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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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E-Commerce Accessibility(also: Accessible E-Commerce, Online Shopping Accessibility)
The degree to which online shopping experiences — product discovery, evaluation, checkout, fulfilment, customer support, and (on peer-to-peer platforms) selling — are usable by people with disabilities, particularly blind and low-vision (BLV) users who depend on screen readers,…
Ecological Validity
In user experience research, the degree to which a mediated experience feels natural, realistic, and believable—as if it could occur in a real-world context. In immersion measurement frameworks like the ITC Sense of Presence Inventory, ecological validity is a subscale alongside…
Embodied Experience(also: Embodied Interaction, Embodiment (UX))
The dimension of user experience that arises from the body's sensory and kinaesthetic encounter with a system or environment — motion, vibration, balance, proprioception, ambient sound, and felt pace — rather than from explicit information channels. In autonomous transport,…
Emotional Engagement(also: Affective Engagement)
The degree to which a user connects emotionally with content, characters, and narrative, experiencing feelings such as excitement, tension, empathy, humor, or sadness in response to the media. In accessibility research on audio-described webtoons, emotional engagement is a…
End-User Customization(also: User Customization, Personalisation)
The ability for users to modify the presentation or behaviour of a digital interface according to their individual preferences and needs. In accessibility, end-user customization is particularly important because there is no universal profile for many disability groups — people…
Escapism
The use of entertainment, fantasy, or immersive experiences to temporarily disconnect from real-world concerns, limitations, or stressors. In VR accessibility research, escapism is a significant motivator for disabled users, who may value VR as an opportunity to experience…
Execution Gap(also: Gulf of Execution)
From Don Norman's model of human-computer interaction, the distance between a user's goals and the physical actions required to achieve them using a given system. A system with a wide execution gap forces users to translate what they want into technical commands, parameters, or…
Experiential Accessibility(also: Experience-Centric Accessibility)
An approach to accessibility that goes beyond removing barriers to ensure disabled people can have equitable, meaningful experiences with technology—not just functional access. In the context of experiential technologies like virtual reality or games, this means designing for…
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.…
Extrinsic Motivation
Extrinsic motivation refers to engaging in an activity to achieve external rewards, avoid punishment, or meet external expectations rather than for inherent enjoyment. In accessibility and technology design, extrinsic motivators include gamification elements like badges, points,…

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