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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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Imaginary Interface(also: Spatial Memory Interface, Empty-Handed Interaction)
An interaction paradigm where users interact with a virtual interface mapped to empty space or their own body, without any physical device in the interaction area. Users transfer their spatial memory of familiar device layouts (like a smartphone screen) to their palm or mid-air,…
Implicit Interaction(also: Implicit Input, Implicit Human-Computer Interaction)
Implicit interaction refers to user input that the system infers from natural behaviors not explicitly performed for the purpose of issuing commands, such as gaze, gait, posture, physiological signals, or ambient context. It contrasts with explicit interaction, where users…
In-situ Highlighting(also: In-situ Guidance, In-situ Instruction, On-screen Highlighting)
In-situ highlighting is a tutorial technique that overlays visual indicators directly on the live application interface to show the user exactly where to tap, look, or interact next - rather than describing the action in a separate text or video tutorial. Common implementations…
Information Hierarchy(also: Content Hierarchy, Information Architecture)
The organization and prioritization of information elements in an interface, determining what users encounter first and how content is structured for navigation. In accessibility, information hierarchy is crucial because screen reader users experience content sequentially rather…
Information Scent(also: Information Smell)
A concept from information foraging theory that describes the strength of cues in a user interface that indicate whether a particular path (link, button, menu item) will lead to desired information or functionality. Strong information scent means users can easily predict what…
Information wayfinding(also: Digital wayfinding, Information navigation)
The process of orienting oneself within and navigating through digital information spaces such as websites, applications, or documents, analogous to physical wayfinding through buildings or cities. For screen reader users, information wayfinding relies on structural cues like…
Input Exertion(also: Input Effort, Interaction Cost)
The physical and cognitive effort required to provide input to a digital system, including keystrokes, mouse movements, taps, and voice commands. For people with motor impairments, input exertion is a critical accessibility concern because even small inefficiencies — such as…
Input Modality(also: Interaction Modality, Input Method)
A distinct channel or method through which a user provides input to a computing system, such as touch, voice, gesture, gaze, or keyboard interaction. In accessibility contexts, supporting multiple input modalities is critical because users with different disabilities may need…
Input Redundancy
A design principle that provides multiple alternative ways to accomplish the same input action, ensuring that users can interact with a system regardless of their specific abilities. In VR accessibility, input redundancy means offering controller input alongside hand tracking,…
Interaction Framing(also: Narrative Framing, Framing (Interaction Design))
Interaction framing refers to the way a system positions the user's role and the meaning of their input, independent of the underlying mechanics. The same choice can be framed as completing a task ("select the appropriate response") or as taking a meaningful action inside a…
Interaction Paradigm(also: Interaction Method, Input Paradigm)
A model or approach for how users interact with a system, encompassing the input devices, techniques, and patterns of engagement. In VR, common interaction paradigms include controller-based input, hand tracking, gaze-based interaction, and voice commands. Each paradigm has…
Interactive Description(also: Dynamic Description)
A design approach for providing accessible descriptions of interactive digital content that updates in real time as users navigate and manipulate elements. Unlike static alternative text, interactive descriptions consist of two complementary structures: state descriptions that…
Interface Complexity(also: UI Complexity)
The degree of intricacy in a user interface, encompassing the number of elements, depth of navigation, variety of interaction patterns, and cognitive load required to accomplish tasks. For blind and low vision users, interface complexity is a significant accessibility barrier…
Isometric Gesture(also: Isometric Contraction Gesture)
An isometric gesture is a gesture in which a person activates their muscles without producing visible movement — the body position remains static while muscle tension changes. This contrasts with isotonic gestures, where visible hand or arm movement occurs over time. Isometric…

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