Evan Barba
Biographic Data
| ID | 3919741 |
|---|---|
| NAME | Evan Barba |
| GIVEN NAMES | Evan |
| FAMILY NAME | Barba |
| SIGNATURE | BARBA E |
| AFFILIATIONS | Georgetown University |
| ORCID | 0000-0002-0629-9942 |
| VERIFIED | Yes |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 5 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2015 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
A Research Agenda for Playful Systems Design
As design discourse continues to grapple with complexity in sociotechnical systems, new methodologies have coalesced under the term — systemic design. These approaches rely heavily on systems mapping through co-design to synthesize stakeholder perspectives on a system-of-interest into a visual representation of the system — a system map. Subsequent visual abductive reasoning then becomes the primary meaning-making process and method of creating i…
Young Children’s Mathematical Learning From Intelligent Characters
Children’s math learning (N = 217; Mage = 4.87 years; 63% European American, 96% college-educated families) from an intelligent character game was examined via social meaningfulness (parasocial relationships [PSRs]) and social contingency (parasocial interactions, e.g., math talk). In three studies (data collected in the DC area: 12/2015–10/2017), children’s parasocial relationships and math talk with the intelligent character predicted quicker, …
The Pilgrimage Project: Speculative design for engaged interdisciplinary education
This article presents the Pilgrimage Model as a template for educators wishing to lead students on site-specific studies of engaged learning. During the 2015–2016 academic year, a group of Georgetown University students, faculty, and staff pursued the Pilgrimage Project, a year-long pedagogical experiment in interdisciplinary education and speculative design. Students researched Georgetown’s historic Old North building from a variety of disciplin…
Keeping progress on the long and winding road
Community + Culture features practitioner perspectives on designing technologies for and with communities. We highlight compelling projects and provocative points of view that speak to both community technology practice and the interaction design field as a whole. --- Christopher A. Le Dantec, Editor
Three Reasons Why the Future Is in the Making
Three Reasons Why the Future Is in the Making
Keeping progress on the long and winding road
Community + Culture features practitioner perspectives on designing technologies for and with communities. We highlight compelling projects and provocative points of view that speak to both community technology practice and the interaction design field as a whole. --- Christopher A. Le Dantec, Editor
The Pilgrimage Project: Speculative design for engaged interdisciplinary education
This article presents the Pilgrimage Model as a template for educators wishing to lead students on site-specific studies of engaged learning. During the 2015–2016 academic year, a group of Georgetown University students, faculty, and staff pursued the Pilgrimage Project, a year-long pedagogical experiment in interdisciplinary education and speculative design. Students researched Georgetown’s historic Old North building from a variety of disciplin…
Young Children’s Mathematical Learning From Intelligent Characters
Children’s math learning (N = 217; Mage = 4.87 years; 63% European American, 96% college-educated families) from an intelligent character game was examined via social meaningfulness (parasocial relationships [PSRs]) and social contingency (parasocial interactions, e.g., math talk). In three studies (data collected in the DC area: 12/2015–10/2017), children’s parasocial relationships and math talk with the intelligent character predicted quicker, …
A Research Agenda for Playful Systems Design
As design discourse continues to grapple with complexity in sociotechnical systems, new methodologies have coalesced under the term — systemic design. These approaches rely heavily on systems mapping through co-design to synthesize stakeholder perspectives on a system-of-interest into a visual representation of the system — a system map. Subsequent visual abductive reasoning then becomes the primary meaning-making process and method of creating i…
Child Development and Digital Technology (2 works) · Computer Science (2 works) · Engineering (2 works) · Engineering ethics (2 works) · Political science (2 works) · Psychology (2 works) · Sociology (2 works) · Artificial Intelligence (1 works) · Artificial Intelligence (1 works) · Character (mathematics) (1 works)