On the evocative power and play value of a wearable movement-to-sound interaction accessory in the free-play of schoolchildren Articles uri icon

authors

  • ROSALES, ANDREA
  • SAYAGO BARRANTES, SERGIO
  • CARRASCAL, JUAN PABLO
  • BLAT GIMENO, JOSE ANTONIO

publication date

  • January 2014

start page

  • 313

end page

  • 330

issue

  • 3

volume

  • 6

International Standard Serial Number (ISSN)

  • 1876-1364

Electronic International Standard Serial Number (EISSN)

  • 1876-1372

abstract

  • 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. © 2014 - IOS Press and the authors. All rights reserved.

keywords

  • evocative power; free-play; movement-to-sound interaction; participatory design; play value; artificial intelligence; software engineering; evocative power; free-play; movement-to-sound interaction; participatory design; play value; accessories