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Investigates how feedback density affects dual-task performance in older adults, suggesting key design principles for mobile AR systems.
Smartphone-based augmented reality (AR) exercise systems show promise for supporting physical activity among older adults, yet the effect of presentation-layer information density on motor performance and cognitive workload in this population remains poorly understood. This study investigated how varying feedback density affects exercise correctness, error correction latency, and perceived workload in community-dwelling older adults (N = 60, aged 65–74 years) performing marching in place under three conditions: MIN, MOD, and RICH. The movement detection algorithm and binary correctness signal C(t) were held invariant across conditions, isolating presentation-layer density as the sole manipulated variable. One-way repeated-measures ANOVA revealed significant density effects on all three outcomes. MOD produced the highest exercise correctness (M = 74.72%), shortest error correction latency (M = 2.45 s), and lowest perceived workload (M = 41.40); RICH yielded pronounced degradation across all measures. These findings provide preliminary empirical evidence consistent with a Capacity-Relative Density Equilibrium (CRDE) perspective, a conceptual framework that proposes performance as a zone-structured function of the demand-to-capacity ratio (D/K). The framework remains tentative and requires further empirical operationalization due to the lack of a direct measure of cognitive capacity (K). From this perspective, we identify three potential design principles, actionable sufficiency, density threshold, and dual-task alignment, as practical heuristics for mobile AR systems targeting older adult populations.
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Kaewrat et al. (2026) studied this question.
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