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Glossary

Terms used in accessibility research and practice. Each entry has a definition, common aliases, and category tags.

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Accessibility Persona(also: Disability Persona, Inclusive Persona)
A detailed, realistic description of a hypothetical user with specific disabilities, assistive technology configurations, and usage contexts, used during design and evaluation to help teams consider accessibility requirements from the perspective of real people. Accessibility…
Affinity Diagram(also: Affinity Diagramming, KJ Method)
A collaborative analysis method where team members organise large amounts of data — such as user research findings, design ideas, or usability issues — by writing individual items on sticky notes and grouping them on a wall or board according to their natural relationships and…
Age-related Differences(also: Age Effects, Generational Differences)
The systematic variations in technology use, learning strategies, and task performance that occur across different age groups. Research consistently shows older adults take 1.5 to 2 times longer than younger adults on technology tasks even when achieving equal accuracy, due to…
Best-Worst Scaling(also: BWS, Maximum Difference Scaling, MaxDiff)
A survey methodology for efficiently collecting ranking judgments from participants over a large set of items. Instead of asking participants to rank all items at once (which becomes cognitively overwhelming beyond a handful of options), BWS presents small subsets (N-tuples,…
Card Sorting(also: Card Sort)
A user research and information architecture method in which participants organise items (written on cards or displayed digitally) into groups that make sense to them, and may also label those groups. In open card sorting, participants create their own group categories; in…
Co-design(also: Co-creation, Cooperative Design)
A design methodology where end users actively participate as partners throughout the design process, contributing their expertise and lived experience to shape solutions. In co-design, researchers and participants collaboratively create design artifacts, validate concepts, and…
Computer Literacy(also: Digital Literacy, Technology Literacy, ICT Literacy)
A person's knowledge and ability to use computers and digital technology effectively. In accessibility research, computer literacy is an important variable when studying how different user groups interact with technology, as prior experience significantly affects task…
Confederate(also: Research Confederate, Study Confederate)
A person who plays a scripted role in a research study while appearing to participants as a naive participant, bystander, or user. Confederates allow researchers to observe how true participants behave in realistic social situations — for example, how a blind user interacts with…
Content Wants(also: Information Wants, Content Preferences)
The specific types of information that a user desires or needs from a piece of content, as opposed to information needs imposed by an external system or standard. In image accessibility research, content wants refer to the particular visual elements (objects, people,…
Contextual Inquiry(also: CI, Contextual Interview)
A user research method in which a researcher observes and interviews a participant in their natural work or living environment while they perform their typical tasks. The researcher adopts an apprentice role, watching the participant work and asking questions to understand their…
Delphi Method(also: Delphi Technique, Delphi Interview)
A structured research technique originally developed by the RAND Corporation for forecasting, in which a panel of experts participates in multiple rounds of questioning to reach consensus on a topic. In accessibility and HCI research, the Delphi method is used to gather expert…
Deployment Study(also: Field Deployment, In-the-Wild Study)
A research method where technology is placed in users' real-world environments for an extended period to observe natural usage patterns, adoption behaviors, and long-term experiences. Unlike controlled lab studies, deployment studies capture ecological validity by revealing how…
Design Informant(also: Informant Design)
A participatory design role in which users contribute to the design process by providing input, preferences, and feedback, but the researcher retains responsibility for interpreting this data and making design decisions. This approach contrasts with the Design Partner model…
Elicitation Study(also: Gesture Elicitation Study)
An elicitation study is a user research method in which participants are shown the effect of an action (called a referent) and asked to propose the input or gesture (called a sign) that should cause it. This approach generates user-defined interaction techniques rather than…
Ethnographic Study(also: Ethnography, Ethnographic Research)
A qualitative research methodology originating in anthropology that involves prolonged, immersive observation of people in their natural environments to understand their behaviours, practices, and social contexts. In accessibility and assistive technology research, ethnographic…
Ethnography(also: Ethnographic Research, Ethnographic Methods)
A qualitative research methodology originating in anthropology that involves observing people in their natural environments to understand their behaviours, practices, and social interactions in context. In accessibility research, ethnographic methods such as participant…
Experience Sampling Method(also: ESM, Ecological Momentary Assessment, EMA)
