer to negative (0) or positive (1) reaction. Nearly half of the population believes that people forget or do not remember what happened there (40%). The majority of them would like to read stories from that period (M3) and all of them would like to learn more about the past of their ancestors (M4). In M5, M6, M7, M8, M9 indicate the need for an information system to be used in order to manage and diffuse this information.
In the semi-structured interview, they indicated that:
From the evaluation results at this stage, we realized that the creation of a system that manages memories was a necessity. The system’s volunteer target groups said that they carry memories and are willing to share them, not only for preservation, but also for educational purposes. These results were also a starting point for building the system’s design goals. Content soundness, user participation, user awareness and the use of the content for educational purposes were all factors important for our target group. Consequently, similar systems were studied and analyzed [
8,
18,
26,
30] regarding design goals and system features that would be of interest to users. A session of interviews with the volunteers followed in order to enrich their previously stated goals targeting the system’s functionality. Interviews were also conducted with the historians’ group in order to clarify the system design goals obtained by volunteers.
Table 3 demonstrates with √ the system goals firstly identified by the volunteers and the system goals of similar systems. With x we mark the goals that came out after the interviews with the volunteers and historians.
A detailed description of the desired design goals is follows:
Content soundness: the content validity is a desired quality metric of the contributed content.
User participation: the user can contribute content in the form of memories, comment on other user memories and propose specific classifications of content.
Authoring: expert users can author contributed content.
User awareness and loyalty: support of rich multimedia content and provision of services that supports the building of a sustainable ecosystem for the fruitful exchanging of memories.
Collections of content: users can create their own content collections using their material and content contributed by other users according to their interests.
Security: the system provides an authorization mechanism for content access.
Mobile users and services: the system offers services through a mobile interface for recording and disseminating purposes.
Search and filtering: support of various search and filtering methods oriented to specific user groups’ needs.
Navigation and usage: easy to use navigation tools (such as maps and lists).
Educational content: content can be used for educational purposes in local history classes.
Multimedia content: support of various types of content (text, audio, video, images).
Content rating: content can be rated by other users for recommendation purposes.
Content full ownership by users: content can be uploaded and deleted according to the content owner’s will.
This stage was helpful to evaluate the credibility of our hypotheses concerning design goals and then refine them accordingly. We adopted all goals that were stated by the volunteers and the most common goals of the other systems.
6. Evaluation Methodology
An evaluation methodology was followed throughout all the phases of the system creation (
Figure 10). These phases include the evaluation of system features, real impact of crowdsourcing services on volunteers, and finally the personal and social impact to the audience. The tools where selected depending on the available time, the available population and population type. The aim was to produce, in each phase, reliable and useful conclusions. Whenever refugees or refugee descendants were used as an evaluation sample, we chose inhabitants of Agios Konstantinos, a suburb of the city of Agrinio in Greece which was established by the Greek state at the first quarter of 20th century with refugees coming from all parts of Asia Minor and Constantinople (Smyrna, Cappadocia, Pontus, Constantinople).
The first phase aims to assess the proposed system’s basic features and services, comparing them to well-known systems that offer crowdsourcing services in CH. In the second phase we try to evaluate the real system impact on prospective volunteers. We try to trace whether the system achieves suitable levels of engagement and cultivates responsibility for content contribution. The third phase investigates the system’s personal and social impact to specific user communities (undergraduate/postgraduate students and general population). The third phase also tries to make a first trace of specific correlations among specified personal and social impact factors. The personal and social impact factors investigated in the evaluation phases 2 and 3 are defined in
Table 4.
6.1. First Phase (Ph1): System Services Evaluation
This task was assigned to a group of eleven postgraduate students of the Department of Cultural Heritage and New Technologies of the University of Patras specialized in CH digital systems. Students were given the prototype and they were asked to record the services offered following the proposed usage scenarios in this work. Then, they were asked to find similar systems and compare them using a quantitative method evaluation. The criterion was just the existence of the specific service features in all the systems.
The compared systems apply CS methods for collecting cultural content.
Table 5 contains the systems to be compared. Students chose to compare the proposed system with S1—“Europeana 1914/18” [
26], S2—“HistoryPin” [
8], S3—“1001 Stories about Denmark” [
18] and S4—MOSAICA [
30]. The criteria to be compared concern both portal and mobile services that some systems may possess. M marks the availability of the service in a mobile environment and P on the system portal.
