Summary of the first semester and ideas changed comes and goes.

At the beginning of the Des&Res class the last semester, I decided to start research in mental health. The main topic of the research was VR for Mental Health, that is a methodology that has gained prestige in the last years, due to the advance in technology. During my research on this topic, I was centre on investigated how it works and what is their main field of application, for this, I read through different articles of medicine relate to these topics. In a second step I follow to get related to the history of VR and how long has it been in the medical field and for whom it was used. Finally, I focus on the design of a VR interface and prototype, with also a user research focus where I found something that changed my topic orientation.

            For starting this research, I thought that VR therapy for mental health can be a key aspect during COVID-19. With this idea in my mind, I start research in VR for Psychotherapy focus on mental health, the focus was to get a better environment for treating special kinds of mental issues. During my research, I found out that VR in mental health can be useful for treating anxiety, stress, and depression. As Nigel Whittle said “VR offers the opportunity to develop more personalized therapeutics, especially in mental healthcare. It is already being used to treat PTSD, phobias, and psychiatric conditions such as conversion disorder and showing excellent results.” (WHITTLE, 2020). VR therapy had shown the last year more results during the pandemic, but even due some users do not trust this kind of technology. Also, VR therapy has been in the market for around 20 years.

            VR therapy started around 1950 for treating different kinds of phobias around people. This treatment used multiple sensors to help the user experience the same sensation that provokes the phobia. But, it was not till the beginning of the 2000s that VR therapy was considered to be useful, in the article The use of virtual reality technology in the treatment of anxiety and other psychiatric disorders the authors mentioned that “The first study to formally investigate the efficacy of VR-based exposure therapy (VRE) focused on the treatment of acrophobia and results suggested that VRE was effective” (Rothbaum, Bunnell, Sae-Jin, & Maples-Keller, 2017) this study was made in the early empowered the technology to continue into a development area in medicine. After this series of studies at this time, VR therapy was used in the military area to treat PTSD to help soldiers recover due to missions. In actuality, VR therapy is managed mainly by three big companies that are: Limbix, Psious, and OxfordVR. All these companies have a focus on VR therapy but, their UI/UX is in my opinion a little bit too old and hard to use. This brings us to the next step that is VR design and user research.

            In the last part of the last semester when I finally got the focus on which kind of path I was getting in, I decided to research design for VR and make user research too. Design for VR is something that I thought will be hard. Surprisingly it was not, VR interfaces and design are still based on the same idea of a normal application for a smartphone or the computer. Not to miss, VR design has one important thing to be careful about and it is sound. VR sickness is one of the major issues due to the therapy and it is provoking usually for a misinterpretation of the sound and the environment, to prevent that to happen, sound designers use 8D sounds. This kind of sound helps the user to identifies themselves in the environment preventing the sickness to happen.

            Into the user research, I have begun it was a disaster and it turns to be disappointing. I researched with 8 psychotherapeutics and most of them found this topic to be negative instead to be something useful. The main reason for them to think this was that they thought it will be more learning and work for them. Even, I told them about the studies and the results, the doctors did not change their minds. Also, they expect that these therapies will be really expensive. This put me into a crisis point for my research where I decided to changed my path to something else that is not out of mental health.

Trying out the LeapMotion

As I got to know hand tracking from the HoloLens2 and a little bit trough one of my lectures “Interaction Design”, I wanted to try out the tracking with the LeapMotion Controller. The Leap Motion Controller from the company ultraleap is an optical hand tracking module which captures the movements of hands and fingers even if they move unparallel to each other. It is used for development and deployment of various applications.

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Set up

I borrowed out a leapmotion controller at the mediacenter from the FH and downloaded the accompanied software from the website.

You plug in the controller per USB and install it as well. There are various possibilities you can choose from to try out the LeapMotion. As my topic of learning sign language deals with viewing or tracking – not only – but mainly hands, I wanted to see how I can interact and which movements can be tracked preciously. With the information for setting up and trying out with the Unity engine given trough one of the many helpful YouTube videos, and after the installation, you can open Unity. In the program you install the XR Plugin Management under the package manager to prevent problems when downloading the packages for the LeapMotion controller. You import the unity packages that are provided by ultraleap into the assets folder and can try out the different examples given.

https://www.youtube.com/watch?v=WwHrXwGyMt8

Try out and conclusion

It was very helpful for me to try out specific movements for a better understanding of how systems are tracking and which parts of the hand brings the most valid information for the systems to possibly translate it into sign language.