A research methodology that collects data about participants' experiences, behaviors, and states in real time and in natural settings through repeated brief surveys or prompts delivered at predetermined or random intervals throughout the day. In accessibility research, ESM…
Expert User(also: Advanced User, Power User)
A user who has substantial experience with a system and has internalised its structure, commands, and idioms. Expert users typically prefer direct, efficient interaction — keyboard shortcuts, command-line syntax, scripting, and customised workflows — over step-by-step menus.…
Extreme Users(also: Lead Users, Edge Cases)
A design methodology that focuses on a small set of users with unusual, demanding, or outlying needs rather than statistically representative users. Developed by Pullin and Newell (2007), the approach recognizes that the variability among older and disabled users is too great to…
Focus Group(also: Focus Group Discussion, Group Interview)
A qualitative research method in which a small group of participants (typically 3-10) with shared characteristics discuss a topic guided by a moderator, allowing researchers to explore perspectives, opinions, and experiences through group interaction. Focus groups are considered…
GenderMag(also: Gender-Inclusiveness Magnifier, GenderMag Method)
GenderMag (Gender-Inclusiveness Magnifier) is an inclusive design inspection method for finding and fixing inclusivity bugs in problem-solving software. It uses five facets of problem-solving style that show statistically significant gender differences: Motivations…
In Situ Study(also: Field Study, In-the-Wild Study, Remote Study)
An in situ study is a research method where participants are observed or data is collected in their natural environment rather than in a controlled laboratory setting. In accessibility research, in situ studies are particularly valuable because they capture how users interact…
In-situ Study(also: In-situ evaluation, Field study)
A user study conducted in the real-world setting where the technology would actually be used (a museum floor, a corridor with passersby, a commuter train), rather than in a controlled lab or via remotely viewed videos. In-situ studies matter for accessibility research because…
Inattentional Blindness(also: Perceptual Blindness)
Inattentional blindness is the failure to notice a fully visible but unexpected object or feature when attention is directed elsewhere. It is distinct from change blindness (failure to notice a change between two views): inattentional blindness is about missing something that…
Individual-Technology Fit(also: ITF, User-Technology Match)
A framework for matching individual users with the most appropriate assistive technology based on their personal characteristics and the technology's requirements. In brain-computer interface contexts, ITF considers factors like age, education, caffeine consumption, and video…
Input Logging(also: Keystroke Logging, Input Event Logging)
The practice of recording detailed timestamped data about keyboard and mouse events — including key presses, releases, mouse movements, clicks, and button states — for analysis of user interaction patterns. In accessibility research, input logging is used to study the…
Novice User(also: Beginner User, First-Time User)
A user who is new to a particular system, task, or interface and has not yet built a mental model of its structure or vocabulary. Novice users typically benefit from menu-driven interfaces, prominent help, progressive disclosure, and forgiving interaction patterns that allow…
Older Adults(also: Seniors, Elderly, Aging Population)
People typically aged 65 and above who may experience age-related changes in vision, hearing, motor control, and cognition that affect how they interact with technology. Designing for older adults requires attention to larger text sizes, higher contrast, simplified navigation,…
Persona(also: User Persona, Design Persona)
A fictional but research-based representation of a user group that captures key characteristics, goals, motivations, and needs. In accessibility work, personas are used to represent the diverse experiences and requirements of disabled users, helping design teams maintain empathy…
Persona(also: User Persona, Design Persona)
A fictional character created to represent a type of user who might interact with a product, service, or website. Personas are grounded in research data and typically include details such as name, age, occupation, abilities, goals, frustrations, and technology usage patterns. In…
Playtesting(also: Play testing)
A user-research method in game and interactive-system design in which representative users play an in-development game while researchers observe, collect think-aloud commentary, and conduct follow-up interviews to probe mechanics, engagement, difficulty, and fit with intended…
Probing(also: Link Probing, Exploratory Browsing)
Probing is a browsing behavior where a user follows a link to see where it leads and then immediately returns to the previous page. It is commonly observed among blind and screen reader users as a coping strategy when the link text or surrounding context does not provide enough…
Problem-Solving Style(also: Problem-Solving Facets, GenderMag Facets)
Problem-solving style refers to the characteristic ways individuals approach technology-mediated problem-solving tasks. In inclusive design, particularly in the GenderMag method, problem-solving style is captured across five facets: Motivations (why someone uses technology),…
Proxy Feedback(also: Proxy User Testing, Surrogate Feedback)
