Only once the general population is aware of the opportunities offered by the usage of renewable power sources related to hydrogen can an open market for such products come into existence. For this to happen, the awareness of the system safety must be popularized and accepted into mainstream thinking, then the advantages can be disclosed and the perspectives anticipated. 

Therefore, the main target audience of "The Lost Colony" software kit constitutes teenage high school students and is then additionally expanded to the general public. The two age ranges taken into account are teenagers 13-20 years old and people 20-50 years of age, although the age limits are indicative rather than concrete. 

The main focus is on teenagers, since they are the customers and developers of the future. They will be the first living the Hydrogen Age and shall feel their involvement to build it.

The adults will the beta testers and very first users of the game. Their feedback on needs and expectations from the game will help edit and fine-tune the game's message/goal to make the hydrogen power sources accepted, while their submissions will allow the game writers to prepare the best matching puzzle answers and in-game explanations for the final version of the game.

The project's dissemination strategy aims to:

  • Manage internal knowledge, communication, and conference participation & publications through project-specific web tools: pool existing high-quality resources in the field, aiding the background and "state of the art" work of project members; synthesize, filter, and publish these resources together with new data arising from ENDURANCE results to appropriate target groups;
  • Implement project results into existing product lines:
  • Create an "industrial backing" through web and printed materials (audio-visual, press, publications and articles) as well as direct communication via industrial oriented forums;
  • Engage the scientific and industrial communities and improve communication with them through an event/workshop focused on failure analysis and modeling, publishing the results to a larger audience;
  • Promote and implement project results on a larger "lab-to-public" scale:
  • Engage high school students in the "fuel cell cause" through an interactive video game/contest, aiming to create a pan-European network of the "next generation" which will support and develop the Hydrogen Economy;
  • Raise overall awareness of the Hydrogen Economy benefits and the versatility, stability, and potential of fuel cell as a clean and efficient energy source.

Milestone 2 "Setting Up of BoS and HoE" targets some of the goals set in first pillar of ENDURANCE's communication and dissemination strategy - internal knowledge management and communication within the consortium. Databases with access to the consortium members were set up in order collect existing data in a virtual project "resource pool" as well as keep track of project-relevant information in an easy, detailed, and up-to-date manner. The FileMaker family of software products was used by Partner 8 (IEES) to create databases for the: 

• Book of Samples (BoS), which records each sample creation, testing and characterization analyses performed, results from all analyses, shipment, receipt, past and current locations.

• Handbook of Experiments (HoE), which stores testing procedures and protocols relevant to the project.

• Knowledge Pool (KP), which stores publications and materials relevant to the project methods, and goals. While the KP was not initially planned, the need for it arose during project implementation and it was added to the database package available to the ENDURANCE team members.

All databases are both "fed" and used by project participants, ensuring constant easy access to up-to-date information, rapid identification and communication of logistical and testing problems and their quick solution.