I got to know that the parallel tracking of both hands works very well but there are some difficulties for the controller to track preciously when the signs are to complex and have many overlapping fingers or else. After just randomly moving and changing the positions of my hands and the fingers, I tried to spell my first name consisting of five letters. The controller tracked three of them without any problems but with the other two, it could not recognize the position of the thumb or index finger and this is why it showed a different gesture than the one I was doing. I tried to readjust it by turning or giving the controller itself another angle to read the gesture as well as turning the hands around to view it from the other side but it always set back to the wrongly tracked gesture.

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Heuristics for LeapMotion Interaction

As already mentioned a couple of years ago from the LeapMotion developers, it is important to evolve applications with the focus on the following points which I can now relate to and understand better after trying out the LeapMotion:

1. consistency in tracking: working constantly on accuracy and consistency of tracking by having multiple people perform actions, motions and gestures

2. ease of detection: create a concept of how easy the motions are detected and what is important to detect as obvious conditions which define the motion but are separated from other things around which could also be detected

source: https://medium.com/@LeapMotion/6-principles-of-leap-motion-interaction-design-98bddff77a53

3. occlusion: the controller should be able to detect the environment but if the sensor is covered by physical objects, tracking is not accurate or not possible at all. If motions involve occluded parts, the system can not visibly see a part of the hand and makes assumptions trough available data. A diagnostic visualizer can help to test a variety of detectable areas around the field of view to prevent occlusion.

4. ergonomics: improving posture and working environments but not on a physical object. A consideration of affordances and guestures adjusted to the movements of the humans and users body without harming or straining is necessary by having the environment and comfortable positions on mind.

5. transitions: creation of a concept for the interaction with the application. Every interaction should be defined and differ so that the gesture can be detected from the system as well as be more memorable for the user. If actions have similar results the usage of slightly similar interactions is acceptable, otherwise they should differ. It depends on the beginning and ending of a motion in the space in front of the body if the user can perform the action in the air easily. It therefor should be looked for minimizing awkward switches by implementing an “initialization” or “resting” pose which initializes actions.

6. feedback: consideration of how providing a feedback from the application to the user who is performing the gesture because a lack of hardware-based physical feedback in motion-based interactions can leave the user unknowing of the current state of the application and state of the system. The user interface should communicate three things regarding the users interaction: Where am I now? Where do I need to be to complete? How fare and in what way do I need to move?

source: https://medium.com/@LeapMotion/6-principles-of-leap-motion-interaction-design-98bddff77a53

With the programm Unity I can in the end evolve the whole setup of a possible application as I already informed myself in the last semester as well as in this one about the developement of the final product. There are many possibilities how to do so, so that it is necessary to first develop a concept and designing the experience and interactions beforehand.

source:

https://medium.com/@LeapMotion/6-principles-of-leap-motion-interaction-design-98bddff77a53

Meditation App in the Market

In this blog entry, I am going to analyse a few apps that I considered the best examples for my project, with the purpose to see why they are successful in their market. Looking through these apps will also help to be critical with a possible app design and to think what could be the best fit for my project.

1. Headspace

Headspace isone of the most well-known meditation apps out there.

“There are hundreds of guided meditations, mini-meditations, sleep sounds, SOS meditations for emergencies, meditations for kids and animations to help you better understand meditation,” says Lindsey Elmore, PharmD, a pharmacist turned wellness expert (she’s known as “The Farmicist”).

2. Calm

Calm app lets you choose between your meditation practice. After all, the app provides guided sessions ranging in time from 3 to 25 minutes. And with topics from calming anxiety to gratitude to mindfulness at work—as well as sleep sounds, nature sounds, and breathing exercises—you can really choose your focus. “There are new meditations every day, progress trackers, and seven-day and 21-day programs for beginners,” Elmore says.

3. Insight Timer

Experts across the board agree that Insight Timer is primo when it comes to choosing a meditation app.

“This app has many of the most experienced mindfulness teachers on it, and allows you the freedom to pick and choose depending on how long you have to practice, what style you’d like (e.g. body scan, loving-kindness, anxiety/stress-reducing, etc.), or just set a timer and sit without guidance,” Tandon says.

the app is a go-to because, in addition to the variety of guided meditations, the app has a tracker that allows you to chart your progress and earn badges that keep you coming back for more.