Table 5 shows the findings concerning the existence, or lack of, system features and services. The proposed system contains functionalities for both portal and mobile app module. Functionality availability in both mobile and portal is recorded also for S3 but is totally absent in the rest of the cases. S1, S2, S3 and S4 do not contain functionality to unpublish or delete uploaded content. S1 and S4 do not contain any rating service or the ability to create collections. Help in the form of an explanatory video was not present in most of the cases. The absence of mobile module, in most systems, providing the requested services is obvious. The mobile app, when present, contains portal functionalities (S3). This phase confirms the hypothesis that mobile apps can offer CH services.
6.2. Second Phase (Ph2): Personal Impact on VOLs
George (50 years old): “My ancestors came from Pontus and Asia Minor. I believe that it is worthwhile to save the testimonies, the photographs and the objects not only because they are important historical documents for study by historians, but also for cultural, folkloric and other reasons”.
During this phase, the system was demonstrated to a group of people that could be prospective volunteers to the system. A mobile device containing the systems app was given to each one of the prospective volunteers (participants). The task was to accomplish the basic scenario of adding and publishing a new story (second scenario). Then a semi-structured interview was held to get information about systems real impact. We chose to use semi-structured interviews to detect the system’s impact on volunteers, due to the age of volunteers who were refugees or immediate descendants of refugees (there was an assistant for the elderly volunteers on the system use). Also, interviews permitted us to discover the emotions caused by the interaction with the system. This approach was followed in [
30,
31]. In this phase, 6 interviews were taken.
The sense of belonging was determined to be strong in all participants. They mentioned that they are proud of their legacy. Most of them participate in annual festivals, learn their dances by going to dance clubs, they are subscribers to the newspapers of their clubs and some of them even speak their ancestor’s dialect. Their nostalgia for the old days is obvious. Popi (60 years old) said: “I am an active member of our community. I think our past is special and we have to preserve it”.
Intergenerational Dialogue: Most of the participants started thinking of the value of the memories concerning their ancestors or past lives. Popi said: “I think that I should start asking my mother to tell me her stories with details”. Ioannis (55 years old) told us: “there is a newspaper dealing with these things in my village. I never had the chance to write something there. I will definitely ask my father to tell me stories”. Alexis (96 years old) mentioned: “Every day, I tell my grandchildren stories. I am going to tell more to write them down.”
Dissemination: Participants declared their willingness to spread the system to their relatives and friends due to the opportunity this platform gives to contribute their memories or view content about their origins. George said: “I am going to tell all my friends about the existence of this system”. Alexis told us about how his friends/refugees deal with historical memory: “My village people contribute a lot of material to the local newspaper. As soon as they find out about this system, they will start uploading dozens of stories regularly”.
Intention: All participants declared their willingness to use the platform and contribute their memories. Maria (60 years old) told us: “I used the mobile app and I added a story. I will add a lot of stories with photos of the things that my parents brought with them”. Ioannis mentioned: “Ι have a lot of stories written from my parents. I am going to add them all to the system”. George said: “I am willing to transcribe stories I heard from my ancestors in the system”. Alexis said: “…in order to write them down in this platform”. Popi told us: “…I will tell to write them down in this system”.
Perceived ease of use: Older people could not use the system, but people between the ages of 50 and 65 completed the task easily. They declared that the system was easy to be used by people like them. Giannis (54 years old): “I saw that it is easy to publish stories in that system”. Ioannis said: “I didn’t need to use the help. It was clear how to publish a story”. Alexis told us: “I can’t use a smartphone, you know, it is difficult for me”.
Perceived usefulness and exploitation: Although perceived usefulness and exploitation refer to separate indicators in almost all cases the answers of the participants were in the same sentence. Most of them declared that the system is useful to them. Some users expressed their thoughts of using the system for other reasons (in educational system). Maria told us: “The application is not only useful for us refugees but also for students”. Ioannis said: “is very useful for those who want to post stories but more for those who want to study our story like historians or students”.
Satisfaction: All participants were satisfied from the existence of such a system. Ioannis said: “I always wanted to find a platform where all refugees could upload their stories”. Popi told us: “I am very pleased that the stories of our ancestors can be preserved and disseminated”. George: “I know a lot of stories and I didn’t know how to record them to let the people know about them”.
