Naseem Ahmadpour

Dr. Naseem Ahmadpour

School of Architecture, Design and Planning, The University of Sydney, Sydney, Australia
orcid

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 September 2019 in The International Journal of Biochemistry & Cell Biology
Verified
Journal Article
Closed access
Naseem AhmadpourNaseem Ahmadpour
Naseem Ahmadpour
HRHayden Randall
Hayden Randall
HCHarsham Choksi
Harsham Choksi
AGAntony Gao
Antony Gao
CVChristopher Vaughan
Christopher Vaughan
PPPhilip Poronnik
Philip Poronnik

11 February 2020 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
KIKiran Ijaz
Kiran Ijaz
Naseem AhmadpourNaseem Ahmadpour
Naseem Ahmadpour
YWYifan Wang
Yifan Wang
RCRafael A. Calvo
Rafael A. Calvo
Recent research suggests that virtual reality (VR) games can engage players in physical activity with high levels of enjoyment. Understanding users’ motivation to engage and enjoy immersive VR exercise platforms is thus important to designers. We designed a VR exercise platform and conducted an experiment with two conditions, one with a static user interface (UI) and the other with an open world environment. Across participants there was significantly (p = 0.03*) greater enjoyment reported in an open world compared to static UI. Enjoyment in both static UI and open world conditions was positively correlated wih user’s psychological needs and experience; autonomy and immersion. Participants’ future play intention was also predicted by autonomy and immersion, but only within the open world condition. Our findings also suggest players can be classified into entertainment-focused and exercise-focused with different expectations and therefore different engagement behaviors with each VR exercise environment. The study highlights the value of informing VR design with measures of psychological need satisfaction.

7 February 2020 in CoDesign
Verified
Journal Article
Closed access
Dorian PetersDorian Peters
Dorian Peters
LLLian Loke
Lian Loke
Naseem AhmadpourNaseem Ahmadpour
Naseem Ahmadpour
Analogue tools offer distinct benefits for collaborative design ideation and can take a variety of tailored forms including card decks, templates, toys and board games. However, owing to the disparate and multidisciplinary sources of these tools, there is currently no easy way to gain a coherent view of the tool landscape. To resolve this, we conducted a survey of analogue ideation tools within the design and HCI literatures, and within commercial practice. Of 3,395 results, 76 met the inclusion criteria. The resulting collection is presented and classified according to 10 descriptors including a novel taxonomy for distinguishing 7 tool types (methods, prompts, components, concepts, stories, embodiment, and construction). We also discuss gaps and opportunities for future tool development in inclusivity, cultural-tailoring and embodiment. Our aim is to help designers and design teams more fluently select, customise, critique, analyse and/or build tools to support collaborative designerly inquiry.

27 January 2020 in JMIR Serious Games
Verified
Journal Article
Open access
Naseem AhmadpourNaseem Ahmadpour
Naseem Ahmadpour
MKMelanie Keep
Melanie Keep
AJAnna Janssen
Anna Janssen
ARAnika Rouf
Anika Rouf
MMMichael Marthick
Michael Marthick
Background: Virtual reality (VR) technology has been explored in the health sector as a novel tool for supporting treatment side effects, including managing pain and anxiety. VR has recently become more available with the launch of low-cost devices and apps.Objective: This study aimed to provide an updated review of the research into VR use for pain and anxiety in pediatric patients undergoing medical procedures.Methods: We performed a scoping review. To identify relevant studies, we searched three electronic databases. Two authors screened the titles and abstracts for relevance and eligibility criteria.Results: Overall, 1386 articles were identified. In total, 18 articles were included in the review. Articles were published in English between 2013 and 2018. Our review determined that VR technology was being administered in a range of situations to modulate acute and chronic pain or anxiety, needle phobia, and procedural care in children and adolescents. We identified 9 articles that designed the bespoke VR apps. The findings were analyzed to develop a holistic model and describe the product, experience, and intervention aspects that need to be considered in designing such medical VR apps.Conclusions: VR has been demonstrated to be effective for managing pain and anxiety in a variety of populations. However, design strategies are limited beyond distraction techniques. We propose future VR interventions to explore skill-building goals in apps characterized by dynamic feedback to the patient and experiential and product qualities that enable them to be active participants in managing their own care. To achieve this, design must be part of the development.

Verified
Journal Article
Open access
PDF file
KIKiran Ijaz
Kiran Ijaz
TTTram Thi Minh Tran
Tram Thi Minh Tran
AKA. Baki Kocaballi
A. Baki Kocaballi
RCRafael A. Calvo
Rafael A. Calvo
Berkovsky ShlomoBerkovsky Shlomo
Berkovsky Shlomo
Naseem AhmadpourNaseem Ahmadpour
Naseem Ahmadpour
Immersive virtual reality (iVR) has gained considerable attention recently with increasing affordability and accessibility of the hardware. iVR applications for older adults present tremendous potential for diverse interventions and innovations. The iVR literature, however, provides a limited understanding of guiding design considerations and evaluations pertaining to user experience (UX). To address this gap, we present a state-of-the-art scoping review of literature on iVR applications developed for older adults over 65 years. We performed a search in ACM Digital Library, IEEE Xplore, Scopus, and PubMed (1 January 2010–15 December 2019) and found 36 out of 3874 papers met the inclusion criteria. We identified 10 distinct sets of design considerations that guided target users and physical configuration, hardware use, and software design. Most studies carried episodic UX where only 2 captured anticipated UX and 7 measured longitudinal experiences. We discuss the interplay between our findings and future directions to design effective, safe, and engaging iVR applications for older adults.

3 September 2019 in JMIR Mental Health
Verified
Journal Article
Open access
KIKiran Ijaz
Kiran Ijaz
Naseem AhmadpourNaseem Ahmadpour
Naseem Ahmadpour
SNSharon L Naismith
Sharon L Naismith
RCRafael A Calvo
Rafael A Calvo
Background: Traditional methods for assessing memory are expensive and have high administrative costs. Memory assessment is important for establishing cognitive impairment in cases such as detecting dementia in older adults. Virtual reality (VR) technology can assist in establishing better quality outcome in such crucial screening by supporting the well-being of individuals and offering them an engaging, cognitively challenging task that is not stressful. However, unmet user needs can compromise the validity of the outcome. Therefore, screening technology for older adults must address their specific design and usability requirements. Objective: This study aimed to design and evaluate the feasibility of an immersive VR platform to assess spatial navigation memory in older adults and establish its compatibility by comparing the outcome to a standard screening platform on a personal computer (PC). Methods: VR-CogAssess is a platform integrating an Oculus Rift head-mounted display and immersive photorealistic imagery. In a pilot study with healthy older adults (N=42; mean age 73.22 years, SD 9.26), a landmark recall test was conducted, and assessment on the VR-CogAssess was compared against a standard PC (SPC) setup. Results: Results showed that participants in VR were significantly more engaged (P=.003), achieved higher landmark recall scores (P=.004), made less navigational mistakes (P=.04), and reported a higher level of presence (P=.002) than those in SPC setup. In addition, participants in VR indicated no significantly higher stress than SPC setup (P=.87). Conclusions: The study findings suggest immersive VR is feasible and compatible with SPC counterpart for spatial navigation memory assessment. The study provides a set of design guidelines for creating similar platforms in the future.