4.Aura

Fans of Aura like it for its daily meditations, life coaching, nature sounds, stories, and music, which are all personalized based on the mood you select when you open the app. There’s also an option to track your moods and review patterns in how you feel, and set reminders to breathe and take breaks for mindfulness throughout the day.

5.Sattva

Sattva is a mindfulness app that draws its mediations from ancient Vedic principles. In addition to 6-minute-plus guided meditations, the app features “sacred sounds, chants, mantras and music by Sanskrit scholars.”

Sattva is perfect for anyone looking to get more in touch with the history and origin of meditation in addition to starting their own practice.

Sources:

https://www.nytimes.com/wirecutter/reviews/best-meditation-apps/

https://www.verywellmind.com/best-meditation-apps-4767322

https://www.healthline.com/health/mental-health/top-meditation-iphone-android-apps

https://www.womenshealthmag.com/health/g25178771/best-meditation-apps/

Prozess-Update III

Woche 6 (24.06. – 01.07.)

Das Ziel von Woche 6 ist es wieder Follower zu gewinnen. Deshalb fokussiere ich mich in dieser Woche vor allem auf den Punkt Reels. Reels sind kurze Video Postings (maximal 30 Sekunden), die von TIkTok abgekupfert wurden. Weitere Infos über Reels findest du in einem separaten Blogeintrag. Ebenfalls wird es wieder Stories geben, wenn auch nicht täglich, jedoch super oft, um Follower wieder zurück auf mein Profil zu bringen.

In Woche 3 fragte ich meine Follower ob sie gerne eine Anleitung für das Erstellen eines Tierportraits in Photoshop hätten. 90% stimmten für ja und so entschied ich mich dafür eine Anleitung in Form eines Reels zu posten. Auch der Post in Woche 3 erhielt sehr viel Reichweite und konnte insgesamt 64 Likes ergattern. Das war der reichweitenstärkste und meist gelikteste Post, den es bis jetzt auf meinem Profil gibt.

Ich postete dass Reel am 25.6 gegen 21 Uhr (eigentlich schon viel zu spät für meine Followerschaft) und er hielt über Nacht 1248 aufrufe. Das ist für mein Profil mit nun 131  Follower sehr stark. Weiters erhielt das Reel 34 Likes und insgesamt 6 Kommentare (Stand 26.6). 

Update (Stand 30.06.): 1.347 Aufrufe, 40 Likes, 6 Kommentare

Aufgrund des großen Erfolges des Reels am Vortag, entschied ich mich dazu am darauffolgenden Tag noch einmal ein Reel zu posten. Dieses zeigt die Arbeit mit Acryl Tusche in Wasser welches einen schönen Effekt ergibt. Das Video wurde im Zuge eines Uni-Kurses produziert.

843 Aufrufe, 46 Likes, 4 Kommentare (Stand 15.07.)

leica- Alexander Moser - User Experience Design - Grafikdesign

Coporate Haptics

Die Nutzung von haptischem Feedback, um Nutzer eines Produktes zu signalisieren, dass zum Beispiel eine Aktion erfolgreich ausgeführt wurde, kann das Produkt sowie das Markenerlebnis erheblich beeinflussen.

Im Vergleich sind beispielsweise die zwei Stifte sowie zwei Kameramodelle zu sehen. 

Oben sind zwei Produkte der gleichen Kategorie abgebildet, beide weisen allerdings unterschiedliche Charakteristiken im Bezug Haptik auf.

Der Stift „Sharpie“ ist dafür bekannt, dass es sehr auf die Rückmeldung beim Schließen des des Verschlusses einen deutlichen “Klick” von sich gibt. Das macht in diesem Fall

einen professionelleren und hochwertigeren Eindruck und verleiht dem Produkt Charakter.