The above interview fragments are presented to demonstrate a quantity of the interviews’ recordings regarding the CS module. The qualitative tool (semi-structured interviews) revealed not only the prospective volunteers’ intentions but, also, suggested explanations about them. Also, during the interview, an observation sheet was filled out where the participants’ feelings were written down: Emotion, nostalgia and a spark in their eyes appeared when they thought that everything they know or lived can be preserved forever.
6.3. Third Phase (Ph3): Personal and Social Impact on SAUs
This phase was conducted in a group of students specialized in CH management systems and a general population group (
Table 6). The first group consisted of 54 undergraduate and postgraduate students (STU) of the Department of Cultural Heritage Management and New Technologies of the University of Patras. We used a questionnaire based on personal and social impact factors defined in (
Table A1). We chose as evaluation sample students who have a professional interest in cultural heritage because we wanted to study the system’s impact to specialized groups of users who are experts of this field. Also, we study the system’s impact to a general population (GeP) that had no special relation to CH trying to trace if the system’s value is similarly recognized from a general audience that maybe has no relation to the specific collective memory. All those results are compared together aimed at understanding the real impact of our system to focused communities or not (
Table 7).
All factors get high scores for both groups. STU compared to GeP gets a slightly smaller percentage in Intergenerational Dialogue, Exploitation, Dissemination, Satisfaction, Perceived Usefulness and Perceived Ease of Use. Τhere is a case in which the opposite happens. For Intention, the percentages are slightly smaller for GeP. Finally, for Belonging, the percentages are recorded to be higher by 10 percentage points for GeP. This phase showed that system can be considered successful since, in different population groups, personal and social factors (Intergenerational Dialogue, Exploitation, Dissemination, Satisfaction, Perceived Usefulness and Perceived Ease of Use) get high positive scores.
To investigate social and personal impact factor correlations with each other, we performed a preliminary statistical analysis using Pearson correlation method. Considering the Pearson’s correlations with p value <0.01 we reached some first interesting results that may suggest specific interactions among certain social and personal factors. Particularly, Satisfaction affects intention (0.488 for STU and 0.524 for GeP) and depends on Perceived Usefulness (0.427 for STU and 0.356 for GeP). Also, Satisfaction is affected by Exploitation (0.510) only in STUs and by Perceived Ease of Use (0.404) only in GeP. As concerns Intention for real use, this is affected positively by Satisfaction and Ease of Use (0.379 for STU and 0.633 for GeP) in both groups. However, on STU intention is affected additionally by the possibility of Exploitation (0.598), Intergenerational Dialogue (0.325), Belonging (0.301), Perceived Usefulness (0.513), while on GeP intention is additionally affected by Dissemination (0.689).
Dissemination depends on perceived ease of use (0.523) and Satisfaction (0.496) in GeP, while Dissemination affects Exploitation (0.443) and Intergenerational Dialogue (0.392) in STU. Intergenerational Dialogue promotes Intention (0.325), Exploitation (0.423) and Dissemination (0.392) only in STU. The sense of Belonging to a community is strong in both groups and it is affected by Perceived Usefulness (0.355) in STU and Exploitation (0.559) in GeP, and it also affects Intention in STU. Exploitation is affected by Belonging only in GeP. Also, Exploitation is affected by Intergenerational Dialog, Perceived Ease of Use (0.376), Intention, Dissemination (0.443), Perceived Usefulness (0.738) and Satisfaction in STU. Perceived Usefulness is affected positively be Perceived Ease of Use (0.396) in STU.
7. Discussion
The proposed evaluation methodology is conducted in three phases and follows the course of the creation of the system. The goals for each phase were clear. The whole project was dealing with an innovative system that would manage traumatic memories. The first phase was in the point where the system’s first development should be evaluated in order to see if its design meets the standards that other systems pose. Second and third phases were conducted after the full implementation of the system. Although, the system provides services to a number of user types, in this work, we deal with users who might be volunteers or system audience.
