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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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Hands-Free Control(also: Hands-Free Interaction, Hands-Free Input)
Any method of operating a device or computer system that does not require the use of the hands or fingers. Hands-free control encompasses a range of input techniques including voice commands, eye tracking, head movements, sip-and-puff switches, foot controls, and EMG-based…
Haptic Device(also: Haptic Interface, Force-Feedback Device, Tactile Device)
A hardware device that provides tactile or force feedback to users, enabling them to feel virtual objects, textures, resistance, or vibrations. Haptic devices range from simple vibration motors in smartphones to sophisticated force-feedback systems like the Geomagic Touch…
Hick-Hyman Law(also: Hick's Law)
A principle from experimental psychology stating that the time it takes a person to make a decision increases logarithmically with the number of available choices. In accessibility and interface design, Hick-Hyman Law informs the practice of limiting the number of options…
Human Factors Engineering(also: Ergonomics, Human Factors)
The scientific discipline concerned with designing systems, products, and environments to be compatible with the physical and cognitive capabilities and limitations of the people who use them. In accessibility, human factors engineering applies usability methods and techniques —…
Human Interface Device(also: HID, Input Device, Peripheral)
Any device used to facilitate interaction between a human and a computer, including keyboards, mice, trackballs, joysticks, touchscreens, switches, and eye-tracking systems. The USB HID standard defines a protocol for these devices that enables plug-and-play compatibility. For…
Human-AI Collaboration(also: Human-AI Teaming, AI-Assisted Authoring)
An interaction paradigm where humans and artificial intelligence systems work together, each contributing their complementary strengths to achieve outcomes neither could produce as effectively alone. In accessibility contexts, human-AI collaboration combines AI efficiency in…
Human-AI Interaction(also: HAI, Human-AI Collaboration, AI Interaction Design)
The study and design of how people interact with artificial intelligence systems, including how AI communicates its outputs, uncertainty, and limitations to users. Key principles include making AI behavior transparent, supporting user correction of errors, acknowledging…
Human-Centered Computing(also: Human-Centred Computing, People-Centered Computing)
Human-centered computing is an approach to technology design and development that places human needs, capabilities, and experiences at the center of the design process. It emphasizes understanding the full diversity of human physical, sensory, and cognitive abilities, and…
Human-Robot Interaction(also: HRI)
The interdisciplinary field studying how humans and robots communicate, collaborate, and coexist. In accessibility contexts, HRI research explores how robots can be designed to support people with disabilities in workplaces, homes, and public spaces — including collaborative…
Human-Vehicle Interaction(also: HVI, Vehicle-pedestrian interaction)
The field studying how people communicate, negotiate, and coordinate with vehicles and their occupants — including drivers, passengers, and, increasingly, automated systems. Human-vehicle interaction encompasses internal interfaces (dashboards, voice assistants,…
Human-like trust in AI(also: Anthropomorphic trust)
The phenomenon where users develop trust in AI systems based on their human-like qualities — such as natural voice, conversational style, emotional expressiveness, and social behaviors — rather than the system's actual functional reliability. In accessibility contexts, this…
Humanoid Robot(also: Humanoid)
A robot whose physical form approximates a human body, typically with a head, torso, two arms, and (in bipedal designs) two legs. Humanoid robots are studied in accessibility research as embodied demonstrators that can present gestures, postures, and movement sequences in ways…

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