Die Einstellräder der SIGMA Kamera sind sehr schwammig und das Feedback fühlt sie sich undefiniert an. Bei der Leica Q2 haben die Bedienelemente einen sehr mechanischen, präzisen und klaren Charakter, der sicherlich zum Branding und Preisniveau passt.

https://sg.leica-camera.com/Photography/Leica-Q/Leica-Q2/Details

https://www.sharpie.com

https://www.alexander-moser.at/

Cultural body

When discussing the mind we also need to discuss our body. Interactions are not only processed in our minds but always use our body as the vehicle. In this article I refer to a paper that discusses the body and its cultural conjunction as well as and interesting gesture controller design that shows a designed outcome of of a philosophical point of view.

Sara Sithi-Amnuai has developed a custom built MIDI glove interface called NAMI that is designed for live electro-acoustic musical performances. It is a tool that extends her own multicultural background. Nami utilizes a force-sensitive-resistor, flex sensors, buttons, hall effect sensors, and a photoresistor. The purpose is to allow the user to use their own gestural vocabulary while being culture general and flexible valuing cross-cultural exploration and accommodating a variety of cultural gestural language.

In Sithi-Amnuais paper “Exploring Identity Through Design: A focus on the cultural body via Nami” she discusses the cultural body, its consideration in existing gestural controller design, and how cultural methods have the potential to extend musical/social identities and/or traditions within a technological context. She starts off by describing the metaphysics of agency, identity, and culture. The identity of a human-being is deeply linked to culture and sustained through creation and performance of music and dance. The agency describes an “… active entity constantly intervening in the course of events ongoing around [them]”. Our mind is inseparable from our body, while the body being the physical material through which we have access to the world. Sithi-Amnuai refers to a study by Steven Wainwright and Bryan Turner that shows that the identity of former dancers in Royal Ballet in London is deeply rooted in their own body. Once their career has ended, it is exceedingly challenging to reinvent themselves outside the company.

Sithi-Amnuais take on gestural controllers is very philosophical. Once again, I thought how important it is to have philosophical and meaningful foundation for the execution of a design. But also, the gadget itself is very interesting and makes up for an inspiring controller that enables users to put more of themselves into the music. She sparked my curiosity to explore and extend my own cultural body. In that regard, cultural etiquettes, movements, and experiences through sense, sight, and feel are affecting our instruments and tools as well.

Reference:
https://zenodo.org/record/4813188#.YOAqVS335QI

My thoughts on Vodhrán

The paper “Vodhrán: collaborative design for evolving a physical model and interface into a proto-instrument” was a short but interesting read into what could be explored more in the marriage of music making and interaction design.

The design itself is a box that consists of a touch sensitive plate for interaction, a micro computer for processing, and an AMP for sound production. It was effectively designed to create a new form of interaction for musicians and a new way of making music. It also can work connected to a computer with a special software. The authors write on their experience and the tools/methods they used throughout the building of this device and how it would function.

This type of a new interaction for music making is highly interesting in the field of interaction design in my opinion. Since making music generally has predefined methods and pretty commonplace conceptions it is both really interesting and difficult to experiment with a new form of interaction. This is the reason why I was interested in this paper. Also since this semester I had the chance to experiment with a new type of interaction with my project for this course, I could relate more with the process and findings of this paper. With the increasing amount of music production on computers it is hard to dismiss this topic. Human-computer interaction in this area is already highly saturated, with interaction methods that popped up in the last 2 decades but also with digitalisation of already existing centuries old musical instruments. This progress will only expand with increasing usage of digital devices in this area, hence the need and search for new and different interactions will always persist. I think this paper was the start of this kind of an approach where the authors wanted more out of the interaction and ability to create through creation. As an interaction designer it is crucial to understand and reflect on areas that can feel settled and unchangeable. This paper for me does exactly that and I highly appreciate it for it.

0# | Collaborative learning processes

For this blog entry I chose to examine the paper “Collaborative Learning with Interactive Music Systems” from Adnan Marquez-Borbon. It is presented on the website of the International Conference on New Interfaces for Musical Expression (NIME-20). It is a bit off-topic but relevant for the lecture ‘Interaction Design’.

The paper draws a new perspective on how to learn a new instrument – more specifically an interactive digital music system. The designers of those instruments are often the only performers and do not have many copies of their specific instrument. In general they often do not have instructional informations aside from a technical document (if existent) what makes it hard to learn it in a traditional way. The ‘traditional way’ means to first learn the musical notation and then the according application to the instrument. This way means a very linear and structured process of learning. The teacher transmits knowledge, evaluates the technical proficiency, musical accuracy and the appropriateness of style of the student. But this approach ignores the diversity of alternative musical practices and approaches. In an interactive digital music system the musical text and notation are not obligatory central to the practice. It lives from variable and numerous practices and the form of documentation applies to that. The learning process is therefore more complex and probably not tangible with the traditional way to learn an instrument.