A user research method in which feedback on designs or prototypes is gathered from people who are close to the target users — such as carers, therapists, family members, or support workers — rather than from the users themselves. This approach is used when direct communication…
Requirements Gathering(also: Requirements Elicitation, Needs Assessment)
The process of collecting and documenting the needs, constraints, and expectations of users and stakeholders to inform the design of a technology system or product. In accessibility and assistive technology contexts, requirements gathering poses unique challenges: target users…
Retrospective Protocol(also: Retrospective Think Aloud, Retrospective Verbal Protocol, Post-Task Protocol)
A usability evaluation method in which participants complete tasks first and then describe their thought processes, decisions, and experiences immediately afterwards, rather than verbalising concurrently during the task. Retrospective protocols are particularly important in…
Scanpath(also: Gaze Path, Eye Movement Path)
The sequence of fixations and saccades (rapid eye movements) that represent how a person visually explores an interface or document. In accessibility and usability research, scanpath analysis reveals patterns in how users process visual information, which elements attract…
Sentiment Analysis(also: Opinion Mining)
A natural language processing technique that identifies and extracts subjective information from text, classifying it as positive, negative, or neutral. In accessibility research, sentiment analysis can be applied to social media posts, product reviews, and online discussions to…
Surrogate Users(also: Proxy Users)
Individuals who stand in for actual end users during design and evaluation processes, typically used when direct user involvement is impractical, ethically problematic, or insufficient. In accessibility research, surrogate users may include actors trained to portray people with…
Tactile Exploration Strategy(also: Haptic Exploration Strategy, Touch Exploration Pattern)
A systematic approach or pattern that a person uses when exploring tactile graphics, maps, or other touch-based representations. Research has identified several distinct strategies: "following outlines" (tracing the borders of shapes), "saccade" (jumping between specific zones),…
Tactile Ideation(also: Tactile Design Workshop, Non-Visual Ideation)
A design methodology adapted for people with visual disabilities that replaces visual ideation techniques (such as sketching, post-it notes, and ideation cards) with tactile and auditory alternatives. Techniques include using physical objects as conversation prompts…
Technology Acceptance(also: Technology Adoption, TAM)
The process by which individuals evaluate, adopt, and integrate new technology into their routines, often modeled through frameworks like the Technology Acceptance Model (TAM) which emphasizes perceived usefulness and ease of use as key predictors. For accessibility, technology…
Theater in Design(also: Forum Theater, Design Theater)
A participatory design technique using professional actors to portray users with disabilities or older adults, allowing design teams to engage with user needs without directly involving potentially fragile individuals. Developed by Newell and colleagues at the University of…
Usability Study(also: Usability Test, Usability Evaluation)
A research method that evaluates how easily and effectively users can interact with a product, system, or prototype by observing real users performing tasks. Usability studies measure factors such as task completion rate, error frequency, time on task, and subjective…
User Elicitation(also: Elicitation study, Gesture elicitation study, User-defined gestures)
A participatory user-research method, widely used in gesture and interaction design, in which end users or domain experts are shown a desired system effect (a "referent" such as "rotate this object") and asked to propose the input action they believe should trigger it.…
User Sensitive Inclusive Design(also: USID)
A design methodology proposed as an alternative to User Centred Design for populations with highly diverse and dynamically changing needs, particularly older people. User Sensitive Inclusive Design replaces "centred" with "sensitive" to acknowledge that it may be impossible to…
Visual Profile(also: Visual Function Profile)
A visual profile is a comprehensive characterization of an individual's visual capabilities across multiple dimensions, typically including visual acuity, contrast sensitivity, visual field, and color perception. In accessibility, understanding a user's visual profile is…
Wizard of Oz Study(also: WOZ Study, Wizard of Oz Method)
A research method in which participants interact with what they believe is an automated system, but which is actually operated in whole or in part by a human "wizard" hidden from view. The method is used to evaluate the usability and desirability of interfaces that do not yet…
Wizard-of-Oz Study(also: WoZ Study, Wizard of Oz Protocol)
A research method in which participants interact with a system they believe is autonomous, but which is actually being partially or fully operated by a human researcher (the "wizard") behind the scenes. In accessibility research, Wizard-of-Oz studies are used to test the…
Wizard-of-Oz Study(also: Wizard of Oz, WoZ Study, Wizard-of-Oz Method)
A Wizard-of-Oz study is a research method in human-computer interaction where participants interact with a system they believe is autonomous, but which is actually being partially or fully operated by a human researcher (the "wizard") behind the scenes. This technique is…

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