Glossary
Terms used in accessibility research and practice. Each entry has a definition, common aliases, and category tags.
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- Parametric design(also: Parametric modeling)
- A design approach in which objects are defined by adjustable parameters (dimensions, angles, ratios) rather than direct geometric manipulation, allowing users to customize designs by changing numerical values without needing 3D modeling expertise. Parametric design is…
- Participatory design(also: Co-design, PD, Cooperative design)
- A design methodology originating from Scandinavian workplace practices in the 1970s in which end users, stakeholders, and designers collaborate as equal partners throughout the design process. In accessibility, participatory design is essential for ensuring that products and…
- Perceptualisation(also: Perceptualization)
- A multi-sensory display of abstract information, inferred by Nesbitt to be a fundamentally human quality. Where visualisation presents abstract data through the visual design space (charts, graphs, maps), perceptualisation extends this to all sensory channels — sonic, haptic,…
- Persuasive Technology(also: Behaviour Change Technology, Behavior Change Technology)
- Technology designed to change users' attitudes or behaviours through persuasion and social influence rather than coercion. In health and wellness contexts, persuasive technologies use strategies such as goal-setting, self-monitoring, reminders, social comparison, and rewards to…
- Playification
- A design strategy that transforms routine or clinical tasks into playful, engaging experiences without relying solely on competitive game mechanics like points and leaderboards. Unlike gamification, which adds game elements to non-game contexts, playification emphasizes…
- Provocation (HCI)(also: Design provocation, Provotype)
- In human-computer interaction, a designed artifact whose purpose is to unsettle assumptions, provoke debate, or surface hidden values rather than to solve a defined problem. Provocations draw on traditions of critical design (Dunne and Raby), adversarial design (DiSalvo),…
- Proxemics(also: Interpersonal distance, Personal space)
- The study of how people use and perceive physical space in social interactions, originally defined by anthropologist Edward T. Hall in 1966. Hall identified four distance zones: intimate (0–45 cm), personal (45 cm–1.2 m), social (1.2–3.6 m), and public (beyond 3.6 m). In…
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