The author describes an open-ended, exploratory and collective learning approach to learn a technologically mediated instrument and with that to overcome the traditional way of learning an instrument. The so called ‘socially mediated learning’ process centres collaborative learning and should provide a flexible and adaptable learning environment. This space is unlimited in musical exploration, creativity and bringing in additional musical skills of students. Learning by imitating other learners can lead to the extension of the own capabilities of students. The challenge of collective learning is to keep up the motivation and let the students take responsibilities in their freedom of learning (like setting subjectives). The teacher becomes a guide and is not longer an authority. 

As a method the author developed a new instrument with a 3D printed case, two outward facing speaker, four push buttons controlling pitches organised in a one-octave chromatic scale, two linear soft potentiometer (controlling the pitch & other) and a force-sensing resistor controls the output volume. The volunteers have been three people with traditional music education and extensive performance experience but with no experience in performing with musical technologies or interactive musical systems. They learned to play the instrument in group sessions over a period of six months. 

As a result they actually started to learn from each other, imitated and/or extended each others findings and were learning effectively together. Furthermore they started to make up their own learning structures by noting down individual musical notations as a learning aid. They even started to come up with group exercises and created own compositions in order to rehearse and perform together. The participants developed their own style in playing but also found a way to play together. Even without fixed learning structures they started to self-organise their capacities and activities as well as learning goals which motivated and oriented them. 

Due to the flexible exchange of ideas and techniques the participants found a unified conceptualisation and usage of the instrument. Both, the whole group and the individual learner benefit from the rich learning opportunities in the open and flexible learning structure.

My resume: Personally, I never thought about how we learn to play instruments – even though I myself learned the musical notation and how to play the flute and the piano. Looking back I realise that even as a kid the linear learning structure is very hard to accomplish in the beginning. I am sure I would have loved to learn with such an open and collaborative learning approach that Adnan Marquez-Borbon suggests. 

Keeping in mind, that the approach is aimed for more complex and often unique technologically mediated instruments I am sure, that this structure can be helpful also in other fields of computer-mediated channels like new and unknown software. Since a lot of daily tasks are getting more complex day by day I think we should see a collaborative learning approach as a serious opportunity to enhance not only our learning processes but also ideation processes in terms of innovative design. I currently started my summer job in the area of ‘making’ – means building, tinkering around and hacking all kind of old electronic rubbish in order to create new stuff, new ideas and appreciate creativity from a new, more practical perspective. This kind of practical process also nourishes from collaborative exchange of ideas and knowledge which is in my opinion a really fruitful way of creation. 

Flow

I think children are in a flow a lot [1]

So far I have analyzed some problems and circumstances not only in our society but also in our minds that lead to a rather negative state of mind or even mental diseases. With this article I want to focus on something incredibly positive, something that is even worth living for: the flow.
I’ve read the term “flow” in the context of psychology for the first time in the book “Thinking, Fast and Slow” by Daniel Kahneman. It striked me because it was absolutely congruent with what I have experienced. By referring to Mihály Csíkszentmihályi, Kahneman wrote that the flow is a curtain state of mind of effortless concentration which is so deep that you lose the sense of time, yourself and your problems. The joy that you experience is immense and Csíkszentmihályi says with good reason that the flow is the ideal experience of a human-being.

A lot of activities can set you in a flow whether it is making music, writing a book, or participating at a Formula-1 race. Driving a race car at 260 km/h or playing world class chess are without a doubt very exhausting activities. But what’s interesting about flowing is that you don’t need any self-control to maintain your focus on those activities, whereby resources are released that can be used for the activity. [2]

Mihaly interviewed various creative people and scientists to find out what makes them happy, and what makes them strive, sometimes without fame or fortune, and I would like to share two quotes with you here.
A well-known musician said: “You are in an ecstatic state to such a point that you feel as though you almost don’t exist. I have experienced this time and again. My hands seem devoid of myself, and I have nothing to do with what is happening. I just sit there watching it in a state of awe and wonderment. And the (music) just flows out of itself.”
A poet said: “It’s like opening a door that’s floating in the middle of nowhere and all you have to is go and turn the handle and open it and let yourself sink into it. You can’t particularly force yourself through it. You just have to float. If there’s any gravitational pull, it’s from the outside world trying to keep you back from the door.” [3]

And this is just exactly what I’ve felt, and what just made me incredibly happy. In fact, that is a major reason why I’ve started to pursue a creative career.