Evaluation revealed that the Intergenerational Dialogue is promoted by using the system. Interestingly, this result confirmed by volunteer interviews and student group. However, this was not apparent to the general population. An explanation could be that students are specialists in CH and along with volunteers, they are familiar to the importance of CH. On the other hand, the selected case study of Asia Minor Refugee memories may be not familiar with the general population memories. Therefore, it is suggested that Intergenerational Dialogue acts complementary to the collective memory that is already apparent in a user. If a user is aware of a specific memory before using the system, this memory comes to the surface and triggers dialogue. This suggestion is validated by evaluation findings concerning the relation between Intergenerational Dialogue and intention, Exploitation and dissemination in students. This is further confirmed by volunteer interviews. A positive influence of a memory management system to the Intergenerational Dialogue is mentioned in [
32].
The sense of belonging to a community is promoted by the proposed system. Through the interview interaction with volunteers, we observed strong emotions concerning their past memories that connected them with their origins. This sense gets stronger in relation to their age. Also, volunteers mentioned their need to participate in events with members that share the same collective memories. Moreover, volunteers understood the usefulness of such a system preserving their memories, as they indicated their fear that those memories may fade with them. Furthermore, volunteers strongly declared the need for exploiting such a system for the education of the younger generations to their tradition and history. This suggestion is validated by Phase 4 evaluation findings relating the factor of Belonging to a community to the factor of Perceived Usefulness and Intention for students and Exploitation for the general population. The relation between the sense of Belonging to a community with intention to real use the proposed system in student group is a strong indication of the social impact of the system to young generations. The enhancement of the belonging from the use of a memory management system is a positive objective [
17].
Satisfaction from the system is recorded in all populations. Volunteers expressed their satisfaction, admitting that the system meets their real needs (to preserve and share their traditions). The usefulness along with the intention of the system use led the general population and students to also declare their satisfaction. Moreover, for students, the satisfaction is affected by the possibility of educational exploitation. Students may believe that systems devoted to CH need to contain this aspect and it is pleasant for them to see the existence of this factor here. On the other hand, the general population is satisfied with the system because they believe that is easy to use, while they intend to suggest its use to others.
Volunteers said they intend to use the system because of its Preservation, Dissemination and Exploitation capabilities. Students and general population intend to use it due to its Ease of Use and the Satisfaction they feel. Also, general population would recommend the system to others, while students think that the system is worth using because it promotes Intergenerational Dialogue and Belonging to a community, and it has capabilities that permit its exploitation as an educational tool in class and for self-education. Those results may reveal that general population has a trivial attitude towards the system, thinking it as an easy and pleasant tool that is worth showing to their peers, while students of cultural heritage management perceive the system useful as a tool with many functionalities that can be exploited for educational and other purposes. MOSAICA [
30] states that online communities are difficult to generate content since in many cases users fail to engage in long term engagement.
Volunteers’ interviews suggest that they would recommend the system’s use to people sharing their traditions. Evaluation results suggest that the general population would do the same due to the system’s ease of use and the satisfaction they get. On the other hand, evaluation results suggest that students relate dissemination to the possibility of the system’s educational exploitation and the promotion of Intergenerational Dialogue. It seems that students may care about the educational value of the system more than the general population.
Evaluation results suggest that the possibility of educational exploitation is obvious to all system users. Results for volunteers and general population suggest that the system exploitation can strengthen the sense of Belonging to a community. Furthermore, evaluation results suggest that Exploitation is affected by Intergenerational Dialogue, Perceived Ease of Use, Intention, Dissemination, Perceived Usefulness and Satisfaction in students. Positive results about Exploitation in terms of learning are presented in [
49].
During the interviews, volunteers talked positively about the systems’ Perceived Usefulness and Perceived Ease of Use. The usefulness for them was mainly derived from the educational exploitation of the content that they would upload. Evaluation results reveal that students may relate system usefulness with Satisfaction, possibility of educational exploitation and their intention to use the system. On the other hand, evaluation results may suggest that general population relates usefulness with Satisfaction only. Students probably believe that the content of the system is educational. On the other hand, the general population does not see any relation between the aforementioned factors and system exploitation, but they only believe that the system is useful because it satisfies them. This may suggest that they are not familiar in learning using digital platforms. As for the Ease of Use, the two populations relate it positively with the intention. They probably intend to use the system because they feel that it is easy. Another interesting fact is that the general population connects the Ease of Use with Satisfaction and students relate Ease of Use with Exploitation. Perceived usefulness and perceived ease of use are important for checking the acceptance of a system [
35] and, also, they were evaluated in a system managing CH content with positive results [
32].