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               <dc:title>On the evocative power and play value of a wearable movement-to-sound interaction accessory in the rich free-play of schoolchildren</dc:title>
               <dc:creator>Rosales, Andrea</dc:creator>
               <dc:creator>Sayago Barrantes, Sergio</dc:creator>
               <dc:creator>Carrascal Ruiz, Juan Pablo</dc:creator>
               <dc:creator>Blat, Josep</dc:creator>
               <dc:subject>Free-play</dc:subject>
               <dc:subject>Movement-to-sound interaction</dc:subject>
               <dc:subject>Participatory design</dc:subject>
               <dc:subject>Evocative power</dc:subject>
               <dc:subject>Play value</dc:subject>
               <dc:subject>Interacció persona-ordinador</dc:subject>
               <dc:subject>Human-computer interaction</dc:subject>
               <dc:description>This paper discusses the evocative power and play value of the Wearable Sounds Kit (WSK), a movement-to-sound interaction accessory. Whilst movement-to-sound interaction is attracting growing research attention in HCI, very little of it has been conducted in the context of free-play with children. This paper presents a participatory design study of the WSK with 20 school-aged children (7–12 years old) in a free-play scenario, and an evaluation of the WSK in a playground at Ars Electronica Festival with over 70 school-aged children. The evaluation addressed three research questions: can school-aged children incorporate the WSK into their free-play? What free-play patterns are encouraged by the WSK? Which design features of the WSK influence the free-play experience? By conducting qualitative and quantitative data gathering methods and analyses, which include first-hand observations and video-coding, this paper shows that school-aged children can effectively incorporate the WSK into their free-play, and that the accessory encourages different types of free-play. The results also show differences in the free-play mediated by the accessory depending on the age group and sex of the player, and these differences reinforce the play value of the WSK. Some implications for designing technologically-oriented playful toys are also discussed.</dc:description>
               <dc:date>2024-12-05T22:38:14Z</dc:date>
               <dc:date>2024-12-05T22:38:14Z</dc:date>
               <dc:date>2015-01-29T09:36:10Z</dc:date>
               <dc:date>2025-01-01</dc:date>
               <dc:date>2014</dc:date>
               <dc:date>2015-01-28T15:05:50Z</dc:date>
               <dc:type>info:eu-repo/semantics/article</dc:type>
               <dc:type>publishedVersion</dc:type>
               <dc:identifier>http://hdl.handle.net/10459.1/47768</dc:identifier>
               <dc:relation>Reproducció del document publicat a: https://doi.org/10.3233/AIS-140260</dc:relation>
               <dc:relation>Journal of Ambient Intelligence and Smart Environments, 2014, vol. 6, num. 3, p. 313-330</dc:relation>
               <dc:rights>(c) IOS Press, 2014</dc:rights>
               <dc:rights>info:eu-repo/semantics/restrictedAccess</dc:rights>
               <dc:publisher>IOS Press</dc:publisher>
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