Regardless of the culture, education, or the like, Csíkszentmihályi claims that there seem to be seven conditions occurring when being in a flow:

  1. Total involvement in what we are doing – engaged, concentrated and focused
  2. A sense of ecstasy – of being outside everyday reality
  3. Inner Clarity – knowing what needs to be done and measuring our achievements resourcefully.
  4. Knowing that the activity is doable – that you have the skills you require for the task at hand.
  5. A sense of serenity – unconscious competence, present and a feeling of growing behind the boundaries of the ego.
  6. Timelessness – thoroughly focused on the present and in a zone of the fullness of being
  7. Intrinsic motivation – whatever produces flow becomes its own reward.

Owen Shaffer proposed seven clear and short steps that are necessary to get into the flow:

  1. Knowing what to do
  2. Knowing how to do it
  3. Knowing how well you are doing
  4. Knowing where to go (if navigation is involved)
  5. High perceived challenges
  6. High perceived skills
  7. Freedom from distractions [4]

Being a designer I am interested in getting myself into a flow. But I am also very interested in taking other people with me into a sort of flow. I wonder if it could be possible to enhance experiences with my knowledge about the flow. Is it something that can be triggered through design? I know that the flow is something really powerful not only regarding mental health. It is something worth considering for my master thesis.

PS: While writing this blog-post I was [almost] in a flow.

Ressources:
[1] https://upload.wikimedia.org/wikipedia/commons/8/8f/South-Goodwin.jpg
[2] Kahneman, Daniel (2011), Thinking, Fast and Slow
[3] Mihaly Csikszentmihalyi, TED2004
[4] Schaffer, Owen (2013), Crafting Fun User Experiences: A Method to Facilitate Flow, Human Factors International

Prozess-Update II

Woche 3, 4 und 5 (03.06. -23.06.)

Woche 3

Das Ziel für Woche 3 war es täglich zu posten und täglich Stories zu machen. Ebenfalls war das Gewinnen neuer Follower wieder ein Ziel. Aufgrund der bevorstehenden anstrengenden Wochen nahm ich mir keine weiteren Aufgaben vor.

Am Ende der Woche 2 und in Woche 3 hatte ich 8 Posts gemacht. In Woche 3 gab es 6 Posts. All diese Post bzw. die meisten dieser Posts waren vorgeplant. Ein Post entstand spontan durch das Urban Art Festival. Durch die Zusammenarbeit und die Verlinkungen zwischen den anderen Profilen der Studenten und dem Profilen der FH JOANNEUM erhoffte ich mir einen positiven Effekt.

Das Ergebnis von Woche 3 sah so aus:

Das Gewinnen neuer Follower erlebte ich es sehr schwierig, da ist ein ständiges Auf und Ab war. Ich gewann neue Follower und am nächsten Tag verlor ich wieder welche. Somit kann man sagen, dass das Festival bzw. das tägliche Posten keinen wirklichen Follower-Vorteil auf meinem Profil gebracht hat. Ich konnte allerdings einen erheblichen Anstieg in den Zahlen der erreichten Konten und in den Seilen der konnten Content Interaktionen feststellen.

Posts in Woche 3

 Woche 4 und 5

Durch das tägliche Posten in Woche 3 hatte ich fast den ganzen Vorrat meiner vorgefertigten Post aufgebraucht. Das führte bei mir zu zusätzlichen Stress, da ich durch das Ende des Semesters zusätzliche Arbeit investieren hätte müssen um Content zu produzieren. Das Ganze führte dazu, dass ich prokrastinierte und somit in diesen Wochen nichts auf Instagram gepostet habe. Allerdings gab es Stories zu meinem Unialltag, die auch durchschnittlich um die 80 Aufrufe bekommen haben (Gesamtzahl der Abonnenten 129).  


Das nicht posten in dieser Woche führte dazu. dass ich drei Follower verloren habe: 129 Follower.